#76 High-Performance Real-Time FIR-Filtering Using Fast Convolution on Graphics Hardware
Frank Wefers, Jan Berg
In this paper we examine how graphic hardware can be used
for real-time FIR filtering. We implement uniformly-partitioned
fast convolution in the frequency-domain and evaluate its performance
on a NVIDIA GTX 285 graphics card. Motivated by audio
rendering for virtual reality, our focus lies on large-scale realtime
filtering with a multitude of channels, long impulse responses
and low latencies. Graphics hardware has already been used for
audio signal processing — including FIR and IIR filtering with
respect to offline and real-time processing. However, the combination
of GPU computing and real-time conditions leads to a
number of challenges that have not been reviewed in detail. The
new contribution of this paper is an implementation and detailled
analysis of a frequency-domain fast convolution method on GPUs.
We discuss specific problems that emerge under real-time conditions.
Our method allows to achieve an outstanding real-time filtering
performance. In this work, we do not only regard a timeinvariant
filtering, but also time-varying filtering, where filters are
exchanged during runtime. Furthermore, we examine the opportunities
of distributed computation—using CPU and GPU—in order
to maximize the performance. Finally, we identify bottlenecks
and explain their impact on filter exchange latencies and update
rates.