摘要 :
Device-to-Device (D2D) communications provide the means to users of cellular networks for reusing licensed spectrum by creating a direct link between two devices. However, enabling D2D communications in a cellular network presents...
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Device-to-Device (D2D) communications provide the means to users of cellular networks for reusing licensed spectrum by creating a direct link between two devices. However, enabling D2D communications in a cellular network presents a challenge in resource allocation because of the potential severe interference it may cause to the cellular network due to the reuse of the spectrum with the cellular users. Such interference can be prevented otherwise diminish if radio resource assigned intelligently with the coordination from the eNodeB (eNB). In this paper, we analyze the resource allocation problem in a multi cell environment and we propose a new scheme for Intra-Inter-Cell D2D communication when both Intra Cell D2D (Intra-cell-D2D) and Inter Cell D2D communication(Inter-cell-D2D) are present in the system.
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摘要 :
Device-to-Device (D2D) communications provide the means to users of cellular networks for reusing licensed spectrum by creating a direct link between two devices. However, enabling D2D communications in a cellular network presents...
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Device-to-Device (D2D) communications provide the means to users of cellular networks for reusing licensed spectrum by creating a direct link between two devices. However, enabling D2D communications in a cellular network presents a challenge in resource allocation because of the potential severe interference it may cause to the cellular network due to the reuse of the spectrum with the cellular users. Such interference can be prevented otherwise diminish if radio resource assigned intelligently with the coordination from the eNodeB (eNB). In this paper, we analyze the resource allocation problem in a multi cell environment and we propose a new scheme for Intra-Inter-Cell D2D communication when both Intra Cell D2D (Intra-cell-D2D) and Inter Cell D2D communication(Inter-cell-D2D) are present in the system.
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摘要 :
Device-to-Device (D2D) communications provide the means to users of cellular networks for reusing licensed spectrum by creating a direct link between two devices. However, enabling D2D communications in a cellular network presents...
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Device-to-Device (D2D) communications provide the means to users of cellular networks for reusing licensed spectrum by creating a direct link between two devices. However, enabling D2D communications in a cellular network presents a challenge in resource allocation because of the potential severe interference it may cause to the cellular network due to the reuse of the spectrum with the cellular users. Such interference can be prevented otherwise diminish if radio resource assigned intelligently with the coordination from the eNodeB (eNB). In this paper, we analyze the resource allocation problem in a multi cell environment and we propose a new scheme for Intra-Inter-Cell D2D communication when both Intra Cell D2D (Intra-cell-D2D) and Inter Cell D2D communication(Inter-cell-D2D) are present in the system.
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We will present a non-conventional approach and method for converting naturalistic (non-computer-generated) 2D video and film material to Stereoscopic 3D. We will present experimental evidence to show the efficacy of colour-based ...
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We will present a non-conventional approach and method for converting naturalistic (non-computer-generated) 2D video and film material to Stereoscopic 3D. We will present experimental evidence to show the efficacy of colour-based surrogate depth maps for automatic 2D-to-3D conversion aimed at small screen applications. We will then present a semi-automatic 2D-to-3D conversion system (CRC-DMEG), also based on surrogate depth maps, for the conversion of video and film contents for commercial projection on large cinema screens. A major advantage of CRC-DMEG is that it exploits the correlation between the 2D colour images and the surrogate depth maps to allow for direct manipulation of the depth of objects in a scene. Another major advantage is that it allows for the instant realization of depth details, such as raindrops, foliage and the textures, found in carpets. Our approach and method, minimizes the labor-intensive work associated with the conventional method of rotoscoping. Moreover, the manual task of filling in disoccluded regions is also significantly reduced.
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This chapter presents an interactive 4-D visualization technique that controls a 4-D viewing direction via handling of principal vanishing points. Principal vanishing points are represented by projecting points at infinity of 4-D ...
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This chapter presents an interactive 4-D visualization technique that controls a 4-D viewing direction via handling of principal vanishing points. Principal vanishing points are represented by projecting points at infinity of 4-D principal coordinate axes onto 3-D space. Our previous studies have confirmed that, because the principal vanishing points relate to a 4-D eye-point and the 4-D viewing direction, they can be landmarks to intuitively move in 4-D space. In this chapter, we propose an algorithm that utilizes principal vanishing points as an interface for the intuitive 4-D viewing direction control, and apply an algorithm to a framework of a system which enables one to fly through 4-D space. The developed system can achieve to visualize and explore an intricate 4-D scene such as a maze in 4-D space. We evaluate effectiveness of the proposed 4-D interaction technique by user experiments.
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摘要 :
This chapter presents an interactive 4-D visualization technique that controls a 4-D viewing direction via handling of principal vanishing points. Principal vanishing points are represented by projecting points at infinity of 4-D ...
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This chapter presents an interactive 4-D visualization technique that controls a 4-D viewing direction via handling of principal vanishing points. Principal vanishing points are represented by projecting points at infinity of 4-D principal coordinate axes onto 3-D space. Our previous studies have confirmed that, because the principal vanishing points relate to a 4-D eye-point and the 4-D viewing direction, they can be landmarks to intuitively move in 4-D space. In this chapter, we propose an algorithm that utilizes principal vanishing points as an interface for the intuitive 4-D viewing direction control, and apply an algorithm to a framework of a system which enables one to fly through 4-D space. The developed system can achieve to visualize and explore an intricate 4-D scene such as a maze in 4-D space. We evaluate effectiveness of the proposed 4-D interaction technique by user experiments.
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CMOS scaling faces numerous challenges, among which device scaling, interconnect bottleneck, high leakage power and manufacturability are major ones. The scaling challenge is particularly acute for SRAM since maximum performance/p...
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CMOS scaling faces numerous challenges, among which device scaling, interconnect bottleneck, high leakage power and manufacturability are major ones. The scaling challenge is particularly acute for SRAM since maximum performance/power at highest density is required with every new generation. 3-D integration provides possible pathways to overcome the impediments faced in achieving ultra-high density SRAM. However 3-D integration techniques like monolithic 3-D, die-die [6-11][14-18], etc., show limited benefits and add additional constraints. Stacked Horizontal Nanowire-based 3-D CMOS (called SN3D hereafter)[19][20] is a true fine-grained 3-D IC fabric that can solve CMOS scaling challenges while providing significantly higher density, routability, performance/power advantages. Central to our approach is the formation of the device and routing structures onto stacked horizontal nanowires, and design and placement of symmetric CMOS circuits in 3-D. In this paper, we show design and analysis of SRAM circuit in SN3D and benchmark its potentials. We detail circuit design and implementation procedures considering underlying physical fabric. We analyze SRAM performance metrics: read, write, hold stability and performance margins, and compare the results with 2-D CMOS and Monolithic 3-D. Our simulation results showed 3.1× density, and 6.4× performance/watts benefits with respect to 2-D CMOS and 2.1 density and 5.7× performance/watts benefits over monolithic 3-D at 16nm. We have also achieved 1.7× Hold Margin (HM), 4.3× Read Margin (RM) and 1.2× Write Margin improvements over 2-D CMOS and monolithic designs.
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To deal with 3-D heterogeneous reactor problems avoiding direct 3-D transport calculations, 2-D/1-D methods have been developed in recent years. There are two kinds of 2-D/1-D methods: "fusion" and "hybrid." The 2-D/1-D fusion met...
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To deal with 3-D heterogeneous reactor problems avoiding direct 3-D transport calculations, 2-D/1-D methods have been developed in recent years. There are two kinds of 2-D/1-D methods: "fusion" and "hybrid." The 2-D/1-D fusion method employs a 2-D MOC calculation in the radial (i.e., x-y) direction and a 1-D S_n calculation in the axial (i.e., z) direction. The 2-D/1-D hybrid method employs a 2-D MOC calculation in the radial direction and 1-D diffusion (or SP_3) approximation in the axial direction. These methods give accurate solutions for several 3-D reactor problems. However, the radial heterogeneity affects the axial leakage and the diffusion approximation would be inaccurate in non-diffusive region of even a simple geometry. To confirm these facts, this paper presents a comparison of the fusion method and the hybrid method via numerical performance on a typical reactor problem. To concentrate and achieve the goal, a 2-D transport problem is considered by reducing one dimension in the radial direction. A test problem is an x-z cut view of the 3-D C5G7 extension benchmark problem. The results in this paper indicate that the diffusion approximation of axial leakage is not accurate for the test problem which has the axially piecewise homogeneous geometry. It causes significant errors in the multiplication factor and the flux distribution of the hybrid method. On the other hand, the fusion method gives very accurate results, because the fusion method does not use any approximations from the transport equation except for the discretization.
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摘要 :
To deal with 3-D heterogeneous reactor problems avoiding direct 3-D transport calculations, 2-D/1-D methods have been developed in recent years. There are two kinds of 2-D/1-D methods: "fusion" and "hybrid." The 2-D/1-D fusion met...
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To deal with 3-D heterogeneous reactor problems avoiding direct 3-D transport calculations, 2-D/1-D methods have been developed in recent years. There are two kinds of 2-D/1-D methods: "fusion" and "hybrid." The 2-D/1-D fusion method employs a 2-D MOC calculation in the radial (i.e., x-y) direction and a 1-D S_n calculation in the axial (i.e., z) direction. The 2-D/1-D hybrid method employs a 2-D MOC calculation in the radial direction and 1-D diffusion (or SP_3) approximation in the axial direction. These methods give accurate solutions for several 3-D reactor problems. However, the radial heterogeneity affects the axial leakage and the diffusion approximation would be inaccurate in non-diffusive region of even a simple geometry. To confirm these facts, this paper presents a comparison of the fusion method and the hybrid method via numerical performance on a typical reactor problem. To concentrate and achieve the goal, a 2-D transport problem is considered by reducing one dimension in the radial direction. A test problem is an x-z cut view of the 3-D C5G7 extension benchmark problem. The results in this paper indicate that the diffusion approximation of axial leakage is not accurate for the test problem which has the axially piecewise homogeneous geometry. It causes significant errors in the multiplication factor and the flux distribution of the hybrid method. On the other hand, the fusion method gives very accurate results, because the fusion method does not use any approximations from the transport equation except for the discretization.
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Three dimension Multi processors System-on-Chip (3D-MPSoCs) hold promises to allow the development of compact and efficient devices. They support many applications on the same die, able of being mapped dynamically during the execu...
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Three dimension Multi processors System-on-Chip (3D-MPSoCs) hold promises to allow the development of compact and efficient devices. They support many applications on the same die, able of being mapped dynamically during the execution time. Each application may have different communication requirements. Quality-of-Service (QoS) can be implemented at the communication structure (CS) to support the communication requirements of the dynamic 3D-MPSoC. Our work proposes QoS 3D-HoC, a new 3D-CS that implements the QoS. We evaluate the performance of our architecture over several 3D-MPSoC synthetic and real traffic scenarios and estimate their impact overall CS performance. We compare our architecture against the previous 3D-CS with and without QoS and show that our approach meets the communication requirements while reducing the latency and power up to 87% and 39%, respectively when compared to single 3D-NoC.
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