In contemporary computers, cache memories are interposed between processors and primary memories in order to decrease access time and bus traffic. Because the design of the cache is critical and the factors affecting ...
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In contemporary computers, cache memories are interposed between processors and primary memories in order to decrease access time and bus traffic. Because the design of the cache is critical and the factors affecting its performance are complex, trace-driven simulation is widely used and studied. This paper surveys three interesting techniques for the trace-driven simulation of cache designs: stack analysis methodologies that make it possible to obtain performance measures for a wide variety of cache designs from a single run of the simulator, compression algorithms specifically tailored to memory reference traces, and an approach to parallel trace-driven simulation of multiprocessor caches that dramatically reduces the simulation's synchronization and thus its running time.
This paper presents an approach of router management that is easy to deploy and can improve the performance of existing layered video schemes. The router is configured to selectively drop a packet of the same applicat...
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ISBN:
(纸本)0780376633
This paper presents an approach of router management that is easy to deploy and can improve the performance of existing layered video schemes. The router is configured to selectively drop a packet of the same application instance from its queue when the network is congested, which may be caused by either network dynamics or failed join experiment. Compared with uniform drop, this application level selective drop (ALSD) can increase the received video quality and provide a more stable subscription level for the narrow-bandwidth receivers competing on the same bottleneck link with high-bandwidth receivers. We evaluate the promising performance of the proposed ALSD algorithm with multiple layered video schemes through network simulations.
Data recovery for truncated gzip compressed files is a critical task in various industries and open-source communities where gzip compression is widely utilized for its efficiency in reducing file sizes while maintain...
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ISBN:
(数字)9798350356328
ISBN:
(纸本)9798350356335
Data recovery for truncated gzip compressed files is a critical task in various industries and open-source communities where gzip compression is widely utilized for its efficiency in reducing file sizes while maintaining data integrity. This paper presents a method of data recovery for truncated gzip compressed files, focusing on the principles, implementation, efficiency, and implications of such a method. The first part of the paper provides an in-depth introduction to the gzip file format and the binary construction of gzip files is outlined. The second part of the paper introduces a principle-based approach to data recovery for truncated gzip compressed files, which involves iteratively removing extraneous bits from the beginning of the truncated file until a complete DEFLATE block is obtained, enabling successful decoding of the file. Implementation details of this approach, including the iterative decoding process and its impact on data recovery efficiency, are discussed in detail. The third part of the paper evaluates the efficiency of the data recovery method, focusing on the impact of DEFLATE block size and the iterative decoding process. Smaller DEFLATE blocks are found to facilitate quick data recovery, while the iterative decoding process incrementally narrows down the search space for the first complete DEFLATE block. Tradeoffs and considerations associated with the iterative decoding process are also discussed, highlighting the importance of ongoing research and development efforts to further improve data recovery efficiency. By leveraging principles of the gzip file format and DEFLATE compression, it is possible to develop effective data recovery techniques that can recover significant portions of the original uncompressed data from truncated gzip compressed files.
A view synthesis-oriented depth map coding algorithm is proposed in this paper. Depth map is classified into inner motion regions, background subtracted with edges and edge regions by using edge detection of current d...
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A view synthesis-oriented depth map coding algorithm is proposed in this paper. Depth map is classified into inner motion regions, background subtracted with edges and edge regions by using edge detection of current depth map and the frame difference between corresponding color images. Then macroblocks in different regions are encoded with different RDO schemes so as to speed up the encoding process while keep the quality of reconstructed depth map. Experimental results show that the proposed method not only improves the encoding speed significantly, but also saves bitrate of depth map sequence while maintaining high quality of synthesized virtual view images.
In the above article [1] , unfortunately, we had missed grant number CQYC20200309237 of the funding organization Chongqing Talent Plan. This affected only the detail of the funding organization and had no influence o...
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In the above article [1] , unfortunately, we had missed grant number CQYC20200309237 of the funding organization Chongqing Talent Plan. This affected only the detail of the funding organization and had no influence on the discussion and conclusions in the article. The complete and correct funding organizations with grant number are as follows.
A light field parameterized on the surface offers a natural and intuitive description of the view-dependent appearance of scenes with complex reflectance properties. To enable the use of surface light fields in real-t...
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A light field parameterized on the surface offers a natural and intuitive description of the view-dependent appearance of scenes with complex reflectance properties. To enable the use of surface light fields in real-time rendering we develop a compact representation suitable for an accelerated graphics pipeline. We propose to approximate the light field data by partitioning it over elementary surface primitives and factorizing each part into a small set of lower-dimensional functions. We show that our representation can be further compressed using standard image compression techniques leading to extremely compact data sets that are up to four orders of magnitude smaller than the input data. Finally, we develop an image-based rendering method, light field mapping, that can visualize surface light fields directly from this compact representation at interactive frame rates on a personal computer. We also implement a new method of approximating the light field data that produces positive only factors allowing for faster rendering using simpler graphics hardware than earlier methods. We demonstrate the results for a variety of non-trivial synthetic scenes and physical objects scanned through 3D photography.
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