• 제목/요약/키워드: vertices method

검색결과 225건 처리시간 0.028초

Improved Dynamic Programming in Local Linear Approximation Based on a Template in a Lightweight ECG Signal-Processing Edge Device

  • Lee, Seungmin;Park, Daejin
    • Journal of Information Processing Systems
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    • 제18권1호
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    • pp.97-114
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    • 2022
  • Interest is increasing in electrocardiogram (ECG) signal analysis for embedded devices, creating the need to develop an algorithm suitable for a low-power, low-memory embedded device. Linear approximation of the ECG signal facilitates the detection of fiducial points by expressing the signal as a small number of vertices. However, dynamic programming, a global optimization method used for linear approximation, has the disadvantage of high complexity using memoization. In this paper, the calculation area and memory usage are improved using a linear approximated template. The proposed algorithm reduces the calculation area required for dynamic programming through local optimization around the vertices of the template. In addition, it minimizes the storage space required by expressing the time information using the error from the vertices of the template, which is more compact than the time difference between vertices. When the length of the signal is L, the number of vertices is N, and the margin tolerance is M, the spatial complexity improves from O(NL) to O(NM). In our experiment, the linear approximation processing time was 12.45 times faster, from 18.18 ms to 1.46 ms on average, for each beat. The quality distribution of the percentage root mean square difference confirms that the proposed algorithm is a stable approximation.

수치지도 갱신을 위한 선회함수 기반의 선형 단순화 기법 연구 (Study on the Line Simplification Method based on Turning Function for updating Digital Map)

  • 박우진;박승용;우호석;유기윤
    • 한국측량학회:학술대회논문집
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    • 한국측량학회 2009년도 춘계학술발표회 논문집
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    • pp.15-17
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    • 2009
  • 본 연구에서는 건설 CAD 도면을 수치지도 갱신을 위한 공간데이터로 변환하는데 있어서 선회함수를 활용하여 선형 데이터를 단순화시키는 기법에 대한 연구를 수행하였다. 이 기법은 선형의 형상을 수치적으로 표현하는데 유용한 선회함수 기법을 기반으로 절점 사이의 거리와 각을 정량적으로 평가하여 효율적으로 절점을 제거하는 선형 단순화 기법이다. 적용결과, 높은 형상 보존 효과와 절점 감소율을 보였으며 수치지도 작성내규에 대해 100%의 만족율을 보여 건설도면을 활용하여 수치지도 갱신을 위한 단순화 기법으로 유용하게 사용될 가능성이 높을 것으로 판단된다.

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VASM 알고리즘을 이용한 건축물 CAD 자료의 수치지도 건물 객체와의 형상 정합 및 지도좌표 부여 방법의 제안 (A Proposal of a Shape Matching and Geo-referencing method for Building Features in Construction CAD Data to Digital Map using a Vertex Attributed String Matching algorithm)

  • 허용;유기윤;김형태
    • 한국측량학회지
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    • 제26권4호
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    • pp.387-396
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    • 2008
  • 건설 CAD 자료와 GIS 자료를 연계하기 위해서는 임의의 좌표체계로 표현되거나 경우에 따라 좌표정보를 가지고 있지 않은 CAD 자료에 지도좌표를 부여하는 과정이 필요하다. 일반적으로 이러한 과정들은 수작업에 의하여 결정된 공액 꼭지점을 이용하지만 많은 시간이 소요되는 문제점을 가지고 있다. 본 연구는 VASM 알고리즘을 이용하여 건설 CAD 자료와 수치지도에서 건물 객체의 형상 정합을 수행함으로써 공액 꼭지점을 반자동 추출할 수 있는 기법을 제안한다. 이렇게 추출된 공액 꼭지점을 이용하여 상사변환에 기반한 지도좌표 부여 함수를 유도할 수 있었다. 본 연구에서 제안한 기법을 이용하여 지도좌표가 부여된 서울대학교 공과대학 건물들의 건설 CAD 도면을 수치지도에 중첩해보았고, 그 결과를 바탕으로 제안된 기법을 평가해 보았다.

물체의 구 좌표계 표현을 이용한 효율적인 렌더링 방법 (An Efficient Rendering Method of Object Representation Based on Spherical Coordinate System)

  • 한은호;홍현기
    • 한국게임학회 논문지
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    • 제8권3호
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    • pp.69-76
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    • 2008
  • 본 논문에서는 보다 효율적인 렌더링을 위해 물체를 구좌표계(sperical coordinate system) 상에서 표현하는 새로운 렌더링 알고리즘이 제안된다. 먼저 직교 좌표로 표현되어 있는 물체의 정점을 구좌표로 변환하고, 카메라의 가시 절두체(frustum) 영역 내의 정점을 판단하기 위해 삼각형의 무게중심, 색인(index), 메모리 접근(access) 맵 등의 자료구조를 구성한다. 제안된 방법은 카메라에 의해 보여지는 영역, 즉 렌더링되는 물체의 가시 영역에 해당하는 정점만으로 렌더링한다. 따라서 렌더링 파이프라인에서 고려되는 정점의 개수를 크게 줄여 전체적인 시스템 성능이 크게 향상되었음을 실험을 통해서 확인하였다.

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An Eulerian Cycle Algorithm for Chinese Postman Problem

  • Lee, Sang-Un
    • 한국컴퓨터정보학회논문지
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    • 제21권7호
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    • pp.47-52
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    • 2016
  • This paper introduces an algorithm to construct an Eulerian cycle for Chinese postman problem. The Eulerian cycle is formed only when all vertices in the graph have an even degree. Among available algorithms to the Eulerian cycle problem, Edmonds-Johnson's stands out as the most efficient of its kind. This algorithm constructs a complete graph composed of shortest path between odd-degree vertices and derives the Eulerian cycle through minimum-weight complete matching method, thus running in $O({\mid}V{\mid}^3)$. On the contrary, the algorithm proposed in this paper selects minimum weight edge from edges incidental to each vertex and derives the minimum spanning tree (MST) so as to finally obtain the shortest-path edge of odd-degree vertices. The algorithm not only runs in simple linear time complexity $O({\mid}V{\mid}log{\mid}V{\mid})$ but also obtains the optimal Eulerian cycle, as the implementation results on 4 different graphs concur.

POISSON APPROXIMATION OF INDUCED SUBGRAPH COUNTS IN AN INHOMOGENEOUS RANDOM INTERSECTION GRAPH MODEL

  • Shang, Yilun
    • 대한수학회보
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    • 제56권5호
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    • pp.1199-1210
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    • 2019
  • In this paper, we consider a class of inhomogeneous random intersection graphs by assigning random weight to each vertex and two vertices are adjacent if they choose some common elements. In the inhomogeneous random intersection graph model, vertices with larger weights are more likely to acquire many elements. We show the Poisson convergence of the number of induced copies of a fixed subgraph as the number of vertices n and the number of elements m, scaling as $m={\lfloor}{\beta}n^{\alpha}{\rfloor}$ (${\alpha},{\beta}>0$), tend to infinity.

Augmented Reality Service Based on Object Pose Prediction Using PnP Algorithm

  • Kim, In-Seon;Jung, Tae-Won;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.295-301
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    • 2021
  • Digital media technology is gradually developing with the development of convergence quaternary industrial technology and mobile devices. The combination of deep learning and augmented reality can provide more convenient and lively services through the interaction of 3D virtual images with the real world. We combine deep learning-based pose prediction with augmented reality technology. We predict the eight vertices of the bounding box of the object in the image. Using the predicted eight vertices(x,y), eight vertices(x,y,z) of 3D mesh, and the intrinsic parameter of the smartphone camera, we compute the external parameters of the camera through the PnP algorithm. We calculate the distance to the object and the degree of rotation of the object using the external parameter and apply to AR content. Our method provides services in a web environment, making it highly accessible to users and easy to maintain the system. As we provide augmented reality services using consumers' smartphone cameras, we can apply them to various business fields.

FPN의 효율성 개선에 관한 연구 (A study on improving efficiency of FPN)

  • 임재걸;이규영;이태경
    • 전자공학회논문지B
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    • 제33B권6호
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    • pp.92-101
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    • 1996
  • This paper presents a new mehtod with which we can improve the efficiency (both of speed and precision) of FPN$^{[1]}$. Our method makes use of the basic propositions smong the conditional propositions of a goal proposition. The basic propositions are represented as ource vertices on an FPN. Therefore, we introduce an efficient algebraic algorithm which finds source vertices of FPN.

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3차원 얼굴인식을 위한 픽셀 대 정점 맵 기반 얼굴 표현방법 (Face Representation Method Using Pixel-to-Vertex Map(PVM) for 3D Model Based Face Recognition)

  • 문현준;정강훈;홍태화
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2006년도 하계종합학술대회
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    • pp.1031-1032
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    • 2006
  • A 3D model based face recognition system is generally inefficient in computation time because 3D face model consists of a large number of vertices. In this paper, we propose a novel 3D face representation algorithm to reduce the number of vertices and optimize its computation time.

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솔리드 STL 모델의 옵셋 방법 (Offset of STL Model Generated from Solid Model)

  • 김수진;양민양
    • 한국정밀공학회지
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    • 제22권9호
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    • pp.202-211
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    • 2005
  • This paper introduces and illustrates the results of a new method fer offsetting triangular mesh by moving all vertices along the multiple normal vectors of a vertex. The multiple normal vectors of a vertex are set the same as the normal vectors of the faces surrounding the vertex, while the two vectors with the smallest difference are joined repeatedly until the difference is smaller than allowance. Offsetting with the multiple normal vectors of a vertex does not create a gap or overlap at the smooth edges, thereby making the mesh size uniform and the computation time short. In addition, this offsetting method is accurate at the sharp edges because the vertices are moved to the normal directions of faces and joined by the blend surface. The method is also useful for rapid prototyping and tool path generation if the triangular mesh is tessellated part of the solid models with curved surfaces and sharp edges. The suggested method and previous methods are implemented on a PC using C++ and illustrated using an OpenGL library.