• Title/Summary/Keyword: synthesis algorithm

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An Algorithm on Function Hazard Elimination for Asynchronous Circuit Synthesis (비동기 회로 합성을 위한 펑션 해저드 제거 알고리듬)

  • 유광기;정정화
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.36C no.10
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    • pp.47-55
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    • 1999
  • In this paper, a new function hazard elimination algorithm is proposed for asynchronous circuit synthesis. In previous approach, function hazard is eliminated by using state graph which is obtained from the state assignment on STG(signal transition graph) representing transition relationship among signals. These algorithms can use conventional hazard removal and synthesis method applied in synchronous system, but it has much computational complexity and takes much time to handle the state graph. Although some hazard elimination algorithm from STG were proposed, it could not reduce the area overhead due to the addition of new signals. The proposed algorithm eliminate function hazard directly on STG and also control the number of minterms and product-term of added signal in order to minimize the area overhead. Experimental results on benchmark data shows that overall circuit area after hazard elimination is decreased about 15% on the average than that of previous method.

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A Study on Design of a High Level Hardware Description Language (고급 하드웨어 기술 언어 설계에 관한 연구)

  • 김태헌;이강환;정주홍;안치득
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.5
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    • pp.619-633
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    • 1993
  • A new High level hardware Description Language, ASPHODEL(Algorithm Synthesis Pascal Hardware for Optimal Design and Efficient Language), and its algorithm compiler for high level synthesis are described in this paper. The new HDL, appropriated to the description of algorithmic level and lower, models VLSI circuits as an abstracted block which is consisted of input/output ports and hierachical processors to control VLSI complexities with efficiency. Also, in order to improve the descriptive power, popular Pascal programming language is modified to build ASPHODEL syntax rules. ASPHODEL algorithm compiler generates an intermediate form through lexical and syntax analysis from ASPHODEL source codes. To show the validation of presented language and its compiler, those are applied to practical design examples.

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Optimization of Early-phase Ship Design using Set-Based Design and Genetic Algorithm (집합기반설계와 유전자알고리즘을 이용한 초기단계 함정설계 최적화)

  • Park, Jin-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.10
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    • pp.486-492
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    • 2019
  • The system-based approach is needed to select an optimal mix of weapon systems and ship platform among a variety of design alternatives with the uncertainties of the initial required operational capability. In the early-phase design, which included a feasibility study and concept design, it is possible to cause problems when a review of the operational concept, database development, and systematic design are not done, thereby producing uncertain and unstable requirements. To select the best solution without trial-and-error, the U.S. navy has applied the set-based method for the early-phase design of a new ship-to-shore connector. The ship synthesis model plays an important role in applying the set-based method, but only a few countries possess this model and have prohibited this model from being transferred to other countries. This paper suggests a set-based method using a genetic algorithm and decision-making theory through benchmarking existing ship data. The algorithm was verified using the DDG-51 class ship synthesis model to optimize the weapon system design, which has been released for research purposes.

Patch size adaptive image inpainting

  • Liu, Huaming;Lu, Guanming;Bi, Xuehui;Wang, Weilan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.10
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    • pp.3642-3667
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    • 2021
  • Texture synthesis technology has the advantages of repairing texture and structure at the same time. However, during the filling process, the size of the patch is fixed, and the content of the filling is not fully considered. In order to be able to adaptively change the patch size, we used the exemplar-based inpainting technique as the test algorithm, considering the image structure and texture, calculated the image structure patch size and texture patch size, and comprehensively determined the image patch size. This can adaptively change the patch size according to the filling content. In addition, we use multi-layer images to calculate the priority, so that the order of image repair was more stable. The proposed repair algorithm is compared with other image repair algorithms. The experimental results showed that the proposed adaptive image repair algorithm can better repair the texture and structure of the image, which proved the effectiveness of the proposed algorithm.

Fast Multi-View Synthesis Using Duplex Foward Mapping and Parallel Processing (순차적 이중 전방 사상의 병렬 처리를 통한 다중 시점 고속 영상 합성)

  • Choi, Ji-Youn;Ryu, Sae-Woon;Shin, Hong-Chang;Park, Jong-Il
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.11B
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    • pp.1303-1310
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    • 2009
  • Glassless 3D display requires multiple images taken from different viewpoints to show a scene. The simplest way to get multi-view image is using multiple camera that as number of views are requires. To do that, synchronize between cameras or compute and transmit lots of data comes critical problem. Thus, generating such a large number of viewpoint images effectively is emerging as a key technique in 3D video technology. Image-based view synthesis is an algorithm for generating various virtual viewpoint images using a limited number of views and depth maps. In this paper, because the virtual view image can be express as a transformed image from real view with some depth condition, we propose an algorithm to compute multi-view synthesis from two reference view images and their own depth-map by stepwise duplex forward mapping. And also, because the geometrical relationship between real view and virtual view is repetitively, we apply our algorithm into OpenGL Shading Language which is a programmable Graphic Process Unit that allow parallel processing to improve computation time. We demonstrate the effectiveness of our algorithm for fast view synthesis through a variety of experiments with real data.

Optimal Directivity Synthesis of Ultrasonic Transducers Using a Combined Algorithm (조합 알고리즘에 의한 초음파 트랜스듀서의 최적 지향성합성)

  • ;Takao Tsuchiya;Yukio Kagawa
    • The Journal of the Acoustical Society of Korea
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    • v.19 no.1
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    • pp.25-31
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    • 2000
  • In this paper, we proposed an algorithm that used a direct method to set an initial value of Broydon-Fletcher-Goldfarb-Shanno(BFGS) method and, accordingly, conducted an experiment in optimal directivity synthesis of adaptive ultrasonic transducer by point source array. To certify the efficiency of this method, quasi-ideal beam with arbitrary beam width, rotating beam, and multi beam, all with the limited side lobe level -30dB, were chosen to check the problem of directivity synthesis that was formed by point source array in the second dimensional sound field. The numerical calculation results showed that the proposed method performed the directivity synthesis faster than the BFGS method did. In addition, the proposed method showed a good error correction for directivity synthesis, and did not demand the choice of initial value. Finally, it is also shown that the proposed method can be used for the adaptive control that was not possible with the direct method alone.

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Design of Key Sequence Generators Based on Symmetric 1-D 5-Neighborhood CA (대칭 1차원 5-이웃 CA 기반의 키 수열 생성기 설계)

  • Choi, Un-Sook;Kim, Han-Doo;Kang, Sung-Won;Cho, Sung-Jin
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.3
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    • pp.533-540
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    • 2021
  • To evaluate the performance of a system, one-dimensional 3-neighborhood cellular automata(CA) based pseudo-random generators are widely used in many fields. Although two-dimensional CA and one-dimensional 5-neighborhood CA have been applied for more effective key sequence generation, designing symmetric one-dimensional 5-neighborhood CA corresponding to a given primitive polynomial is a very challenging problem. To solve this problem, studies on one-dimensional 5-neighborhood CA synthesis, such as synthesis method using recurrence relation of characteristic polynomials and synthesis method using Krylov matrix, were conducted. However, there was still a problem with solving nonlinear equations. To solve this problem, a symmetric one-dimensional 5-neighborhood CA synthesis method using a transition matrix of 90/150 CA and a block matrix has recently been proposed. In this paper, we detail the theoretical process of the proposed algorithm and use it to obtain symmetric one-dimensional 5-neighborhood CA corresponding to high-order primitive polynomials.

Pre-layout Clock Analysis with Static Timing Analysis Algorithm to Optimize Clock Tree Synthesis (Static Timing Analysis (STA) 기법을 이용한 Clock Tree Synthesis (CTS) 최적화에 관한 연구)

  • Park, Joo-Hyun;Ryu, Seong-Min;Jang, Myung-Soo;Choi, Sea-Hawon;Choi, Kyu-Myung;Cho, Jun-Dong;Kong, Jeong-Taek
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.391-393
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    • 2004
  • For performance and stability of a synchronized system, we need an efficient Clock Tree Synthesis(CTS) methodology to design clock distribution networks. In a system-on-a-chip(SOC) design environment, CTS effectively distributes clock signals from clock sources to synchronized points on layout design. In this paper, we suggest the pre-layout analysis of the clock network including gated clock, multiple clock, and test mode CTS optimization. This analysis can help to avoid design failure with potential CTS problems from logic designers and supply layout constraints so as to get an optimal clock distribution network. Our new design flow including pre-layout CTS analysis and structural violation checking also contributes to reduce design time significantly.

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Complex Discrete Systems Graph Simulation

  • Kadirova, Delovar;Kadirova, Aziza
    • Journal of Multimedia Information System
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    • v.2 no.3
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    • pp.263-274
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    • 2015
  • The subject of this work is the complex discrete systems simulation special features with the aid of dynamic graph models. The proposed simulation technique allows to determine the ways for tasks solutions in terms of discrete systems analysis and synthesis of various complication: one-dimensional and multidimensional, steady and unstable, with the pulse elements abnormal operating mode and others. Often complex control systems analysis and synthesis task solutions, via classical approach comes out to be insolvent, because of the computational problems. The application of graph models allows to perform clear and strict characterization and computer procedures automation. The optimal controls synthesis algorithm presented in this paper, transferring the discrete system from target initial state to target final state within the minimum time, allows to consider the zero initial conditions systems, with the initial potential energy, with the control actions limitations and complex pulse elements operating mode.

Texture synthesis for model-based coding

  • Sohn, Young-Wook;Kim, In-Kwon;Park, Rae-Hong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.23-28
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    • 1996
  • Model-based coding is one of several approaches to very low bit rate image coding and it can be used in many applications such as image creation and virtual reality. However, its analysis and synthesis processes remain difficult, especially in the sense that the resulting synthesized image reveals some degradation in detailed facial components such as furrows around eyes and mouth. To solve the problem, a large number of methods have been proposed and the texture update method is one of them. In this paper, we investigate texture synthesis for model-based coding. In the update process of the proposed texture synthesis algorithm, texture information is stored in a memory and the decoder reuses it. With this method, the transmission bit rate for texture data can be reduced compared with the conventional method updating texture periodically.

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