• Title/Summary/Keyword: 이진 탐색 트리

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Past Anti-Collision Algorithm in Ubiquitous ID System (Ubiquitous ID 시스템에서 고속 충돌 방지 알고리즘)

  • 차재룡;김재현
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.8A
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    • pp.942-949
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    • 2004
  • This paper proposes and analyzes the anti-collision algorithm in Ubiquitous ID system. We mathematically compares the performance of the proposed algorithm with that of binary search algorithm, slotted binary tree algorithm using time slot, and bit-by-bit binary tree algorithm proposed by Auto-ID center. We also validated analytic results using OPNET simulation. Based on the analytic results, comparing the proposed algorithm with bit-by-bit algorithm which is the best of existing algorithms, the performance of proposed algorithm is about 5% higher when the number of tags is 20, and 100% higher when the number of tags is 200.

Motion Estimation in Video Coding using Search Candidate Point on Region by Binary-Tree Structure (이진트리 구조에 따른 구간별 탐색 후보점을 이용한 비디오 코딩의 움직임 추정)

  • Kwak, Sung-Keun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.1
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    • pp.402-410
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    • 2013
  • In this paper, we propose a new fast block matching algorithm for block matching using the temporal and spatially correlation of the video sequence and local statistics of neighboring motion vectors. Since the temporal correlation of the video sequence between the motion vector of current block and the motion vector of previous block. The proposed algorithm determines the location of a better starting point for the search of an exact motion vector using the point of the smallest SAD(sum of absolute difference) value by the predicted motion vectors of neighboring blocks around the same block of the previous frame and the current frame and the predictor candidate point on each division region by binary-tree structure. Experimental results show that the proposed algorithm has the capability to dramatically reduce the search points and computing cost for motion estimation, comparing to fast FS(full search) motion estimation and other fast motion estimation.

Multi-query Indexing Technique for Efficient Query Processing on Stream Data in Sensor Networks (센서 네트워크에서 스트림 데이터 질의의 효율적인 처리를 위한 다중 질의 색인 기법)

  • Lee, Min-Soo;Kim, Yearn-Jeong;Yoon, Hye-Jung
    • Journal of Korea Multimedia Society
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    • v.10 no.11
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    • pp.1367-1383
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    • 2007
  • A sensor network consists of a network of sensors that can perform computation and also communicate with each other through wireless communication. Some important characteristics of sensor networks are that the network should be self administered and the power efficiency should be greatly considered due to the fact that it uses battery power. In sensor networks, when large amounts of various stream data is produced and multiple queries need to be processed simultaneously, the power efficiency should be maximized. This work proposes a technique to create an index on multiple monitoring queries so that the multi-query processing performance could be increased and the memory and power could be efficiently used. The proposed SMILE tree modifies and combines the ideas of spatial indexing techniques such as k-d trees and R+-trees. The k-d tree can divide the dimensions at each level, while the R+-tree improves the R-tree by dividing the space into a hierarchical manner and reduces the overlapping areas. By applying the SMILE tree on multiple queries and using it on stream data in sensor networks, the response time for finding an indexed query takes in some cases 50% of the time taken for a linear search to find the query.

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A Polynomial-time Algorithm to Find Optimal Path Decompositions of Trees (트리의 최적 경로 분할을 위한 다항시간 알고리즘)

  • An, Hyung-Chan
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.5_6
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    • pp.195-201
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    • 2007
  • A minimum terminal path decomposition of a tree is defined as a partition of the tree into edge-disjoint terminal-to-terminal paths that minimizes the weight of the longest path. In this paper, we present an $O({\mid}V{\mid}^2$time algorithm to find a minimum terminal path decomposition of trees. The algorithm reduces the given optimization problem to the binary search using the corresponding decision problem, the problem to decide whether the cost of a minimum terminal path decomposition is at most l. This decision problem is solved by dynamic programing in a single traversal of the tree.

An Efficient Quadtree-based Triangulationfor DEMusing Ping-Pong Buffer (핑퐁버퍼를 이용한 DEM의 효율적인 사진 트리 삼각화)

  • Lee, Eun-Seok;Lee, Jin-Hee;Enkhtsoga, Batamgalan;Shin, Byeong-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1480-1483
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    • 2015
  • 최근의 대용량 DEM 데이터는 실시간 렌더링을 하기엔 많은 양의 폴리곤을 필요로 한다. 사진 트리는 이러한 DEM 데이터를 실시간에 렌더링 하기 위해 지형 메쉬를 간략화하는데 널리 사용되는 자료구조이다. 트리구조는 재귀 연산 및 포인터 연산과 같이 GPU 에서 제공하지 않는 기능을 필요로 하기 때문에 일반적으로 CPU 상에서 구현되어 사용된다. GPU 에서 사진 트리 삼각화 기법을 사용하기 위해서 기존의 연구에서는 정점 프리미티브와 스트림 출력 단계를 이용하였다. 하지만 이 방법은 매 프레임 루트 노드부터 리프 노드까지 탐색을 하며 지형 메쉬를 새로 생성 해야하기 때문에 불필요한 연산이 많다. 제안하는 방법은 핑퐁 버퍼를 이용하여 이전 프레임에서 사용한 지형 메쉬를 다음 프레임에서 재활용하여 기존 GPU 기반 사진 트리 삼각화 기법을 가속화한다. 기존 방법이 매 프레임 사각형 패치를 세분화 하면서 지형 메쉬를 생성하는 대신 제안하는 방법은 이전 프레임에서 사용한 메쉬의 각 패치들을 병합하거나 세분화하는 방법을 사용한다. 따라서 본 방법은 GPU 기반 사진 트리 삼각화의 재귀 호출을 제거하여 연산량을 줄이고 매 프레임 CPU-GPU 간의 데이터 전송량도 효율적으로 줄여 기존의 방법을 효율적으로 가속화 한다.

A Swapping Red-black Tree for Wear-leveling of Non-volatile Memory (비휘발성 메모리의 마모도 평준화를 위한 레드블랙 트리)

  • Jeong, Minseong;Lee, Eunji
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.139-144
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    • 2019
  • For recent decades, Non-volatile Memory (NVM) technologies have been drawing a high attention both in industry and academia due to its high density and short latency comparable to that of DRAM. However, NVM devices has write endurance problem and thus the current data structures that have been built around DRAM-specific features including unlimited program cycles is inadequate for NVM, reducing the device lifetime significantly. In this paper, we revisit a red-black tree extensively adopted for data indexing across a wide range of applications, and make it to better fit for NVM. Specifically, we observe that the conventional red-black tree wears out the specific location of memory because of its rebalancing operation to ensure fast access time over a whole dataset. However, this rebalancing operation frequently updates the long-lived nodes, which leads to the skewed wear out across the NVM cells. To resolve this problem, we present a new swapping wear-leveling red-black tree that periodically moves data in the worn-out node into the young node. The performance study with real-world traces demonstrates the proposed red-black tree reduces the standard deviation of the write count across nodes by up to 12.5%.

Modified Half-Fit Memory Allocation Scheme Based on BST (BST 기반 보완된 절반-적합 메모리 할당 방법)

  • Ryu, Je-Young;Choo, Hyun-Seung;Youn, Hee-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.675-678
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    • 2002
  • 동적 메모리 관리는 컴퓨터 시스템의 중요하고 본질적인 동작이다. 메모리를 얼마나 효율적으로 이용 하느냐에 따라 시스템의 성능이 달라진다. 따라서 본 논문에서는 실시간 시스템을 위해 보다 효율적으로 메모리를 사용하는 동적 메모리 할당 알고리즘, BHF(Binary-search-tree-Half-Fit)를 제안한다. 제안된 알고리즘은 메모리 요청을 위해 2 의 거듭제곱의 프리 블럭 리스트를 이진 탐색 트리로 사용한다. 제안된 알고리즘의 효율성을 나타내기 위하여 절반-적합 알고리즘과 이진 버디 시스템과 비교, 분석하였다.

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Algorithm for Minimum Linear Arrangement(MinLA) of Binary Tree (이진트리의 최소선형배열 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.99-104
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    • 2024
  • In the deficiency of an exact solution yielding algorithm, approximate algorithms remain as a solely viable option to the Minimum Linear Arrangement(MinLA) problem of Binary tree. Despite repeated attempts by a number of algorithm on k = 10, only two of them have been successful in yielding the optimal solution of 3,696. This paper therefore proposes an algorithm of O(n) complexity that delivers the exact solution to the binary tree. The proposed algorithm firstly employs an In-order search method by which n = 2k - 1 number of nodes are assigned with a distinct number. Then it reassigns the number of all nodes that occur on level 2 ≤ 𝑙 ≤ k-2, (k = 5) and 2 ≤ 𝑙 ≤ k-3, (k = 6), including that of child of leaf node. When applied to k=5,6,7, the proposed algorithm has proven Chung[14]'s S(k)min=2k-1+4+S(k-1)min+2S(k-2)min conjecture and obtained a superior result. Moreover, on the contrary to existing algorithms, the proposed algorithm illustrates a detailed assignment method. Capable of expeditiously obtaining the optimal solution for the binary tree of k > 10, the proposed algorithm could replace the existing approximate algorithms.

An Efficient Processor Allocation Scheme for Hypercube (하이퍼큐브에서의 효과적인 프로세서할당 기법)

  • Son, Yoo-Ek;Nam, Jae-Yeal
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.4
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    • pp.781-790
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    • 1996
  • processors must be allocated to incoming tasks in a way that will maximize the processor utilization and minimize the system fragmentation. Thus, an efficient method of allocating processors in a hypercube is a key to system performance. In order to achieve this goal, it is necessary to detect the availability of a subcube of required size and merge the released small cubes to form a larger ones. This paper presents the tree-exchange algorithm which detemines the levels and partners of the binary tree representation of a hypercube, and an efficient allocation strategy using the algorithm. The complexity for search time of the algorithm is $O\ulcorner$n/2$\lrcorner$$\times$2n)and it shows good performance in comparison with other strategies.

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Acceleration of Terrain Rendering Using Bounding Box Subdivision (바운딩 박스 세분화를 통한 지형 렌더링의 가속화)

  • Lee, Eun-Seok;Lee, Jin-Hee;Jo, In-Woo;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.71-80
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    • 2011
  • Recent terrain rendering applications such as 3D games and virtual reality, use GPU-based ray-casting method for rendering high-quality scenes in realtime. As the size of terrain dataset grows bigger, the rendering speed will be decreased by the increase of the number of texture samplings. To accelerate the conventional ray-casting, we propose an efficient ray casting method with subdivided bounding boxes which are based-on GPU quadtree traversal. The subdivision of the terrain's bounding box can reduce the empty spaces effectively. By performing the ray-casting with this compact bounding box, we can efficiently reduce computation with empty space skipping. Unlike the recent quadtree-based empty space skipping techniques which perform the tree traversal at each ray, our method traverses the tree only once per frame. Therefore, we can save much computational time.