• Title/Summary/Keyword: Mapping algorithm

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

  • Choi, Seung-Hak;Mun, Byung-In;Eo, Kil-Su;Lee, Hong-Youl
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.15-23
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    • 1996
  • Bump mapping is an elegant rendering technique to simulate wrinkled surfaces such as bark, which enables to produce more realistic image than texture-mapped one. This paper presents a new algorithm for bump mapping along with a hardware architecture to run our algorithm in real-time. The proposed approach is more efficient than previous one, and in particular, our hardware architecture is simpler to implement.

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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
    • Journal of the Korean Mathematical Society
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    • v.45 no.5
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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.

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

  • 최창석;김지성;최운영;전준현
    • Proceedings of the IEEK Conference
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    • 1999.11a
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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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    • v.14 no.7
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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.

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

  • 이채수;윤태진;한찬호
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2001.05a
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    • pp.300-310
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    • 2001
  • In this paper, new gamut-mapping algorithm (GMA) that utilizes variable anchor points (center of gravity on the luminance axis) is proposed. The proposed algorithm increases luminance range, which is reduced from conventional gamut mapping toward an anchor point. In this process, this algorithm utilizes multiple anchor points with constant slopes to both 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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A Study of Reuse Module Generation Algorithm consider the Power Consumption for FPGA Technology Mapping (FPGA 기술 매핑을 위한 소모 전력을 고려한 재사용 모듈 생성 알고리즘에 관한 연구)

  • Youn, Choong-Mo;Kim, Jae-Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.12
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    • pp.2306-2310
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    • 2007
  • In this paper, reuse module generation algorithm consider the power consumption for FPGA technology mapping is proposed. To proposed algorithm is RT library generating algorithm, consider power consumption for reuse module using FPGA technology mapping. In the first, selected FPGA for power consumption calculation. Technology mapping process have minimum total power consumption consider LUT's constraint in selected FPGA. A circuit into device by selected proper modules of allocation result for power consumption constraint using data.

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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    • v.9 no.11
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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.

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

  • 박양우;이채수;엄태억;장주석
    • Proceedings of the IEEK Conference
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    • 2000.11d
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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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Improved Algorithm of Sectional Tone Mapping for HDR Images (HDR 이미지를 위한 단면 톤 매핑 개선 알고리즘 구현)

  • Lee, Yong-Hwan;Kim, Heung-Jun
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.2
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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.

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

  • Lee, Yong-Hwan
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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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.