23,659 research outputs found

    In-Network View Synthesis for Interactive Multiview Video Systems

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    To enable Interactive multiview video systems with a minimum view-switching delay, multiple camera views are sent to the users, which are used as reference images to synthesize additional virtual views via depth-image-based rendering. In practice, bandwidth constraints may however restrict the number of reference views sent to clients per time unit, which may in turn limit the quality of the synthesized viewpoints. We argue that the reference view selection should ideally be performed close to the users, and we study the problem of in-network reference view synthesis such that the navigation quality is maximized at the clients. We consider a distributed cloud network architecture where data stored in a main cloud is delivered to end users with the help of cloudlets, i.e., resource-rich proxies close to the users. In order to satisfy last-hop bandwidth constraints from the cloudlet to the users, a cloudlet re-samples viewpoints of the 3D scene into a discrete set of views (combination of received camera views and virtual views synthesized) to be used as reference for the synthesis of additional virtual views at the client. This in-network synthesis leads to better viewpoint sampling given a bandwidth constraint compared to simple selection of camera views, but it may however carry a distortion penalty in the cloudlet-synthesized reference views. We therefore cast a new reference view selection problem where the best subset of views is defined as the one minimizing the distortion over a view navigation window defined by the user under some transmission bandwidth constraints. We show that the view selection problem is NP-hard, and propose an effective polynomial time algorithm using dynamic programming to solve the optimization problem. Simulation results finally confirm the performance gain offered by virtual view synthesis in the network

    Synthesis of Attributed Feature Models From Product Descriptions: Foundations

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    Feature modeling is a widely used formalism to characterize a set of products (also called configurations). As a manual elaboration is a long and arduous task, numerous techniques have been proposed to reverse engineer feature models from various kinds of artefacts. But none of them synthesize feature attributes (or constraints over attributes) despite the practical relevance of attributes for documenting the different values across a range of products. In this report, we develop an algorithm for synthesizing attributed feature models given a set of product descriptions. We present sound, complete, and parametrizable techniques for computing all possible hierarchies, feature groups, placements of feature attributes, domain values, and constraints. We perform a complexity analysis w.r.t. number of features, attributes, configurations, and domain size. We also evaluate the scalability of our synthesis procedure using randomized configuration matrices. This report is a first step that aims to describe the foundations for synthesizing attributed feature models

    Distributed data mining in grid computing environments

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    The official published version of this article can be found at the link below.The computing-intensive data mining for inherently Internet-wide distributed data, referred to as Distributed Data Mining (DDM), calls for the support of a powerful Grid with an effective scheduling framework. DDM often shares the computing paradigm of local processing and global synthesizing. It involves every phase of Data Mining (DM) processes, which makes the workflow of DDM very complex and can be modelled only by a Directed Acyclic Graph (DAG) with multiple data entries. Motivated by the need for a practical solution of the Grid scheduling problem for the DDM workflow, this paper proposes a novel two-phase scheduling framework, including External Scheduling and Internal Scheduling, on a two-level Grid architecture (InterGrid, IntraGrid). Currently a DM IntraGrid, named DMGCE (Data Mining Grid Computing Environment), has been developed with a dynamic scheduling framework for competitive DAGs in a heterogeneous computing environment. This system is implemented in an established Multi-Agent System (MAS) environment, in which the reuse of existing DM algorithms is achieved by encapsulating them into agents. Practical classification problems from oil well logging analysis are used to measure the system performance. The detailed experiment procedure and result analysis are also discussed in this paper

    Learning-Based Synthesis of Safety Controllers

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    We propose a machine learning framework to synthesize reactive controllers for systems whose interactions with their adversarial environment are modeled by infinite-duration, two-player games over (potentially) infinite graphs. Our framework targets safety games with infinitely many vertices, but it is also applicable to safety games over finite graphs whose size is too prohibitive for conventional synthesis techniques. The learning takes place in a feedback loop between a teacher component, which can reason symbolically about the safety game, and a learning algorithm, which successively learns an overapproximation of the winning region from various kinds of examples provided by the teacher. We develop a novel decision tree learning algorithm for this setting and show that our algorithm is guaranteed to converge to a reactive safety controller if a suitable overapproximation of the winning region can be expressed as a decision tree. Finally, we empirically compare the performance of a prototype implementation to existing approaches, which are based on constraint solving and automata learning, respectively

    Synthesis of Parametric Programs using Genetic Programming and Model Checking

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    Formal methods apply algorithms based on mathematical principles to enhance the reliability of systems. It would only be natural to try to progress from verification, model checking or testing a system against its formal specification into constructing it automatically. Classical algorithmic synthesis theory provides interesting algorithms but also alarming high complexity and undecidability results. The use of genetic programming, in combination with model checking and testing, provides a powerful heuristic to synthesize programs. The method is not completely automatic, as it is fine tuned by a user that sets up the specification and parameters. It also does not guarantee to always succeed and converge towards a solution that satisfies all the required properties. However, we applied it successfully on quite nontrivial examples and managed to find solutions to hard programming challenges, as well as to improve and to correct code. We describe here several versions of our method for synthesizing sequential and concurrent systems.Comment: In Proceedings INFINITY 2013, arXiv:1402.661
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