33 research outputs found
Exploring the Spatial Density of Strategy Models in a Realistic Distributed Interactive Application
As Distributed Interactive Applications (DIAs) become
increasingly more prominent in the video game industry
they must scale to accommodate progressively more users
and maintain a globally consistent worldview. However,
network constraints, such as bandwidth, limit the amount
of communication allowed between users. Several
methods of reducing network communication packets,
while maintaining consistency, exist. These include dead
reckoning and the hybrid strategy-based modelling
approach. This latter method combines a short-term
model such as dead reckoning with a long-term strategy
model of user behaviour. By employing the strategy that
most closely represents user behaviour, a reduction in the
number of network packets that must be transmitted to
maintain consistency has been shown. In this paper a
novel method for constructing multiple long-term
strategies using dead reckoning and polygons is
described. Furthermore the algorithms are implemented
in an industry-proven game engine known as Torque. A
series of experiments are executed to investigate the
effects of varying the spatial density of strategy models on
the number of packets that need to be transmitted to
maintain the global consistency of the DIA. The results
show that increasing the spatial density of strategy
models allows a higher consistency to be achieved with
fewer packets using the hybrid strategy-based model than
with pure dead reckoning. In some cases, the hybrid
strategy-based model completely replaces dead reckoning
as a means of communicating updates
Exploring the Spatial Density of Strategy Models in a Realistic Distributed Interactive Application
As Distributed Interactive Applications (DIAs) become
increasingly more prominent in the video game industry
they must scale to accommodate progressively more users
and maintain a globally consistent worldview. However,
network constraints, such as bandwidth, limit the amount
of communication allowed between users. Several
methods of reducing network communication packets,
while maintaining consistency, exist. These include dead
reckoning and the hybrid strategy-based modelling
approach. This latter method combines a short-term
model such as dead reckoning with a long-term strategy
model of user behaviour. By employing the strategy that
most closely represents user behaviour, a reduction in the
number of network packets that must be transmitted to
maintain consistency has been shown. In this paper a
novel method for constructing multiple long-term
strategies using dead reckoning and polygons is
described. Furthermore the algorithms are implemented
in an industry-proven game engine known as Torque. A
series of experiments are executed to investigate the
effects of varying the spatial density of strategy models on
the number of packets that need to be transmitted to
maintain the global consistency of the DIA. The results
show that increasing the spatial density of strategy
models allows a higher consistency to be achieved with
fewer packets using the hybrid strategy-based model than
with pure dead reckoning. In some cases, the hybrid
strategy-based model completely replaces dead reckoning
as a means of communicating updates
Automatic visual recognition using parallel machines
Invariant features and quick matching algorithms are two major concerns in the area of automatic visual recognition. The former reduces the size of an established model database, and the latter shortens the computation time. This dissertation, will discussed both line invariants under perspective projection and parallel implementation of a dynamic programming technique for shape recognition. The feasibility of using parallel machines can be demonstrated through the dramatically reduced time complexity.
In this dissertation, our algorithms are implemented on the AP1000 MIMD parallel machines. For processing an object with a features, the time complexity of the proposed parallel algorithm is O(n), while that of a uniprocessor is O(n2). The two applications, one for shape matching and the other for chain-code extraction, are used in order to demonstrate the usefulness of our methods.
Invariants from four general lines under perspective projection are also discussed in here. In contrast to the approach which uses the epipolar geometry, we investigate the invariants under isotropy subgroups. Theoretically speaking, two independent invariants can be found for four general lines in 3D space. In practice, we show how to obtain these two invariants from the projective images of four general lines without the need of camera calibration.
A projective invariant recognition system based on a hypothesis-generation-testing scheme is run on the hypercube parallel architecture. Object recognition is achieved by matching the scene projective invariants to the model projective invariants, called transfer. Then a hypothesis-generation-testing scheme is implemented on the hypercube parallel architecture
Parallel rendering algorithms for distributed-memory multicomputers
Ankara : Department of Computer Engineering and Information Science and the Institute of Engineering and Science of Bilkent University, 1997.Thesis (Ph. D.) -- Bilkent University, 1997.Includes bibliographical references leaves 166-176.Kurç, Tahsin MertefePh.D
Exploiting parallelism in n-D convex hull algorithms
PhD ThesisThe convex hull is a problem of primary importance because of its applications in
computational geometry. A number of sequential and parallel algorithms for computing
the convex hull of a finite set of points in the lower dimensions are known. In compar-
ison, the general n-D problem is not as well understood and parallel algorithms are not
so prevalent because the 2-D and 3-D methods are not easily extended to the general
case. This thesis presents parallel algorithms for evaluating the general n- D convex hull
problem (where 2-D and 3-D are special cases) using Swart's sequential algorithm. One of
our methods combines a gift-wrapping technique with partitioning and merge algorithms
> where the original list is split into p 1 partitions followed by the computation of
the subhulls using the sequential n-D gift-wrapping method. The partial hulls are then
combined using a fanin tree. The second method computes the convex hull in parallel
by wrapping around the edges until a complete facial lattice structure of the polytope is
generated.
Several parameterised versions of the proposed algorithms have been implemented on
the shared memory and message passing architectures. In the former, performance on an
Encore Multimax using Encore Parallel Threads and the more lightweight Microthread
programming utilities are examined. In the latter, performance on a transputer based
machine using CS- Tools is discussed. We have shown that our techniques will be useful
in the construction of faster algorithms which employ the n-D convex hull algorithms as
a sub-algorithmCommonwealth Scholarship
Commission in the United Kingdo
Technology 2000, volume 1
The purpose of the conference was to increase awareness of existing NASA developed technologies that are available for immediate use in the development of new products and processes, and to lay the groundwork for the effective utilization of emerging technologies. There were sessions on the following: Computer technology and software engineering; Human factors engineering and life sciences; Information and data management; Material sciences; Manufacturing and fabrication technology; Power, energy, and control systems; Robotics; Sensors and measurement technology; Artificial intelligence; Environmental technology; Optics and communications; and Superconductivity
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A graph theoretic approach to transputer network design for computer vision
The work in this thesis is concerned with parallel architectures based on the Inmos transputer-type processors and parallelisation of some computer vision tasks chosen from low to high level.
The transputer is a microprocessor with a micro-programmed scheduler and four serial communication links. It directly supports parallel processing since several transputers can be connected through their links to co-operate on solving a problem. Also several processes can be run on the same transputer. A major issue in parallel processing is the communication overhead introduced by parallelising a given task. This overhead is not present in sequential processing and must be curbed if the implementation of a task on a parallel machine is to be successful. The interconnection network underlying the architecture of a parallel computer is therefore of the utmost importance.
Computer Vision consists of a hierarchy of tasks ranging from low-level operations dealing with large amounts of relatively simple data to high level operations handling increasingly complex structures. In this work a novel edge detector based on adaptive filtering and an edge detector operating on colour images are presented and implemented on a number of transputers. These parallel implementations together with implementations of vector quantisation, Fourier descriptors for shape discrimination, the Hough transform and the Maximum clique algorithm, offer a notable performance increase when compared with sequential implementations. However, every algorithm required the design of a specific network of transputers to take advantage of the parallelism and data dependencies inherent in each.
Consequently, attention is focused on the topology of interconnection networks. In particular, the communication requirements of computer vision algorithms as identified by the various computer vision tasks are analysed. These requirements together with graph theoretical considerations are then used to suggest a topology for large transputer networks. The latter is based on sub-graphs, with proven performance when used to implement interconnection networks, combined to form an architecture with improved performance. This architecture consists of a fixed structure supplemented with a dynamically reconfigured network. After describing this topology, a routing algorithm that conveys messages along shortest paths in the network is given and implemented. And finally, some practical issues in the use of transputers are considered and solutions proposed
Exploration of cyber-physical systems for GPGPU computer vision-based detection of biological viruses
This work presents a method for a computer vision-based detection of biological viruses in PAMONO sensor images and, related to this, methods to explore cyber-physical systems such as those consisting of the PAMONO sensor, the detection software, and processing hardware. The focus is especially on an exploration of Graphics Processing Units (GPU) hardware for “General-Purpose computing on Graphics Processing Units” (GPGPU) software and the targeted systems are high performance servers, desktop systems, mobile systems, and hand-held systems.
The first problem that is addressed and solved in this work is to automatically detect biological viruses in PAMONO sensor images. PAMONO is short for “Plasmon Assisted Microscopy Of Nano-sized Objects”. The images from the PAMONO sensor are very challenging to process. The signal magnitude and spatial extension from attaching viruses is small, and it is not visible to the human eye on raw sensor images. Compared to the signal, the noise magnitude in the images is large, resulting in a small Signal-to-Noise Ratio (SNR).
With the VirusDetectionCL method for a computer vision-based detection of viruses, presented in this work, an automatic detection and counting of individual viruses in PAMONO sensor images has been made possible. A data set of 4000 images can be evaluated in less than three minutes, whereas a manual evaluation by an expert can take up to two days. As the most important result, sensor signals with a median SNR of two can be handled. This enables the detection of particles down to 100 nm.
The VirusDetectionCL method has been realized as a GPGPU software. The PAMONO sensor, the detection software, and the processing hardware form a so called cyber-physical system. For different PAMONO scenarios, e.g., using the PAMONO sensor in laboratories, hospitals, airports, and in mobile scenarios, one or more cyber-physical systems need to be explored. Depending on the particular use case, the demands toward the cyber-physical system differ.
This leads to the second problem for which a solution is presented in this work: how can existing software with several degrees of freedom be automatically mapped to a selection of hardware architectures with several hardware configurations to fulfill the demands to the system? Answering this question is a difficult task. Especially, when several possibly conflicting objectives, e.g., quality of the results, energy consumption, and execution time have to be optimized.
An extensive exploration of different software and hardware configurations is expensive and time-consuming. Sometimes it is not even possible, e.g., if the desired architecture is not yet available on the market or the design space is too big to be explored manually in reasonable time. A Pareto optimal selection of software parameters, hardware architectures, and hardware configurations has to be found.
To achieve this, three parameter and design space exploration methods have been developed. These are named SOG-PSE, SOG-DSE, and MOGEA-DSE. MOGEA-DSE is the most advanced method of these three. It enables a multi-objective, energy-aware, measurement-based or simulation-based exploration of cyber-physical systems. This can be done in a hardware/software codesign manner. In addition, offloading of tasks to a server and approximate computing can be taken into account. With the simulation-based exploration, systems that do not exist can be explored. This is useful if a system should be equipped, e.g., with the next generation of GPUs. Such an exploration can reveal bottlenecks of the existing software before new GPUs are bought.
With MOGEA-DSE the overall goal—to develop a method to automatically explore suitable cyber-physical systems for different PAMONO scenarios—could be achieved. As a result, a rapid, reliable detection and counting of viruses in PAMONO sensor data using high-performance, desktop, laptop, down to hand-held systems has been made possible.
The fact that this could be achieved even for a small, hand-held device is the most important result of MOGEA-DSE. With the automatic parameter and design space exploration 84% energy could be saved on the hand-held device compared to a baseline measurement. At the same time, a speedup of four and an F-1 quality score of 0.995 could be obtained. The speedup enables live processing of the sensor data on the embedded system with a very high detection quality.
With this result, viruses can be detected and counted on a mobile, hand-held device in less than three minutes and with real-time visualization of results. This opens up completely new possibilities for biological virus detection that were not possible before