241 research outputs found

    On the Verification of a WiMax Design Using Symbolic Simulation

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    In top-down multi-level design methodologies, design descriptions at higher levels of abstraction are incrementally refined to the final realizations. Simulation based techniques have traditionally been used to verify that such model refinements do not change the design functionality. Unfortunately, with computer simulations it is not possible to completely check that a design transformation is correct in a reasonable amount of time, as the number of test patterns required to do so increase exponentially with the number of system state variables. In this paper, we propose a methodology for the verification of conformance of models generated at higher levels of abstraction in the design process to the design specifications. We model the system behavior using sequence of recurrence equations. We then use symbolic simulation together with equivalence checking and property checking techniques for design verification. Using our proposed method, we have verified the equivalence of three WiMax system models at different levels of design abstraction, and the correctness of various system properties on those models. Our symbolic modeling and verification experiments show that the proposed verification methodology provides performance advantage over its numerical counterpart.Comment: In Proceedings SCSS 2012, arXiv:1307.802

    Pear breeding and selection for Fire blight resistance

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    I.I.F - I.I.R. Commission C2Pear breeding and selection for Fire blight resistance. Working Group "Pears

    Time and Space Coherent Occlusion Culling for Tileable Extended 3D Worlds

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    International audienceIn order to interactively render large virtual worlds, the amount of 3D geometry passed to the graphics hardware must be kept to a minimum. Typical solutions to this problem include the use of potentially visible sets and occlusion culling, however, these solutions do not scale well, in time nor in memory, with the size of a virtual world. We propose a fast and inexpensive variant of occlusion culling tailored to a simple tiling scheme that improves scalability while maintaining very high performance. Tile visibilities are evaluated with hardwareaccelerated occlusion queries, and in-tile rendering is rapidly computed using BVH instantiation and any visibility method; we use the CHC++ occlusion culling method for its good general performance. Tiles are instantiated only when tested locally for visibility, thus avoiding the need for a preconstructed global structure for the complete world. Our approach can render large-scale, diversified virtual worlds with complex geometry, such as cities or forests, all at high performance and with a modest memory footprint

    Influence of bilateral aid on Cameroon's bilateral trade performance with respect to OECD donor countries

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    The purpose of this work is to study the coherence for development between the Official Development Assistance (ODA) and the foreign trade of Cameroon .Sub-Saharan African countries are the least integrated countries in world trade at the same time as the region is the main beneficiary region of ODA. It is also the region where poverty is increasing most. It seems that the inefficiency of the ODA is due to an incoherence of the policy of official development aid and the other policies of the countries of the North with respect to the Countries of the South. To elucidate this paradox, an empirical study is carried out on the link between ODA and foreign trade of Cameroon. Thus the gravity model measuring the impact of the bilateral ODA flow on Cameroon's bilateral trade flow with 16 OECD countries is specified. The estimates of this model using the Ordinary Least Squares method show that the increase in the volume of official development assistance increases the volume of imports of Cameroon from this donor country. At the same time, this increase in bilateral aid causes a decline in Cameroon's exports to this partner. Through official development assistance, donor countries improve their trade balances to the detriment of Cameroon

    Nonlinear evolution of the step meandering instability of a growing crystal surface

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    The growth of crystal surfaces, under non-equilibrium conditions, involves the displacement of mono-atomic steps by atom diffusion and atom incorporations into steps. The time-evolution of the growing crystal surface is thus governed by a free boundary value problem [known as the Burton--Cabrera--Franck model]. In the presence of an asymmetry of the kinetic coefficients [Erlich--Schwoebel barriers], ruling the rates of incorporation of atoms at each step, it has been shown that a train of straight steps is unstable to two dimensional transverse perturbations. This instability is now known as the Bales-Zangwill instability (meandering instability). We study the non-linear evolution of the step meandering instability that occurs on a crystalline vicinal surface under growth, in the absence of evaporation, in the limit of a weak asymmetry of atom incorporation at the steps. We derive a nonlinear amplitude equation displaying spatiotemporal coarsening. We characterize the self-similar solutions of this equation.Comment: 6 pages, submitted to Physica D, 200

    An Efficient Trim Structure for Rendering Large B-Rep Models

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    International audienceWe present a multiresolution trim structure for fast and accurate B-Rep model visualization. To get a good tradeoff between performance and visual accuracy, we propose to use a vectorial but approximated representation of the model that allows efficient, real-time GPU exploitation. Our structure, based on a quadtree, enables us to do shallow lookups for distant fragments. For closeups, we leverage hardware tessellation. We get interactive frame rates for models that consists of hundreds of thousands of B-Rep faces, regardless of the zoom level

    Une structure de découpe efficace pour l'affichage de grands modÚles B-Rep

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    National audienceNous présentons une structure de découpe multirésolution pour l'affichage rapide et précis de modÚles B-Rep. Nous proposons d'utiliser une représentation de la découpe de face basée sur un quadtree, autorisant une gestion efficace par le GPU. Ce quadtree contient des références à des courbes de découpe qui sont utilisées dans un fragment shader pour effectuer la classification de point d'une maniÚre implicite. La façon dont sont stockées les informations multirésolution dans le quadtree nous permet de réduire les accÚs à notre structure lorsque les fragments sont distants de la caméra. Pour les objets en avant plan, nous nous appuyons sur la tessellation matérielle pour améliorer les performances, en réduisant la quantité de calcul à effectuer pour chaque fragment. Nous obtenons un affichage intéractif pour de trÚs gros modÚles comprenant des centaines de milliers de faces B-Rep, quel que soit le niveau de zoom
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