13 research outputs found
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Analog-to-digital converter circuit and system design to improve with CMOS scaling
textThere is a need to rethink the design of analog/mixed-signal circuits to be viable in state-of-the-art nanometer-scale CMOS processes due to the hostile environment they create for analog circuits. Reduced supply voltages and smaller capacitances are beneficial to circuit speed and digital circuit power efficiency; however, these changes along with smaller dimensions and close coupling of fast-switching digital circuits have made high-accuracy voltage domain analog processing increasingly difficult. In this work, techniques to improve analog-to-digital converters (ADC) for nanometer-scale processes are explored. First, I propose a mostly-digital time-based oversampling delta-sigma (∆Σ) ADC architecture. This system uses time, rather than voltage, as the analog variable for its quantizer, where the noise shaping process is realized by modulating the width of a variable-width digital "pulse." The merits of this architecture render it not only viable to scaling, but also enable improved circuit performance with ever-increasing time resolution of scaled CMOS processes. This is in contrast to traditional voltage-based analog circuit design, whose performance generally decreases with scaling due to increasingly higher voltage uncertainty due to supply voltage reduction and short-channel effects. In conjunction with Dr. Woo Young Jung while he was a Ph.D. student at The University of Texas at Austin, two prototype implementations of the proposed architecture were designed and fabricated in TSMC 180 nm CMOS and IBM 45 nm Silicon-On-Insulator (SOI) processes. The prototype ADCs demonstrate that the architecture can achieve bandwidths of 5-20 MHz and ∼50 dB SNR with very small area. The first generation ADC core occupies an area of only 0.0275 mm² , while the second generation ADC core occupies 0.0192 mm² . The two prototypes can be categorized as some of the smallestarea modulators in the literature. Second, I analyze the measured results of the prototype ADC chips, and determine the source for the harmonic distortion. I then demonstrate a digital calibration algorithm that sufficiently mitigates the distortion. This calibration approach falls in the general philosophy of digitally-assisted analog systems. In this philosophy, digital calibration and post-correction are favored over traditional analog solutions, in which there is a high cost to the analog solution either in complexity, power, or area.Electrical and Computer Engineerin
Integrated Application of Active Controls (IAAC) technology to an advanced subsonic transport project: Current and advanced act control system definition study, volume 1
An active controls technology (ACT) system architecture was selected based on current technology system elements and optimal control theory was evaluated for use in analyzing and synthesizing ACT multiple control laws. The system selected employs three redundant computers to implement all of the ACT functions, four redundant smaller computers to implement the crucial pitch-augmented stability function, and a separate maintenance and display computer. The reliability objective of probability of crucial function failure of less than 1 x 10 to the -9th power per flight of 1 hr can be met with current technology system components, if the software is assumed fault free and coverage approaching 1.0 can be provided. The optimal control theory approach to ACT control law synthesis yielded comparable control law performance much more systematically and directly than the classical s-domain approach. The ACT control law performance, although somewhat degraded by the inclusion of representative nonlinearities, remained quite effective. Certain high-frequency gust-load alleviation functions may require increased surface rate capability
Perceptually Optimized Visualization on Autostereoscopic 3D Displays
The family of displays, which aims to visualize a 3D scene with realistic depth, are known as "3D displays". Due to technical limitations and design decisions, such displays create visible distortions, which are interpreted by the human vision as artefacts. In absence of visual reference (e.g. the original scene is not available for comparison) one can improve the perceived quality of the representations by making the distortions less visible. This thesis proposes a number of signal processing techniques for decreasing the visibility of artefacts on 3D displays.
The visual perception of depth is discussed, and the properties (depth cues) of a scene which the brain uses for assessing an image in 3D are identified. Following the physiology of vision, a taxonomy of 3D artefacts is proposed. The taxonomy classifies the artefacts based on their origin and on the way they are interpreted by the human visual system.
The principles of operation of the most popular types of 3D displays are explained. Based on the display operation principles, 3D displays are modelled as a signal processing channel. The model is used to explain the process of introducing distortions. It also allows one to identify which optical properties of a display are most relevant to the creation of artefacts. A set of optical properties for dual-view and multiview 3D displays are identified, and a methodology for measuring them is introduced. The measurement methodology allows one to derive the angular visibility and crosstalk of each display element without the need for precision measurement equipment. Based on the measurements, a methodology for creating a quality profile of 3D displays is proposed. The quality profile can be either simulated using the angular brightness function or directly measured from a series of photographs. A comparative study introducing the measurement results on the visual quality and position of the sweet-spots of eleven 3D displays of different types is presented. Knowing the sweet-spot position and the quality profile allows for easy comparison between 3D displays. The shape and size of the passband allows depth and textures of a 3D content to be optimized for a given 3D display.
Based on knowledge of 3D artefact visibility and an understanding of distortions introduced by 3D displays, a number of signal processing techniques for artefact mitigation are created. A methodology for creating anti-aliasing filters for 3D displays is proposed. For multiview displays, the methodology is extended towards so-called passband optimization which addresses Moiré, fixed-pattern-noise and ghosting artefacts, which are characteristic for such displays. Additionally, design of tuneable anti-aliasing filters is presented, along with a framework which allows the user to select the so-called 3d sharpness parameter according to his or her preferences. Finally, a set of real-time algorithms for view-point-based optimization are presented. These algorithms require active user-tracking, which is implemented as a combination of face and eye-tracking. Once the observer position is known, the image on a stereoscopic display is optimised for the derived observation angle and distance. For multiview displays, the combination of precise light re-direction and less-precise face-tracking is used for extending the head parallax. For some user-tracking algorithms, implementation details are given, regarding execution of the algorithm on a mobile device or on desktop computer with graphical accelerator
Ray Tracing Gems
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU
Aeronautical engineering: A continuing bibliography with indexes, supplement 146, March 1982
This bibliography lists 442 reports, articles, and other documents introduced into the NASA scientific and technical system in February 1982
Aeronautical engineering, a continuing bibliography with indexes
This bibliography lists 823 reports, articles, and other documents introduced into the NASA scientific and technical information system in November 1984
Signal processing with Fourier analysis, novel algorithms and applications
Fourier analysis is the study of the way general functions may be represented or approximated by sums of simpler trigonometric functions, also analogously known as sinusoidal modeling. The original idea of Fourier had a profound impact on mathematical analysis, physics and engineering because it diagonalizes time-invariant convolution operators. In the past signal processing was a topic that stayed almost exclusively in electrical engineering, where only the experts could cancel noise, compress and reconstruct signals. Nowadays it is almost ubiquitous, as everyone now deals with modern digital signals. Medical imaging, wireless communications and power systems of the future will experience more data processing conditions and wider range of applications requirements than the systems of today. Such systems will require more powerful, efficient and flexible signal processing algorithms that are well designed to handle such needs. No matter how advanced our hardware technology becomes we will still need intelligent and efficient algorithms to address the growing demands in signal processing. In this thesis, we investigate novel techniques to solve a suite of four fundamental problems in signal processing that have a wide range of applications. The relevant equations, literature of signal processing applications, analysis and final numerical algorithms/methods to solve them using Fourier analysis are discussed for different applications in the electrical engineering/computer science. The first four chapters cover the following topics of central importance in the field of signal processing: • Fast Phasor Estimation using Adaptive Signal Processing (Chapter 2) • Frequency Estimation from Nonuniform Samples (Chapter 3) • 2D Polar and 3D Spherical Polar Nonuniform Discrete Fourier Transform (Chapter 4) • Robust 3D registration using Spherical Polar Discrete Fourier Transform and Spherical Harmonics (Chapter 5) Even though each of these four methods discussed may seem completely disparate, the underlying motivation for more efficient processing by exploiting the Fourier domain signal structure remains the same. The main contribution of this thesis is the innovation in the analysis, synthesis, discretization of certain well known problems like phasor estimation, frequency estimation, computations of a particular non-uniform Fourier transform and signal registration on the transformed domain. We conduct propositions and evaluations of certain applications relevant algorithms such as, frequency estimation algorithm using non-uniform sampling, polar and spherical polar Fourier transform. The techniques proposed are also useful in the field of computer vision and medical imaging. From a practical perspective, the proposed algorithms are shown to improve the existing solutions in the respective fields where they are applied/evaluated. The formulation and final proposition is shown to have a variety of benefits. Future work with potentials in medical imaging, directional wavelets, volume rendering, video/3D object classifications, high dimensional registration are also discussed in the final chapter. Finally, in the spirit of reproducible research we release the implementation of these algorithms to the public using Github