24 research outputs found
Polish Phoneme Statistics Obtained On Large Set Of Written Texts
The phonetical statistics were collected from several Polish corpora. The paper is a summaryof the data which are phoneme n-grams and some phenomena in the statistics. Triphonestatistics apply context-dependent speech units which have an important role in speech recognitionsystems and were never calculated for a large set of Polish written texts. The standardphonetic alphabet for Polish, SAMPA, and methods of providing phonetic transcriptions are described
Automatic reasoning in the Planet Wars game
An artificial intelligence algorithm for a computer game competition organised by Google and University ofWaterloo is presented. It competes with others by reasoning, evaluating of a situation and taking decisions in a war simulation
VISIBILITY DETERMINATION IN BEAM TRACING WITH APPLICATION TO REAL-TIME SOUND SIMULATION
The work presents some aspects of beam tracing technique used in sound simulation. Adaptive Frustum algorithm, which was designed for detecting obstacles via beam subdivision was reviewed from efficiency point of view as well asfor its accuracy. Some possible improvements are suggested, however, they donot fully solve the problems of using this algorithm in real-time applications.Improved algorithm implementation was tested on five scenes with differentcharacteristics and varying complexity
Meta-Programming and Policy-Based Design as a Technique of Architecting Modular and Efficient DSP Algorithm Implementations
Meta-programming paradigm and policy-based design are less known programming techniques in Digital Signal Processing (DSP) community, used to coding in pure C or assembly language. Major software components, like C++ STL, have proven usefulness of such paradigms in providing top performance of highly optimised native code, along with abstraction and modularity necessary in complex software projects. This paper describes composition of DSP code using these techniques, bringing as an example implementation of Feedback Delay Network (FDN) artificial reverberation algorithm. The proposed approach was proven to be practical, especially in case of prototyping computationally intense algorithms. To provide further performance insight, we discuss the techniques in context of other optimisation methods, like Single Instruction Multiple Data (SIMD) instruction sets usage and exploitation of superscalar architecture capabilities
AUTOMATIC PORTAL GENERATION FOR 3D AUDIO - FROM TRIANGLE SOUP TO A PORTAL SYSTEM
The purpose of this paper is to investigate an algorithm for generating an automatic portal system. This has been accomplished based on a given set of triangles. The proposed solution was designed to enhance the performance of a sound beam-tracing engine. This solution can also be used for other areas where portal systems are applicable. The provided technical solution emphasizes the beam tracing engine's requirements. Our approach is based on the work of Haumont et al. (with additional improvements), resulting in improved scene segmentation and lower computational complexity. We examined voxelization techniques and their properties, and have adjusted these to fit the requirements of a beam-tracing engine. As a result of our investigation, a new method for finding portal placement has been developed by adjusting the orientation of the found portals to fit the neighboring scene walls. In addition, we replaced Haumont et al.'s prevoxelization step, which is used for erasing geometrical details (for example, thin walls). This was done by smoothing the distance field that, in effect, eliminated incorrectly positioned portals. The results of our work remove the requirement for walls that separate rooms to have a particular thickness. We also describe a method for building a structure that accelerates real-time queries for determining the area where a given point is located. All of the presented techniques allow for the use of larger sized voxels, which increases performance and reduces memory requirements (not only during the preprocessing phase but also during real-time usage). The proposed solutions were tested using scenarios with scenes of varying complexity