• Title/Summary/Keyword: 메쉬 구성

Search Result 203, Processing Time 0.024 seconds

Performance Analysis of Available Superframe Size and Device Discovery Time for Multi-hop Communications in IEEE 802.15.3 High-rate WPAN Mesh Network (IEEE 802.15.3 고속 WPAN 메쉬 네트워크의 멀티-홉 통신을 위한 가용 슈퍼프레임 크기와 디바이스 탐색 성능 분석)

  • Jung, Ssang-Bong;Yim, Soon-Bin;Kim, Hyun-Ki;Lee, Tae-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.32 no.6B
    • /
    • pp.350-357
    • /
    • 2007
  • The IEEE 802.15.3 high-rate WPAN has been developed to communicate with devices within l0m. A piconet consists of one Piconet Coordinator (PNC) and several devices. The devices associated with a parent piconet can become child PNCs in order to form child piconets. A mesh network made up of a parent piconet and several child piconets can support multi-hop communications. In this paper, we analyze the maximum level and the avaliable superframe size to make the best use of bandwidth for multi-hop communications, and compare the analysis with the simulation results in terms of time to discover devices for multi-hop communications. The average number of levels in mesh networks is shown to be about 1.9 when the number of devices increases within a fixed area. We have also shown that the maximum available superframe size is 52ms and the discovery time is approximately 155ms.

Data Origin Authentication Scheme for Wireless Mesh Networks (무선 메쉬 네트워크를 위한 데이터 송신 인증 기술)

  • Kang, Nam-Hi
    • Journal of the Institute of Electronics Engineers of Korea TC
    • /
    • v.47 no.7
    • /
    • pp.135-142
    • /
    • 2010
  • Wireless mesh network, which is an access network technology, adopts ubiquitous features of ad-hoc network that includes capabilities of self-configuration and self-management. This paper proposes a scheme which enables nodes along route in wireless mesh network to authenticate data and verify data integrity. The scheme distinguishes infra-node, which is a network device used to form mesh network, and user node in ad-hoc network, which operates functions as a sender, receiver or relayer, to deploy different authentication scheme. That is, hop-based authentication scheme along route forming wireless backbone differs from authentication scheme for user nodes in route over MANET. The proposed scheme is less complex than previously proposed schemes from the repects of security setup procedures and managements. In addition, the scheme is able to reduce transmission delay from a source to a destination owing to fast authentication over wireless backbone.

Mesh Parameterization based on Mean Value Coordinates (중간값 좌표계에 기초한 메쉬 매개변수화)

  • Kim, Hyoung-Seok B.
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.12 no.8
    • /
    • pp.1377-1383
    • /
    • 2008
  • Parameterization of a 3D triangular mesh is a fundamental problem in various applications of geometric modeling and computer graphics. There are two major paradigms in mesh parameterization: energy functional minimization and the convex combination approach. In general, the convex combination approach is wifely used because of simple concept and one-to-one mapping. However, the approach has some problems such as high distortion near the boundary and time complexity. Moreover, the stability of the linear system may not be preserved according to the geometric information of the mesh. In this paper, we present an extension of the convex combination approach based on the mean value coordinates, which resolves the drawbacks of the convex combination approach. This may be a more practical solution because it is able to generate a stable linear system in a short time.

Multi-interface Wireless Mesh Network Testbed using Wireless Distribution System (무선 분산 시스템을 이용한 멀티 인터페이스 무선 메쉬 네트워크 테스트베드)

  • Yoon, Mi-kyung;Yang, Seung-chur;Kim, Jong-deok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.05a
    • /
    • pp.87-90
    • /
    • 2009
  • Wireless Mesh Network(WMN) is wireless backbone networks technique which has ease of network configuration and cost of advantage. Recently, WNM released a new product, but most of existing research and technology analysis the performance through the simulation. This paper build the wireless mesh network testbed for actual situation. Testbed supports multi-channel multi-interface using bridge, the Wireless Distribution System and dynamic location-based routing protocol. This routing protocol strongly design against wireless interference using metric for link channel change and real distance. Then, the address of mesh clients assigned by the centralized address management server. Mesh clients is designed and implemented to manage network through Simple Network Management Protocol.

  • PDF

Fast 3D mesh generation using projection for line laser-based 3D Scanners (라인 레이저 기반 3차원 스캐너에서 투영을 이용한 고속 3D 메쉬 생성)

  • Lee, Kyungme;Yoo, Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.3
    • /
    • pp.513-518
    • /
    • 2016
  • This paper presents a fast 3D mesh generation method using projection for line laser-based 3D scanners. The well-known method for 3D mesh generation utilizes convex hulls for 4D vertices that is converted from the input 3D vertices. This 3D mesh generation for a large set of vertices requires a lot of time. To overcome this problem, the proposed method takes (${\theta}-y$) 2D depth map into account. The 2D depth map is a projection version of 3D data with a form of (${\theta}$, y, z) which are intermediately acquired by line laser-based 3D scanners. Thus, our 2D-based method is a very fast 3D mesh generation method. To evaluate our method, we conduct experiments with intermediate 3D vertex data from line-laser scanners. Experimental results show that the proposed method is superior to the existing method in terms of mesh generation speed.

An Effective Task Allocation Algorithm in Two-Dimensional Mesh Interconnection Networks (이차원 메쉬 상호 연결 망에 대한 효율적인 태스크할당 알고리즘)

  • Chu, Hyeon-Seung;Park, Gyeong-Rin;Yu, Seong-Mu
    • The Transactions of the Korea Information Processing Society
    • /
    • v.6 no.6
    • /
    • pp.1667-1677
    • /
    • 1999
  • An effective allocation of requested number of processors to newly incoming tasks in two-dimensional (2D) mesh interconnection networks is very important for achieving the desired high performance and resource utilization. It also needs to guarantee the complete recognition of the free submeshes based on contiguous and available processors with minimum overhead. An efficient task allocation algorithm for 2D meshes is presented in this paper. By employing a new approach for searching the one-dimensional array, the proposed algorithm can find the available submesh without the scanning of the entire 2D array unlike earlier designs. As a result, the new algorithm can significantly reduce the task allocation time. Comprehensive computer simulation shows that the average allocation time and waiting delay are much smaller than earlier irrespective of the size of meshes. The hardware overhead is comparable to other algorithms.

  • PDF

A Cache Hit Ratio based Power Consumption Model for Wireless Mesh Networks (무선 메쉬 네트워크를 위한 캐시 적중률 기반 파워 소모 모델)

  • Jeon, Seung Hyun;Seo, Yong-jun
    • Journal of Industrial Convergence
    • /
    • v.18 no.2
    • /
    • pp.69-75
    • /
    • 2020
  • Industrial IoT has much interested in wireless mesh networks (WMNs) due to cost effectiveness and coverage. According to the advance in caching technology, WMNs have been researched to overcome the throughput degradation of multihop environment. However, there is few researches of cache power consumption models for WMNs. In particular, a wired line based cache power consumption model in content-centric networks is not still proper to WMNs. In this paper, we split the amount of cache power from the idle power consumption of CPU, and then the cache hit ratio proportional power consumption model (CHR-model) is proposed. The proposed CHR-model provides more accurate power consumption in WMNs, compared with the conventional cache power efficiency based consumption model (CPE-model). The proposed CHR-model can provide a reference model to improve energy-efficient cache operation for Industrial IoT.

A Study on Expression Analysis of Animation Character Using Action Units(AU) (Action Units(AU)를 사용한 애니메이션 캐릭터 표정 분석)

  • Shin, Hyun-Min;Weon, Sun-Hee;Kim, Gye-Young
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2009.01a
    • /
    • pp.163-167
    • /
    • 2009
  • 본 논문에서는 크게 2단계에 걸쳐 다양한 형태의 얼굴을 가진 2차원 애니메이션 상의 캐릭터 얼굴구성요소를 추출하고 표정을 분석한다. 첫 번째 단계에서는, 기존의 얼굴인식 및 표정인식 분야에서 이용되었던 동적메쉬모델을 간소화하여 캐릭터 얼굴에 적용하기 위한 최적의 표준 메쉬모델을 제작하고, 이 모델을 사용하여 얼굴구성요소의 위치 및 형태정보를 추출한다. 두 번째 단계에서는, 앞 단계에서 추출된 3가지 얼굴구성요소(눈썹, 눈, 입)를 사용하여 FACS(Facial Action Coding System)에 정의된 AU(Action Units) 44개 중 12개의 AU를 사용하여 캐릭터의 5까지 기본적인 얼굴 표정에 대해 분석 및 정의한다. 본 논문에서 정의한 AU로 기본적인 5가지 얼굴표정에 대해 표정분석 정확도를 측정하였고, 서로 다른 캐릭터에 실험함으로써 제안된 AU정의의 타당성을 제시한다.

  • PDF

Motion Simplification using Joint Posture Clustering (JPC) (관절 자세 군집화(JPC)를 활용한 모션 단순화 기법)

  • Ahn, Jung-Hyun;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.10 no.2
    • /
    • pp.42-50
    • /
    • 2004
  • 캐릭터 애니메이션 기술의 발달로 가상공간에 애니메이트되는 캐릭터의 수가 점점 증가되고 있으며, 캐릭터 자체 골격구조의 관절 개수와 캐릭터를 덮고 있는 메쉬의 폴리곤 개수도 점점 증가하는 추세이다. 따라서, 실시간 가상환경에서 다수의 캐릭터를 전처리 과정 없이 시뮬레이션할 경우 전체 군중시스템 성능의 저하가 예상된다. 본 논문에서는, 이러한 문제점을 해결하기 위해 모션 다단계(motion level-of-detail) 기법을 제시한다. 모션 단순화 기법은 캐릭터의 움직임을 제어하는 골격(관절)구조와 캐릭터의 형태를 시각적으로 표현하는 기하(메쉬)구조를 단순화 하는 방법으로 기존 동작과 단순화된 동작의 차이를 최소화 한다. 골격구조 단순화를 위한 JPC(joint posture clustering)방법은 특정 관절의 연속된 모션 시퀀스에서의 유사 자세 집단을 추출하여 하나의 자세로 표현하는 방법으로, 모션의 특성에 따라 동적으로 관절을 단순화하여 관절 시뮬레이션 시간을 줄이는 방법이다. JPC방법은 골격구조가 시간에 따라 동적으로 변형되기 때문에 골격구조의 계층구조를 재 구축할 시간이 필요하지만, 기존 동작과 유사성을 잃지 않는 단순화된 동작 생성이 가능하다. 유사 자세 집단을 추출하기 위해 전체 모션 시퀀스에서 관절의 프레임간 자세 차이를 수식화하여 테이블 형태로 구성하고 이를 통해 기존 동작의 유사성을 잃지 않으며 관절의 단순화 율을 최대화 할 수 있는 알고리즘을 제시한다. 또한, 실시간 군중 환경의 성능을 더욱 향상시키기 위해 시간에 따라 변형되는 캐릭터 메쉬의 단순화 기법을 적용한다. 실험결과 모션 다단계 기법은 실시간 군중환경에서 캐릭터의 수가 많고 복잡한 골격구조와 기하구조로 구성된 관절 궤적의 변화가 심하지 않은 동작에 대해 특히 효율적이다.

  • PDF

A Constant Time Parallel Algorithm for Finding a Vertex Sequence of the Directed Cycle Graph from the Individual Neighborhood Information (각 정점별 이웃 정보로부터 유향 사이클 그래프의 정점 순서를 찾는 상수 시간 병렬 알고리즘)

  • Kim, Soo-Hwan;Choi, Jinoh
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.10a
    • /
    • pp.773-775
    • /
    • 2013
  • In this paper, we consider the problem for finding a vertex sequence of the directed cycle graph from the individual neighborhood information on a reconfigurable mesh(in short, RMESH). This problem can be solved in linear time using a sequential algorithm. However, it is difficult to develop a sublinear time parallel algorithm for the problem because of its sequential nature. All kinds of polygons can be represented by directed cycles, hence a solution of the problem may be used to solving problems in which a polygon should be constructed from the adjacency information for each vertex. In this paper, we present a constant time $n{\times}n^2$ RMESH algorithm for the problem with n vertices.

  • PDF