231 research outputs found
Enhanced decoding for the Galileo S-band mission
A coding system under consideration for the Galileo S-band low-gain antenna mission is a concatenated system using a variable redundancy Reed-Solomon outer code and a (14,1/4) convolutional inner code. The 8-bit Reed-Solomon symbols are interleaved to depth 8, and the eight 255-symbol codewords in each interleaved block have redundancies 64, 20, 20, 20, 64, 20, 20, and 20, respectively (or equivalently, the codewords have 191, 235, 235, 235, 191, 235, 235, and 235 8-bit information symbols, respectively). This concatenated code is to be decoded by an enhanced decoder that utilizes a maximum likelihood (Viterbi) convolutional decoder; a Reed Solomon decoder capable of processing erasures; an algorithm for declaring erasures in undecoded codewords based on known erroneous symbols in neighboring decodable words; a second Viterbi decoding operation (redecoding) constrained to follow only paths consistent with the known symbols from previously decodable Reed-Solomon codewords; and a second Reed-Solomon decoding operation using the output from the Viterbi redecoder and additional erasure declarations to the extent possible. It is estimated that this code and decoder can achieve a decoded bit error rate of 1 x 10(exp 7) at a concatenated code signal-to-noise ratio of 0.76 dB. By comparison, a threshold of 1.17 dB is required for a baseline coding system consisting of the same (14,1/4) convolutional code, a (255,223) Reed-Solomon code with constant redundancy 32 also interleaved to depth 8, a one-pass Viterbi decoder, and a Reed Solomon decoder incapable of declaring or utilizing erasures. The relative gain of the enhanced system is thus 0.41 dB. It is predicted from analysis based on an assumption of infinite interleaving that the coding gain could be further improved by approximately 0.2 dB if four stages of Viterbi decoding and four levels of Reed-Solomon redundancy are permitted. Confirmation of this effect and specification of the optimum four-level redundancy profile for depth-8 interleaving is currently being done
Enhanced decoding for the Galileo low-gain antenna mission: Viterbi redecoding with four decoding stages
The Galileo low-gain antenna mission will be supported by a coding system that uses a (14,1/4) inner convolutional code concatenated with Reed-Solomon codes of four different redundancies. Decoding for this code is designed to proceed in four distinct stages of Viterbi decoding followed by Reed-Solomon decoding. In each successive stage, the Reed-Solomon decoder only tries to decode the highest redundancy codewords not yet decoded in previous stages, and the Viterbi decoder redecodes its data utilizing the known symbols from previously decoded Reed-Solomon codewords. A previous article analyzed a two-stage decoding option that was not selected by Galileo. The present article analyzes the four-stage decoding scheme and derives the near-optimum set of redundancies selected for use by Galileo. The performance improvements relative to one- and two-stage decoding systems are evaluated
Rate considerations in deep space telemetry
The relationship between transmission rate and source and channel signal-to-noise ratios (SNR's) is discussed for the transmission of a Gaussian source over a binary input, additive Gaussian channel, with a mean-squared distortion criterion. We point out that for any finite rate, and sufficiently high channel SNR, the fidelity criterion (reproduction SNR) is upper bounded by a function of the transmission rate. Thus, the performance becomes rate limited rather than power limited. This effect is not observed with the binary symmetric source, the binary-input Gaussian channel combination, or the Gaussian source, unconstrained-input Gaussian channel combination
Many-to-Many Graph Matching: a Continuous Relaxation Approach
Graphs provide an efficient tool for object representation in various
computer vision applications. Once graph-based representations are constructed,
an important question is how to compare graphs. This problem is often
formulated as a graph matching problem where one seeks a mapping between
vertices of two graphs which optimally aligns their structure. In the classical
formulation of graph matching, only one-to-one correspondences between vertices
are considered. However, in many applications, graphs cannot be matched
perfectly and it is more interesting to consider many-to-many correspondences
where clusters of vertices in one graph are matched to clusters of vertices in
the other graph. In this paper, we formulate the many-to-many graph matching
problem as a discrete optimization problem and propose an approximate algorithm
based on a continuous relaxation of the combinatorial problem. We compare our
method with other existing methods on several benchmark computer vision
datasets.Comment: 1
Real-Time Hand Shape Classification
The problem of hand shape classification is challenging since a hand is
characterized by a large number of degrees of freedom. Numerous shape
descriptors have been proposed and applied over the years to estimate and
classify hand poses in reasonable time. In this paper we discuss our parallel
framework for real-time hand shape classification applicable in real-time
applications. We show how the number of gallery images influences the
classification accuracy and execution time of the parallel algorithm. We
present the speedup and efficiency analyses that prove the efficacy of the
parallel implementation. Noteworthy, different methods can be used at each step
of our parallel framework. Here, we combine the shape contexts with the
appearance-based techniques to enhance the robustness of the algorithm and to
increase the classification score. An extensive experimental study proves the
superiority of the proposed approach over existing state-of-the-art methods.Comment: 11 page
Decoder synchronization for deep space missions
The Consultative Committee for Space Data Standards (CCSDS) recommends that space communication links employ a concatenated, error-correcting, channel-coding system in which the inner code is a convolutional (7,1/2) code and the outer code is a (255,223) Reed-Solomon code. The traditional implementation is to perform the node synchronization for the Viterbi decoder and the frame synchronization for the Reed-Solomon decoder as separate, sequential operations. This article discusses a unified synchronization technique that is required for deep space missions that have data rates and signal-to-noise ratios (SNR's) that are extremely low. This technique combines frame synchronization in the bit and symbol domains and traditional accumulated-metric growth techniques to establish a joint frame and node synchronization. A variation on this technique is used for the Galileo spacecraft on its Jupiter-bound mission
Topological descriptors for 3D surface analysis
We investigate topological descriptors for 3D surface analysis, i.e. the
classification of surfaces according to their geometric fine structure. On a
dataset of high-resolution 3D surface reconstructions we compute persistence
diagrams for a 2D cubical filtration. In the next step we investigate different
topological descriptors and measure their ability to discriminate structurally
different 3D surface patches. We evaluate their sensitivity to different
parameters and compare the performance of the resulting topological descriptors
to alternative (non-topological) descriptors. We present a comprehensive
evaluation that shows that topological descriptors are (i) robust, (ii) yield
state-of-the-art performance for the task of 3D surface analysis and (iii)
improve classification performance when combined with non-topological
descriptors.Comment: 12 pages, 3 figures, CTIC 201
Shape Matching and Object Recognition
We approach recognition in the framework of deformable shape matching, relying on a new algorithm for finding correspondences between feature points. This algorithm sets up correspondence as an integer quadratic programming problem, where the cost function has terms based on similarity of corresponding geometric blur point descriptors as well as the geometric distortion between pairs of corresponding feature points. The algorithm handles outliers, and thus enables matching of exemplars to query images in the presence of occlusion and clutter. Given the correspondences, we estimate an aligning transform, typically a regularized thin plate spline, resulting in a dense correspondence between the two shapes. Object recognition is handled in a nearest neighbor framework where the distance between exemplar and query is the matching cost between corresponding points. We show results on two datasets. One is the Caltech 101 dataset (Li, Fergus and Perona), a challenging dataset with large intraclass variation. Our approach yields a 45 % correct classification rate in addition to localization. We also show results for localizing frontal and profile faces that are comparable to special purpose approaches tuned to faces
Consistent as-similar-as-possible non-isometric surface registration
© 2017 The Author(s)Non-isometric surface registration, aiming to align two surfaces with different sizes and details, has been widely used in computer animation industry. Various existing surface registration approaches have been proposed for accurate template fitting; nevertheless, two challenges remain. One is how to avoid the mesh distortion and fold over of surfaces during transformation. The other is how to reduce the amount of landmarks that have to be specified manually. To tackle these challenges simultaneously, we propose a consistent as-similar-as-possible (CASAP) surface registration approach. With a novel defined energy, it not only achieves the consistent discretization for the surfaces to produce accurate result, but also requires a small number of landmarks with little user effort only. Besides, CASAP is constrained as-similar-as-possible so that angles of triangle meshes are preserved and local scales are allowed to change. Extensive experimental results have demonstrated the effectiveness of CASAP in comparison with the state-of-the-art approaches
Free-hand sketch recognition by multi-kernel feature learning
Abstract Free-hand sketch recognition has become increasingly popular due to the recent expansion of portable touchscreen devices. However, the problem is non-trivial due to the complexity of internal structures that leads to intra-class variations, coupled with the sparsity in visual cues that results in inter-class ambiguities. In order to address the structural complexity, a novel structured representation for sketches is proposed to capture the holistic structure of a sketch. Moreover, to overcome the visual cue sparsity problem and therefore achieve state-of-the-art recognition performance, we propose a Multiple Kernel Learning (MKL) framework for sketch recognition, fusing several features common to sketches. We evaluate the performance of all the proposed techniques on the most diverse sketch dataset to date (Mathias et al., 2012), and offer detailed and systematic analyses of the performance of different features and representations, including a breakdown by sketch-super-category. Finally, we investigate the use of attributes as a high-level feature for sketches and show how this complements low-level features for improving recognition performance under the MKL framework, and consequently explore novel applications such as attribute-based retrieval
- …