• Title/Summary/Keyword: GPU process

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Development of a SLAM System for Small UAVs in Indoor Environments using Gaussian Processes (가우시안 프로세스를 이용한 실내 환경에서 소형무인기에 적합한 SLAM 시스템 개발)

  • Jeon, Young-San;Choi, Jongeun;Lee, Jeong Oog
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.11
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    • pp.1098-1102
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    • 2014
  • Localization of aerial vehicles and map building of flight environments are key technologies for the autonomous flight of small UAVs. In outdoor environments, an unmanned aircraft can easily use a GPS (Global Positioning System) for its localization with acceptable accuracy. However, as the GPS is not available for use in indoor environments, the development of a SLAM (Simultaneous Localization and Mapping) system that is suitable for small UAVs is therefore needed. In this paper, we suggest a vision-based SLAM system that uses vision sensors and an AHRS (Attitude Heading Reference System) sensor. Feature points in images captured from the vision sensor are obtained by using GPU (Graphics Process Unit) based SIFT (Scale-invariant Feature Transform) algorithm. Those feature points are then combined with attitude information obtained from the AHRS to estimate the position of the small UAV. Based on the location information and color distribution, a Gaussian process model is generated, which could be a map. The experimental results show that the position of a small unmanned aircraft is estimated properly and the map of the environment is constructed by using the proposed method. Finally, the reliability of the proposed method is verified by comparing the difference between the estimated values and the actual values.

Color2Gray using Conventional Approaches in Black-and-White Photography (전통적 사진 기법에 기반한 컬러 영상의 흑백 변환)

  • Jang, Hyuk-Su;Choi, Min-Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.1-9
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    • 2008
  • This paper presents a novel optimization-based saliency-preserving method for converting color images to grayscale in a manner consistent with conventional approaches of black-and-white photographers. In black-and-white photography, a colored filter called a contrast filter has been commonly employed on a camera to lighten or darken selected colors. In addition, local exposure controls such as dodging and burning techniques are typically employed in the darkroom process to change the exposure of local areas within the print without affecting the overall exposure. Our method seeks a digital version of a conventional contrast filter to preserve visually-important image features. Furthermore, conventional burning and dodging techniques are addressed, together with image similarity weights, to give edge-aware local exposure control over the image space. Our method can be efficiently optimized on GPU. According to the experiments, CUDA implementation enables 1 megapixel color images to be converted to grayscale at interactive frames rates.

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Design and Implementation of an Approximate Surface Lens Array System based on OpenCL (OpenCL 기반 근사곡면 렌즈어레이 시스템의 설계 및 구현)

  • Kim, Do-Hyeong;Song, Min-Ho;Jung, Ji-Sung;Kwon, Ki-Chul;Kim, Nam;Kim, Kyung-Ah;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.1-9
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    • 2014
  • Generally, integral image used for autostereoscopic 3d display is generated for flat lens array, but flat lens array cannot provide a wide range of view for generated integral image because of narrow range of view. To make up for this flat lens array's weak point, curved lens array has been proposed, and due to technical and cost problem, approximate surface lens array composed of several flat lens array is used instead of ideal curved lens array. In this paper, we constructed an approximate surface lens array arranged for $20{\times}8$ square flat lens in 100mm radius sphere, and we could get about twice angle of view compared to flat lens array. Specially, unlike existing researches which manually generate integral image, we propose an OpenCL GPU parallel process algorithm for generating real-time integral image. As a result, we could get 12-20 frame/sec speed about various 3D volume data from $15{\times}15$ approximate surface lens array.

A study on the standardization strategy for building of learning data set for machine learning applications (기계학습 활용을 위한 학습 데이터세트 구축 표준화 방안에 관한 연구)

  • Choi, JungYul
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.205-212
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    • 2018
  • With the development of high performance CPU / GPU, artificial intelligence algorithms such as deep neural networks, and a large amount of data, machine learning has been extended to various applications. In particular, a large amount of data collected from the Internet of Things, social network services, web pages, and public data is accelerating the use of machine learning. Learning data sets for machine learning exist in various formats according to application fields and data types, and thus it is difficult to effectively process data and apply them to machine learning. Therefore, this paper studied a method for building a learning data set for machine learning in accordance with standardized procedures. This paper first analyzes the requirement of learning data set according to problem types and data types. Based on the analysis, this paper presents the reference model to build learning data set for machine learning applications. This paper presents the target standardization organization and a standard development strategy for building learning data set.

An Efficient On-line Software Service based on Application Customized Graphic Offloading Library (응용 맞춤형 그래픽 분할 실행 라이브러리에 기반한 효율적인 온라인 소프트웨어 서비스)

  • Choi, WonHyuk;Kim, Won-Young
    • Journal of Internet Computing and Services
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    • v.16 no.5
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    • pp.49-57
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    • 2015
  • In this Paper, we introduce an efficient on-line software service using an application customized graphic offloading library. The software service based on graphic offloading provides high-end software, like a 3D graphic design tool, as an on-line software service through using a client graphic rendering. When software is executed on server, its graphic works are handled by a client's GPU, while its data works are handled by a server's CPU. To improve the performance, we apply an asynchronous transmission channel scheme to our developed basic graphic offloading engine. Also, we add optimized common module and application specific module to our engine. To do that, we introduce how to implement the application specific module using analyzing patterns of graphic related APIs and messages that are generated by an executed software process. Also, we propose how to design the optimized common module using server side information caching. Finally, through the performance comparison experiment, we show that improved offloading engine has the better performance than old basic offloading engine.

Real-Time Copyright Security Scheme of Immersive Content based on HEVC (HEVC 기반의 실감형 콘텐츠 실시간 저작권 보호 기법)

  • Yun, Chang Seob;Jun, Jae Hyun;Kim, Sung Ho;Kim, Dae Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.1
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    • pp.27-34
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    • 2021
  • In this paper, we propose a copyright protection scheme for real-time streaming of HEVC(High Efficiency Video Coding) based realistic content. Previous research uses encryption and modular operation for copyright pre-protection and copyright post-protection, which causes delays in ultra high resolution video. The proposed scheme maximizes parallelism by using thread pool based DRM(Digital Rights Management) packaging with only HEVC's CABAC(Context Adaptive Binary Arithmetic Coding) codec and GPU based high-speed bit operation(XOR), thus enabling real-time copyright protection. As a result of comparing this scheme with previous research at three resolutions, PSNR showed an average of 8 times higher performance, and the process speed showed an average of 18 times difference. In addition, as a result of comparing the robustness of the forensic mark, the filter and noise attack, which showed the largest and smallest difference, with a 27-fold difference in recompression attacks, showed an 8-fold difference.

Efficient Self-supervised Learning Techniques for Lightweight Depth Completion (경량 깊이완성기술을 위한 효율적인 자기지도학습 기법 연구)

  • Park, Jae-Hyuck;Min, Kyoung-Wook;Choi, Jeong Dan
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.20 no.6
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    • pp.313-330
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    • 2021
  • In an autonomous driving system equipped with a camera and lidar, depth completion techniques enable dense depth estimation. In particular, using self-supervised learning it is possible to train the depth completion network even without ground truth. In actual autonomous driving, such depth completion should have very short latency as it is the input of other algorithms. So, rather than complicate the network structure to increase the accuracy like previous studies, this paper focuses on network latency. We design a U-Net type network with RegNet encoders optimized for GPU computation. Instead, this paper presents several techniques that can increase accuracy during the process of self-supervised learning. The proposed techniques increase the robustness to unreliable lidar inputs. Also, they improve the depth quality for edge and sky regions based on the semantic information extracted in advance. Our experiments confirm that our model is very lightweight (2.42 ms at 1280x480) but resistant to noise and has qualities close to the latest studies.

Development of a Flooding Detection Learning Model Using CNN Technology (CNN 기술을 적용한 침수탐지 학습모델 개발)

  • Dong Jun Kim;YU Jin Choi;Kyung Min Park;Sang Jun Park;Jae-Moon Lee;Kitae Hwang;Inhwan Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.1-7
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    • 2023
  • This paper developed a training model to classify normal roads and flooded roads using artificial intelligence technology. We expanded the diversity of learning data using various data augmentation techniques and implemented a model that shows good performance in various environments. Transfer learning was performed using the CNN-based Resnet152v2 model as a pre-learning model. During the model learning process, the performance of the final model was improved through various parameter tuning and optimization processes. Learning was implemented in Python using Google Colab NVIDIA Tesla T4 GPU, and the test results showed that flooding situations were detected with very high accuracy in the test dataset.

Elucidation of the Mechanism of Propylene/Propane Separation through Faujasite Zeolite Membrane (Faujasite 제올라이트 분리막을 통한 프로필렌/프로판 분리 메카니즘 규명에 대한 연구)

  • Min, Hae-Hyun;Park, You-In;Chang, Jong-San;Park, Yong-Ki;Cho, Churl-Hee
    • Membrane Journal
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    • v.28 no.5
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    • pp.351-360
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    • 2018
  • In this study, propylene/propane separation mechanism through NaY zeolite membrane was investigated. As permeation temperature increased, both propylene and propane permeances increased, saturated and decreased again, and a maximum selectivity was shown at around 50 to $60^{\circ}C$. Propane permeance in mixed gas experiment was much smaller than that in single gas experiment, and propylene/propane mixed gas selectivity was much larger than single gas permselectivity. As permeation time increased in transient permeation experiment, propylene permeance initially increased and saturated, while propane permeance decreased and saturated. All the experimental results announced that propylene/propane separation through NaY zeolite membrane was from preferentially adsorbed propylene molecules. The adsorbed propylene molecules efficiently prevented propane molecules from permeating through the membrane, and sufae diffused through the membrane. NaY zeolite capillary membrane prepared in the present study showed a high mixed gas selectivity of 12 and high propylene permeance of 497 GPU for a propylene/propane (89 : 11) mixture at $50^{\circ}C$ and 4 bar. Therefore, it was concluded that NaY zeolite membrane is one of promising membrane materials for propylene/propane separation due to the low cost and high separation performance.

Parallel Rotated Exemplar-based Texture Synthesis (병렬 회전 예제 기반 텍스처 합성)

  • Park, Han-Wook;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.1
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    • pp.17-23
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    • 2009
  • We present a simple new idea to improve the quality of exemplar based texture synthesis using multiple rotated input exemplars. Our algorithm successfully obtain rotational synthesis feature variations and manages to reduce the artifacts in the results, especially patch seams due to the structure of the exemplars provided which have been inappropriate for previous neighborhood matching synthesis algorithms. Our algorithm is parallel in nature, thus it is possible to implement our algorithm using GPU or multi-core CPU to accelerate synthesis process.

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