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In order to achieve the highest possible performance, the ray traversal and intersection routines at the core of every high-performance ray tracer are usually hand-coded, heavily optimized, and implemented separately for each hardware platform—even though they share most of their algorithmic core. The results are implementations that heavily mix algorithmic aspects with hardware and implementation details, making the code non-portable and difficult to change and maintain.
In this paper, we present a new approach that offers the ability to define in a functional language a set of conceptual, high-level language abstractions that are optimized away by a special compiler in order to maximize performance. Using this abstraction mechanism we separate a generic ray traversal and intersection algorithm from its low-level aspects that are specific to the target hardware. We demonstrate that our code is not only significantly more flexible, simpler to write, and more concise but also that the compiled results perform as well as state-of-the-art implementations on any of the tested CPU and GPU platforms.
This paper presents the b-it-bots RoboCup@Work team and its current hardware and functional architecture for the KUKA youBot robot. We describe the underlying software framework and the developed capabilities required for operating in industrial environments including features such as reliable and precise navigation, flexible manipulation and robust object recognition.
This paper proposes a novel approach to the generation of state equations from a bond graph (BG) of a mode switching linear time invariant model. Fast state transitions are modelled by ideal or non-ideal switches. Fixed causalities are assigned following the Standard Causality Assignment Procedure such that the number of storage elements in integral causality is maximised. A system of differential and algebraic equations (DAEs) is derived from the BG that holds for all system modes. It is distinguished between storage elements with mode independent causality and those that change causality due to switch state changes.
Diese Arbeit beschäftigt sich mit der Effizienz der Seitenkanal-Kryptanalyse. In Teil II dieser Arbeit demonstrieren wir, wie die Laufzeit der wichtigsten Analysewerkzeuge mit Hilfe der CUDA Plattform erheblich gesteigert werden kann. Zweitens untersuchen wir neue Ansätze der profilierenden Seitenkanal-Kryptanalyse. Der Forschungszweig des maschinellen Lernens kann für deutliche Verbesserungen adaptiert werden, wurde jedoch wenig dahingehend untersucht. In Teil III dieser Arbeit präsentieren wir zwei neue Methoden, die einige Gemeinsamkeiten jedoch auch einige Unterschiede aufbieten, sodass sich Prüfergebnisse in einem vollständigeren Bild zeigen lassen. Darüber hinaus schlagen wir in Teil IV eine Seitenkanalanwendung zum Schutz geistigen Eigentums (IP) vor. In Teil V beschäftigen wir uns tiefergehend mit praktischer Seitenkanal-Kryptanalyse, indem wir Attacken auf einen Sicherheitsmikrokontroller durchführen, der Anwendung in einer, in Deutschland weit verbreiteten, EC Karte findet.
As robots are becoming ubiquitous and more capable, the need for introducing solid robot software development methods is pressing to increase robots' task spectrum. This thesis is concerned with improving software engineering of robot perception systems. The presented research employs a model-based approach to provide the means to represent knowledge about robotics software. The thesis is divided into three parts, namely research on the specification, deployment and adaptation of robot perception systems.
Human butyrylcholinesterase (BChE) is a glycoprotein capable of bioscavenging toxic compounds such as organophosphorus (OP) nerve agents. For commercial production of BChE, it is practical to synthesize BChE in non-human expression systems, such as plants or animals. However, the glycosylation profile in these systems is significantly different from the human glycosylation profile, which could result in changes in BChE's structure and function. From our investigation, we found that the glycan attached to ASN241 is both structurally and functionally important due to its close proximity to the BChE tetramerization domain and the active site gorge. To investigate the effects of populating glycosylation site ASN241, monomeric human BChE glycoforms were simulated with and without site ASN241 glycosylated. Our simulations indicate that the structure and function of human BChE are significantly affected by the absence of glycan 241.
Current robot platforms are being employed to collaborate with humans in a wide range of domestic and industrial tasks. These environments require autonomous systems that are able to classify and communicate anomalous situations such as fires, injured persons, car accidents; or generally, any potentially dangerous situation for humans. In this paper we introduce an anomaly detection dataset for the purpose of robot applications as well as the design and implementation of a deep learning architecture that classifies and describes dangerous situations using only a single image as input. We report a classification accuracy of 97 % and METEOR score of 16.2. We will make the dataset publicly available after this paper is accepted.
This work presents the analysis of data recorded by an eye tracking device in the course of evaluating a foveated rendering approach for head-mounted displays (HMDs). Foveated rendering methods adapt the image synthesis process to the user’s gaze and exploiting the human visual system’s limitations to increase rendering performance. Especially, foveated rendering has great potential when certain requirements have to be fulfilled, like low-latency rendering to cope with high display refresh rates. This is crucial for virtual reality (VR), as a high level of immersion, which can only be achieved with high rendering performance and also helps to reduce nausea, is an important factor in this field. We put things in context by first providing basic information about our rendering system, followed by a description of the user study and the collected data. This data stems from fixation tasks that subjects had to perform while being shown fly-through sequences of virtual scenes on an HMD. These fixation tasks consisted of a combination of various scenes and fixation modes. Besides static fixation targets, moving tar- gets on randomized paths as well as a free focus mode were tested. Using this data, we estimate the precision of the utilized eye tracker and analyze the participants’ accuracy in focusing the displayed fixation targets. Here, we also take a look at eccentricity-dependent quality ratings. Comparing this information with the users’ quality ratings given for the displayed sequences then reveals an interesting connection between fixation modes, fixation accuracy and quality ratings.
The Sparse Matrix Vector Multiplication is an important operation on sparse matrices. This operation is the most time consuming operation in iterative solvers and therefore an efficient execution of that operation is of great importance for many applications. Numerous different storage formats that store sparse matrices efficiently have already been established. Often, these storage formats utilize the sparsity pattern of a matrix in an appropiate manner. For one class of sparse matrices the nonzero values occur in small dense blocks and appropriate block storage formats are well suited for such patterns. But on the other side, these formats perform often poor on general matrices without an explicit / regular block structure. In this paper, the newly developed sparse matrix format DynB is introduced. The aim is to efficiently use several optimization approaches and vectorization with current processors, even for matrices without an explicit block structure of nonzero elements. The DynB matrix format uses 2D rectangular blocks of variable size, allowing fill-ins per block of explicit zero values up to a user controllable threshold. We give a simple and fast heuristic to detect such 2D blocks in a sparse matrix. The performance of the Sparse Matrix Vector Multiplication for a selection of different block formats and matrices with different sparsity structures is compared. Results show that the benefit of blocking formats depend – as to be expected – on the structure of the matrix and that variable sized block formats like DynB can have advantages over fixed size formats and deliver good performance results even for general sparse matrices.
In this paper we propose an implement a general convolutional neural network (CNN) building framework for designing real-time CNNs. We validate our models by creating a real-time vision system which accomplishes the tasks of face detection, gender classification and emotion classification simultaneously in one blended step using our proposed CNN architecture. After presenting the details of the training procedure setup we proceed to evaluate on standard benchmark sets. We report accuracies of 96% in the IMDB gender dataset and 66% in the FER-2013 emotion dataset. Along with this we also introduced the very recent real-time enabled guided back-propagation visualization technique. Guided back-propagation uncovers the dynamics of the weight changes and evaluates the learned features. We argue that the careful implementation of modern CNN architectures, the use of the current regularization methods and the visualization of previously hidden features are necessary in order to reduce the gap between slow performances and real-time architectures. Our system has been validated by its deployment on a Care-O-bot 3 robot used during RoboCup@Home competitions. All our code, demos and pre-trained architectures have been released under an open-source license in our public repository.
In order to achieve the highest possible performance, the ray traversal and intersection routines at the core of every high-performance ray tracer are usually hand-coded, heavily optimized, and implemented separately for each hardware platform—even though they share most of their algorithmic core. The results are implementations that heavily mix algorithmic aspects with hardware and implementation details, making the code non-portable and difficult to change and maintain.
In this paper, we present a new approach that offers the ability to define in a functional language a set of conceptual, high-level language abstractions that are optimized away by a special compiler in order to maximize performance. Using this abstraction mechanism we separate a generic ray traversal and intersection algorithm from its low-level aspects that are specific to the target hardware. We demonstrate that our code is not only significantly more flexible, simpler to write, and more concise but also that the compiled results perform as well as state-of-the-art implementations on any of the tested CPU and GPU platforms.
Real-World Performance of current Mesh Protocols in a small-scale Dual-Radio Multi-Link Environment
(2017)
Two key questions motivated the work in this paper: What is the impact of different usage schemes for multiple channels in a dual-radio Wireless Mesh Network (WMN), and what is the impact of some popular WMN routing protocols on its performance. These two questions were evaluated in a small and simple real-world scenario. A major concern was reproducibility of the results. We show that it is beneficial to use both radios on different frequencies in a fully meshed environment with four routers. The routing protocols Babel, B.A.T.M.A.N. V, BMX7 and OLSRv2 recognize a saturated channel and prefer the other one. We show that in our scenario all of the protocols perform equally well since the protocol overhead is comparably low not influencing the overall performance of the network.
We present a new interface for interactive comparisons of more than two alternative documents in the context of a generative design system that uses generative data-flow networks defined via directed acyclic graphs. To better show differences between such networks, we emphasize added, deleted, (un)changed nodes and edges. We emphasize differences in the output as well as parameters using highlighting and enable post-hoc merging of the state of a parameter across a selected set of alternatives. To minimize visual clutter, we introduce new difference visualizations for selected nodes and alternatives using additive and subtractive encodings, which improve readability and keep visual clutter low. We analyzed similarities in networks from a set of alternative designs produced by architecture students and found that the number of similarities outweighs the differences, which motivates use of subtractive encoding. We ran a user study to evaluate the two main proposed difference visualization encodings and found that they are equally effective.
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual reality (VR) games, especially when wearing head mounted displays. While other researchers have already demonstrated the importance of simulating meaningful eye movements, we compare three gaze models with different levels of fidelity regarding realism: (1) a base model with static fixation and saccadic movements, (2) a proposed simulation model that extends the saccadic model with gaze shifts based on a neural network, and (3) a user's real eye movements recorded by a proprietary eye tracker. Our between-groups design study with 42 subjects evaluates impact of eye movements on social VR user experience regarding perceived quality of communication and presence. The tasks include free conversation and two guessing games in a co-located setting. Results indicate that a high quality of communication in co-located VR can be achieved without using extended gaze behavior models besides saccadic simulation. Users might have to gain more experience with VR technology before being able to notice subtle details in gaze animation. In the future, remote VR collaboration involving different tasks requires further investigation.
Populating virtual worlds with intelligent agents can drastically improve a user's sense of presence. Applying these worlds to virtual training, simulations, or (serious) games, often requires multiple agents to be simulated in real time. The process of generating believable agent behavior starts with providing a plausible perception and attention process that is both efficient and controllable. We describe a conceptual framework for synthetic perception that specifically considers the mentioned requirements: plausibility, real-time performance, and controllability. A sample implementation will focus on sensing, attention, and memory to demonstrate the framework's capabilities in a real-time game engine scenario. A combination of dynamic geometric sensing and false coloring with static saliency information is provided to exemplify the collection of environmental stimuli. The subsequent attention process handles both bottom-up processing and task-oriented, top-down factors. Behavioral results can be influenced by controlling memory and attention The example case is demonstrated and discussed alongside future extensions.