• Title/Summary/Keyword: Vertex Data

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Privacy-assured Boolean Adjacent Vertex Search over Encrypted Graph Data in Cloud Computing

  • Zhu, Hong;Wu, Bin;Xie, Meiyi;Cui, Zongmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.10
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    • pp.5171-5189
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    • 2016
  • With the popularity of cloud computing, many data owners outsource their graph data to the cloud for cost savings. The cloud server is not fully trusted and always wants to learn the owners' contents. To protect the information hiding, the graph data have to be encrypted before outsourcing to the cloud. The adjacent vertex search is a very common operation, many other operations can be built based on the adjacent vertex search. A boolean adjacent vertex search is an important basic operation, a query user can get the boolean search results. Due to the graph data being encrypted on the cloud server, a boolean adjacent vertex search is a quite difficult task. In this paper, we propose a solution to perform the boolean adjacent vertex search over encrypted graph data in cloud computing (BASG), which maintains the query tokens and search results privacy. We use the Gram-Schmidt algorithm and achieve the boolean expression search in our paper. We formally analyze the security of our scheme, and the query user can handily get the boolean search results by this scheme. The experiment results with a real graph data set demonstrate the efficiency of our scheme.

Compression of 3D Mesh Geometry and Vertex Attributes for Mobile Graphics

  • Lee, Jong-Seok;Choe, Sung-Yul;Lee, Seung-Yong
    • Journal of Computing Science and Engineering
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    • v.4 no.3
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    • pp.207-224
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    • 2010
  • This paper presents a compression scheme for mesh geometry, which is suitable for mobile graphics. The main focus is to enable real-time decoding of compressed vertex positions while providing reasonable compression ratios. Our scheme is based on local quantization of vertex positions with mesh partitioning. To prevent visual seams along the partitioning boundaries, we constrain the locally quantized cells of all mesh partitions to have the same size and aligned local axes. We propose a mesh partitioning algorithm to minimize the size of locally quantized cells, which relates to the distortion of a restored mesh. Vertex coordinates are stored in main memory and transmitted to graphics hardware for rendering in the quantized form, saving memory space and system bus bandwidth. Decoding operation is combined with model geometry transformation, and the only overhead to restore vertex positions is one matrix multiplication for each mesh partition. In our experiments, a 32-bit floating point vertex coordinate is quantized into an 8-bit integer, which is the smallest data size supported in a mobile graphics library. With this setting, the distortions of the restored meshes are comparable to 11-bit global quantization of vertex coordinates. We also apply the proposed approach to compression of vertex attributes, such as vertex normals and texture coordinates, and show that gains similar to vertex geometry can be obtained through local quantization with mesh partitioning.

Design of a 3D Graphics Geometry Accelerator using the Programmable Vertex Shader (Programmable Vertex Shader를 내장한 3차원 그래픽 지오메트리 가속기 설계)

  • Ha Jin-Seok;Jeong Hyung-Gi;Kim Sang-Yeon;Lee Kwang-Yeob
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.9 s.351
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    • pp.53-58
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    • 2006
  • A Vertex Shader is designed to show more 3D graphics expressions, and to increase flexibility of the fixed function T&L (Transform and Lighting) engine. Design of this Shader is based on Vertex Shader 1.1 of DirectX 8.1 and OpenGL ARB. The Vertex Shader consists of four floating point ALUs for vectors operation. The previous 32bits floating point data type is replaced to 24bits floating point data type in order to design the Vertex Shader that consume low-power and occupy small area. A Xilinx Virtex2 300M gate module is used to verify behaviour of the core. The result of Synopsys synthesis shows that the proposed Vertex Shader performs 115MHz speed at the TSMC 0.13um process and it can operate as the rate of 12.5M Polygons/sec. It shows the complexity of 110,000 gates in the same process.

A Real-Time Rendering Algorithm of Large-Scale Point Clouds or Polygon Meshes Using GLSL (대규모 점군 및 폴리곤 모델의 GLSL 기반 실시간 렌더링 알고리즘)

  • Park, Sangkun
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.3
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    • pp.294-304
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    • 2014
  • This paper presents a real-time rendering algorithm of large-scale geometric data using GLSL (OpenGL shading language). It details the VAO (vertex array object) and VBO(vertex buffer object) to be used for up-loading the large-scale point clouds and polygon meshes to a graphic video memory, and describes the shader program composed by a vertex shader and a fragment shader, which manipulates those large-scale data to be rendered by GPU. In addition, we explain the global rendering procedure that creates and runs the shader program with the VAO and VBO. Finally, a rendering performance will be measured with application examples, from which it will be demonstrated that the proposed algorithm enables a real-time rendering of large amount of geometric data, almost impossible to carry out by previous techniques.

High-Capacity and Robust Watermarking Scheme for Small-Scale Vector Data

  • Tong, Deyu;Zhu, Changqing;Ren, Na;Shi, Wenzhong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.12
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    • pp.6190-6213
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    • 2019
  • For small-scale vector data, restrictions on watermark scheme capacity and robustness limit the use of copyright protection. A watermarking scheme based on robust geometric features and capacity maximization strategy that simultaneously improves capacity and robustness is presented in this paper. The distance ratio and angle of adjacent vertices are chosen as the watermark domain due to their resistance to vertex and geometric attacks. Regarding watermark embedding and extraction, a capacity-improved strategy based on quantization index modulation, which divides more intervals to carry sufficient watermark bits, is proposed. By considering the error tolerance of the vector map and the numerical accuracy, the optimization of the capacity-improved strategy is studied to maximize the embedded watermark bits for each vertex. The experimental results demonstrated that the map distortion caused by watermarks is small and much lower than the map tolerance. Additionally, the proposed scheme can embed a copyright image of 1024 bits into vector data of 150 vertices, which reaches capacity at approximately 14 bits/vertex, and shows prominent robustness against vertex and geometric attacks for small-scale vector data.

Fuzzy clustering involving convex polytope (Convex polytope을 이용한 퍼지 클러스터링)

  • 김재현;서일홍;이정훈
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.34C no.7
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    • pp.51-60
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    • 1997
  • Prototype based methods are commonly used in cluster analysis and the results may be highly dependent on the prototype used. In this paper, we propose a fuzzy clustering method that involves adaptively expanding convex polytopes. Thus, the dependency on the use of prototypes can be eliminated. The proposed method makes it possible to effectively represent an arbitrarily distributed data set without a priori knowledge of the number of clusters in the data set. Specifically, nonlinear membership functions are utilized to determine whether a new cluster is created or which vertex of the cluster should be expanded. For this, the membership function of a new vertex is assigned according to not only a distance measure between an incoming pattern vector and a current vertex, but also the amount how much the current vertex has been modified. Therefore, cluster expansion can be only allowed for one cluster per incoming pattern. Several experimental results are given to show the validity of our mehtod.

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3-dimensional Mesh Model Coding Using Predictive Residual Vector Quantization (예측 잉여신호 벡터 양자화를 이용한 3차원 메시 모델 부호화)

  • 최진수;이명호;안치득
    • Journal of Broadcast Engineering
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    • v.2 no.2
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    • pp.136-145
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    • 1997
  • As a 3D mesh model consists of a lot of vertices and polygons and each vertex position is represented by three 32 bit floating-point numbers in a 3D coordinate, the amount of data needed for representing the model is very excessive. Thus, in order to store and/or transmit the 3D model efficiently, a 3D model compression is necessarily required. In this paper, a 3D model compression method using PRVQ (predictive residual vector quantization) is proposed. Its underlying idea is based on the characteristics such as high correlation between the neighboring vertex positions and the vectorial property inherent to a vertex position. Experimental results show that the proposed method obtains higher compression ratio than that of the existing methods and has the advantage of being capable of transmitting the vertex position data progressively.

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Geometry Coding of Three-dimensional Mesh Models Using a Joint Prediction (통합예측을 이용한 삼차원 메쉬의 기하정보 부호화 알고리듬)

  • 안정환;호요성
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.40 no.3
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    • pp.185-193
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    • 2003
  • The conventional parallelogram prediction uses only three previously traversed vertices in a single adjacent triangle; thus, the predicted vertex can be located at a biased position. Moreover, vortices on curved surfaces may not be predicted effectively since each parallelogram is assumed to lie on the same plane. In order to improve the prediction performance, we use all the neighboring vertices that precede the current vertex. After we order vortices using a vertex layer traversal algorithm, we estimate the current vertex position based on observations of the previously coded vertex positions in the layer traversal order. The difference between the original and the predicted vertex coordinate values is encoded by a uniform quantizer and an entropy coder. The proposed scheme demonstrates improved coding efficiency for various VRML test data.

Classificiation of Boundary Information for Non-manifold B-rep Solid Modeler (복합다양체 솔리드 표현을 위한 경계정보의 분류)

  • 최국헌;한순홍
    • Korean Journal of Computational Design and Engineering
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    • v.4 no.2
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    • pp.121-126
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    • 1999
  • Existing data structures for non-manifold solid modelers use basic dat entities, such as vertex, edge, loop, face, shell, and region to find adjacency relationships. But, no one clearly identified what additional types of data entitles are necessary to represent incidence relationships. In this paper, we classified the boundary information of vertex, edge, face , and region from the 3-D space view. As the results we can clearly define the boundary information required for adjacency relationships. The existing B-rep data structures for solid modeler are compared whether they have the required boundary information.

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Reduction of Patient Dose in Radiation Therapy for the Brain Tumors by Using 2-Dimensional Vertex or Oblique Vertex Beam Technique

  • Kim, Il-Han;Chie, Eui-Kyu;Park, Charn-Il
    • Journal of Radiation Protection and Research
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    • v.28 no.3
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    • pp.225-231
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    • 2003
  • Up-front irradiation technique as 3-dimensional conformation, or intensity modulation has kept large proportion of brain tumors from being complicated with acute radiation reactions in the normal tissue during or shortly after radiotherapy. For years, we've cannot help but counting on 2-D vertex beam technique to reduce acute reactions in the brain tumor patients because we're not equipped with 3-dimensional planning system. We analyzed its advantages and limitations in the clinical application. From 1998 to 2001, vertex or oblique vertex beams were applied to 35 patients with primary brain tumor and 25 among them were eligible for this analysis. Vertex(V) plans were optimized on the reconstructed coronal planes. As the control, we took the bilateral opposed techniques(BL) otherwise being applied. We compared the volumes included in 105% to 50% isodose lines of each plan. We also measured the radiation dose at various extracranial sites with TLD. With vertex techniques, we reduced the irradiated volumes of contralateral hemisphere and prevented middle ear effusion at contralateral side. But the low dose volume increased outside 100%; the ratio of V to BL in irradiated volume included in 100%, 80%, 50% was 0.55+/-0.10, 0.61+/-0.10, and 1.22+/-0.21, respectively. The hot area within 100% isodose line almost disappeared with vertex plan; the ratio of V to BL in irradiated volume included in 103%, 105%, 108% was 0.14+/-0.14, 0.05./-0.17, 0.00, respectively. The dose distribution within 100% isodose line became more homogeneous; the ratio of volume included in 103% and 105% to 100% was 0.62+/-0.14 and 0.26+/-0.16 in BL whereas was 0.16+/-0.16 and 0.02+/-0.04 in V. With the vertex techniques, extracranial dose increased up to $1{\sim}3%$ of maximum dose in the head and neck region except submandibular area where dose ranged 1 to 21%. From this data, vertex beam technique was quite effective in reduction of unnecessary irradiation to the contralateral hemispheres, integral dose, obtaining dose homogeneity in the clinical target. But it was associated with volume increment of low dose area in the brain and irradiation toward the head and neck region otherwise being not irradiated at all. Thus, this 2-D vertex technique can be a useful quasi-conformal method before getting 3-D apparatus.