1Similarity check (PNSR and SSIM) on the GPU {#tutorial_gpu_basics_similarity}
2===========================================
3@todo update this tutorial
4
5Goal
6----
7
8In the @ref tutorial_video_input_psnr_ssim tutorial I already presented the PSNR and SSIM methods for checking
9the similarity between the two images. And as you could see there performing these takes quite some
10time, especially in the case of the SSIM. However, if the performance numbers of an OpenCV
11implementation for the CPU do not satisfy you and you happen to have an NVidia CUDA GPU device in
12your system all is not lost. You may try to port or write your algorithm for the video card.
13
14This tutorial will give a good grasp on how to approach coding by using the GPU module of OpenCV. As
15a prerequisite you should already know how to handle the core, highgui and imgproc modules. So, our
16goals are:
17
18-   What's different compared to the CPU?
19-   Create the GPU code for the PSNR and SSIM
20-   Optimize the code for maximal performance
21
22The source code
23---------------
24
25You may also find the source code and these video file in the
26`samples/cpp/tutorial_code/gpu/gpu-basics-similarity/gpu-basics-similarity` folder of the OpenCV
27source library or download it from [here](https://github.com/Itseez/opencv/tree/master/samples/cpp/tutorial_code/gpu/gpu-basics-similarity/gpu-basics-similarity.cpp).
28The full source code is quite long (due to the controlling of the application via the command line
29arguments and performance measurement). Therefore, to avoid cluttering up these sections with those
30you'll find here only the functions itself.
31
32The PSNR returns a float number, that if the two inputs are similar between 30 and 50 (higher is
33better).
34
35@snippet samples/cpp/tutorial_code/gpu/gpu-basics-similarity/gpu-basics-similarity.cpp getpsnr
36@snippet samples/cpp/tutorial_code/gpu/gpu-basics-similarity/gpu-basics-similarity.cpp getpsnrcuda
37@snippet samples/cpp/tutorial_code/gpu/gpu-basics-similarity/gpu-basics-similarity.cpp psnr
38@snippet samples/cpp/tutorial_code/gpu/gpu-basics-similarity/gpu-basics-similarity.cpp getpsnropt
39
40The SSIM returns the MSSIM of the images. This is too a float number between zero and one (higher is
41better), however we have one for each channel. Therefore, we return a *Scalar* OpenCV data
42structure:
43
44@snippet samples/cpp/tutorial_code/gpu/gpu-basics-similarity/gpu-basics-similarity.cpp getssim
45@snippet samples/cpp/tutorial_code/gpu/gpu-basics-similarity/gpu-basics-similarity.cpp getssimcuda
46@snippet samples/cpp/tutorial_code/gpu/gpu-basics-similarity/gpu-basics-similarity.cpp ssim
47@snippet samples/cpp/tutorial_code/gpu/gpu-basics-similarity/gpu-basics-similarity.cpp getssimopt
48
49How to do it? - The GPU
50-----------------------
51
52Now as you can see we have three types of functions for each operation. One for the CPU and two for
53the GPU. The reason I made two for the GPU is too illustrate that often simple porting your CPU to
54GPU will actually make it slower. If you want some performance gain you will need to remember a few
55rules, whose I'm going to detail later on.
56
57The development of the GPU module was made so that it resembles as much as possible its CPU
58counterpart. This is to make porting easy. The first thing you need to do before writing any code is
59to link the GPU module to your project, and include the header file for the module. All the
60functions and data structures of the GPU are in a *gpu* sub namespace of the *cv* namespace. You may
61add this to the default one via the *use namespace* keyword, or mark it everywhere explicitly via
62the cv:: to avoid confusion. I'll do the later.
63@code{.cpp}
64#include <opencv2/gpu.hpp>        // GPU structures and methods
65@endcode
66
67GPU stands for "graphics processing unit". It was originally build to render graphical
68scenes. These scenes somehow build on a lot of data. Nevertheless, these aren't all dependent one
69from another in a sequential way and as it is possible a parallel processing of them. Due to this a
70GPU will contain multiple smaller processing units. These aren't the state of the art processors and
71on a one on one test with a CPU it will fall behind. However, its strength lies in its numbers. In
72the last years there has been an increasing trend to harvest these massive parallel powers of the
73GPU in non-graphical scene rendering too. This gave birth to the general-purpose computation on
74graphics processing units (GPGPU).
75
76The GPU has its own memory. When you read data from the hard drive with OpenCV into a *Mat* object
77that takes place in your systems memory. The CPU works somehow directly on this (via its cache),
78however the GPU cannot. He has too transferred the information he will use for calculations from the
79system memory to its own. This is done via an upload process and takes time. In the end the result
80will have to be downloaded back to your system memory for your CPU to see it and use it. Porting
81small functions to GPU is not recommended as the upload/download time will be larger than the amount
82you gain by a parallel execution.
83
84Mat objects are stored only in the system memory (or the CPU cache). For getting an OpenCV matrix to
85the GPU you'll need to use its GPU counterpart @ref cv::cuda::GpuMat . It works similar to the Mat with a
862D only limitation and no reference returning for its functions (cannot mix GPU references with CPU
87ones). To upload a Mat object to the GPU you need to call the upload function after creating an
88instance of the class. To download you may use simple assignment to a Mat object or use the download
89function.
90@code{.cpp}
91Mat I1;         // Main memory item - read image into with imread for example
92gpu::GpuMat gI; // GPU matrix - for now empty
93gI1.upload(I1); // Upload a data from the system memory to the GPU memory
94
95I1 = gI1;       // Download, gI1.download(I1) will work too
96@endcode
97Once you have your data up in the GPU memory you may call GPU enabled functions of OpenCV. Most of
98the functions keep the same name just as on the CPU, with the difference that they only accept
99*GpuMat* inputs. A full list of these you will find in the documentation: [online
100here](http://docs.opencv.org/modules/gpu/doc/gpu.html) or the OpenCV reference manual that comes
101with the source code.
102
103Another thing to keep in mind is that not for all channel numbers you can make efficient algorithms
104on the GPU. Generally, I found that the input images for the GPU images need to be either one or
105four channel ones and one of the char or float type for the item sizes. No double support on the
106GPU, sorry. Passing other types of objects for some functions will result in an exception thrown,
107and an error message on the error output. The documentation details in most of the places the types
108accepted for the inputs. If you have three channel images as an input you can do two things: either
109adds a new channel (and use char elements) or split up the image and call the function for each
110image. The first one isn't really recommended as you waste memory.
111
112For some functions, where the position of the elements (neighbor items) doesn't matter quick
113solution is to just reshape it into a single channel image. This is the case for the PSNR
114implementation where for the *absdiff* method the value of the neighbors is not important. However,
115for the *GaussianBlur* this isn't an option and such need to use the split method for the SSIM. With
116this knowledge you can already make a GPU viable code (like mine GPU one) and run it. You'll be
117surprised to see that it might turn out slower than your CPU implementation.
118
119Optimization
120------------
121
122The reason for this is that you're throwing out on the window the price for memory allocation and
123data transfer. And on the GPU this is damn high. Another possibility for optimization is to
124introduce asynchronous OpenCV GPU calls too with the help of the @ref cv::cuda::Stream.
125
126-#  Memory allocation on the GPU is considerable. Therefore, if it’s possible allocate new memory as
127    few times as possible. If you create a function what you intend to call multiple times it is a
128    good idea to allocate any local parameters for the function only once, during the first call. To
129    do this you create a data structure containing all the local variables you will use. For
130    instance in case of the PSNR these are:
131    @code{.cpp}
132    struct BufferPSNR                                     // Optimized GPU versions
133      {   // Data allocations are very expensive on GPU. Use a buffer to solve: allocate once reuse later.
134      gpu::GpuMat gI1, gI2, gs, t1,t2;
135
136      gpu::GpuMat buf;
137    };
138    @endcode
139    Then create an instance of this in the main program:
140    @code{.cpp}
141    BufferPSNR bufferPSNR;
142    @endcode
143    And finally pass this to the function each time you call it:
144    @code{.cpp}
145    double getPSNR_GPU_optimized(const Mat& I1, const Mat& I2, BufferPSNR& b)
146    @endcode
147    Now you access these local parameters as: *b.gI1*, *b.buf* and so on. The GpuMat will only
148    reallocate itself on a new call if the new matrix size is different from the previous one.
149
150-#  Avoid unnecessary function data transfers. Any small data transfer will be significant one once
151    you go to the GPU. Therefore, if possible make all calculations in-place (in other words do not
152    create new memory objects - for reasons explained at the previous point). For example, although
153    expressing arithmetical operations may be easier to express in one line formulas, it will be
154    slower. In case of the SSIM at one point I need to calculate:
155    @code{.cpp}
156    b.t1 = 2 * b.mu1_mu2 + C1;
157    @endcode
158    Although the upper call will succeed observe that there is a hidden data transfer present.
159    Before it makes the addition it needs to store somewhere the multiplication. Therefore, it will
160    create a local matrix in the background, add to that the *C1* value and finally assign that to
161    *t1*. To avoid this we use the gpu functions, instead of the arithmetic operators:
162    @code{.cpp}
163    gpu::multiply(b.mu1_mu2, 2, b.t1); //b.t1 = 2 * b.mu1_mu2 + C1;
164    gpu::add(b.t1, C1, b.t1);
165    @endcode
166-#  Use asynchronous calls (the @ref cv::cuda::Stream ). By default whenever you call a gpu function
167    it will wait for the call to finish and return with the result afterwards. However, it is
168    possible to make asynchronous calls, meaning it will call for the operation execution, make the
169    costly data allocations for the algorithm and return back right away. Now you can call another
170    function if you wish to do so. For the MSSIM this is a small optimization point. In our default
171    implementation we split up the image into channels and call then for each channel the gpu
172    functions. A small degree of parallelization is possible with the stream. By using a stream we
173    can make the data allocation, upload operations while the GPU is already executing a given
174    method. For example we need to upload two images. We queue these one after another and call
175    already the function that processes it. The functions will wait for the upload to finish,
176    however while that happens makes the output buffer allocations for the function to be executed
177    next.
178    @code{.cpp}
179    gpu::Stream stream;
180
181    stream.enqueueConvert(b.gI1, b.t1, CV_32F);    // Upload
182
183    gpu::split(b.t1, b.vI1, stream);              // Methods (pass the stream as final parameter).
184    gpu::multiply(b.vI1[i], b.vI1[i], b.I1_2, stream);        // I1^2
185    @endcode
186
187Result and conclusion
188---------------------
189
190On an Intel P8700 laptop CPU paired with a low end NVidia GT220M here are the performance numbers:
191@code
192Time of PSNR CPU (averaged for 10 runs): 41.4122 milliseconds. With result of: 19.2506
193Time of PSNR GPU (averaged for 10 runs): 158.977 milliseconds. With result of: 19.2506
194Initial call GPU optimized:              31.3418 milliseconds. With result of: 19.2506
195Time of PSNR GPU OPTIMIZED ( / 10 runs): 24.8171 milliseconds. With result of: 19.2506
196
197Time of MSSIM CPU (averaged for 10 runs): 484.343 milliseconds. With result of B0.890964 G0.903845 R0.936934
198Time of MSSIM GPU (averaged for 10 runs): 745.105 milliseconds. With result of B0.89922 G0.909051 R0.968223
199Time of MSSIM GPU Initial Call            357.746 milliseconds. With result of B0.890964 G0.903845 R0.936934
200Time of MSSIM GPU OPTIMIZED ( / 10 runs): 203.091 milliseconds. With result of B0.890964 G0.903845 R0.936934
201@endcode
202In both cases we managed a performance increase of almost 100% compared to the CPU implementation.
203It may be just the improvement needed for your application to work. You may observe a runtime
204instance of this on the [YouTube here](https://www.youtube.com/watch?v=3_ESXmFlnvY).
205
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