6293093
Iterative Estimation of 3D Transformations for Object Alignment
An Iterative Estimation Algorithm (IEA) of 3D transformations between two objects is presented in this paper. Skeletons of the 3D objects are extracted using a fully parallel thinning technique, feature point pairs (land markers) are extracted from skeletons automatically with a heuristic rule, and a least squares method and an iterative approach are applied to estimate the 3D transformation matrix. The algorithm has three advantages. First of all, no initial transformation matrix is needed. Secondly, user interaction is not required for identifying the land markers. Thirdly, the time complexity of this algorithm is polynomial. Experiments show that this method works quite well with high accuracy when the translations and rotation angles are small, even when noise exists in the data.
15147164
Balanced incomplete designs for 3D perceptual quality estimation
Many factors, such as the number of vertices and the resolution of texture, can affect the display quality of 3D objects. When the resources of a graphics system are not sufficient to render the ideal image, degradation is inevitable. It is therefore important to study how individual factors affect the overall quality, and how the degradation can be controlled given limited resources. The essential factors determining the display quality are reviewed and a 3D perceptual estimation method is described. One of the major concerns in designing perceptual experiments is the large number of evaluations to be performed by judges, which results in fatigue and errors in judgement. To reduce judging fatigue and increase reliability of evaluations we propose using a statistical approach, following the design of experiments technique of balanced incomplete block design (BIBD). We develop models following BIBD for perceptual experiments and validate our model with experimental results. Even though the BIBD framework for perceptual evaluations is described in the context of 3D quality estimation, the approach can be used in other perceptual evaluation scenarios as well.
206985371
Framework and network based multimedia object management environment
Because multimedia objects are becoming more prevalent, on ever increasing volume, inventing an efficient multimedia object management environment is a matter of increasing urgency. In recognition of this crisis, we developed the multimedia object management environment (MOME) that includes a suite of tools such as the Vortex framework, and network file indexer (NFI). MOME also includes a fully featured graphical user interface for maximum user control and flexibility. With meta data, it automatically generates indexes and paths for different types of multimedia objects and allows users to quickly find what they are looking for. In this paper, we address the background, architecture, and performance of MOME in detail.
30326495
Performance-driven channel pin assignment algorithms
In this paper we consider two channel pin assignment problems which take circuit performance into account. The first one is the module implementation selection problem. We are given a net span bound for each critical net and each module has several possible placements of its pins. Our objective is to minimize channel density while satisfying net span constraints. We proved that this problem is NP-complete. For the case when each module has at most 2 pin placements, the problem can be transformed to the 2-SAT problem and hence is polynomial time solvable. We present a heuristic based on this algorithm to solve the general case. The second problem we consider is the module shifting problem. We are given a set of modules whose relative ordering is fixed on each side of the channel but their exact positions are not fixed. We present a polynomial time algorithm to test the feasibility of satisfying the net span constraints by shifting the modules. The algorithm is based on formulating the problem as a special integer linear programming problem which is solvable in polynomial time. We also extend our algorithms to handle multiple channels. >
9564557
An Object-Oriented Approach to Shadow Generation in Computer Graphics
This paper presents an object-oriented shadow generation algorithm for a large number of convex polyhedra (objects) in a 3-D scene. In the past, the shadow volume binary space partitioning (SVBSP) tree algorithm is known to be efficient in a static environment in which the point light source can be changed. However, if a scene consists of many objects and each object consists of many polygons, the time complexity for generating and traversing an SVBSP tree increases rapidly because the SVBSP tree algorithm only deals with polygons which are components of objects. Furthermore, the SVBSP tree algorithm suffers from polygon-splitting problems resulting in a high cost as the number of polygons increases. Our approach is object-oriented in the sense that an object is used as the basic logical unit instead of polygons. In the preprocessing stage the object ordering for shadow generation is determined for all possible light source positions. At the run time, the shadow detection algorithm is executed, and if nec...
42266951
TMO-structured cluster-based real-time management of location data on massive volume of moving items
A major challenge in the field of location based service (LBS) system engineering, is to establish a highly scalable system architecture which can be instantiated in moderate-size configurations handling thousands of moving items as well as in upper-end configurations handling millions of moving items. We are exploring an approach of using a cluster of database server nodes and effecting efficient distributed and parallel computing in both real-time update of location records of moving items and processing of location-related queries. The approach of developing efficient middleware which is layered on a cluster of nodes running commercial off-the-shelf database servers, has been adopted. The middleware design is substantially based on the TMO scheme for real-time distributed object programming and real-time distributed computing system design, which enables low-overhead coordination of distributed computations and highly abstract distributed programming styles.
45880739
Optimal circuit clustering with variable interconnect delay
The paper aims at extending the circuit clustering algorithm of Rajaraman and Wong (1995) to handle a more sophisticated delay model, which practically takes variable interconnect delay into account. Our delay model is particularly applicable in allowing the back-annotation of actual delay information to drive the clustering process. We first show that the original algorithm fails to produce optimal solutions for this delay model. In order to solve the problem, a generalized algorithm based on an extension of Rajaraman and Wong is proposed such that the problem can be solved optimally while the polynomial time complexity is maintained.