• 제목/요약/키워드: Vertex Data

검색결과 204건 처리시간 0.031초

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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    • 제10권10호
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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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    • 제4권3호
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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.

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

  • 하진석;정형기;김상연;이광엽
    • 대한전자공학회논문지SD
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    • 제43권9호
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    • pp.53-58
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    • 2006
  • 버텍스 쉐이더는 fixed function T&L(Transform and Lighting) 엔진의 유연성을 향상시키고, 이전보다 다양한 3D 그래픽 효과를 표현하기 위하여 설계되었다. 본 논문의 쉐이더는 DirectX 8.1 의 Vertex Shader 1.1 과 OpenGL ARB에 기초하여 설계하였다. 버텍스 쉐이더는 벡터 연산을 위하여 4개의 ALU로 구성된다. 작은 면적의 저전력 설계를 위하여 32비트 부동소수점 데이터 형식을 24비트 데이터 형식으로 대체하였다. 버텍스 쉐이더 코어의 동작 검증을 위하여 Xilinx Virtex2 300M gate 모듈을 사용하였다. 시납시스 합성결과 TSMC 0.13um 공정에서 115MHz의 주파수로 동작가능하고, 12.5M Polygons/sec 의 연산성능을 보였다. 버텍스 쉐이더 코어의 면적은 동일 공정에서 11만 게이트를 차지한다.

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

  • 박상근
    • 한국CDE학회논문집
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    • 제19권3호
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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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    • 제13권12호
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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.

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

  • 김재현;서일홍;이정훈
    • 전자공학회논문지C
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    • 제34C권7호
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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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예측 잉여신호 벡터 양자화를 이용한 3차원 메시 모델 부호화 (3-dimensional Mesh Model Coding Using Predictive Residual Vector Quantization)

  • 최진수;이명호;안치득
    • 방송공학회논문지
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    • 제2권2호
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    • pp.136-145
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    • 1997
  • 일반적으로 3차원 메시 모델은 많은 정점(vertex)과 다각형으로 이루어져 있을 뿐만 아니라 정점 위치 각각은 3차원 좌표에서 세 개의 32비트 부동소수점수로 표현되기 때문에, 모델을 표현하기 위해 필요한 데이터 량은 매우 많다. 따라서 3차원 모델을 효과적으로 저장 및 전송하기 위한 압축 기법은 필수적으로 요구된다. 이를 위해 본 논문에서는 예측 잉여신호 벡터 양자화를 이용한 3차원 모델 압축 기법을 제안한다. 기본적인 개념은 3D 모델을 이루는 서로 인접한 정점 위치들간에 존재하는 높은 상관도와 정점 위치 자체가 지니는 벡터 특성에 근거한다. 실험 결과에 따르면 제안한 방법이 기존의 압축 방법에 비해 높은 압축율을 얻을 수 있으며 정점 위치 정보를 점진적으로 전송할 수 있는 장점을 지닌다.

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

  • 안정환;호요성
    • 대한전자공학회논문지SP
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    • 제40권3호
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    • pp.185-193
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    • 2003
  • MPEG-4 삼차원 메쉬 모델 압축(3DMC) 표준에서 사용되는 평행사변형예측 방법은 예측하고자 하는 꼭지점이 인접한 꼭지점들과 같은 평면상에 있다고 가정하여 하나의 삼각형 내에 있는 인접한 세 개의 꼭지점 좌표 값만을 이용하므로 예측 효율이 좋지 않다. 본 논문에서는 삼각형 주변의 꼭지점 좌표값과 인접하는 삼각형 사이의 사잇각을 고려한 통합예측을 이용하여 삼차원 메쉬 모델의 기하정보를 부호화하는 방법을 제안한다. 우선 제안한 꼭지점 계층탐색 방법으로 위상학적으로 거리가 가까운 점들을 탐색하여 정렬된 값들의 기하학적 상관도를 높이고, 정렬된 삼차원 메쉬의 꼭지점 순서에 따라 주변의 꼭지점 값들을 이용하여 현재 꼭지점 값을 예측한다. 본 논문에서 제안한 통합예측 방법은 다양한 VRML 포맷의 테스트 모델에 대해서 기존의 MPEG-4 3DMC의 평행사변형예측 방법보다 우수한 성능을 보인다.

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

  • 최국헌;한순홍
    • 한국CDE학회논문집
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    • 제4권2호
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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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    • 제28권3호
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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.