Particle Filter Speed Up Using a GPU High Performance Embedded Computing Workshop MIT Lincoln Labs By John Sacha & Andrew Shaffer Applied Research Laboratory.

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Presentation transcript:

Particle Filter Speed Up Using a GPU High Performance Embedded Computing Workshop MIT Lincoln Labs By John Sacha & Andrew Shaffer Applied Research Laboratory The Pennsylvania State University P. O. Box 30 State College, PA September 2010 This work was sponsored by the Office of Naval Research, Code 333, under contract number N G-0106/0006. (Any opinions, findings, and conclusions or recommendations expressed in this material do not necessarily reflect the views of ONR.)

Things people want to track –Physical objects, using radar and sonar (airplanes, ships, fish schools, …) –Time series (financial information, weather statistics, …) –Classification features (spectral lines, …) Tracking is commonly formulated as a probabilistic state- space problem –Chapman-Kolmogorov/Fokker-Planck equations for density evolution –Bayesian approach to density updating There are few closed-form solutions –Gaussianity and linearity assumptions lead to the Kalman Filter Simple special-case extensions can be made (e.g., Extended Kalman Filter, mixture models) General solutions require use of numeric methods –Mesh representations –Monte Carlo integration (particle filters) Target Tracking

Other names –Condensation Trackers –Bootstrap Filters –Survival of the Fittest Appropriate for: –Applying non-linear constraints Boundaries Kinematic limitations –Handling sensor blind spots (exploiting absence of measurements) –Tracking “features” –Groups of objects Particle Filters are a sequential Monte Carlo methodology for state estimation in which collections of weighted point particles are used to model state probability density functions Able to handle complicated non-Gaussian and non-linear problems not easily solvable by Kalman Filters Approximate solution to the exact problem, rather than an exact solution to an approximate problem Particle Filters for Tracking in Complex Environments

Particle Filter Algorithm State PDF Representation Collection of particles { (x,w) } Arbitrary Models x’ = F(x, U ) (propagation) z = G(x, V ) (measurement) Prediction Step: For each particle: x” = F(x, u ) Correction Step: For each particle: w” = P(x’|z)w Periodic resampling of population: Cumulative sum of weights Sorted RNG Binary search Loop Particle Filters and GPUs: A Marriage Made in Heaven? Embarrassingly Parallel Steps Particle Filters are flexible and powerful, but … Accuracy increases with the number of particles So does the computation cost Graphic Processing Units Commodity items specialized for gaming/imaging applications Highly parallel co-processors Lots of bang for the buck (and watt) Particle Filter paradigm appears well-suited to parallel processing Particles can be propagated independently (mostly!) Possibly Complicated