• 제목/요약/키워드: Mapping Algorithm

검색결과 1,082건 처리시간 0.033초

다각형 모델에서 범프 맵핑을 수행하기 위한 알고리즘과 하드웨어 구현 (Bump mapping algorithm for polygonal model and its hardware implementation)

  • 최승학;문병인;어길수;이홍렬
    • 한국컴퓨터그래픽스학회논문지
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    • 제2권1호
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    • pp.15-23
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    • 1996
  • 범프 맵핑(bump mapping)은 나무껍질과 같은 울퉁불퉁한 물체를 표현하기 위한 방법으로서 텍스쳐 맵핑(texture mapping)보다 더욱 사실적인 영상을 얻을 수 있는 렌더링(rendering) 기법이다. 본 논문에서는 기존의 범프 맵핑 알고리즘의 단점을 보완한 새로운 알고리즘을 제시하며, 또한 이 알고리즘을 실시간으로 처리하기 위한 하드웨어 구조를 제시한다. 이는 기존의 구조에 비해 구현하기가 더욱 간단한 것이다.

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ON GENERALIZED NONLINEAR QUASI-VARIATIONAL-LIKE INCLUSIONS DEALING WITH (h,η)-PROXIMAL MAPPING

  • Liu, Zeqing;Chen, Zhengsheng;Shim, Soo-Hak;Kang, Shin-Min
    • 대한수학회지
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    • 제45권5호
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    • pp.1323-1339
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    • 2008
  • In this paper, a new class of $(h,{\eta})$-proximal for proper functionals in Hilbert spaces is introduced. The existence and Lip-schitz continuity of the $(h,{\eta})$-proximal mappings for proper functionals are proved. A class of generalized nonlinear quasi-variational-like inclusions in Hilbert spaces is introduced. A perturbed three-step iterative algorithm with errors for the generalized nonlinear quasi-variational-like inclusion is suggested. The existence and uniqueness theorems of solution for the generalized nonlinear quasi-variational-like inclusion are established. The convergence and stability results of iterative sequence generated by the perturbed three-step iterative algorithm with errors are discussed.

고속 텍스처 매핑 알고리즘을 이용한 실시간 얼굴 애니메이션 (Realtime Face Animation using High-Speed Texture Mapping Algorithm)

  • 최창석;김지성;최운영;전준현
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 1999년도 추계종합학술대회 논문집
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    • pp.544-547
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    • 1999
  • This paper proposes a high-speed texture mapping algorithm and apply it for the realtime face animation. The mapping process devide into pixel correspondences, Z-buffering, and pixel value interpolation. Pixel correspondences and Z-buffering are calculated exactly through the algorithm. However, pixel values interpolation is approximated without additional calculations. The algorithm dramatically reduces the operations needed for texture mapping. Only three additions are needed in calculation of a pixel value. We simulate the 256$\times$240 pixel facial image with about 100 pixel face width. Simulation results shows that frame generation speed are about 60, 44, 21 frames/second in pentium PC 550MHz, 400MHz, 200MHz, respectively,

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A new Ensemble Clustering Algorithm using a Reconstructed Mapping Coefficient

  • Cao, Tuoqia;Chang, Dongxia;Zhao, Yao
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권7호
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    • pp.2957-2980
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    • 2020
  • Ensemble clustering commonly integrates multiple basic partitions to obtain a more accurate clustering result than a single partition. Specifically, it exists an inevitable problem that the incomplete transformation from the original space to the integrated space. In this paper, a novel ensemble clustering algorithm using a newly reconstructed mapping coefficient (ECRMC) is proposed. In the algorithm, a newly reconstructed mapping coefficient between objects and micro-clusters is designed based on the principle of increasing information entropy to enhance effective information. This can reduce the information loss in the transformation from micro-clusters to the original space. Then the correlation of the micro-clusters is creatively calculated by the Spearman coefficient. Therefore, the revised co-association graph between objects can be built more accurately because the supplementary information can well ensure the completeness of the whole conversion process. Experiment results demonstrate that the ECRMC clustering algorithm has high performance, effectiveness, and feasibility.

장치간 연속 색 재현을 위한 가변 닻점 방식의 색역 사상 (Gamut Mapping Using Variable Anchor Points for Continuous Color Reproduction between Devices)

  • 이채수;윤태진;한찬호
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 2001년도 춘계학술대회논문집:21세기 신지식정보의 창출
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    • pp.300-310
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    • 2001
  • 본 논문에서는 가변하는 닻점을 이용하는 새로운 색역 사상 방법을 제안한다. 제안된 방법은 기존의 닻점을 사용하는 색역 사상에서 발생하는 휘도 범위의 축소를 가변하는 닻점을 이용하여 보상하여 준다. 또한 이과정에서 연속 계조 칼라를 재현하기 위하여 색역을 여러 영역으로 구분하여 각각의 영역에서 다른 닻점을 사용하는 다중 닻점 방식을 제안한다. 따라서 본 논문에서는 저가의 칼라 출력장치에서 고화질의 칼라를 재현할 수 있게 한다.

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FPGA 기술 매핑을 위한 소모 전력을 고려한 재사용 모듈 생성 알고리즘에 관한 연구 (A Study of Reuse Module Generation Algorithm consider the Power Consumption for FPGA Technology Mapping)

  • 윤충모;김재진
    • 한국정보통신학회논문지
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    • 제11권12호
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    • pp.2306-2310
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    • 2007
  • 본 논문은 FPGA 기술 매핑을 위한 소모 전력을 고려한 재사용 모듈 생성 알고리즘을 제안한다. 제안한 알고리즘은 FPGA 기술 매핑을 위해 사용되는 재사용 모듈에 대해 소모 전력을 고려하여 RT 라이브러리를 생성하는 알고리즘이다. 소모 전력 계산을 위해 회로를 구현하고자 하는 FPGA를 선정한다. 선정된 FPGA를 구성하고 있는 LUT의 조건을 고려하여 전체 소모 전력이 최소가 되도록 기술 매핑을 수행한다. 이러한 정보를 이용하여 할당된 결과의 모듈들 중에서 주어진 소모 전력에 맞는 모듈을 선정하여 회로를 구현한다.

Adaptive Application Component Mapping for Parallel Computation Offloading in Variable Environments

  • Fan, Wenhao;Liu, Yuan'an;Tang, Bihua
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권11호
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    • pp.4347-4366
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    • 2015
  • Distinguished with traditional strategies which offload an application's computation to a single server, parallel computation offloading can promote the performance by simultaneously delivering the computation to multiple computing resources around the mobile terminal. However, due to the variability of communication and computation environments, static application component multi-partitioning algorithms are difficult to maintain the optimality of their solutions in time-varying scenarios, whereas, over-frequent algorithm executions triggered by changes of environments may bring excessive algorithm costs. To this end, an adaptive application component mapping algorithm for parallel computation offloading in variable environments is proposed in this paper, which aims at minimizing computation costs and inter-resource communication costs. It can provide the terminal a suitable solution for the current environment with a low incremental algorithm cost. We represent the application component multi-partitioning problem as a graph mapping model, then convert it into a pathfinding problem. A genetic algorithm enhanced by an elite-based immigrants mechanism is designed to obtain the solution adaptively, which can dynamically adjust the precision of the solution and boost the searching speed as transmission and processing speeds change. Simulation results demonstrate that our algorithm can promote the performance efficiently, and it is superior to the traditional approaches under variable environments to a large extent.

장치 특성을 고려한 밝기 사상 및 색역 사상 (Lightness and Chroma Mapping Consider the Device Characteristic)

  • 박양우;이채수;엄태억;장주석
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2000년도 추계종합학술대회 논문집(4)
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    • pp.143-146
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    • 2000
  • In this paper, luminance mapping for uniform color distribution and gamut mapping for maximum chroma reproduction are proposed. In the conventional lightness mapping, the average lightness difference between the two gamut is increased and different color changes in bright and dark regions are also increased. To solve these problems, a lightness mapping is proposed that minimizes the lightness difference of the cusps at each hue angle and produces same color changes in bright and dark regions. Also, chroma mapping that utilize variable anchor point and an anchor point are proposed for maximum chroma reproduction and uniform color change. The proposed algorithm reduce a sudden color change on the gamut boundary of the printer and to maintain a uniform color change during the mapping process. Accordingly, the proposed algorithm can reproduce high quality images with low-cost color devices.

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HDR 이미지를 위한 단면 톤 매핑 개선 알고리즘 구현 (Improved Algorithm of Sectional Tone Mapping for HDR Images)

  • 이용환;김흥준
    • 반도체디스플레이기술학회지
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    • 제20권2호
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    • pp.137-140
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    • 2021
  • High dynamic range (HDR) technology has been drawing attention in the field of imaging and consumer entertainment. As tools for capturing and creating HDR contents, encoding, and transmission evolve to support HDR formats, various display capabilities are being developed and increased. Hence, there is need for remapping native HDR imagery for display on lower quality legacy standard dynamic range (SDR) displays. This operation is referred to as tone mapping. In this paper, we present a sectional tone mapping method by Lenzen, and expand upon a tone mapping approach to improve temporal stability while maintaining picture quality. Compared to the existing block-based sectional tone mapping, our method uses the edge awareness-based tone mapping. We estimate the performance of the objective metric on temporal flickering. The experimental result shows that the algorithm maintains a smoother relationship between the output luminance values, and this reveals success in reducing halos and improving temporal stability with adopted edge aware filtering.

HDR이미지 톤 매핑 알고리즘의 성능 평가 (Performance Estimation of Tone Mapping for HDR Images)

  • 이용환
    • 반도체디스플레이기술학회지
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    • 제20권4호
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    • pp.182-186
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    • 2021
  • Tone mapping operator is designed to reproduce visibility of real-world scenes such as HDR images on limited dynamic range display devices. This paper presents and implements compare and to estimate some tone mapping algorithms commonly used. The evaluation is performed by applying tone mapping operators on 7 HDR images, and by presenting the results with subjective estimation. Reinhard tone mapping algorithm is the best in the visual experimental results. The goal of this work is to discuss what is visible of high dynamic range on a normal display device and to determine to which better algorithm is. This work motivates us to make more progress through the new proposal of tone mapping operator on future work.