98 research outputs found
Riemann-Theta Boltzmann Machine
A general Boltzmann machine with continuous visible and discrete integer
valued hidden states is introduced. Under mild assumptions about the connection
matrices, the probability density function of the visible units can be solved
for analytically, yielding a novel parametric density function involving a
ratio of Riemann-Theta functions. The conditional expectation of a hidden state
for given visible states can also be calculated analytically, yielding a
derivative of the logarithmic Riemann-Theta function. The conditional
expectation can be used as activation function in a feedforward neural network,
thereby increasing the modelling capacity of the network. Both the Boltzmann
machine and the derived feedforward neural network can be successfully trained
via standard gradient- and non-gradient-based optimization techniques.Comment: 29 pages, 11 figures, final version published in Neurocomputin
Do regions gain from an open economy?
This paper looks into whether and how sub-national regions can benefit from a country's economic openness. Using data on the Philippines, it first notes marked disparities across its regions as reflected in economic and social indicators. The dominance of Metropolitan Manila in the national economic landscape persists, albeit spread effects into adjacent regions are increasingly apparent. Applying econometric analysis to panel data, the paper then examines how regional economic growth is influenced by economic openness. Results show that regional gains appear to be uneven with the ex-ante lagging regions at a disadvantage; by extension, the welfare effect on the poor appears unequal, as well
Ray-Tracing Using SSE
Tato práce se zabývá využitím SSE instrukcí k akceleraci výpočtů probíhajících při ray-tracingu. Aby bylo možné SSE instrukce co nejefektivněji použít, bylo zvoleno současné sledování čtyř paprsků uzavřených v jednom svazku. Byla provedena vektorizace algoritmů použitých v ray-tracingu a také bylo navrženo a implementováno řešení rozpadu svazku paprsků. Provedenými testy pak byla sledována doba renderování obrazu pro případ, kdy jsou všechny paprsky pohromadě, ale také pro případ, kdy se ve svazku nachází pouze jeden paprsek.This thesis describes the acceleration technique of ray-tracing method using SSE instruction set. Choosing the parallel tracing of four rays enclosed in one beam turned to be the best way of using SSE effectively. Also the vectorization of algorithms which are used in ray-tracing method was implemented. The solution of beam splitting was designed and implemented too. The time for rendering image was monitored in the tests - one for case when the beam includes all the rays and one for case when there is just one ray in the beam.
Modeling and Simulation of the Humanoid Robot HOAP-3 in the OpenHRP3 Platform
The aim of this work is to model and simulate the humanoid robot HOAP-3 in the OpenHRP3 platform. Our purpose is to create a virtual model of the robot so that different motions and tasks can be tested in different environments. This will be the first step before testing the motion patterns in the real HOAP-3. We use the OpenHRP3 platform for the creation and validation of the robot model and tasks. The procedure followed to reach this goal is detailed in this article. In order to validate our experience, different walking motions are tested and the simulation results are compared with the experimental ones.This work has been supported by the Comunidad de Madrid Project S2009/DPI-1559/ROBOCITY2030 II, the CYCIT Project PI2004-00325 and the European Project Robot@CWE FP6-2005-IST-5
Interactive Ray Tracing for Virtual TV Studio Applications
In the last years, the well known ray tracing algorithm gained new popularity with the introduction of interactive ray tracing methods. The high modularity and the ability to produce highly realistic images make ray tracing an attractive alternative to raster graphics hardware. Interactive ray tracing also proved its potential in the field of Mixed Reality rendering and provides novel methods for seamless integration of real and virtual content. Actor insertion methods, a subdomain of Mixed Reality and closely related to virtual television studio techniques, can use ray tracing for achieving high output quality in conjunction with appropriate visual cues like shadows and reflections at interactive frame rates.
In this paper, we show how interactive ray tracing techniques can provide new ways of implementing virtual studio applications
Two-stage combustion for reducing pollutant emissions from gas turbine combustors
Combustion and emission results are presented for a premix combustor fueled with admixtures of JP5 with neat H2 and of JP5 with simulated partial-oxidation product gas. The combustor was operated with inlet-air state conditions typical of cruise power for high performance aviation engines. Ultralow NOx, CO and HC emissions and extended lean burning limits were achieved simultaneously. Laboratory scale studies of the non-catalyzed rich-burning characteristics of several paraffin-series hydrocarbon fuels and of JP5 showed sooting limits at equivalence ratios of about 2.0 and that in order to achieve very rich sootless burning it is necessary to premix the reactants thoroughly and to use high levels of air preheat. The application of two-stage combustion for the reduction of fuel NOx was reviewed. An experimental combustor designed and constructed for two-stage combustion experiments is described
Workload distribution for ray tracing in multi-core systems
One of the features that made interactive ray tracing possible over the last few years was the careful exploitation of the computational power and parallelism available on modern multicore processors. Multithreaded interactive ray tracing engines have to share the workload (rays to be processed) among rendering threads. This may be achieved by storing tasks on a shared FIFO-queue, accessed by all threads. Accessing this shared data structure requires a data access control mechanism, which ensures that the data structure is not corrupted. This access mechanism must incur minimal overheads such that performance is not penalized. This paper proposes a lock-free data access control mechanism to such queue, which avoids all locks by carefully reordering instructions. This technique
is compared with a classical lock-based approach and with a conservative local technique, where each thread
maintains its local queue of tasks and shares nothing with other threads. Although the local approach outperforms
the other two due to very good load balancing conditions, we demonstrate that the lock-free approach outperforms
the lock-based one for large processor counts. Efficient and reliable sharing of data structures within a shared
memory system is becoming a very relevant problem with the advent of many core processors. Lock free approaches are a promising manner of achieving such goal
Interactive mixed reality rendering in a distributed ray tracing framework
The recent availability of interactive ray tracing opened the way for new applications and for improving existing ones in terms of quality. Since today CPUs are still too slow for this purpose, the necessary computing power is obtained by connecting a number of machines and using distributed algorithms. Mixed reality rendering - the realm of convincingly combining real and virtual parts to a new composite scene - needs a powerful rendering method to obtain a photorealistic result. The ray tracing algorithm thus provides an excellent basis for photorealistic rendering and also advantages over other methods. It is worth to explore its abilities for interactive mixed reality rendering. This thesis shows the applicability of interactive ray tracing for mixed (MR) and augmented reality (AR) applications on the basis of the OpenRT framework. Two extensions to the OpenRT system are introduced and serve as basic building blocks: streaming video textures and in-shader AR view compositing. Streaming video textures allow for inclusion of the real world into interactive applications in terms of imagery. The AR view compositing mechanism is needed to fully exploit the advantages of modular shading in a ray tracer. A number of example applications from the entire spectrum of the Milgram Reality-Virtuality continuum illustrate the practical implications. An implementation of a classic AR scenario, inserting a virtual object into live video, shows how a differential rendering method can be used in combination with a custom build real-time lightprobe device to capture the incident light and include it into the rendering process to achieve convincing shading and shadows. Another field of mixed reality rendering is the insertion of real actors into a virtual scene in real-time. Two methods - video billboards and a live 3D visual hull reconstruction - are discussed. The implementation of live mixed reality systems is based on a number of technologies beside rendering and a comprehensive understanding of related methods and hardware is necessary. Large parts of this thesis hence deal with the discussion of technical implementations and design alternatives. A final summary discusses the benefits and drawbacks of interactive ray tracing for mixed reality rendering.Die Verfügbarkeit von interaktivem Ray-Tracing ebnet den Weg für neue Anwendungen, aber auch für die Verbesserung der Qualität bestehener Methoden. Da die heute verfügbaren CPUs noch zu langsam sind, ist es notwendig, mehrere Maschinen zu verbinden und verteilte Algorithmen zu verwenden. Mixed Reality Rendering - die Technik der überzeugenden Kombination von realen und synthetischen Teilen zu einer neuen Szene - braucht eine leistungsfähige Rendering-Methode um photorealistische Ergebnisse zu erzielen. Der Ray-Tracing-Algorithmus bietet hierfür eine exzellente Basis, aber auch Vorteile gegenüber anderen Methoden. Es ist naheliegend, die Möglichkeiten von Ray-Tracing für Mixed-Reality-Anwendungen zu erforschen. Diese Arbeit zeigt die Anwendbarkeit von interaktivem Ray-Tracing für Mixed-Reality (MR) und Augmented-Reality (AR) Anwendungen anhand des OpenRT-Systems. Zwei Erweiterungen dienen als Grundbausteine: Videotexturen und In-Shader AR View Compositing. Videotexturen erlauben die reale Welt in Form von Bildern in den Rendering-Prozess mit einzubeziehen. Der View-Compositing-Mechanismus is notwendig um die Modularität einen Ray-Tracers voll auszunutzen. Eine Reihe von Beispielanwendungen von beiden Enden des Milgramschen Reality-Virtuality-Kontinuums verdeutlichen die praktischen Aspekte. Eine Implementierung des klassischen AR-Szenarios, das Einfügen eines virtuellen Objektes in eine Live-Übertragung zeigt, wie mittels einer Differential Rendering Methode und einem selbstgebauten Gerät zur Erfassung des einfallenden Lichts realistische Beleuchtung und Schatten erzielt werden können. Ein anderer Anwendungsbereich ist das Einfügen einer realen Person in eine künstliche Szene. Hierzu werden zwei Methoden besprochen: Video-Billboards und eine interaktive 3D Rekonstruktion. Da die Implementierung von Mixed-Reality-Anwendungen Kentnisse und Verständnis einer ganzen Reihe von Technologien nebem dem eigentlichen Rendering voraus setzt, ist eine Diskussion der technischen Grundlagen ein wesentlicher Bestandteil dieser Arbeit. Dies ist notwenig, um die Entscheidungen für bestimmte Designalternativen zu verstehen. Den Abschluss bildet eine Diskussion der Vor- und Nachteile von interaktivem Ray-Tracing für Mixed Reality Anwendungen
Estimating performance of an ray- tracing ASIC design
Journal ArticleRecursive ray tracing is a powerful rendering technique used to compute realistic images by simulating the global light transport in a scene. Algorithmic improvements and FPGA-based hardware implementations of ray tracing have demonstrated realtime performance but hardware that achieves performance levels comparable to commodity rasterization graphics chips is still not available. This paper describes the architecture and ASIC implementations of the DRPU design (Dynamic Ray Processing Unit) that closes this performance gap. The DRPU supports fully programmable shading and most kinds of dynamic scenes and thus provides similar capabilities as current GPUs. It achieves high efficiency due to SIMD processing of floating point vectors, massive multithreading, synchronous execution of packets of threads, and careful management of caches for scene data. To support dynamic scenes B-KD trees are used as spatial index structures that are processed by a custom traversal and intersection unit and modified by an Update Processor on scene changes
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