• Title/Summary/Keyword: Sphere Tree

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Performance Analysis of Layer Pruning on Sphere Decoding in MIMO Systems

  • Karthikeyan, Madurakavi;Saraswady, D.
    • ETRI Journal
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    • v.36 no.4
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    • pp.564-571
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    • 2014
  • Sphere decoding (SD) for multiple-input and multiple-output systems is a well-recognized approach for achieving near-maximum likelihood performance with reduced complexity. SD is a tree search process, whereby a large number of nodes can be searched in an effort to find an estimation of a transmitted symbol vector. In this paper, a simple and generalized approach called layer pruning is proposed to achieve complexity reduction in SD. Pruning a layer from a search process reduces the total number of nodes in a sphere search. The symbols corresponding to the pruned layer are obtained by adopting a QRM-MLD receiver. Simulation results show that the proposed method reduces the number of nodes to be searched for decoding the transmitted symbols by maintaining negligible performance loss. The proposed technique reduces the complexity by 35% to 42% in the low and medium signal-to-noise ratio regime. To demonstrate the potential of our method, we compare the results with another well-known method - namely, probabilistic tree pruning SD.

A Multiresolution Model Generation Method Preserving View Directional Feature (시점과의 방향관계를 고려한 다단계 모델 생성 기법)

  • Kim, HyungSeok;Jung, SoonKi;Wohn, KwangYun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.1-10
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    • 1998
  • The idea of level-of-detail based on multiresolution model is gaining popularity as a natural means of handling the complexity regarding the realtime rendering of virtual environments. To generate an effective multiresolution model, we should capture the prominent visual features in the process of simplifying original complex model. In this paper, we incorporate view dependent features such as silhouette features and backface features, to the generation process of multiresolution model. To capture the view directional parameter, we propose multiresolution view sphere. View sphere maps the directional relationship between object surface and the view. Using the view sphere, coherence in the directional space is mapped into spatial coherence in the view sphere. View sphere is generated in multiresolution fashion to simplify the object. To access multiresolution view sphere efficiently, we devise quad tree for the view sphere. We also devise a mechanism for realtime simplification process using proposed view sphere. Using proposed mechanism, regenerating simplified model in realtime is effectively done in the order of number of rendered vertices.

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A Parallel Collaborative Sphere Decoder for a MIMO Communication System

  • Koo, Jihun;Kim, Soo-Yong;Kim, Jaeseok
    • Journal of Communications and Networks
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    • v.16 no.6
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    • pp.620-626
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    • 2014
  • In this paper, we propose a parallel collaborative sphere decoder with a scalable architecture promising quasi-maximum likelyhood performance with a relatively small amount of computational resources. This design offers a hardware-friendly algorithm using a modified node operation through fixing the variable complexity of the critical path caused by the sequential nature of the conventional sphere decoder (SD). It also reduces the computational complexity compared to the fixed-complexity sphere decoder (FSD) algorithm by tree pruning using collaboratively operated node operators. A Monte Carlo simulation shows that our proposed design can be implemented using only half the parallel operators compared to the approach using an ideal fully parallel scheme such as FSD, with only about a 7% increase of the normalized decoding time for MIMO dimensions of $16{\times}16$ with 16-QAM modulation.

Comparison of Voxel Map and Sphere Tree Structures for Proximity Computation of Protein Molecules (단백질 분자에 대한 proximity 연산을 위한 복셀 맵과 스피어 트리 구조 비교)

  • Kim, Byung-Joo;Lee, Jung-Eun;Kim, Young-J.;Kim, Ku-Jin
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.794-804
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    • 2012
  • For the geometric computations on the protein molecules, the proximity queries, such as computing the minimum distance from an arbitrary point to the molecule or detecting the collision between a point and the molecule, are essential. For the proximity queries, the efficiency of the computation time can be different according to the data structure used for the molecule. In this paper, we present the data structures and algorithms for applying proximity queries to a molecule with GPU acceleration. We present two data structures, a voxel map and a sphere tree, where the molecule is represented as a set of spheres, and corresponding algorithms. Moreover, we show that the performance of presented data structures are improved from 3 to 633 times compared to the previous data structure for the molecules containing 1,000~15,000 atoms.

Efficiency Improvement of the Fixed-Complexity Sphere Decoder

  • Mohaisen, Manar;Chang, Kyung-Hi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.3
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    • pp.494-507
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    • 2011
  • In this paper, we propose two schemes to reduce the complexity of fixed-complexity sphere decoder (FSD) algorithm in the ordering and tree-search stages, respectively, while achieving quasi-ML performance. In the ordering stage, we propose a QR-decomposition-based FSD signal ordering based on the zero-forcing criterion (FSD-ZF-SQRD) that requires only a few number of additional complex flops compared to the unsorted QRD. Also, the proposed ordering algorithm is extended using the minimum mean square error (MMSE) criterion to achieve better performance. In the tree-search stage, we introduce a threshold-based complexity reduction approach for the FSD depending on the reliability of the signal with the largest noise amplification. Numerical results show that in 8 ${\times}$ 8 MIMO system, the proposed FSD-ZF-SQRD and FSD-MMSE-SQRD only require 19.5% and 26.3% of the computational efforts required by Hassibi's scheme, respectively. Moreover, a third threshold vector is outlined which can be used for high order modulation schemes. In 4 ${\times}$ 4 MIMO system using 16-QAM and 64-QAM, simulation results show that when the proposed threshold-based approach is employed, FSD requires only 62.86% and 53.67% of its full complexity, respectively.

Efficiency Improvement of the Fixed-complexity Sphere Decoder

  • Mohaisen, Manar;Chang, Kyung-Hi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.2
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    • pp.330-343
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    • 2011
  • In this paper, we propose two schemes to reduce the complexity of fixed-complexity sphere decoder (FSD) algorithm in the ordering and tree-search stages, respectively, while achieving quasi-ML performance. In the ordering stage, we propose a QR-decomposition-based FSD signal ordering based on the zero-forcing criterion (FSD-ZF-SQRD) that requires only a few number of additional complex flops compared to the unsorted QRD. Also, the proposed ordering algorithm is extended using the minimum mean square error (MMSE) criterion to achieve better performance. In the tree-search stage, we introduce a threshold-based complexity reduction approach for the FSD depending on the reliability of the signal with the largest noise amplification. Numerical results show that in $8{\times}8$ MIMO system, the proposed FSD-ZF-SQRD and FSD-MMSE-SQRD only require 19.5% and 26.3% of the computational efforts required by Hassibi’s scheme, respectively. Moreover, a third threshold vector is outlined which can be used for high order modulation schemes. In $4{\times}4$ MIMO system using 16-QAM and 64-QAM, simulation results show that when the proposed threshold-based approach is employed, FSD requires only 62.86% and 53.67% of its full complexity, respectively.

Dijkstra's Search-Based Sphere Decoding with Complexity Constraint (제한된 연산량을 갖는 Dijkstra 탐색 기반의 스피어 디코딩)

  • Yoon, Hye-yeon;Kim, Tae-Hwan
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.7
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    • pp.12-18
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    • 2017
  • This paper presents a Dijkstra's-search-based sphere decoding (SD) algorithm with limited complexity for the symbol detection in MIMO communication systems. The Dijkstra search-based SD is efficient to achieve a near-optimal error rate in the MIMO symbol detection, but has a critical problem in that its complexity is variable and can correspond to that of the exhaustive search in the worst case. The proposed algorithm limits the computations while achieving a near-optimal error rate. Simulation results show that the error rate is near optimal even with the limited complexity.

A Parallel Sphere Decoder Algorithm for High-order MIMO System (고차 MIMO 시스템을 위한 저 복잡도 병렬 구형 검출 알고리즘)

  • Koo, Jihun;Kim, Jaehoon;Kim, Yongsuk;Kim, Jaeseok
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.5
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    • pp.11-19
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    • 2014
  • In this paper, a low complexity parallel sphere decoder algorithm is proposed for high-order MIMO system. It reduces the computational complexity compared to the fixed-complexity sphere decoder (FSD) algorithm by static tree-pruning and dynamic tree-pruning using scalable node operators, and offers near-maximum likelihood decoding performance. Moreover, it also offers hardware-friendly node operation algorithm through fixing the variable computational complexity caused by the sequential nature of the conventional SD algorithm. A Monte Carlo simulation shows our proposed algorithm decreases the average number of expanded nodes by 55% with only 6.3% increase of the normalized decoding time compared to a full parallelized FSD algorithm for high-order MIMO communication system with 16 QAM modulation.

Effects of the Free-Stream Turbulence and Surface Trip Wire on the Flow past a Sphere (자유류 난류와 표면 트립 와이어가 구 주위 유동에 미치는 영향)

  • Son, Kwang-Min;Choi, Jin;Jeon, Woo-Pyung;Choi, Hae-Cheon
    • 유체기계공업학회:학술대회논문집
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    • 2006.08a
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    • pp.187-190
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    • 2006
  • In the present study, effects of tree-stream turbulence and surface trip wire on the flow past a sphere at $Re\;=\;0.4\;{\times}\;10^5\;{\sim}\;2.8\;{\times}\;10^5$ are investigated through wind tunnel experiments. Various types of grids are installed upstream of the sphere in order to change the tree-stream turbulence intensity. In the case of surface trip wire, 0.5mm and 2mm trip wires are attached from $20^{\circ}\;{\sim}\;90^{\circ}$ at $10^{\circ}$ interval along the streamwise direction. To investigate the flow around a sphere, drag measurement using a load cell, surface-pressure measurement, surface visualization using oil-flow pattern and near-wall velocity measurement using an I-type hot-wire probe are conducted. In the variation of free-stream turbulence, the critical Reynolds number decreases and drag crisis occurs earlier with increasing turbulence intensity. With increasing Reynolds number, the laminar separation point moves downstream, but the reattachment point after laminar separation and the main separation point are fixed, resulting in constant drag coefficient at each free-stream turbulence intensity. At the supercritical regime, as Reynolds number is further increased, the separation bubble is regressed but the reattachment and the main separation points are fixed. In the case of surface trip wire directly disturbing the boundary layer flow, the critical Reynolds number decreases further with trip wire located more downstream. However, the drag coefficient after drag crisis remains constant irrespective of the trip location.

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Sphere Decoding Algorithm Using Two-Level Search (2-레벨 탐색을 이용한 스피어 디코딩 알고리즘)

  • Huynh, Tronganh;Cho, Jong-Min;Kim, Jin-Sang;Cho, Won-Kyung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.12A
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    • pp.1133-1137
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    • 2008
  • Sphere decoding is considered as one of the most promising methods for multiple-input multiple-output (MIMO) detection. This paper proposes a novel 2-level-search sphere decoding algorithm. In the proposed algorithm, symbol detection is concurrently performed on two levels of the tree search, which helps avoid discarding good candidates at early stages. Simulation results demonstrate the good performance of the proposed algorithm in terms of bit-error-rate (BER).