• 제목/요약/키워드: Double Buffering

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Development of Panel Part in Flight Simulator based on PC (PC 기반의 항공기 시뮬레이터 패널부분 개발)

  • 이준우;채상원;이칠기
    • Journal of the Korea Society for Simulation
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    • v.10 no.4
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    • pp.31-40
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    • 2001
  • The flight simulator should be made like a actual flight. For the scene of sight, instrument should show the condition of flight and the pilot should catch the altitude, speed, pose and rate of lift of the airplane. This paper describes visual training program of driving airplane in practice. It is for beginners using joystick in PC, implements airplane physical equations. Flight simulator in it implements airplane panel parts in order to make simple modeling, And it uses rendering technology to implement vision parts of panel. It uses double buffering In make it faster and more efficient..

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A JPEG Input Buffer Architecture for Real-Time Applications (실시간 JPEG 입력 버퍼 아키텍처)

  • Im, Min-Jung
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.39 no.2
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    • pp.7-13
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    • 2002
  • When a USB digital camera is used for PC video-conference applications, motion picture data need to be transferred to the PC through the USB port. Due to the mismatch between the data rates of the USB and the motion picture, data compression should be performed before the transmission from the USB. While many motion picture compression algorithms require large intermediate memory space, the JPEG algorithm does not need to store an entire frame for the compression. Instead, a relatively small buffer is required at the input of the JPEG compression engine to resolve the inconsistency between the orders of the inputted data and the consumed data. Data reordering can be easily implemented using a double buffering scheme, which still requires a considerable size of memory. In this paper, a novel memory management scheme is proposed to avoid the double buffering. The proposed memory architecture requires a small amount of memory and a simple address generation scheme, resulting in overall cost reduction.

Real-time Audio Processing for TCP/IP in Server-Client Model (서버-클라이언트 모델에서의 TCP/IP 기반 실시간 음성 처리)

  • Lee, Hyung-ho;Jeong, Dae-young;Park, Kyung-tae;You, Byung-sek;Kim, Jeong-sig
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.619-621
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    • 2013
  • This paper is proposing a real-time audio processing system for TCP/IP with server-client. The server sends the audio data packet which is the same size each time while playing the audio data. And the client plays the received audio data from the server. In general, The receiving speed of audio data packet is faster than processing the audio data. So, the unstable playback is occurred when playing the received audio data at the moment. In order to overcome this problem, the double buffering method is proposed.

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Mitigating the Side-effect of Starting New Session in Multimedia Streaming using Multi-zoned Disk (구역분할 디스크를 사용하는 멀티미디어 서버에서 새로운 세션 시작에 따른 스케줄링 지연 현상의 최소화)

  • Cho, Kyeong-Sun;Won, You-Jip;Shin, Il-Hoon;Koh, Kern
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.8
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    • pp.445-452
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    • 2004
  • Zoning technology of disk improved the performance of disk subsystem with increase of storage capacity and average transfer bandwidth. SCAN disk scheduling with double buffering is used to utilize the performance of zoned disk in multimedia system. However, this method has a problem that generates jitter when the number of steams increases. In this article, we propose the novel approach, pre-buffering policy, to overcome this problem. Pre-buffering avoids jitter by buffering the lack of data before starting service, which is estimated from the current cycle length and the maximum cycle length. We can calculate cycle length, data sire needed in each cycle and the possible lack of data caused by the increase of the number of streams using the numerical model of disk subsystem. Pre-buffering can be applied for multimedia systems and contribute to provide clients with high quality service without jitter.

Design of Smart OTT Platform based on the Analysis of Adaptive Buffering (적응 버퍼링 성능분석 기반의 스마트 OTT 플랫폼 설계☆)

  • Kim, Inki;Kang, Mingoo
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.19-26
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    • 2016
  • In this paper, the dynamic buffering based smart OTT platform was proposed, and analyzed for adaptive bit-rate video delivery with the optimization of HLS (HTTP Live Streaming). This platform consists of the software platform between sever and client which detects the bandwidth capacity, and adjusts the quality of the streaming for multiple bit-rates resolutions. In order to apply adaptive buffering, two buffers are added to the basic HLS player, and each buffer is responsible for constantly buffering a previous and the next channels relative to the current channel. This adaptive transmitting with smart OTT platform is superior to delivering a static video file at a single buffering, because the video stream of adaptive double buffers can be switched streaming according to client's available network speed. As a result, this proposed smart OTT can be cooperated to the application of HLS server with segmented H.265 MPEG-2 TS video & m3u8 files with its information based on the optimized transmission channel state of live and VOD, and applied to PLC transmission, too.

Glitch-free Pre-buffering against New Stream Request (새로운 스트림 요청에 의한 데이터 지연 문제를 피하기 위한 선행 버퍼링에 대한 연구)

  • 조경선;원유집
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10c
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    • pp.41-43
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    • 2000
  • 멀티미디어 시스템에서는 미디어 데이터의 연속성을 보장하는 것이 중요한 문제이다. 90년대에 제안된 구역분할 디스크에서 연속성을 보장하면서 멀티미디어를 효과적으로 저장, 전송하기 위하여 새로운 스케줄링 방식과 데이터 블록의 배치가 제안되었다. 이 방식은 구역을 순환하면서 데이터 블록을 배치시키고 SCAN 알고리즘으로 데이터를 읽어 들이는 방식이다. 이 경우 SCAN 알고리즘으로 데이터를 읽어 들이므로 이중 버퍼링(double buffering) 방법을 사용하게 된다. 이중 버퍼링의 데이터를 읽어 들이는 주기와 서비스 주기의 불일치성으로 인하여 새로운 스트림의 요청이 있을 때 기존의 서비스 스트림에 주기시간의 증가로 인한 데이터의 지연문제(jitter)가 발생한다. 본 논문에서는 구역분할 디스크를 이용하는 비디오 서버에서 새로운 요구의 도착으로 인하여 발생하는 데이터 지연 문제(jitter)를 해결하기 위하여 선행 버퍼링이란 기법을 제시한다.

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Efficient Image Data Processing using a Real Time Concurrent Single Memory Input/Output Access (실시간 단일 메모리 동시 입출력을 이용한 효율적인 영상 데이터 처리)

  • Lee, Gunjoong;Han, Geumhee;Ryoo, Kwangki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.103-106
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    • 2012
  • A memory access method that data are read with different sequences with writing order is a simple but important procedure in many image compression standards, such as JPEG, MPEG1/2/4, H.264, and HEVC. For real time processing, double buffering is widely used using two block sized buffers, that accesses buffers concurrently with alternative way to read and write. In some cases like a transpose memory in 2D DCT with a simple and regular access order, a single buffering which requires only single block sized buffer can be used. This paper shows that even in complex access orders there is a regularity among updating orders within a finite turns, and suggested an effective implementation method using a single block sized buffer to process concurrent read/write operation with different access orders.

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A Design of Efficient Scan Converter for Image Compression CODEC (영상압축코덱을 위한 효율적인 스캔변환기 설계)

  • Lee, Gunjoong;Ryoo, Kwangki
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.2
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    • pp.386-392
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    • 2015
  • Data in a image compression codec are processed with a specific regular block size. The processing order of block sized data is changed in specific function blocks and the data is packed in memory and read by a new sequence. To maintain a regular throughput rate, double buffering is normally used that interleaving two block sized memory to do concurrent read and write operations. Single buffering using only one block sized memory can be adopted to the simple data reordering, but when a complicate reordering occurs, irregular address changes prohibit from implementing adequate address generating for single buffering. This paper shows that there is a predictable and recurring regularity of changing address access orders within a finite updating counts and suggests an effective method to implement. The data reordering function using suggested idea is designed with HDL and implemented with TSMC 0.18 CMOS process library. In various scan blocks, it shows more than 40% size reduction compared with a conventional method.

Analysis and Implementation of High Speed Data Processing Technology using Multi-Message Chain and Double Buffering Method with MIL-STD-1553B (MIL-STD-1553B 통신의 다중 메시지 체인과 더블 버퍼링 방식을 적용한 고속 데이터 처리기술 분석 및 구현)

  • Kim, Ki-Pyo;Ahn, Kee-Hyun;Kwon, Yong-Sung;Yun, Seok-Jae;Lee, Sang-Hoon
    • Journal of the Korea Institute of Military Science and Technology
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    • v.16 no.4
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    • pp.422-429
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    • 2013
  • MIL-STD-1553B communication is globally used in the area of aerospace and defense which require safety and reliability in spite of its low communication speed. As recently increased requirements for high precision and robust guidance ability of missiles, missile sensor equipment needs more data to satisfy those requirements. Therefore, missile systems to adopt MIL-STD-1553B requires higher data transfer and processing capability than those of the current systems. In this paper, we describe the result of analysis and implementation of the existing methods that applied multi-message chain and double buffers to improve the current missile system.

Analysis of Implementing Mobile Heterogeneous Computing for Image Sequence Processing

  • BAEK, Aram;LEE, Kangwoon;KIM, Jae-Gon;CHOI, Haechul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.10
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    • pp.4948-4967
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    • 2017
  • On mobile devices, image sequences are widely used for multimedia applications such as computer vision, video enhancement, and augmented reality. However, the real-time processing of mobile devices is still a challenge because of constraints and demands for higher resolution images. Recently, heterogeneous computing methods that utilize both a central processing unit (CPU) and a graphics processing unit (GPU) have been researched to accelerate the image sequence processing. This paper deals with various optimizing techniques such as parallel processing by the CPU and GPU, distributed processing on the CPU, frame buffer object, and double buffering for parallel and/or distributed tasks. Using the optimizing techniques both individually and combined, several heterogeneous computing structures were implemented and their effectiveness were analyzed. The experimental results show that the heterogeneous computing facilitates executions up to 3.5 times faster than CPU-only processing.