100 research outputs found
Clustering in massive data sets
We review the time and storage costs of search and clustering algorithms. We exemplify these, based on case-studies in astronomy, information retrieval, visual user interfaces, chemical databases, and other areas. Theoretical results developed as far back as the 1960s still very often remain topical. More recent work is also covered in this article. This includes a solution for the statistical question of how many clusters there are in a dataset. We also look at one line of inquiry in the use of clustering for human-computer user interfaces. Finally, the visualization of data leads to the consideration of data arrays as images, and we speculate on future results to be expected here
GPU data structures for graphics and vision
Graphics hardware has in recent years become increasingly programmable, and its programming APIs use the stream processor model to expose massive parallelization to the programmer. Unfortunately, the inherent restrictions of the stream processor model, used by the GPU in order to maintain high performance, often pose a problem in porting CPU algorithms for both video and volume processing to graphics hardware. Serial data dependencies which accelerate CPU processing are counterproductive for the data-parallel GPU.
This thesis demonstrates new ways for tackling well-known problems of large scale video/volume analysis. In some instances, we enable processing on the restricted hardware model by re-introducing algorithms from early computer graphics research. On other occasions, we use newly discovered, hierarchical data structures to circumvent the random-access read/fixed write restriction that had previously kept sophisticated analysis algorithms from running solely on graphics hardware. For 3D processing, we apply known game graphics concepts such as mip-maps, projective texturing, and dependent texture lookups to show how video/volume processing can benefit algorithmically from being implemented in a graphics API.
The novel GPU data structures provide drastically increased processing speed, and lift processing heavy operations to real-time performance levels, paving the way for new and interactive vision/graphics applications.Graphikhardware wurde in den letzen Jahren immer weiter programmierbar. Ihre APIs verwenden das Streamprozessor-Modell, um die massive Parallelisierung auch für den Programmierer verfügbar zu machen. Leider folgen aus dem strikten Streamprozessor-Modell, welches die GPU für ihre hohe Rechenleistung benötigt, auch Hindernisse in der Portierung von CPU-Algorithmen zur Video- und Volumenverarbeitung auf die GPU. Serielle Datenabhängigkeiten beschleunigen zwar CPU-Verarbeitung, sind aber für die daten-parallele GPU kontraproduktiv .
Diese Arbeit präsentiert neue Herangehensweisen für bekannte Probleme der Video- und Volumensverarbeitung. Teilweise wird die Verarbeitung mit Hilfe von modifizierten Algorithmen aus der frühen Computergraphik-Forschung an das beschränkte Hardwaremodell angepasst. Anderswo helfen neu entdeckte, hierarchische Datenstrukturen beim Umgang mit den Schreibzugriff-Restriktionen die lange die Portierung von komplexeren Bildanalyseverfahren verhindert hatten. In der 3D-Verarbeitung nutzen wir bekannte Konzepte aus der Computerspielegraphik wie Mipmaps, projektive Texturierung, oder verkettete Texturzugriffe, und zeigen auf welche Vorteile die Video- und Volumenverarbeitung aus hardwarebeschleunigter Graphik-API-Implementation ziehen kann.
Die präsentierten GPU-Datenstrukturen bieten drastisch schnellere Verarbeitung und heben rechenintensive Operationen auf Echtzeit-Niveau. Damit werden neue, interaktive Bildverarbeitungs- und Graphik-Anwendungen möglich
The Informed Sampler: A Discriminative Approach to Bayesian Inference in Generative Computer Vision Models
Computer vision is hard because of a large variability in lighting, shape,
and texture; in addition the image signal is non-additive due to occlusion.
Generative models promised to account for this variability by accurately
modelling the image formation process as a function of latent variables with
prior beliefs. Bayesian posterior inference could then, in principle, explain
the observation. While intuitively appealing, generative models for computer
vision have largely failed to deliver on that promise due to the difficulty of
posterior inference. As a result the community has favoured efficient
discriminative approaches. We still believe in the usefulness of generative
models in computer vision, but argue that we need to leverage existing
discriminative or even heuristic computer vision methods. We implement this
idea in a principled way with an "informed sampler" and in careful experiments
demonstrate it on challenging generative models which contain renderer programs
as their components. We concentrate on the problem of inverting an existing
graphics rendering engine, an approach that can be understood as "Inverse
Graphics". The informed sampler, using simple discriminative proposals based on
existing computer vision technology, achieves significant improvements of
inference.Comment: Appearing in Computer Vision and Image Understanding Journal (Special
Issue on Generative Models in Computer Vision
Kodizajn arhitekture i algoritama za lokalizacijumobilnih robota i detekciju prepreka baziranih namodelu
This thesis proposes SoPC (System on a Programmable Chip) architectures for efficient embedding of vison-based localization and obstacle detection tasks in a navigational pipeline on autonomous mobile robots. The obtained results are equivalent or better in comparison to state-ofthe- art. For localization, an efficient hardware architecture that supports EKF-SLAM's local map management with seven-dimensional landmarks in real time is developed. For obstacle detection a novel method of object recognition is proposed - detection by identification framework based on single detection window scale. This framework allows adequate algorithmic precision and execution speeds on embedded hardware platforms.Ova teza bavi se dizajnom SoPC (engl. System on a Programmable Chip) arhitektura i algoritama za efikasnu implementaciju zadataka lokalizacije i detekcije prepreka baziranih na viziji u kontekstu autonomne robotske navigacije. Za lokalizaciju, razvijena je efikasna računarska arhitektura za EKF-SLAM algoritam, koja podržava skladištenje i obradu sedmodimenzionalnih orijentira lokalne mape u realnom vremenu. Za detekciju prepreka je predložena nova metoda prepoznavanja objekata u slici putem prozora detekcije fiksne dimenzije, koja omogućava veću brzinu izvršavanja algoritma detekcije na namenskim računarskim platformama
Collective variables between large-scale states in turbulent convection
The dynamics in a confined turbulent convection flow is dominated by multiple
long-lived macroscopic circulation states, which are visited subsequently by
the system in a Markov-type hopping process. In the present work, we analyze
the short transition paths between these subsequent macroscopic system states
by a data-driven learning algorithm that extracts the low-dimensional
transition manifold and the related new coordinates, which we term collective
variables, in the state space of the complex turbulent flow. We therefore
transfer and extend concepts for conformation transitions in stochastic
microscopic systems, such as in the dynamics of macromolecules, to a
deterministic macroscopic flow. Our analysis is based on long-term direct
numerical simulation trajectories of turbulent convection in a closed cubic
cell at a Prandtl number and Rayleigh numbers and
for a time lag of convective free-fall time units. The simulations
resolve vortices and plumes of all physically relevant scales resulting in a
state space spanned by more than 3.5 million degrees of freedom. The transition
dynamics between the large-scale circulation states can be captured by the
transition manifold analysis with only two collective variables which implies a
reduction of the data dimension by a factor of more than a million. Our method
demonstrates that cessations and subsequent reversals of the large-scale flow
are unlikely in the present setup and thus paves the way to the development of
efficient reduced-order models of the macroscopic complex nonlinear dynamical
system.Comment: 24 pages, 12 Figures, 1 tabl
Dynamic task scheduling and binding for many-core systems through stream rewriting
This thesis proposes a novel model of computation, called stream rewriting, for the specification and implementation of highly concurrent applications. Basically, the active tasks of an application and their dependencies are encoded as a token stream, which is iteratively modified by a set of rewriting rules at runtime. In order to estimate the performance and scalability of stream rewriting, a large number of experiments have been evaluated on many-core systems and the task management has been implemented in software and hardware.In dieser Dissertation wurde Stream Rewriting als eine neue Methode entwickelt, um Anwendungen mit einer großen Anzahl von dynamischen Tasks zu beschreiben und effizient zur Laufzeit verwalten zu können. Dabei werden die aktiven Tasks in einem Datenstrom verpackt, der zur Laufzeit durch wiederholtes Suchen und Ersetzen umgeschrieben wird. Um die Performance und Skalierbarkeit zu bestimmen, wurde eine Vielzahl von Experimenten mit Many-Core-Systemen durchgeführt und die Verwaltung von Tasks über Stream Rewriting in Software und Hardware implementiert
Manifold Learning in Atomistic Simulations: A Conceptual Review
Analyzing large volumes of high-dimensional data requires dimensionality
reduction: finding meaningful low-dimensional structures hidden in their
high-dimensional observations. Such practice is needed in atomistic simulations
of complex systems where even thousands of degrees of freedom are sampled. An
abundance of such data makes gaining insight into a specific physical problem
strenuous. Our primary aim in this review is to focus on unsupervised machine
learning methods that can be used on simulation data to find a low-dimensional
manifold providing a collective and informative characterization of the studied
process. Such manifolds can be used for sampling long-timescale processes and
free-energy estimation. We describe methods that can work on datasets from
standard and enhanced sampling atomistic simulations. Unlike recent reviews on
manifold learning for atomistic simulations, we consider only methods that
construct low-dimensional manifolds based on Markov transition probabilities
between high-dimensional samples. We discuss these techniques from a conceptual
point of view, including their underlying theoretical frameworks and possible
limitations
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