• Title/Summary/Keyword: 탐색트리

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Performance Analysis and Enhancing Techniques of Kd-Tree Traversal Methods on GPU (GPU용 Kd-트리 탐색 방법의 성능 분석 및 향상 기법)

  • Chang, Byung-Joon;Ihm, In-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.2
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    • pp.177-185
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    • 2010
  • Ray-object intersection is an important element in ray tracing that takes up a substantial amount of computing time. In general, such spatial data structure as kd-tree has been frequently used for static scenes to accelerate the intersection computation. Recently, a few variants of kd-tree traversal have been proposed suitable for the GPU that has a relatively restricted computing architecture compared to the CPU. In this article, we propose yet another two implementation techniques that can improve those previous ones. First, we present a cached stack method that is aimed to reduce the costly global memory access time needed when the stack is allocated to global memory. Secondly, we present a rope-with-short-stack method that eases the substantial memory requirement, often necessary for the previous rope method. In order to show the effectiveness of our techniques, we compare their performances with those of the previous GPU traversal methods. The experimental results will provide prospective GPU ray tracer developers with valuable information, helping them choose a proper kd-tree traversal method.

Design of Memory-Efficient Octree to Query Large 3D Point Cloud (대용량 3차원 포인트 클라우드의 탐색을 위한 메모리 효율적인 옥트리의 설계)

  • Han, Soohee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.31 no.1
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    • pp.41-48
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    • 2013
  • The aim of the present study is to design a memory-efficient octree for querying large 3D point cloud. The aim has been fulfilled by omitting variables for minimum bounding hexahedral (MBH) of each octree node expressed in C++ language and by passing the re-estimated MBH from parent nodes to child nodes. More efficiency has been reported by two-fold processes of generating pseudo and regular trees to declare an array for all anticipated nodes, instead of using new operator to declare each child node. Experiments were conducted by constructing tree structures and querying neighbor points out of real point cloud composed of more than 18 million points. Compared with conventional methods using MBH information defined in each node, the suggested methods have proved themselves, in spite of existing trade-off between speed and memory efficiency, to be more memory-efficient than the comparative ones and to be practical alternatives applicable to large 3D point cloud.

A Comparison of 3D R-tree and Octree to Index Large Point Clouds from a 3D Terrestrial Laser Scanner (대용량 3차원 지상 레이저 스캐닝 포인트 클라우드의 탐색을 위한 3D R-tree와 옥트리의 비교)

  • Han, Soo-Hee;Lee, Seong-Joo;Kim, Sang-Pil;Kim, Chang-Jae;Heo, Joon;Lee, Hee-Bum
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.29 no.1
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    • pp.39-46
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    • 2011
  • The present study introduces a comparison between 3D R-tree and octree which are noticeable candidates to index large point clouds gathered from a 3D terrestrial laser scanner. A query method, which is to find neighboring points within given distances, was devised for the comparison, and time lapses for the query along with memory usages were checked. From tests conducted on point clouds scanned from a building and a stone pagoda, it was shown that octree has the advantage of fast generation and query while 3D R-tree is more memory-efficient. Both index and leaf capacity were revealed to be ruling factors to get the best performance of 3D R-tree, while the number of level was of oetree.

The Best Sequence of Moves and the Size of Komi on a Very Small Go Board, using Monte-Carlo Tree Search (몬테카를로 트리탐색을 활용한 초소형 바둑에서의 최상의 수순과 덤의 크기)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.77-82
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    • 2018
  • Go is the most complex board game in which the computer can not search all possible moves using an exhaustive search to find the best one. Prior to AlphaGo, all powerful computer Go programs have used the Monte-Carlo Tree Search (MCTS) to overcome the difficulty in positional evaluation and the very large branching factor in a game tree. In this paper, we tried to find the best sequence of moves using an MCTS on a very small Go board. We found that a $2{\times}2$ Go game would be ended in a tie and the size of Komi should be 0 point; Meanwhile, in a $3{\times}3$ Go Black can always win the game and the size of Komi should be 9 points.

Enhanced strategic Monte-Carlo Tree Search algorithm to play the game of Tic-Tac-Toe (삼목 게임을 위해 개선된 몬테카를로 트리탐색 알고리즘)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.79-86
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    • 2016
  • Monte-Carlo Tree Search(MCTS) is a best-first tree search algorithm and has been successfully applied to various games, especially to the game of Go. We evaluate the performance of MCTS playing against each other in the game of Tic-Tac-Toe. It reveals that the first player always has an overwhelming advantage to the second player; and we try to find out the reason why the first player is superior to the second player in spite of the fact that the best game result should be a draw. Since MCTS is a statistical algorithm based on the repeated random sampling, it cannot adequately tackle an urgent problem that needs a strategy, especially for the second player. For this, we propose a strategic MCTS(S-MCTS) and show that the S-MCTS player never loses a Tic-Tac-Toe game.

A Spatial Indexing Scheme for Geographical Data with Skewed Access Patterns (편향 접근 패턴을 갖는 공간 데이터에 대한 공간 색인 기법)

  • 이승중;정성원
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.46-48
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    • 2004
  • 차량항법장치(Car Navigation System : CNS)나 지리정보시스템(Geographic Information System : CIS)에서 공간 객체를 효율적으로 다루는 색인기법에 대한 다양한 논의가 있어왔다 기존의 방법에서는 공간 객체의 인접성(cluster)과 밀집성 만을 고려해서 색인 트리를 생성하므로, 편향된 접근 빈도론 가진 공간 객체이 대해서 효과적인 탐색시간을 제공하지 못한다. 접근 빈도를 반영한 색인 기법은 공간 데이터가 갖는 특성-2개 이상의 차원에 대한 순서 할당이 불가능-에 의해서 지리적으로 인접된 객체들을 묶지 못하고, 이로 인해서 공간 객체에 대한 효율적인 색인 기법을 제공할 수 없다. 지리 데이터에 대한 위치와 접근 빈도가 주어질 매, 색인 트리는 좌표 정보뿐 아니라 공간 객체에 대한 접근 빈도도 고려해서 생성되어야 한다 본 논문에서 제안하는 기법을 전체 영역을 세부영역으로 분할하고, 각 세부 영역에 대해서 편향색인 트리를 생성한 뒤에 트리를 병합함으로써 밀집도와 접근 빈도를 반영한, 편향된(skewed) 색인 트리를 생성하도록 한다. 편향된 색인 트리는 접근 빈도가 높은 공간객체를 상위계층(level)에 위치시킴으로써 탐색비용을 줄인다.

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An Effective Ray Tracing Algorithm Using a Meta Table (메타 테이블을 이용한 효율적인 레이트레이싱 알고리즘)

  • Seo, Choong-Won;Kang, Y.S.;Yang, S.B.
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.130-134
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    • 2006
  • 본 논문에서는 메타 테이블(meta table)을 이용한 광선(ray)과 삼각형(triangle)들의 교차검사를 할 수 있는 효율적인 레이트레이싱 알고리즘을 제안한다. 기존의 kd-tree 탐색은 깊이 우선 탐색을 하면서 이미 방문했던 노드들을 방문하지 않기 위해서 스택을 이용하는 방법을 택하고 있는데, 본 논문에서 제안하는 알고리즘은 스택을 사용하지 않고 읽기 전용으로만 쓰이는 메타 테이블을 둠으로써 기존의 트리 탐색 과정보다 효율적으로 트리의 리프 노드들에 접근할 수 있도록 하였다. 실험결과 제안된 레이트레이싱 알고리즘이 기존의 kd-tree의 트리 탐색보다 노드 방문을 5배 이상 적게 하였고, 이미지 렌더링 시간도 총 2배 정도 향상됨을 볼 수 있었다.

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The most promising first moves on small Go boards, based on pure Monte-Carlo Tree Search (순수 몬테카를로 트리탐색을 기반으로 한 소형 바둑판에서의 가장 유망한 첫 수들)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.59-68
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    • 2018
  • In spite of its simple rule, Go is one of the most complex strategic board games in the field of Artificial Intelligence (AI). Monte-Carlo Tree Search (MCTS) is an algorithm with best-first tree search, and has used to implement computer Go. We try to find the most promising first move using MCTS for playing a Go game on a board of size smaller than $9{\times}9$ Go board. The experimental result reveals that MCTS prefers to place the first move at the center in case of odd-sized Go boards, and at the central in case of even-sized Go boards.

Linear-Time Search in Suffix Arrays (접미사 배열을 이용한 선형시간 탐색)

  • Sin Jeong SeoP;Kim Dong Kyue;Park Heejin;Park Kunsoo
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.255-259
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    • 2005
  • To search a pattern P in a text, such index data structures as suffix trees and suffix arrays are widely used in diverse applications of string processing and computational biology. It is well known that searching in suffix trees is faster than suffix ways in the aspect of time complexity, i.e., it takes O(${\mid}P{\mid}$) time to search P on a constant-size alphabet in a suffix tree while it takes O(${\mid}P{\mid}+logn$) time in a suffix way where n is the length of the text. In this paper we present a linear-tim8 search algorithm in suffix arrays for constant-size alphabets. For a gene.al alphabet $\Sigma$, it takes O(${\mid}P{\mid}log{\mid}{\Sigma}{\mid}$) time.

Counseling Case Retrieval System Using Hierarchical Clustering and Sentence Relevance Feedback (계층적 클러스터링과 문장 적합성 피드백을 이용한 상담사례 검색 시스템)

  • 김승일;곽희규;김수형
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.172-174
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    • 1999
  • 본 논문에서는 카운셀링을 원하는 사용자가 카운셀러와 전자메일을 통해 상담을 원할 때 사용자의 상담 내용에 근거하여 유사한 사례를 검색해 주는 시스템을 제안한다. 제안방법은 문서의 계층적 클러스터링과 용어 적합성 피드백을 상담 사례 검색 시스템에 적용시켜, 상담사례에 나타나는 단어의 출현 빈도와 유사도를 통해 트리 구조를 형성하고, 이 트리 구조를 통한 하향 탐색을 수행한다. 하향 탐색을 하는 도중 노드의 매칭함수의 값이 서로 유사하여 노드 선택이 어려울 경우, 사용자에게 질의를 통해 용어를 제시하고, 사용자의 피드백을 통해 입력된 사연 내용의 가중치를 개선하여 내용에 가장 부합되는 문서를 탐색한다.

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