Abstract
The MVDR beamformer has been shown to improve active sonar image quality compared to conventional methods. Unfortunately, it is also significantly more computationally expensive because a spatial covariance matrix must be estimated and inverted for each image pixel. We target this challenge by altering and mapping the MVDR beamformer to a GPU, and suggest three different solutions depending on the system size. For systems with relatively few channels, we suggest arithmetic optimizations for the estimation step, and show how a GPU can be used to yield image creation rates of more than 1 Mpx/s. For larger systems we show that frequency domain processing is preferable, as this promotes high processing rates at a negligible reduction in image quality. These GPU implementations consistently reduced the runtime by 2 orders of magnitude compared to our reference C implementation. For even larger systems we suggest employing the LCA beamformer. It does not calculate a weightset, but merely computes the beamformer output for each of a predefined set of weights, and selects the one that best fulfils the MVDR criterion. The LCA creates images with a quality comparable to MVDR, and it is perfectly suited for a GPU. © 2013 Acoustical Society of America.
Cite
CITATION STYLE
Buskenes, J. I., Åsen, J. P., Nilsen, C. I. C., & Austeng, A. (2013). Adapting the minimum variance beamformer to a graphics processing unit for active sonar imaging systems. In Proceedings of Meetings on Acoustics (Vol. 19). https://doi.org/10.1121/1.4800584
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