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Timo Viitanen

dblp:117/7063 · DBLP profile ↗
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9ranked-venue papers
4as first author
0since 2021 · last 2019
0000-0003-1082-9587ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorSystems, architecture and hardware · 4 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 60% Image and video processing · 40%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 50% Memory systems · 50%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video processing › image restoration
denoising
0.412019
Blockwise Multi-Order Feature Regression for Real-Time Path-Tracing Reconstruction · ACM Trans. Graph. 2019
Rendering › ray tracing
path tracing
0.412019
Blockwise Multi-Order Feature Regression for Real-Time Path-Tracing Reconstruction · ACM Trans. Graph. 2019
GPUs and heterogeneous computing › graphics accelerator
ray tracing hardware
0.312017
MergeTree: A Fast Hardware HLBVH Constructor for Animated Ray Tracing · ACM Trans. Graph. 2017
Rendering
global illumination
0.112019
Blockwise Multi-Order Feature Regression for Real-Time Path-Tracing Reconstruction · ACM Trans. Graph. 2019

Methods — techniques the papers use, named apart from their topics

surface area heuristic · 0.6hierarchical linear bounding volume hierarchy · 0.6stochastic regularization · 0.4feature buffers · 0.4augmented QR factorization · 0.4
YearPublicationVenuePosition
2019 An integrated hardware/software design methodology for signal processing systems
abstract
This paper presents a new methodology for design and implementation of signal processing systems on system-on-chip (SoC) platforms. The methodology is centered on the use of lightweight application programming interfaces for applying principles of dataflow design at different layers of abstraction. The development processes integrated in our approach are software implementation, hardware implementation, hardware-software co-design, and optimized application mapping. The proposed methodology facilitates development and integration of signal processing hardware and software modules that involve heterogeneous programming languages and platforms. As a demonstration of the proposed design framework, we present a dataflow-based deep neural network (DNN) implementation for vehicle classification that is streamlined for real-time operation on embedded SoC devices. Using the proposed methodology, we apply and integrate a variety of dataflow graph optimizations that are important for efficient mapping of the DNN system into a resource constrained implementation that involves cooperating multicore CPUs and field-programmable gate array subsystems. Through experiments, we demonstrate the flexibility and effectiveness with which different design transformations can be applied and integrated across multiple scales of the targeted computing system.
Lin Li 0029, Carlo Sau, Tiziana Fanni, Jingui Li, Timo Viitanen, François Christophe, Francesca Palumbo, Luigi Raffo, Heikki Huttunen, Jarmo Takala, Shuvra S. Bhattacharyya
J. Syst. Archit.5
2019 Blockwise Multi-Order Feature Regression for Real-Time Path-Tracing Reconstruction
abstract
Path tracing produces realistic results including global illumination using a unified simple rendering pipeline. Reducing the amount of noise to imperceptible levels without post-processing requires thousands of samples per pixel (spp), while currently it is only possible to render extremely noisy 1 spp frames in real time with desktop GPUs. However, post-processing can utilize feature buffers, which contain noise-free auxiliary data available in the rendering pipeline. Previously, regression-based noise filtering methods have only been used in offline rendering due to their high computational cost. In this article we propose a novel regression-based reconstruction pipeline, called Blockwise Multi-Order Feature Regression (BMFR), tailored for path-traced 1 spp inputs that runs in real time. The high speed is achieved with a fast implementation of augmented QR factorization and by using stochastic regularization to address rank-deficient feature data. The proposed algorithm is 1.8× faster than the previous state-of-the-art real-time path-tracing reconstruction method while producing better quality frame sequences.
Matias Koskela, Kalle Immonen, Markku Mäkitalo, Alessandro Foi, Timo Viitanen, Pekka Jääskeläinen, Heikki Kultala, Jarmo Takala
ACM Trans. Graph.5
2019 LordCore: Energy-Efficient OpenCL-Programmable Software-Defined Radio Coprocessor
abstract
This paper proposes a single instruction multiple data (SIMD) processor, which is programmed with high-level OpenCL language. The low-power processor is customized for executing multiple-input-multiple-output (MIMO) detection algorithms at a high performance while consuming very little power making it suitable for software-defined radio (SDR) applications. The novel combination of SIMD operations on a transport programmed multicore datapath allows saving power on both the execution front end and the back end, leading to very good energy efficiency with a compiler programmable design. We demonstrate the feasibility of the architecture with the layered orthogonal lattice detector and minimum mean-square-error MIMO algorithms, which can be used as a software-defined radio implementation of the 3GPP local thermal equilibrium r11 standard. Compared to other state-of-the-art SDR architectures, the proposed design adds features that improve programmer productivity with an insignificant power and area impact.
Heikki Kultala, Timo Viitanen, Heikki Berg, Pekka Jääskeläinen, Joonas Multanen, Mikko Kokkonen, Kalle Raiskila, Tommi Zetterman, Jarmo Takala
IEEE Trans. Very Large Scale Integr. Syst.2
2018 Instantaneous foveated preview for progressive Monte Carlo rendering
abstract
Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas.
Matias Koskela, Kalle Immonen, Timo Viitanen, Pekka Jääskeläinen, Joonas Multanen, Jarmo Takala
Comput. Vis. Media3
2017 Fast Hardware Construction and Refitting of Quantized Bounding Volume Hierarchies
abstract
Abstract There is recent interest in GPU architectures designed to accelerate ray tracing, especially on mobile systems with limited memory bandwidth. A promising recent approach is to store and traverse Bounding Volume Hierarchies (BVHs), used to accelerate ray tracing, in low arithmetic precision. However, so far there is no research on refitting or construction of such compressed BVHs, which is necessary for any scenes with dynamic content. We find that in a hardware‐accelerated tree update, significant memory traffic and runtime savings are available from streaming, bottom‐up compression. Novel algorithmic techniques of modulo encoding and treelet‐based compression are proposed to reduce backtracking inherent in bottom‐up compression. Together, these techniques reduce backtracking to a small fraction. Compared to a separate top‐down compression pass, streaming bottom‐up compression with the proposed optimizations saves on average 42% of memory accesses for LBVH construction and 56% for refitting of compressed BVHs, over 16 test scenes. In architectural simulation, the proposed streaming compression reduces LBVH runtime by 20% compared to a single‐precision build, and 41% compared to a single‐precision build followed by top‐down compression. Since memory traffic dominates the energy cost of refitting and LBVH construction, energy consumption is expected to fall by a similar fraction.
Timo Viitanen, Matias Koskela, Pekka Jääskeläinen, Kalle Immonen, Jarmo Takala
Comput. Graph. Forum1
2017 Hardware design methodology using lightweight dataflow and its integration with low power techniques
Tiziana Fanni, Lin Li 0029, Timo Viitanen, Carlo Sau, Renjie Xie, Francesca Palumbo, Luigi Raffo, Heikki Huttunen, Jarmo Takala, Shuvra S. Bhattacharyya
J. Syst. Archit.3
2017 MergeTree: A Fast Hardware HLBVH Constructor for Animated Ray Tracing
abstract
Ray tracing is a computationally intensive rendering technique traditionally used in offline high-quality rendering. Powerful hardware accelerators have been recently developed that put real-time ray tracing even in the reach of mobile devices. However, rendering animated scenes remains difficult, as updating the acceleration trees for each frame is a memory-intensive process. This article proposes MergeTree, the first hardware architecture for Hierarchical Linear Bounding Volume Hierarchy (HLBVH) construction, designed to minimize memory traffic. For evaluation, the hardware constructor is synthesized on a 28nm process technology. Compared to a state-of-the-art binned surface area heuristic sweep (SAH) builder, the present work speeds up construction by a factor of 5, reduces build energy by a factor of 3.2, and memory traffic by a factor of 3. A software HLBVH builder on a graphics processing unit (GPU) requires 3.3 times more memory traffic. To take tree quality into account, a rendering accelerator is modeled alongside the builder. Given the use of a toplevel build to improve tree quality, the proposed builder reduces system energy per frame by an average 41% with primary rays and 13% with diffuse rays. In large ( > 500K triangles) scenes, the difference is more pronounced, 62% and 35%, respectively.
Timo Viitanen, Matias Koskela, Pekka Jääskeläinen, Heikki Kultala, Jarmo Takala
ACM Trans. Graph.1
2014 Heuristics for greedy transport triggered architecture interconnect exploration
abstract
Most power dissipation in Very Large Instruction Word (VLIW) processors occurs in their large, multi-port register files. Transport Triggered Architecture (TTA) is a VLIW variant whose exposed datapath reduces the need for RF accesses and ports. However, the comparative advantage of TTAs suffers in practice from a wide instruction word and complex interconnection network (IC). We argue that these issues are at least partly due to suboptimal design choices. The design space of possible TTA architectures is very large, and previous automated and ad-hoc design methods often produce inefficient architectures. We propose a reduced design space where efficient TTAs can be generated in a short time using excecution trace-driven greedy exploration. The proposed approach is evaluated by optimizing the equivalent of a 4-issue VLIW architecture. The algorithm finishes quickly and produces a processor with 10% reduced core energy product compared to a fully-connected TTA. Since the generated processor has low IC power and a shorter instruction word than a typical 4-issue VLIW, the results support the hypothesis that these drawbacks of TTA can be worked around with efficient IC design.
Timo Viitanen, Heikki Kultala, Pekka Jääskeläinen, Jarmo Takala
CASES1
2013 Simplified floating-point division and square root
abstract
Digital Signal Processing (DSP) algorithms on low-power embedded platforms are often implemented using fixed-point arithmetic due to expected power and area savings over floating-point computation. However, recent research shows that floating-point arithmetic can be made competitive by using a reduced-precision format instead of, e.g., IEEE standard single precision, thereby avoiding the algorithm design and implementation difficulties associated with fixed-point arithmetic. This paper investigates the effects of simplified floating-point arithmetic applied to an FMA-based floating-point unit and the associated software division and square root operations. Software operations are proposed which attain near-exact precision with twice the performance of exact algorithms and resolve overflow-related errors with inexpensive exponent-manipulation special instructions.
Timo Viitanen, Pekka Jääskeläinen, Otto Esko, Jarmo Takala
ICASSP1