• Title/Summary/Keyword: Binary Space Partitioning

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Signal Space Detection for High Data Rate Channels (고속 데이터 전송 채널을 위한 신호공간 검출)

  • Jeon , Taehyun
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.42 no.10 s.340
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    • pp.25-30
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    • 2005
  • This paper generalizes the concept of the signal space detection to construct a fixed delay tree search (FDTS) detector which estimates a block of n channel symbols at a time. This technique is applicable to high speed implementation. Two approaches are discussed both of which are based on efficient signal space partitioning. In the first approach, symbol detection is performed based on a multi-class partitioning of the signal space. This approach is a generalization of binary symbol detection based on a two-class pattern classification. In the second approach, binary signal detection is combined with a look-ahead technique, resulting in a highly parallel detector architecture.

Methods to Recognize and Manage Spatial Shapes for Space Syntax Analysis (공간구문분석을 위한 공간형상 인식 및 관리 방법)

  • Jeong, Sang-Kyu;Ban, Yong-Un
    • KIEAE Journal
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    • v.11 no.6
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    • pp.95-100
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    • 2011
  • Although Space Syntax is a well-known technique for spatial analysis, debates have taken place among some researchers because the Space Syntax discards geometric information as both shapes and sizes of spaces, and hence may cause some inconsistencies. Therefore, this study aims at developing methods to recognize and manage spatial shapes for more precise space syntax analysis. To reach this goal, this study employed both a graph theory and binary spatial partitioning (BSP) tree to recognize and manage spatial information. As a result, spatial shapes and sizes could be recognized by checking loops in graph converted from spatial shapes of built environment. Each spatial shape could be managed sequentially by BSP tree with hierarchical structure. Through such recognition and management processes, convex maps composed of the fattest and fewest convex spaces could be drawn. In conclusion, we hope that the methods developed here will be useful for urban planning to find appropriate purposes of spaces to satisfy the sustainability of built environment on the basis of the spatial and social relationships in urban spaces.

Automatic Map Generation without an Isolated Cave Using Cell Automata Enhanced by Binary Space Partitioning (이진 공간 분할로 보강된 셀 오토마타를 이용한 고립 동굴 없는 맵 자동 생성)

  • Kim, Ji-Min;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.59-68
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    • 2016
  • Many researchers have paid attention to contents generation within the area of game artificial intelligence these days with various reasons. Efforts on automatic contents generation without game level designers' help were continuously progressed in various game contents. This study suggests an automatic map generation without an isolated cave using cellular automation enhanced by binary space partitioning(BSP). In other words, BSP makes it possible to specify the number of desired area and cellular automation reduces the time to search a path. Based upon our preliminary simulation results, we show the usefulness of our automatic map generation by applying the contents generation using cell automation, which is enhanced by BSP to games.

A Hashing Method Using PCA-based Clustering (PCA 기반 군집화를 이용한 해슁 기법)

  • Park, Cheong Hee
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.6
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    • pp.215-218
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    • 2014
  • In hashing-based methods for approximate nearest neighbors(ANN) search, by mapping data points to k-bit binary codes, nearest neighbors are searched in a binary embedding space. In this paper, we present a hashing method using a PCA-based clustering method, Principal Direction Divisive Partitioning(PDDP). PDDP is a clustering method which repeatedly partitions the cluster with the largest variance into two clusters by using the first principal direction. The proposed hashing method utilizes the first principal direction as a projective direction for binary coding. Experimental results demonstrate that the proposed method is competitive compared with other hashing methods.

Performance Improvement of Declustering Algorithm by Efficient Grid-Partitioning Multi-Dimensional Space (다차원 공간의 효율적인 그리드 분할을 통한 디클러스터링 알고리즘 성능향상 기법)

  • Kim, Hak-Cheol
    • Journal of Korea Spatial Information System Society
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    • v.12 no.1
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    • pp.37-48
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    • 2010
  • In this paper, we analyze the shortcomings of the previous declustering methods, which are based on grid-like partitioning and a mapping function from a cell to a disk number, for high-dimensional space and propose a solution. The problems arise from the fact that the number of splitting is small(for the most part, binary-partitioning is sufficient), and the side length of a range query whose selectivity is small is quite large. To solve this problem, we propose a mathematical model to estimate the performance of a grid-like partitioning method. With the proposed estimation model, we can choose a good grid-like partitioning method among the possible schemes and this results in overall improvement in declustering performance. Several experimental results show that we can improve the performance of a previous declustering method up to 2.7 times.

Conservative Visibility Preprocessing by Expressing 4-D visibility Information on 2-D Spaces (2차원 평면상에 4차원 가시성 정보의 표현을 통한 포괄적 가시성 전처리)

  • Heo, Jun-Hyeok;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.9-23
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    • 1999
  • Visibility preprocessing is a useful method to reduce the complexity of scenes to be processed in real-time, and so enhances the overall rendering performance for interactive visualization of virtual environments. In this paper, we propose an efficient visibility preprocessing method. In the proposed method, we assume that navigatable areas in virtual environments are partitioned into rectangular parallelpiped cells or sub-worlds. To preprocess the visibility of each polygon for a given partitioned cell, we should determine at least the area-to-area visibility. This is inherently a four-dimensional problem. We efficiently express four-dimensional visibility information on two-dimensional spaces and keep it within a ternary tree, which is conceptually similar to a BSP(Binary Space Partitioning) tree, by exploiting the characteristics of conservative visibility. The proposed method is able to efficiently handle more general environments like urban scenes, and remove invisible polygons jointly blocked by multiple occluders. The proposed method requires O(nm) time and O(n+m) space. By selecting a suitable value for m, users can select a suitable level of trade-off between the preprocessing time and the quality of the computational result.

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Performance Analysis on Declustering High-Dimensional Data by GRID Partitioning (그리드 분할에 의한 다차원 데이터 디클러스터링 성능 분석)

  • Kim, Hak-Cheol;Kim, Tae-Wan;Li, Ki-Joune
    • The KIPS Transactions:PartD
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    • v.11D no.5
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    • pp.1011-1020
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    • 2004
  • A lot of work has been done to improve the I/O performance of such a system that store and manage a massive amount of data by distributing them across multiple disks and access them in parallel. Most of the previous work has focused on an efficient mapping from a grid ceil, which is determined bY the interval number of each dimension, to a disk number on the assumption that each dimension is split into disjoint intervals such that entire data space is GRID-like partitioned. However, they have ignored the effects of a GRID partitioning scheme on declustering performance. In this paper, we enhance the performance of mapping function based declustering algorithms by applying a good GRID par-titioning method. For this, we propose an estimation model to count the number of grid cells intersected by a range query and apply a GRID partitioning scheme which minimizes query result size among the possible schemes. While it is common to do binary partition for high-dimensional data, we choose less number of dimensions than needed for binary partition and split several times along that dimensions so that we can reduce the number of grid cells touched by a query. Several experimental results show that the proposed estimation model gives accuracy within 0.5% error ratio regardless of query size and dimension. We can also improve the performance of declustering algorithm based on mapping function, called Kronecker Sequence, which has been known to be the best among the mapping functions for high-dimensional data, up to 23 times by applying an efficient GRID partitioning scheme.

A Feature-Extraction Method based on shapes of 3D Object (3차원 객체의 모양에 기반한 특징추출 기법)

  • 신준섭;황수찬
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04b
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    • pp.70-72
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    • 2001
  • 최근 멀티미디어 응용의 증가에 따라 그래픽 데이터를 위한 내용 기반 검색 기술에 대한 연구가 활발히 진행되고 있다. 또한 인터넷 응용분야에서 3차원 그래픽 데이터베이스 사용의 필요성이 대두되고 활용되고 있다. 대부분의 3차원 그래픽 시스템은 사용자에게 그래픽은 검색이 대상이 아니라 단순히 보여주는 역할로 주로 사용되고 있다. 3차원 그래픽객체는 어떤 객체들로 구성되여 있으며 그들의 크기는 어떠한지 등의 정보를 포함하고 있다. 따라서 3차원 그래픽 객체에서는 2차원 그래픽 객체에서는 2차원 이미지보다 의미객체에 대한 정확한 정보를 더 많이 얻어 낼 수 있다. 이러한 사실 때문에 2차원 이미지의 특징추출의 방법과는 다른 형식의 접근이 필요하다. 본 논문에서는 3차원 그래픽으로 모델링 된 3차원 객체들을 대상으로 객체가 이루는 X, Y, Z축상의 비율과 윤곽형태에 대한 SPBT(Space Partitioning Binary Tree)의 결과값으로 특징을 추출하고 샘플 데이터를 통해서 이들간의 클러스터링과 실제 예제 질의를 토한 비교분석을 통해 객체간의 유사검색이 가능하도록 하는 특징추출 방법을 제안하였다. 본 논문에서는 제시한 모양기반 특징추출 방법은 웹상의 다양한 3차원 객체정보의 자동분류나 3차원 그래픽 데이터베이스를 위한 인덱스 구축 등에 활용될 수 있을 것이다.

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An Improvement Method of Indoor Rendering Speed Using BSP and PVS Algorithms (이진공간분할(BSP)과 잠재적가시공간(PVS) 알고리즘을 이용한 실내렌더링 속도개선 방법)

  • Kim, Byoung-Sun;Kwon, Soon-Kak;Kim, Seong-Woo;Lee, Jung-Hwa;Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.11 no.1
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    • pp.88-95
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    • 2008
  • In this paper, we present an efficient indoor rendering method using BSP(Binary Space Partitioning) and PVS(Potentially Visible Space) algorithms. The proposed method displays efficiently the objects by including the objects in the process of separating the number of BSP area, by jointly using BSP and PVS algorithms. Also, the screen which is checked by PVS from player's location is displayed. From the simulation, we can see that the proposed method improves the rendering speed because of processing the objects with the edges of BSP and PVS.

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