• Title/Summary/Keyword: tree traversal

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An Acceleration Technique of Terrain Rendering using GPU-based Chunk LOD (GPU 기반의 묶음 LOD 기법을 이용한 지형 렌더링의 가속화 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.17 no.1
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    • pp.69-76
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    • 2014
  • It is hard to represent massive terrain data in real-time even using recent graphics hardware. In order to process massive terrain data, mesh simplification method such as continuous Level-of-Detail is commonly used. However, existing GPU-based methods using quad-tree structure such as geometry splitting, produce lots of vertices to traverse the quad-tree and retransmit those vertices back to the GPU in each tree traversal. Also they have disadvantage of increase of tree size since they construct the tree structure using texture. To solve the problem, we proposed GPU-base chunked LOD technique for real-time terrain rendering. We restrict depth of tree search and generate chunks with tessellator in GPU. By using our method, we can efficiently render the terrain by generating the chunks on GPU and reduce the computing time for tree traversal.

An efficient acceleration algorithm of GPU ray tracing using CUDA (CUDA를 이용한 효과적인 GPU 광선추적 가속 알고리즘)

  • Ji, Joong-Hyun;Yun, Dong-Ho;Ko, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.469-474
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    • 2009
  • This paper proposes an real time ray tracing system using optimized kd-tree traversal environment and ray/triangle intersection algorithm. The previous kd-tree traversal algorithms search for the upper nodes in a bottom-up manner. In a such way we need to revisit the already visited parent node or use redundant memory after failing to find the intersected primitives in the leaf node. Thus ray tracing for relatively complex scenes become more difficult. The new algorithm contains stacks implemented on GPU's local memory on CUDA framework, thus elegantly eliminate the problems of previous algorithms. After traversing the node we perform the latest CPU-based ray/triangle intersection algorithm 'Plucker coordinate test', which is further accelerated in massively parallel thanks to CUDA. Plucker test can drastically reduce the computational costs since it does not use barycentric coordinates but only simple test using the relations between a ray and the triangle edges. The entire system is consist of a single ray kernel simply and implemented without introduction of complicated synchronization or ray packets. Consequently our experiment shows the new algorithm can is roughly twice as faster as the previous.

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One-time Traversal Algorithm to Search Modules in a Fault Tree for the Risk Analysis of Safety-critical Systems (안전필수 계통의 리스크 평가를 위한 일회 순회 고장수목 모듈 검색 알고리즘)

  • Jung, Woo Sik
    • Journal of the Korean Society of Safety
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    • v.30 no.3
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    • pp.100-106
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    • 2015
  • A module or independent subtree is a part of a fault tree whose child gates or basic events are not repeated in the remaining part of the fault tree. Modules are necessarily employed in order to reduce the computational costs of fault tree quantification. This quantification generates fault tree solutions such as minimal cut sets, minimal path sets, or binary decision diagrams (BDDs), and then, calculates top event probability and importance measures. This paper presents a new linear time algorithm to detect modules of large fault trees. It is shown through benchmark tests that the new method proposed in this study can very quickly detect the modules of a huge fault tree. It is recommended that this method be implemented into fault tree solvers for efficient probabilistic safety assessment (PSA) of nuclear power plants.

A Test Case Generation Method for Data Distribution System of Submarine (잠수함 데이터 분산 시스템을 위한 테스트 케이스 생성 기법)

  • Son, Suik;Kang, Dongsu
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.4
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    • pp.137-144
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    • 2019
  • Testing maturity is critical to the system under development with lack of experience and skills in the acquisition of the weapon systems. Defects have a huge impact on important system operations. Sharing real-time information will lead to rapid command and mission capability in submarine. DDS(Data Distribution System) is a very important information sharing system and interface between various manufacturers or data formats. In this paper, we analyze data distribution characteristics of distributed data system to group data-specific systems and proposes a test case-generation method using path search of postorder and preorder which is a tree traversal in path testing method. The proposed method reduces 73.7.% testing resource compare to existing methods.

WebPR : A Dynamic Web Page Recommendation Algorithm Based on Mining Frequent Traversal Patterns (WebPR :빈발 순회패턴 탐사에 기반한 동적 웹페이지 추천 알고리즘)

  • Yoon, Sun-Hee;Kim, Sam-Keun;Lee, Chang-Hoon
    • The KIPS Transactions:PartB
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    • v.11B no.2
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    • pp.187-198
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    • 2004
  • The World-Wide Web is the largest distributed Information space and has grown to encompass diverse information resources. However, although Web is growing exponentially, the individual's capacity to read and digest contents is essentially fixed. From the view point of Web users, they can be confused by explosion of Web information, by constantly changing Web environments, and by lack of understanding needs of Web users. In these Web environments, mining traversal patterns is an important problem in Web mining with a host of application domains including system design and Information services. Conventional traversal pattern mining systems use the inter-pages association in sessions with only a very restricted mechanism (based on vector or matrix) for generating frequent k-Pagesets. We develop a family of novel algorithms (termed WebPR - Web Page Recommend) for mining frequent traversal patterns and then pageset to recommend. Our algorithms provide Web users with new page views, which Include pagesets to recommend, so that users can effectively traverse its Web site. The main distinguishing factors are both a point consistently spanning schemes applying inter-pages association for mining frequent traversal patterns and a point proposing the most efficient tree model. Our experimentation with two real data sets, including Lady Asiana and KBS media server site, clearly validates that our method outperforms conventional methods.

Analysis on Spatial Sampling and Implementation for Primal Trees (Primal Tree의 공간 분할 샘플링 분석 및 구현)

  • Park, Taejung
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.347-355
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    • 2014
  • The general octree structure is common for various applications including computer graphics, geometry information analysis and query. Unfortunately, the general octree approach causes duplicated sample data and discrepancy between sampling and representation positions when applied to sample continuous spatial information, for example, signed distance fields. To address these issues, some researchers introduced the dual octree. In this paper, the weakness of the dual octree approach will be illustrated by focusing on the fact that the dual octree cannot access some specific continuous zones asymptotically. This paper shows that the primal tree presented by Lefebvre and Hoppe can solve all the problems above. Also, this paper presents a three-dimensional primal tree traversal algorithm based the Morton codes which will help to parallelize the primal tree method.

SQMR-tree: An Efficient Hybrid Index Structure for Large Spatial Data (SQMR-tree: 대용량 공간 데이타를 위한 효율적인 하이브리드 인덱스 구조)

  • Shin, In-Su;Kim, Joung-Joon;Kang, Hong-Koo;Han, Ki-Joon
    • Spatial Information Research
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    • v.19 no.4
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    • pp.45-54
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    • 2011
  • In this paper, we propose a hybrid index structure, called the SQMR-tree(Spatial Quad MR-tree) that can process spatial data efficiently by combining advantages of the MR-tree and the SQR-tree. The MR-tree is an extended R-tree using a mapping tree to access directly to leaf nodes of the R-tree and the SQR-tree is a combination of the SQ-tree(Spatial Quad-tree) which is an extended Quad-tree to process spatial objects with non-zero area and the R-tree which actually stores spatial objects and are associated with each leaf node of the SQ-tree. The SQMR-tree consists of the SQR-tree as the base structure and the mapping trees associated with each R-tree of the SQR-tree. Therefore, because spatial objects are distributedly inserted into several R-trees and only R-trees intersected with the query area are accessed to process spatial queries like the SQR-tree, the query processing cost of the SQMR-tree can be reduced. Moreover, the search performance of the SQMR-tree is improved by using the mapping trees to access directly to leaf nodes of the R-tree without tree traversal like the MR-tree. Finally, we proved superiority of the SQMR-tree through experiments.

Memory Improvement Method for Extraction of Frequent Patterns in DataBase (데이터베이스에서 빈발패턴의 추출을 위한 메모리 향상기법)

  • Park, In-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.127-133
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    • 2019
  • Since frequent item extraction so far requires searching for patterns and traversal for the FP-Tree, it is more likely to store the mining data in a tree and thus CPU time is required for its searching. In order to overcome these drawbacks, in this paper, we provide each item with its location identification of transaction data without relying on conditional FP-Tree and convert transaction data into 2-dimensional position information look-up table, resulting in the facilitation of time and spatial accessibility. We propose an algorithm that considers the mapping scheme between the location of items and items that guarantees the linear time complexity. Experimental results show that the proposed method can reduce many execution time and memory usage based on the data set obtained from the FIMI repository website.

Acceleration of Terrain Rendering Using Bounding Box Subdivision (바운딩 박스 세분화를 통한 지형 렌더링의 가속화)

  • Lee, Eun-Seok;Lee, Jin-Hee;Jo, In-Woo;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.71-80
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    • 2011
  • Recent terrain rendering applications such as 3D games and virtual reality, use GPU-based ray-casting method for rendering high-quality scenes in realtime. As the size of terrain dataset grows bigger, the rendering speed will be decreased by the increase of the number of texture samplings. To accelerate the conventional ray-casting, we propose an efficient ray casting method with subdivided bounding boxes which are based-on GPU quadtree traversal. The subdivision of the terrain's bounding box can reduce the empty spaces effectively. By performing the ray-casting with this compact bounding box, we can efficiently reduce computation with empty space skipping. Unlike the recent quadtree-based empty space skipping techniques which perform the tree traversal at each ray, our method traverses the tree only once per frame. Therefore, we can save much computational time.

A Polynomial-time Algorithm to Find Optimal Path Decompositions of Trees (트리의 최적 경로 분할을 위한 다항시간 알고리즘)

  • An, Hyung-Chan
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.5_6
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    • pp.195-201
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    • 2007
  • A minimum terminal path decomposition of a tree is defined as a partition of the tree into edge-disjoint terminal-to-terminal paths that minimizes the weight of the longest path. In this paper, we present an $O({\mid}V{\mid}^2$time algorithm to find a minimum terminal path decomposition of trees. The algorithm reduces the given optimization problem to the binary search using the corresponding decision problem, the problem to decide whether the cost of a minimum terminal path decomposition is at most l. This decision problem is solved by dynamic programing in a single traversal of the tree.