28,885 research outputs found
Optimal Design of Multiple Description Lattice Vector Quantizers
In the design of multiple description lattice vector quantizers (MDLVQ),
index assignment plays a critical role. In addition, one also needs to choose
the Voronoi cell size of the central lattice v, the sublattice index N, and the
number of side descriptions K to minimize the expected MDLVQ distortion, given
the total entropy rate of all side descriptions Rt and description loss
probability p. In this paper we propose a linear-time MDLVQ index assignment
algorithm for any K >= 2 balanced descriptions in any dimensions, based on a
new construction of so-called K-fraction lattice. The algorithm is greedy in
nature but is proven to be asymptotically (N -> infinity) optimal for any K >=
2 balanced descriptions in any dimensions, given Rt and p. The result is
stronger when K = 2: the optimality holds for finite N as well, under some mild
conditions. For K > 2, a local adjustment algorithm is developed to augment the
greedy index assignment, and conjectured to be optimal for finite N.
Our algorithmic study also leads to better understanding of v, N and K in
optimal MDLVQ design. For K = 2 we derive, for the first time, a
non-asymptotical closed form expression of the expected distortion of optimal
MDLVQ in p, Rt, N. For K > 2, we tighten the current asymptotic formula of the
expected distortion, relating the optimal values of N and K to p and Rt more
precisely.Comment: Submitted to IEEE Trans. on Information Theory, Sep 2006 (30 pages, 7
figures
Massively Parallel Ray Tracing Algorithm Using GPU
Ray tracing is a technique for generating an image by tracing the path of
light through pixels in an image plane and simulating the effects of
high-quality global illumination at a heavy computational cost. Because of the
high computation complexity, it can't reach the requirement of real-time
rendering. The emergence of many-core architectures, makes it possible to
reduce significantly the running time of ray tracing algorithm by employing the
powerful ability of floating point computation. In this paper, a new GPU
implementation and optimization of the ray tracing to accelerate the rendering
process is presented
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