• Title/Summary/Keyword: 3D sampling

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Sampling Jitter Effect on a Reconfigurable Digital IF Transceiver to WiMAX and HSDPA

  • Yu, Bong-Guk;Lee, Jae-Kwon;Kim, Jin-Up;Lim, Kyu-Tae
    • ETRI Journal
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    • v.33 no.3
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    • pp.326-334
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    • 2011
  • This paper outlines the time jitter effect of a sampling clock on a software-defined radio technology-based digital intermediate frequency (IF) transceiver for a mobile communication base station. The implemented digital IF transceiver is reconfigurable to high-speed data packet access (HSDPA) and three bandwidth profiles: 1.75 MHz, 3.5 MHz, and 7 MHz, each incorporating the IEEE 802.16d worldwide interoperability for microwave access (WiMAX) standard. This paper examines the relationship between the signal-to-noise ratio (SNR) characteristics of a digital IF transceiver with an under-sampling scheme and the sampling jitter effect on a multichannel orthogonal frequency-division multiplexing (OFDM) signal. The simulation and experimental results show that the SNR of the OFDM system with narrower band profiles is more susceptible to sampling clock jitter than systems with relatively wider band profiles. Further, for systems with a comparable bandwidth, HSDPA outperforms WiMAX, for example, a 5 dB error vector magnitude improvement at 15 picoseconds time jitter for a bandwidth of WiMAX 3.5 MHz profile.

IMPRESSION-DRIVEN DESIGN SCHEME FOR A CLASS OF 3D OBJECTS BASED ON MORPHABLE 3D SHAPE MODEL, AND ITS AUTOMATIC BUILDUP BY SUPPLEMENTARY FEATURE SAMPLING

  • Inaba, Yoshinori;Kochi, Jumpei;Ishi, Hanae;Gyoba, Jiro;Akamatsu, Shigeru
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.606-611
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    • 2009
  • This paper describes a method for achieving a novel design within a class of 3D objects that would create a preferred impression on users. Physical parameters of the 3D objects that might strongly contribute to their visual impressions are sought through computational investigation of the impression ratings obtained for learning samples. "Car body" was selected as the class of 3D objects to be investigated. A morphable 3D model of car bodies that describes the variations in appearance using a smaller number of parameters was obtained. Based on each car body's rating for the impression of speediness obtained by paired comparison, the visual impression was transformed by manipulating the parameters defined in the morphable 3D model. The validity of the proposed method was confirmed by psychological experiments. A new scheme is also proposed to properly re-sample a novel object of a peculiar shape so that such an object could also be represented by the morphable 3D model.

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Up-Sampling Method of Depth Map Using Weighted Joint Bilateral Filter (가중치 결합 양방향 필터를 이용한 깊이 지도의 업샘플링 방법)

  • Oh, Dong-ryul;Oh, Byung Tae;Shin, Jitae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.6
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    • pp.1175-1184
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    • 2015
  • A depth map is an image which contains 3D distance information. Generally, it is difficult to acquire a high resolution (HD), noise-removed, good quality depth map directly from the camera. Therefore, many researches have been focused on acquisition of the high resolution and the good quality depth map by up-sampling and pre/post image processing of the low resolution depth map. However, many researches are lack of effective up-sampling for the edge region which has huge impact on image perceptual-quality. In this paper, we propose an up-sampling method, based on joint bilateral filter, which improves up-sampling of the edge region and visual quality of synthetic images by adopting different weights for the edge parts that is sensitive to human perception characteristics. The proposed method has gains in terms of PSNR and subjective video quality compared to previous researches.

GPU-based dynamic point light particles rendering using 3D textures for real-time rendering (실시간 렌더링 환경에서의 3D 텍스처를 활용한 GPU 기반 동적 포인트 라이트 파티클 구현)

  • Kim, Byeong Jin;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.123-131
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    • 2020
  • This study proposes a real-time rendering algorithm for lighting when each of more than 100,000 moving particles exists as a light source. Two 3D textures are used to dynamically determine the range of influence of each light, and the first 3D texture has light color and the second 3D texture has light direction information. Each frame goes through two steps. The first step is to update the particle information required for 3D texture initialization and rendering based on the Compute shader. Convert the particle position to the sampling coordinates of the 3D texture, and based on this coordinate, update the colour sum of the particle lights affecting the corresponding voxels for the first 3D texture and the sum of the directional vectors from the corresponding voxels to the particle lights for the second 3D texture. The second stage operates on a general rendering pipeline. Based on the polygon world position to be rendered first, the exact sampling coordinates of the 3D texture updated in the first step are calculated. Since the sample coordinates correspond 1:1 to the size of the 3D texture and the size of the game world, use the world coordinates of the pixel as the sampling coordinates. Lighting process is carried out based on the color of the sampled pixel and the direction vector of the light. The 3D texture corresponds 1:1 to the actual game world and assumes a minimum unit of 1m, but in areas smaller than 1m, problems such as stairs caused by resolution restrictions occur. Interpolation and super sampling are performed during texture sampling to improve these problems. Measurements of the time taken to render a frame showed that 146 ms was spent on the forward lighting pipeline, 46 ms on the defered lighting pipeline when the number of particles was 262144, and 214 ms on the forward lighting pipeline and 104 ms on the deferred lighting pipeline when the number of particle lights was 1,024766.

Hybrid Down-Sampling Method of Depth Map Based on Moving Objects (움직임 객체 기반의 하이브리드 깊이 맵 다운샘플링 기법)

  • Kim, Tae-Woo;Kim, Jung Hun;Park, Myung Woo;Shin, Jitae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37A no.11
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    • pp.918-926
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    • 2012
  • In 3D video transmission, a depth map being used for depth image based rendering (DIBR) is generally compressed by reducing resolution for coding efficiency. Errors in resolution reduction are recovered by an appropriate up-sampling method after decoding. However, most previous works only focus on up-sampling techniques to reduce errors. In this paper, we propose a novel down-sampling technique of depth map that applies different down-sampling rates on moving objects and background in order to enhance human perceptual quality. Experimental results demonstrate that the proposed scheme provides both higher visual quality and peak signal-to-noise ratio (PSNR). Also, our method is compatible with other up-sampling techniques.

Design of a 12b SAR ADC for DMPPT Control in a Photovoltaic System

  • Rho, Sung-Chan;Lim, Shin-Il
    • IEIE Transactions on Smart Processing and Computing
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    • v.4 no.3
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    • pp.189-193
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    • 2015
  • This paper provides the design techniques of a successive approximation register (SAR) type 12b analog-to-digital converter (ADC) for distributed maximum power point tracking (DMPPT) control in a photovoltaic system. Both a top-plate sampling technique and a $V_{CM}$-based switching technique are applied to the 12b capacitor digital-to-analog converter (CDAC). With these techniques, we can implement a 12b SAR ADC with a 10b capacitor array digital-to-analog converter (DAC). To enhance the accuracy of the ADC, a single-to-differential converted DAC is exploited with the dual sampling technique during top-plate sampling. Simulation results show that the proposed ADC can achieve a signal-to-noise plus distortion ratio (SNDR) of 70.8dB, a spurious free dynamic range (SFDR) of 83.3dB and an effective number of bits (ENOB) of 11.5b with bipolar CMOS LDMOD (BCDMOS) $0.35{\mu}m$ technology. Total power consumption is 115uW under a supply voltage of 3.3V at a sampling frequency of 1.25MHz. And the figure of merit (FoM) is 32.68fJ/conversion-step.

3rd SDM with FDPA Technique to Improve the Input Range (입력 범위를 개선한 FDPA 방식의 3차 시그마-델타 변조기)

  • Kwon, Ik-Jun;Kim, Jae-Bung;Cho, Seong-Ik
    • Journal of IKEEE
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    • v.18 no.2
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    • pp.192-197
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    • 2014
  • In this paper, $3^{rd}$ SDM with FDPA(Feedback Delay Pass Addition) technique to improve the input range is proposed. Conventional architecture with $3^{rd}$ transfer function is just made as adding a digital delay path in $2^{nd}$ SDM architecture. But the input range is very small because feedback path into the first integrator is increased. But, proposed architecture change feedback path into the first integrator to the second integrator, so input range could be improved about 9dB. The $3^{rd}$ SC SDM with only one operational amplifier was implemented using double-sampling technique. Simulation results for the proposed SDM designed in $0.18{\mu}m$ CMOS technology with power supply voltage 1.8V, signal bandwidth 20KHz and audible sampling frequency 2.8224MHz show SNR(Signal to Noise Ratio) of 83.8dB, the power consumption of $700{\mu}W$ and Dynamic Range of 82.8dB.

A Spatial Average Method Using 2nd Order Sampling in Ultrasonic Doppler System (초음파 도플러 시스템에서 2차 샘플링을 이용한 공간축상의 평균 방법)

  • 백광렬
    • Journal of Biomedical Engineering Research
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    • v.16 no.3
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    • pp.279-288
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    • 1995
  • Ultrasonic Doppler systems for the purpose of estimating blood flow velocity, blood flow volume, and flow imaging are commonly used due to advantages of non-invasive and real time observation. Specially, the technical developments of color flow mapping (2-D Doppler) systems have made a relatively rapid progress. However, the 2-D Doppler systems have several problems, such as the range ambiguity, low signal to noise ratio, and slow frame rate. The slow frame rate problem is resolved by using the spatial average which is a method to acquire more data samples for mean frequency estimation. In this paper, spatial average method using the 2nd order sampling instead of quadrature sampling is proposed. The experimental results show that the proposed methods have good performance and easy application to the color flow mapping system.

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An Efficient Simulation of Discrete Time Queueing Systems with Markov-modulated Arrival Processes (MMAP 이산시간 큐잉 시스템의 속산 시뮬레이션)

  • Kook Kwang-Ho;Kang Sungyeol
    • Journal of the Korea Society for Simulation
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    • v.13 no.3
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    • pp.1-10
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    • 2004
  • The cell loss probability required in the ATM network is in the range of 10$^{-9}$ ∼10$^{-12}$ . If Monte Carlo simulation is used to analyze the performance of the ATM node, an enormous amount of computer time is required. To obtain large speed-up factors, importance sampling may be used. Since the Markov-modulated processes have been used to model various high-speed network traffic sources, we consider discrete time single server queueing systems with Markov-modulated arrival processes which can be used to model an ATM node. We apply importance sampling based on the Large Deviation Theory for the performance evaluation of, MMBP/D/1/K, ∑MMBP/D/1/K, and two stage tandem queueing networks with Markov-modulated arrival processes and deterministic service times. The simulation results show that the buffer overflow probabilities obtained by the importance sampling are very close to those obtained by the Monte Carlo simulation and the computer time can be reduced drastically.

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A Nonuniform Sampling Technique and Its Application to Speech Coding (비균등 표본화 기법과 음성 부호화로의 응용)

  • Iem, Byeong-Gwan
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.1
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    • pp.28-32
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    • 2014
  • For a signal such as speech showing piece-wise linear shape in a very short time period, a nonuniform sampling method based on the inflection point detection (IPD) is proposed to reduce data rate. The method exploits the geometrical characteristics of signal further than the existing local maxima/minima detection (MMD) based sampling method. As results, the reconstructed signal by the interpolation of the IPD based sampled data resembles the original speech more. Computer simulation shows that the proposed IPD based method produces about 9~23 dB improvement over the existing MMD method. To show the usefulness of the IPD technique, it is applied to speech coding, and compared to the continuously variable slope delta modulation (CVSD). The nonuniformly sampled data is binary coded with one bit flag set "1". Noninflection samples are not sent, but only flag bits set 0 are sent. The method shows 0.3 ~ 9 dB SNR and 0.5 ~ 1.3 mean opinion score (MOS) improvements over the CVSD.