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The particel swarm: Explosion, stability, and convergence in a multidimensional complex space
 IEEE TRANSACTIONS ON EVOLUTIONARY COMPUTION
"... The particle swarm is an algorithm for finding optimal regions of complex search spaces through interaction of individuals in a population of particles. Though the algorithm, which is based on a metaphor of social interaction, has been shown to perform well, researchers have not adequately explained ..."
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Cited by 822 (10 self)
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The particle swarm is an algorithm for finding optimal regions of complex search spaces through interaction of individuals in a population of particles. Though the algorithm, which is based on a metaphor of social interaction, has been shown to perform well, researchers have not adequately
Near Optimal Signal Recovery From Random Projections: Universal Encoding Strategies?
, 2004
"... Suppose we are given a vector f in RN. How many linear measurements do we need to make about f to be able to recover f to within precision ɛ in the Euclidean (ℓ2) metric? Or more exactly, suppose we are interested in a class F of such objects— discrete digital signals, images, etc; how many linear m ..."
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Cited by 1513 (20 self)
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Suppose we are given a vector f in RN. How many linear measurements do we need to make about f to be able to recover f to within precision ɛ in the Euclidean (ℓ2) metric? Or more exactly, suppose we are interested in a class F of such objects— discrete digital signals, images, etc; how many linear
Planning Algorithms
, 2004
"... This book presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics. The particular subjects covered include motion planning, discrete planning, planning ..."
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Cited by 1108 (51 self)
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This book presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics. The particular subjects covered include motion planning, discrete planning
SIS: A System for Sequential Circuit Synthesis
, 1992
"... SIS is an interactive tool for synthesis and optimization of sequential circuits. Given a state transition table, a signal transition graph, or a logiclevel description of a sequential circuit, it produces an optimized netlist in the target technology while preserving the sequential inputoutput b ..."
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Cited by 514 (41 self)
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, new logic optimization and verification algorithms, ASTG (asynchronous signal transition graph) manipulation, and synthesis for PGA’s (programmable gate arrays). The second part contains a tutorial example illustrating the design process using SIS.
FAST VOLUME RENDERING USING A SHEARWARP FACTORIZATION OF THE VIEWING TRANSFORMATION
, 1995
"... Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used bruteforce techniques that req ..."
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Cited by 541 (2 self)
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Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used bruteforce techniques
FFTW: An Adaptive Software Architecture For The FFT
, 1998
"... FFT literature has been mostly concerned with minimizing the number of floatingpoint operations performed by an algorithm. Unfortunately, on presentday microprocessors this measure is far less important than it used to be, and interactions with the processor pipeline and the memory hierarchy have ..."
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Cited by 605 (4 self)
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a larger impact on performance. Consequently, one must know the details of a computer architecture in order to design a fast algorithm. In this paper, we propose an adaptive FFT program that tunes the computation automatically for any particular hardware. We compared our program, called FFTW
A survey of generalpurpose computation on graphics hardware
, 2007
"... The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware acompelling platform for computationally demanding tasks in awide variety of application domains. In this report, we describe, summarize, and analyze the l ..."
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Cited by 545 (18 self)
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the main body of this report at two separate audiences. First, we describe the techniques used in mapping generalpurpose computation to graphics hardware. We believe these techniques will be generally useful for researchers who plan to develop the next generation of GPGPU algorithms and techniques. Second
Ptolemy: A Framework for Simulating and Prototyping Heterogeneous Systems
, 1992
"... Ptolemy is an environment for simulation and prototyping of heterogeneous systems. It uses modern objectoriented software technology (C++) to model each subsystem in a natural and efficient manner, and to integrate these subsystems into a whole. Ptolemy encompasses practically all aspects of design ..."
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Cited by 569 (90 self)
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of designing signal processing and communications systems, ranging from algorithms and communication strategies, simulation, hardware and software design, parallel computing, and generating realtime prototypes. To accommodate this breadth, Ptolemy must support a plethora of widelydiffering design styles
A New Kind of Science
, 2002
"... “Somebody says, ‘You know, you people always say that space is continuous. How do you know when you get to a small enough dimension that there really are enough points in between, that it isn’t just a lot of dots separated by little distances? ’ Or they say, ‘You know those quantum mechanical amplit ..."
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Cited by 850 (0 self)
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“Somebody says, ‘You know, you people always say that space is continuous. How do you know when you get to a small enough dimension that there really are enough points in between, that it isn’t just a lot of dots separated by little distances? ’ Or they say, ‘You know those quantum mechanical
Robust Monte Carlo Localization for Mobile Robots
, 2001
"... Mobile robot localization is the problem of determining a robot's pose from sensor data. This article presents a family of probabilistic localization algorithms known as Monte Carlo Localization (MCL). MCL algorithms represent a robot's belief by a set of weighted hypotheses (samples), whi ..."
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Cited by 826 (88 self)
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), which approximate the posterior under a common Bayesian formulation of the localization problem. Building on the basic MCL algorithm, this article develops a more robust algorithm called MixtureMCL, which integrates two complimentary ways of generating samples in the estimation. To apply this algorithm
Results 1  10
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