On the performance of multi-GPU-based expert systems for acoustic localization involving massive microphone arrays

Expert system for passive sound source localization that makes use of multiple GPUs.Fine spatial grids and a high number of microphones provide excellent localization.GPU resources for managing a large expert system are described.A complete set of simulations evaluates the performance of the expert system.Excellent localization accuracy is achieved even in adverse environments. Sound source localization is an important topic in expert systems involving microphone arrays, such as automatic camera steering systems, human-machine interaction, video gaming or audio surveillance. The Steered Response Power with Phase Transform (SRP-PHAT) algorithm is a well-known approach for sound source localization due to its robust performance in noisy and reverberant environments. This algorithm analyzes the sound power captured by an acoustic beamformer on a defined spatial grid, estimating the source location as the point that maximizes the output power. Since localization accuracy can be improved by using high-resolution spatial grids and a high number of microphones, accurate acoustic localization systems require high computational power. Graphics Processing Units (GPUs) are highly parallel programmable co-processors that provide massive computation when the needed operations are properly parallelized. Emerging GPUs offer multiple parallelism levels; however, properly managing their computational resources becomes a very challenging task. In fact, management issues become even more difficult when multiple GPUs are involved, adding one more level of parallelism. In this paper, the performance of an acoustic source localization system using distributed microphones is analyzed over a massive multichannel processing framework in a multi-GPU system. The paper evaluates and points out the influence that the number of microphones and the available computational resources have in the overall system performance. Several acoustic environments are considered to show the impact that noise and reverberation have in the localization accuracy and how the use of massive microphone systems combined with parallelized GPU algorithms can help to mitigate substantially adverse acoustic effects. In this context, the proposed implementation is able to work in real time with high-resolution spatial grids and using up to 48 microphones. These results confirm the advantages of suitable GPU architectures in the development of real-time massive acoustic signal processing systems.

[1]  Zheng Yang,et al.  High-Accuracy TDOA-Based Localization without Time Synchronization , 2013, IEEE Transactions on Parallel and Distributed Systems.

[2]  Radoslaw Mazur,et al.  On CUDA implementation of a multichannel room impulse response reshaping algorithm based on p-norm optimization , 2011, 2011 IEEE Workshop on Applications of Signal Processing to Audio and Acoustics (WASPAA).

[3]  Tong Wang,et al.  Acoustic source localization in mixed field using spherical microphone arrays , 2014, EURASIP J. Adv. Signal Process..

[4]  G. Carter,et al.  The generalized correlation method for estimation of time delay , 1976 .

[5]  Eduardo F. D'Azevedo,et al.  Parallel LU Factorization on GPU Cluster , 2012, ICCS.

[6]  H. Sabine Room Acoustics , 1953, The SAGE Encyclopedia of Human Communication Sciences and Disorders.

[7]  Martin Schneider,et al.  The Generalized Frequency-Domain Adaptive Filtering Algorithm Implemented on a GPU for Large-Scale Multichannel Acoustic Echo Cancellation , 2012, ITG Conference on Speech Communication.

[8]  Maximo Cobos,et al.  Real-Time Sound Source Localization on Graphics Processing Units , 2013, ICCS.

[9]  Jose A. Belloch,et al.  Headphone-Based virtual spatialization of sound with a GPU accelerator , 2013 .

[10]  Yue Zhao,et al.  Implementation of Decoders for LDPC Block Codes and LDPC Convolutional Codes Based on GPUs , 2012, IEEE Transactions on Parallel and Distributed Systems.

[11]  Joseph H. DiBiase A High-Accuracy, Low-Latency Technique for Talker Localization in Reverberant Environments Using Microphone Arrays , 2000 .

[12]  Harvey F. Silverman,et al.  A Fast Microphone Array SRP-PHAT Source Location Implementation using Coarse-To-Fine Region Contraction(CFRC) , 2007, 2007 IEEE Workshop on Applications of Signal Processing to Audio and Acoustics.

[13]  Jose A. Belloch,et al.  A real-time crosstalk canceller on a notebook GPU , 2011, 2011 IEEE International Conference on Multimedia and Expo.

[14]  Brian Hamilton,et al.  ROOM ACOUSTICS MODELLING USING GPU-ACCELERATED FINITE DIFFERENCE AND FINITE VOLUME METHODS ON A FACE-CENTERED CUBIC GRID , 2013 .

[15]  Jan Vanek,et al.  Optimized Acoustic Likelihoods Computation for NVIDIA and ATI/AMD Graphics Processors , 2012, IEEE Transactions on Audio, Speech, and Language Processing.

[16]  Stefan Bilbao,et al.  Computing room acoustics with CUDA - 3D FDTD schemes with boundary losses and viscosity , 2011, 2011 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP).

[17]  Maximo Cobos,et al.  A Modified SRP-PHAT Functional for Robust Real-Time Sound Source Localization With Scalable Spatial Sampling , 2011, IEEE Signal Processing Letters.

[18]  Stephan Sehestedt,et al.  Simultaneous people tracking and motion pattern learning , 2014, Expert Syst. Appl..

[19]  Stefan Bilbao,et al.  Physical Modeling of Timpani Drums in 3D on GPGPUs , 2013 .

[20]  Jose A. Belloch,et al.  GPU Implementation of a Frequency-Domain Modified Filtered-X LMS Algorithm for Multichannel Local Active Noise Control , 2013 .

[21]  Vesa Välimäki,et al.  Audio Signal Processing Using Graphics Processing Units , 2011 .

[22]  Michael S. Brandstein,et al.  Robust Localization in Reverberant Rooms , 2001, Microphone Arrays.

[23]  Tomoya Sakai,et al.  Multi-level Optimization of Matrix Multiplication for GPU-equipped Systems , 2011, ICCS.

[24]  Luca Calderoni,et al.  Indoor localization in a hospital environment using Random Forest classifiers , 2015, Expert Syst. Appl..

[25]  Jacob Benesty,et al.  Time Delay Estimation in Room Acoustic Environments: An Overview , 2006, EURASIP J. Adv. Signal Process..

[26]  Shengkui Zhao,et al.  Real-time implementation and performance optimization of 3D sound localization on GPUs , 2012, 2012 Design, Automation & Test in Europe Conference & Exhibition (DATE).

[27]  Yu. Yu. Kloss,et al.  Solving Boltzmann equation on GPU , 2010, ICCS.

[28]  Arun Ross,et al.  Microphone Arrays , 2009, Encyclopedia of Biometrics.

[29]  Weiguo Liu,et al.  Streaming Algorithms for Biological Sequence Alignment on GPUs , 2007, IEEE Transactions on Parallel and Distributed Systems.

[30]  Maurício Roberto Veronez,et al.  Combining SRP-PHAT and two Kinects for 3D Sound Source Localization , 2014, Expert Syst. Appl..

[31]  Cláudio Rosito Jung,et al.  GPU-based approaches for real-time sound source localization using the SRP-PHAT algorithm , 2013, Int. J. High Perform. Comput. Appl..

[32]  Rainer Martin,et al.  Acoustic Source Localization with Microphone Arrays , 2008 .

[33]  Jont B. Allen,et al.  Image method for efficiently simulating small‐room acoustics , 1976 .

[34]  Maximo Cobos,et al.  A steered response power iterative method for high-accuracy acoustic source localization. , 2013, The Journal of the Acoustical Society of America.

[35]  Sergios Theodoridis,et al.  A Novel Efficient Cluster-Based MLSE Equalizer for Satellite Communication Channels with-QAM Signaling , 2006, EURASIP J. Adv. Signal Process..

[36]  Lauri Savioja,et al.  REAL-TIME 3D FINITE-DIFFERENCE TIME-DOMAIN SIMULATION OF LOW- AND MID-FREQUENCY ROOM ACOUSTICS , 2010 .

[37]  John ffitch,et al.  Real-time Sliding Phase Vocoder using a Commodity GPU , 2011, ICMC.

[38]  Xiangyu Wang,et al.  Motivated learning agent model for distributed collaborative systems , 2009, 2009 13th International Conference on Computer Supported Cooperative Work in Design.

[39]  Alberto González,et al.  GPU Implementation of Multichannel Adaptive Algorithms for Local Active Noise Control , 2014, IEEE/ACM Transactions on Audio, Speech, and Language Processing.

[40]  Paulo Dias,et al.  Finite Difference Room Acoustic Modelling on a General Purpose Graphics Processing Unit , 2010 .