• Title/Summary/Keyword: Run Length Encoding

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Fast Algorithms for Binary Dilation and Erosion Using Run-Length Encoding

  • Kim, Wook-Joong;Kim, Seong-Dae;Kim, Kyu-Heon
    • ETRI Journal
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    • v.27 no.6
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    • pp.814-817
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    • 2005
  • Fast binary dilation and erosion algorithms using run-length encoding (RLE) are proposed. RLE is an alternative way of representing a binary image using a run, which is a sequence of '1' pixels. First, we derive the run-based representation of dilation and erosion and then present the full steps of the proposed algorithms in detail.

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An Internal Pattern Run-Length Methodology for Slice Encoding

  • Lee, Lung-Jen;Tseng, Wang-Dauh;Lin, Rung-Bin
    • ETRI Journal
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    • v.33 no.3
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    • pp.374-381
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    • 2011
  • A simple and effective compression method is proposed for multiple-scan testing. For a given test set, each test pattern is compressed from the view of slices. An encoding table exploiting seven types of frequently-occurring pattern is used. Compression is then achieved by mapping slice data into codewords. The decompression logic is small and easy to implement. It is also applicable to schemes adopting a single-scan chain. Experimental results show this method can achieve good compression effect.

Reconstruction of Color-Volume Data for Three-Dimensional Human Anatomic Atlas (3차원 인체 해부도 작성을 위한 칼라 볼륨 데이터의 입체 영상 재구성)

  • 김보형;이철희
    • Journal of Biomedical Engineering Research
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    • v.19 no.2
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    • pp.199-210
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    • 1998
  • In this paper, we present a 3D reconstruction method of color volume data for a computerized human atlas. Binary volume rendering which takes the advantages of object-order ray traversal and run-length encoding visualizes 3D organs at an interactive speed in a general PC without the help of specific hardwares. This rendering method improves the rendering speed by simplifying the determination of the pixel value of an intermediate depth image and applying newly developed normal vector calculation method. Moreover, we describe the 3D boundary encoding that reduces the involved data considerably without the penalty of image quality. The interactive speed of the binary rendering and the storage efficiency of 3D boundary encoding will accelerate the development of the PC-based human atlas.

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House Detection on the Scanned Topographic Map (스캔된 지도상의 가옥 추출 방법)

  • Chang, Hang-Bae;Park, Jong-Am;Kwon, Young-Bin
    • Journal of Korea Spatial Information System Society
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    • v.1 no.1 s.1
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    • pp.49-55
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    • 1999
  • Extracting information of maps is necessary to establish the GIS. In this paper, a house recognition method on the scanned topographic map is described. A contour detection method is used to extract houses from the scanned maps and RLE (run-length encoding) method is used for manipulating houses touching grid lines. To handle houses touched to roads and borderlines, morphological operation is used. To remove misrecognition occurred by morphological operation, the legions which contain characters on the map are also automatically eliminated.

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Run Representation Based Minutiae Extraction in Fingerprint (수평과 수직 Run 표현을 이용한 지문영상에서의 minutiae 추출)

  • 황희연;신정환;이준재;진성일
    • Proceedings of the IEEK Conference
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    • 2002.06d
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    • pp.65-68
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    • 2002
  • In an automatic fingerprint recognition system, a thinning process after binarization is commonly used. However it gives rise to spurs and holes often causing many spurious minutiae. Thus, more elaborate postprocessing is urgently needed to remove such spurious minutiae. To overcome this problem, we present a method of extracting minutiae based on horizontal and vertical run-length encoding from a binary fingerprint image without thinning process. Experimental results show that the proposed method for extracting minutiae is fairly reliable and fast, when il is compared to other method adopting a thinning process.

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GPHT with Run-Length Monitoring Ability (Run-Length 관찰 기능을 도입한 GPHT)

  • Choi, Jae-Weon;Kim, Se-Won;Yoo, Chuck
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.206-208
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    • 2012
  • 현재까지 DVFS(Dynamic Voltage and Frequency Scaling)를 효율적으로 사용하여 프로세서의 소모전력을 줄이는 것을 목표로 하는 많은 연구가 진행되어 왔다. 그 중에서 GPHT(Global Phase History Table)는 워크로드를 예측하여 최적의 DVFS를 설정하는 연구이다. 이 연구는 Last Value기법 보다 예측 적중률을 향상시켰지만 연속적인 워크로드 상황에서는 예측 적중률이 저하되는 한계점을 가지고 있다. 본 논문은 이 문제를 해결하기 위해 Run-Length Encoding기법을 도입한 새로운 GPHT모델을 소개하며, 시뮬레이션 결과 GPHT 대비 적중률을 최대 8.98%, 평균 3.28% 향상 시켰다.

A Twin Symbol Encoding Technique Based on Run-Length for Efficient Test Data Compression

  • Park, Jae-Seok;Kang, Sung-Ho
    • ETRI Journal
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    • v.33 no.1
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    • pp.140-143
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    • 2011
  • Recent test data compression techniques raise concerns regarding power dissipation and compression efficiency. This letter proposes a new test data compression scheme, twin symbol encoding, that supports block division skills that can reduce hardware overhead. Our experimental results show that the proposed technique achieves both a high compression ratio and low-power dissipation. Therefore, the proposed scheme is an attractive solution for efficient test data compression.

A Study on Compression and Decompression of Bit Map Data by NibbleRLE Code (니블 RLE 코드에 의한 비트 맵 데이타의 압축과 복원에 관한 연구)

  • Jo, Gyeong-Yeon
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.6
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    • pp.857-865
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    • 1995
  • In this paper, a nibble RLE(Run Length Encoding) code for real time compression and decompression of Hanguel bit map font and printer data is proposed. The nibble RLE code shows good compression ratio in complete form Hangeul Myoungjo and Godik style bit map font and printer output bit map data. And two ASICs seperating compression and decompression are designed and simulated on CAD to verify the proposed code. The 0.8 micron CMOS Sea of Gate is used to implement the ASICs in amount of 2, 400 gates, and these are running at 25MHz. Therefore, the proposed code could be implemented with simple hardware and performs 100M bit/sec compression and decomression at maximum, it is good for real time applications.

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A Design and Implementation of Threshold-adjusted Em Codec (Threshold-adjusted EZW Codec의 설계와 구현)

  • Chae, Hui-Jung;Lee, Ho-Seok
    • The KIPS Transactions:PartB
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    • v.9B no.1
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    • pp.57-66
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    • 2002
  • In this paper, we propose a method for the improvement of EZW encoding algorithm. The EZW algorithm encodes wavelet coefficients using 4 symbols such as POS(POsitive), NEG(NEGative), IZ(Isolated Zero), and ZTR(ZeroTreeRoot) which are determined by the significance of wavelet coefficients. In this paper, we applied threshold to wavelet coefficients to improve the EZW algorithm. The coefficients below the threshold are adjusted to zero to generate more ZTR symbols in the encoding process. The overall EZW image compression system is constructed using run-length coding and arithmetic coding. The system shows remarkable results for various images. We finally present experimentation results.

An Effective Structure of Hardware Compression for Potentially Visible Set of Indoor 3D Game Scenes (실내 3D 게임 장면의 잠재적 가시 집합을 위한 효과적인 하드웨어 압축 구조)

  • Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.29-38
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    • 2014
  • In the large scale indoor 3D game scenes, the data amount of potentially visible set (PVS) which pre-computes the information of occlusion culling can be huge. However, the large part of them can be represented as zero. In this paper, the effective hardware structure is designed, which compresses PVS data as the way of zero run length encoding (ZRLE) during building the scene trees of 3D games in mobile environments. The compression ratio of the proposed structure and the rendering speed (frame per second: FPS) according to both PVS culling and frustum culling are analyzed under 3D game simulations.