• 제목/요약/키워드: vertex

검색결과 964건 처리시간 0.025초

Vertex Coloring based Slot Reuse Scheduling for Power Line Communications

  • Yoon, Sung-Guk
    • Journal of Electrical Engineering and Technology
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    • 제10권5호
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    • pp.2135-2141
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    • 2015
  • Power line communication (PLC) is one of the major communication technologies in smart grid since it combines good communication capability with easy and simple deployment. As a power network can be modeled as a graph, we propose a vertex coloring based slot reuse scheduling in the time division multiple access (TDMA) period for PLCs. Our objective is to minimize the number of assigned time slots, while satisfying the quality of service (QoS) requirement of each station. Since the scheduling problem is NP-hard, we propose an efficient heuristic scheduling, which consists of repeated vertex coloring and slot reuse improvement algorithms. The simulation results confirm that the proposed algorithm significantly reduces the total number of time slots.

Semi-automatic Field Morphing : Polygon-based Vertex Selection and Adaptive Control Line Mapping

  • Kwak, No-Yoon
    • International Journal of Contents
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    • 제3권4호
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    • pp.15-21
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    • 2007
  • Image morphing deals with the metamorphosis of one image into another. The field morphing depends on the manual work for most of the process, where a user has to designate the control lines. It takes time and requires skills to have fine quality results. It is an object of this paper to propose a method capable of realizing the semi-automation of field morphing using adaptive vertex correspondence based on image segmentation. The adaptive vertex correspondence process efficiently generates a pair of control lines by adaptively selecting reference partial contours based on the number of vertices that are included in the partial contour of the source morphing object and in the partial contour of the destination morphing object, in the pair of the partial contour designated by external control points through user input. The proposed method generates visually fluid morphs and warps with an easy-to-use interface. According to the proposed method, a user can shorten the time to set control lines and even an unskilled user can obtain natural morphing results as he or she designates a small number of external control points.

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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곡률 정보를 이용한 정점 선택 기법 (Vertex Selection method using curvature information)

  • 윤병주;이시웅;강현수;김성대
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 신호처리소사이어티 추계학술대회 논문집
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    • pp.505-508
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    • 2003
  • The current paper proposes a new vertex selection scheme for polygon-based contour ceding. To efficiently characterize the shape of an object, we incorporate the curvature information in addition to the conventional maximum distance criterion in vertex selection process. The proposed method consists of “two-step procedure.” At first, contour pixels of high curvature value are selected as key vertices based on the curvature scale space (CSS), thereby dividing an overall contour into several contour-segments. Each segment is considered as an open contour whose end points are two consecutive key vertices and is processed independently. In the second step, vertices for each contour segment are selected using progressive vertex selection (PVS) method in order to obtain minimum number of vertices under the given maximum distance criterion ( $D_{MAX}$). Experimental results are presented to compare the approximation performances of the proposed and conventional methods.s.

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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.

Double Vertex 그래프에 의한 궤도회로 토플로지의 생성 (Track Circuit Topology Design by Double Vertex Graph Algorithm)

  • 황종규;이종우;정의진;김태진
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2000년도 추계학술대회 논문집 학회본부 B
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    • pp.389-391
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    • 2000
  • A representation technique of a given track topology is required by many software applications in railway technology such as signalling system simulator. To achieve these, the concept of double vertex graph architecture is proposed. These are composed of pairs of vertices and node between the single vertices. Double vertex graph architecture can be understood as a extension of classical graphs. In developed railway signalling simulation software, it is shown that track topology can be represented by proposed algorithm in a efficient way. Especially it makes sure that these are suitable technique for representing and implementing of switch, routes which can be introduced some mistake in classical graph algorithm.

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PLITHOGENIC VERTEX DOMINATION NUMBER

  • T. BHARATHI;S. LEO;JEBA SHERLIN MOHAN
    • Journal of applied mathematics & informatics
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    • 제42권3호
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    • pp.625-634
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    • 2024
  • The thrust of this paper is to extend the notion of Plithogenic vertex domination to the basic operations in Plithogenic product fuzzy graphs (PPFGs). When the graph is a complete PPFG, Plithogenic vertex domination numbers (PVDNs) of its Plithogenic complement and perfect Plithogenic complement are the same, since the connectivities are the same in both the graphs. Since extra edges are added to the graph in the case of perfect Plithogenic complement, the PVDN of perfect Plithogenic complement is always less than or equal to that of Plithogenic complement, when the graph under consideration is an incomplete PPFG. The maximum and minimum values of the PVDN of the intersection or the union of PPFGs depend upon the attribute values given to P-vertices, the number of attribute values and the connectivities in the corresponding PPFGs. The novelty in this study is the investigation of the variations and the relations between PVDNs in the operations of Plithogenic complement, perfect Plithogenic complement, union and intersection of PPFGs.

모바일 폰 터치스크린에서 허프변환 기반의 반자동식 정점 검출 알고리즘 (Hough Transform-based Semi-automatic Vertex Detection Algorithm on a Touch Screen Mobile Phone)

  • 장영균;우운택
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제16권5호
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    • pp.596-600
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    • 2010
  • 본 논문에서는 모바일 폰 터치스크린에서 허프 변환(hough transform) 방법을 이용한 반자동식 정점(vertex) 검출 알고리즘을 제안한다. 제안하는 방법은 사용자의 입력 위치를 기준으로 작은 범위의 ROI(region of interest) 영역 내에서 한정된 매개변수 범위를 탐색하는 허프 변환을 수행함으로써 빠른 처리속도를 보인다. 또한 허프 변환을 통해 검출된 후보직선 중에서 사용자 입력 위치와 가까운 두 직선을 선택함으로써 영상의 잡음으로 인해 잘 못 검출된 후보 직선을 제거할 수 있다. 그리고 검출된 두 직선의 교점을 정점으로 검출함으로써 초기 정점 선택을 위한 입력 이외의 추가적인 상호작용 과정 없이 정확한 정점을 검출할 수 있다. 결과적으로 본 논문에서는 실험을 통해서 제안하는 알고리즘이 센싱 정밀도가 낮은 터치스크린(평균 센싱 오류: 6.3픽셀)에서의 부정확한 입력(5.7 픽셀)에도 1.4픽셀 정도의 정확한 정점 검출 성능을 보이는 것을 확인할 수 있었다.

동영상에서의 모양 정보 부호화를 위한 정점 선택 알고리즘 (Inter-frame vertex selection algorithm for lossy coding of shapes in video sequences)

  • 서종열;김경중;강문기
    • 대한전자공학회논문지SP
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    • 제37권4호
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    • pp.35-45
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    • 2000
  • 본 논문에서는 동영상에 효과적으로 적용 가능한 정점 기반 모양 정보 부호화 알고리즘을 제안한다. 제안한 방법은 영상 사이에 존재하는 시간적 중복성을 해결하기 위해 현재 영상의 외곽선으로부터 정점을 선택 할 뿐 아니라 이미 근사화 되어 부호화된 이전 영상으로부터도 정점을 선택하여 상대적으로 부호화하였으며 고정된 오차 한계 이내에서 비트 발생량이 최소가 되도록 정점을 선택한다. 이는 코드표현 방법이 정해져 있을 때 비율-왜곡 측면에서 최적이다. 쟁점 선택은 가중치를 갖는 방향그래프에서의 최단 경로 탐색으로 모델링되어 최적의 정점을 선택하도록 하였으며 실험 결과 기존의 모양 정보 부호화 방법보다 적은 비트율을 요구하였다. 제안한 방법은 실시간 부호화를 필요로 하지 않는 저장 매체를 위한 객체 기반 부호화 시스템 및 웹을 통한 동영상 전송에 이용될 수 있다.

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비트량-왜곡을 고려한 효율적인 다각형 근사화 기법 (An Efficient Polygonal Approximation Method in the Rate-Distorion Sense)

  • 윤병주;고윤호;김성대
    • 대한전자공학회논문지SP
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    • 제40권1호
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    • pp.114-123
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    • 2003
  • 본 논문에서는 영상 객체 (object) 의 모양 정보를 효율적으로 부호화 하는 기법을 제안한다. 다각 근사화 기법은 손실 부호화 기법으로써 객체의 모양을 근사화 하는데 가장 널리 사용되고 있다. 제안된 기법은 최대 허용 오차를 만족하면서 정점을 선택할 때 기존의 순환 정점 선택 (IRM: iterated refinement method) 이나 순차적 정점 선택 (PVS: progressive vertex selection) 보다 적은 수의 정점을 선택함으로써 비트량을 줄인다. 기존의 순차적인 정점 선택 기법을 기반으로 하여 새로운 정점 선택 조건을 제안하여 비트량-왜곡면에서 우수한 성능을 가지는 부호화기를 구현하였다. 실험 결과에서 제안된 기법이 기존의 정점 선택 기법들에 비해 우수한 성능을 나타냄을 알 수 있다.