• 제목/요약/키워드: Mesh processing

검색결과 412건 처리시간 0.026초

Interference-Aware Multipath (IAM) Selection in Multi-Radio Multi-Channel Wireless Mesh Networks

  • Mian Hammad Ullah;Choonhwa Lee
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2008년도 추계학술발표대회
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    • pp.1314-1315
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    • 2008
  • Recent research work has unearthed that multi-radio multi-channel wireless mesh networks offer considerable capacity gains over single-radio wireless mesh networks. In this paper, we present a new routing metric for multi-radio multi-channel wireless mesh networks. The goal of the metric is to choose multiple link/node disjoint paths between a source and destination node that, when used concomitantly, impart high end-to-end throughput. The proposed metric selects high fidelity paths that will produce elevated throughput with maximum fault tolerance.

GPU의 병렬 처리 기능을 이용한 메쉬 평탄화 가속 방법 (Acceleration of Mesh Denoising Using GPU Parallel Processing)

  • 이상길;신병석
    • 한국게임학회 논문지
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    • 제9권2호
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    • pp.135-142
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    • 2009
  • 메쉬 평탄화는 메쉬 표면의 잡음을 제거하는 것으로써 일반적으로 평탄화 필터를 적용하여 수행한다. 하지만 전체 과정이 CPU에서 수행되기 때문에 많은 실행 시간이 걸리는 문제점을 가진다. GPU는 부동소수점 연산에 특화되어 CPU에 비해 빠른 연산이 가능하기 때문에 복잡한 연산을 실시간으로 처리하는 것이 가능하다. 특히 메쉬 평탄화 과정은 메쉬의 각 정점이나 삼각형을 기반으로 같은 연산을 반복하기 때문에 GPU의 병렬 처리에 적합하다. 본 논문에서는 양방향 필터링에 GPU의 병렬 처리를 이용함으로써 메쉬 평탄화의 수행 시간을 줄이는 방법을 제안한다. 먼저 양방향 필터링을 위해 메쉬의 각 정점에 인접하는 삼각형들을 찾고 이들의 법선 벡터의 평균을 계산하여 정점들의 법선 벡터를 구한다. 양방향 필터링으로 각 정점의 새 위치를 계산하고 앞의 과정을 다시 수행하여 정점들의 새 법선 벡터를 계산한다.

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Effective Partitioning of Static Global Buses for Small Processor Arrays

  • Matsumae, Susumu
    • Journal of Information Processing Systems
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    • 제7권1호
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    • pp.85-92
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    • 2011
  • This paper shows an effective partitioning of static global row/column buses for tightly coupled 2D mesh-connected small processor arrays ("mesh", for short). With additional O(n/m (n/m + log m)) time slowdown, it enables the mesh of size $m{\times}m$ with static row/column buses to simulate the mesh of the larger size $n{\times}n$ with reconfigurable row/column buses ($m{\leq}n$). This means that if a problem can be solved in O(T) time by the mesh of size $n{\times}n$ with reconfigurable buses, then the same problem can be solved in O(Tn/m (n/m + log m)) time on the mesh of a smaller size $m{\times}m$ without a reconfigurable function. This time-cost is optimal when the relation $n{\geq}m$ log m holds (e.g., m = $n^{1-\varepsilon}$ for $\varepsilon$ > 0).

점봉산 소하천의 낙엽분쇄에 대한 대형무척추동물 기여도의 계정간 차이 (Seasonal Difference in Macroinvertebrate Contribution to the Leaf Litter Breakdown in a Headwater Stream at Mt. Jumbong)

  • Chung, Keun
    • The Korean Journal of Ecology
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    • 제19권6호
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    • pp.563-573
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    • 1996
  • Macroinvertebrate contribution to the leaf litter breakdown of Carpinus cordata was estimated at headwater streams at Mt. Jumbong (38°03'N, 128°25'E) during spring and winter spring by using two types of litter bag. Coarse-mesh bags with 10 g of leaf letter were placed in a 1st-order stream in April (the spring experiment) and December 1995 (the winter-spring experiment). Fine-mesh bags with 5 g of leaf letter were placed in a nearby 3ed-order steam. The breakdown of Carpinus in coarse-mesh bags was rapid, and, in terms of season, leaf litter processed rapidly during spring. daily mass loss rates of leaf litter (-k±1 SE) were highest for coarse-mesh bags in the spring experiment (-0.0429±0.0048), followed by coarse-mesh bags in the winter-spring (-0.0146±0.0014), fine-mesh bags in the spring (-0.0078±0.0004), fine-mesh bags in the winter-spring experiment (-0.0054±0.0005). Macroinvertebrate contribution to the litter breakdown was estimated by the difference of % leaf letter remaining between coarse -mesh bage and fine-mesh bags. Although shredders were more abundant during the winter-spring, their contribution was greater during the spring (50%) than the winter-spring (22∼33%). This result appeared to be due to the change in the chemical composition of leaf letter during processing, and to the seasonal growth patterns of major shredder taxa.

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Real-time Full-view 3D Human Reconstruction using Multiple RGB-D Cameras

  • Yoon, Bumsik;Choi, Kunwoo;Ra, Moonsu;Kim, Whoi-Yul
    • IEIE Transactions on Smart Processing and Computing
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    • 제4권4호
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    • pp.224-230
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    • 2015
  • This manuscript presents a real-time solution for 3D human body reconstruction with multiple RGB-D cameras. The proposed system uses four consumer RGB/Depth (RGB-D) cameras, each located at approximately $90^{\circ}$ from the next camera around a freely moving human body. A single mesh is constructed from the captured point clouds by iteratively removing the estimated overlapping regions from the boundary. A cell-based mesh construction algorithm is developed, recovering the 3D shape from various conditions, considering the direction of the camera and the mesh boundary. The proposed algorithm also allows problematic holes and/or occluded regions to be recovered from another view. Finally, calibrated RGB data is merged with the constructed mesh so it can be viewed from an arbitrary direction. The proposed algorithm is implemented with general-purpose computation on graphics processing unit (GPGPU) for real-time processing owing to its suitability for parallel processing.

격자압축법을 이용하여 구성된 격자의 효과적인 격자유연화 방법 (An Effective Mesh Smoothing Technique for the Mesh Constructed by the Mesh Compression Technique)

  • 홍진태;이석렬;양동열
    • 소성∙가공
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    • 제12권4호
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    • pp.340-347
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    • 2003
  • In the rigid-plastic finite element simulation of hot forging processes using hexahedral mesh, remeshing of a flash is important for design and control of the process to obtain desirable defect-free products. The mesh compression method is a remeshing technique which enables the construction of an effective hexahedral mesh in the flash. However, because the mesh is distorted during the compression procedure of the mesh compression method, when it is used in resuming the analysis, it causes discretization error and decreases the conversance rate. Therefore, mesh smoothing is necessary to improve the mesh quality. In this study, several geometric mesh smoothing techniques and optimization techniques are introduced and modified to improve mesh quality. Then, the most adaptive technique is recommended for the mesh compression method.

Mesh 그룹화 방법을 이용한 EIT 정적 영상 복원의 고속화 (Fast EIT static image reconstruction using the recursive mesh grouping method)

  • 조경호;우응제;고성택
    • 전자공학회논문지S
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    • 제34S권3호
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    • pp.63-73
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    • 1997
  • For the practical applications of the EIT technology, it is essential to reconstruct sttic images iwth a higher spatial resolution in a reasonalble amount of processing time. Using the conventional EIT static image reconstruction algorithms, however, the processing time increases exponential with poor convergence characteristics as we try to get a higher spatial resolution. In order to overcome this problem, we developed a recursive mesh grouping method based on the Fuzzy-GA like algorithm. Computational simulation using the well-known improve dewton-raphson method with the proposed recursive mesh grouping algorithm shows a promising result that we can significantly reduce the processing time in the reconstruction of EIT static images of a higher spatial resolution.

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삼각 메쉬를 위한 기하학 스네이크 (Geometric Snakes for Triangular Meshes)

  • 이윤진;이승용
    • 한국컴퓨터그래픽스학회논문지
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    • 제7권3호
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    • pp.9-18
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    • 2001
  • 삼각 메쉬의 특징점을 찾는 것은 메쉬 편집, 메쉬 몰핑, 메쉬 압축, 메쉬 신호처리 등 여러 가지 응용 분야에서 중요하게 사용된다. 본 논문에서는 삼각 메쉬의 특징점을 찾기 위한 방법으로 기하학 스네이크를 제시하였다. 기하학 스네이크는 영상 스네이크를 확장한 것으로, 사용자가 초기 위치를 정하면 에너지 함수를 최소화함으로써 가까이에 있는 특징점을 찾는다. 기하학 스네이크는 항상 메쉬 표면 위에서만 이동하여야 하므로 메쉬를 매개 변수화하여 스네이크를 이차원 상에 매핑된 메쉬상에서 이동시켰다. 스네이크를 특징점으로 이동시키기 위한 외부 에너지는 메쉬 표면의 노말 변화를 이용하여 계산하였다.

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오차 예측과 격자밀도 지도를 이용한 적응 Delaunay 격자생성방법 (Adaptive Delaunay Mesh Generation Technique Based on a Posteriori Error Estimation and a Node Density Map)

  • 홍진태;이석렬;박철현;양동열
    • 소성∙가공
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    • 제13권4호
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    • pp.334-341
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    • 2004
  • In this study, a remeshing algorithm adapted to the mesh density map using the Delaunay mesh generation method is developed. In the finite element simulation of forging process, the numerical error increases as the process goes on because of discrete property of the finite elements and distortion of elements. Especially, in the region where stresses and strains are concentrated, the numerical error will be highly increased. However, it is not desirable to use a uniformly fine mesh in the whole domain. Therefore, it is necessary to reduce the analysis error by constructing locally refined mesh at the region where the error is concentrated such as at the die corner. In this paper, the point insertion algorithm is used and the mesh size is controlled by using a mesh density map constructed with a posteriori error estimation. An optimized smoothing technique is adopted to have smooth distribution of the mesh and improve the mesh element quality.

가시성 그래프와 A* 알고리즘을 이용한 3D game에서의 효율적인 경로 탐색. (Efficient path finding in 3D game by using Visibility Graph and A* Algorithm.)

  • 정동민;김형일;김준태;엄기현;조형제
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2004년도 춘계학술발표대회
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    • pp.397-400
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    • 2004
  • 본 논문에서는 Navigation Mesh로 이루어진 3D 게임에서 가시성 그래프(Visibility Graph)와 $A^*$ 알고리즘을 혼용한 효율적인 경로 탐색 방법을 제안한다. Navigation Mesh로 지형을 생성할 때 이동에 꼭 필요한 Mesh로만 최대한 단순하게 지형을 구성하는 경우에는 경로 탐색을 위하여 $A^*$ 알고리즘을 적용할 수 있으나, 일반적으로 세밀하게 구성된 Navigation Mesh에서 $A^*$ 알고리즘을 적용할 경우 탐색할 공간이 많아지기 때문에 경로 탐색이 매우 비효율적이 된다. 세밀하게 구성된 Navigation Mesh에서도 효율적인 탐색을 하기 위해서 본 논문에서는 가시성 그래프를 이용하여 탐색 공간을 줄이는 방법을 사용하였다. 장애물들의 정점을 찾아 반드시 통과하여야 하는 mesh 들을 선정하고 $A^*$의 휴리스틱 함수를 이 mesh들을 지나가는 거리로 정의함으로써 기본적인 $A^*$ 알고리즘을 수행하는 것보다 탐색을 위하여 방문하는 mesh들의 수를 현저히 줄일 수 있었다.

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