• Title/Summary/Keyword: Super Resolution

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Design of 2D MUSIC Algorithm to Reduce Computational Burden (연산량 감소를 위한 2D MUSIC 알고리즘 설계)

  • Choi, Yun Sub;Jin, Mi Hyun;Choi, Heon Ho;Lee, Sang Jeong;Park, Chansik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.11
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    • pp.1077-1083
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    • 2012
  • The jamming countermeasures in GNSS includes anti-jamming technique and jammer localization technique. In both techniques, direction of jamming signal is important and generally the MUSIC algorithm is used to find the direction of jamming signal. The MUSIC is super-resolution algorithm for detecting incident direction of signal. But, the search time of MUSIC algorithm is too long because all candidates of incidence angle are searched. This paper proposes the new method that has less computational burdens and therefore faster than the conventional MUSIC algorithm. The proposed method improves performance speed by reducing unnecessary calculations. In the proposed method, the cost function of conventional MUSIC algorithm is decomposed into the sum of squares and if the partial sum of cost function is larger than the minimum cost function so far, then the candidate is rejected and next candidates are searched. If the computed cost function is less than the minimum cost function so far, the minimum cost function so far is replaced with newly computed value. The performance of the proposed method was compared with the conventional MUSIC algorithm using the simulation. The accuracy of the estimaed direction of jamming signal was same as the conventional MUSIC while the search speed of the proposed method was 1.15 times faster than the conventional MUSIC.

Development of a Remotely Sensed Image Processing/Analysis System : GeoPixel Ver. 1.0 (JAVA를 이용한 위성영상처리/분석 시스템 개발 : GeoPixel Ver. 1.0)

  • 안충현;신대혁
    • Korean Journal of Remote Sensing
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    • v.13 no.1
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    • pp.13-30
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    • 1997
  • Recent improvements of satellite remote sensing sensors which are represented by hyperspectral imaging sensors and high spatial resolution sensors provide a large amount of data, typically several hundred megabytes per one scene. Moreover, increasing information exchange via internet and information super-highway requires the developments of more active service systems for processing and analysing of remote sensing data in order to provide value-added products. In this sense, an advanced satellite data processing system is being developed to achive high performance in computing speed and efficieney in processing a huge volume of data, and to make possible network computing and easy improving, upgrading and managing of systems. JAVA internet programming language provides several advantages for developing software such as object-oriented programming, multi-threading and robust memory managent. Using these features, a satellite data processing system named as GeoPixel has been developing using JAVA language. The GeoPixel adopted newly developed techniques including object-pipe connect method between each process and multi-threading structure. In other words, this system has characteristics such as independent operating platform and efficient data processing by handling a huge volume of remote sensing data with robustness. In the evaluation of data processing capability, the satisfactory results were shown in utilizing computer resources(CPU and Memory) and processing speeds.

Clustering Performance Analysis of Autoencoder with Skip Connection (스킵연결이 적용된 오토인코더 모델의 클러스터링 성능 분석)

  • Jo, In-su;Kang, Yunhee;Choi, Dong-bin;Park, Young B.
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.12
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    • pp.403-410
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    • 2020
  • In addition to the research on noise removal and super-resolution using the data restoration (Output result) function of Autoencoder, research on the performance improvement of clustering using the dimension reduction function of autoencoder are actively being conducted. The clustering function and data restoration function using Autoencoder have common points that both improve performance through the same learning. Based on these characteristics, this study conducted an experiment to see if the autoencoder model designed to have excellent data recovery performance is superior in clustering performance. Skip connection technique was used to design autoencoder with excellent data recovery performance. The output result performance and clustering performance of both autoencoder model with Skip connection and model without Skip connection were shown as graph and visual extract. The output result performance was increased, but the clustering performance was decreased. This result indicates that the neural network models such as autoencoders are not sure that each layer has learned the characteristics of the data well if the output result is good. Lastly, the performance degradation of clustering was compensated by using both latent code and skip connection. This study is a prior study to solve the Hanja Unicode problem by clustering.

Comparison of Seismic Data Interpolation Performance using U-Net and cWGAN (U-Net과 cWGAN을 이용한 탄성파 탐사 자료 보간 성능 평가)

  • Yu, Jiyun;Yoon, Daeung
    • Geophysics and Geophysical Exploration
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    • v.25 no.3
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    • pp.140-161
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    • 2022
  • Seismic data with missing traces are often obtained regularly or irregularly due to environmental and economic constraints in their acquisition. Accordingly, seismic data interpolation is an essential step in seismic data processing. Recently, research activity on machine learning-based seismic data interpolation has been flourishing. In particular, convolutional neural network (CNN) and generative adversarial network (GAN), which are widely used algorithms for super-resolution problem solving in the image processing field, are also used for seismic data interpolation. In this study, CNN-based algorithm, U-Net and GAN-based algorithm, and conditional Wasserstein GAN (cWGAN) were used as seismic data interpolation methods. The results and performances of the methods were evaluated thoroughly to find an optimal interpolation method, which reconstructs with high accuracy missing seismic data. The work process for model training and performance evaluation was divided into two cases (i.e., Cases I and II). In Case I, we trained the model using only the regularly sampled data with 50% missing traces. We evaluated the model performance by applying the trained model to a total of six different test datasets, which consisted of a combination of regular, irregular, and sampling ratios. In Case II, six different models were generated using the training datasets sampled in the same way as the six test datasets. The models were applied to the same test datasets used in Case I to compare the results. We found that cWGAN showed better prediction performance than U-Net with higher PSNR and SSIM. However, cWGAN generated additional noise to the prediction results; thus, an ensemble technique was performed to remove the noise and improve the accuracy. The cWGAN ensemble model removed successfully the noise and showed improved PSNR and SSIM compared with existing individual models.

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.