28,885 research outputs found

    Optimal Design of Multiple Description Lattice Vector Quantizers

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    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

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    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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