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Ragnemalm, Ingemar
Publications (10 of 15) Show all publications
Ragnemalm, I. (2018). A sub-pixel distance correction method for distance transforms of binary images.. In: Swedish Symposium on Image Analysis: . Paper presented at Swedish Symposium on Image Analysis, Stockholm, Sweden, 7-9 March 2018. Stockholm: SSBA
Open this publication in new window or tab >>A sub-pixel distance correction method for distance transforms of binary images.
2018 (English)In: Swedish Symposium on Image Analysis, Stockholm: SSBA , 2018Conference paper, Poster (with or without abstract) (Other academic)
Abstract [en]

We present a method for estimating the location of edges in binary images, in order to correct the distance produced by distance transforms to sub-pixel precision. We also show that the resulting precision significantly outper- forms the precision of an uncorrected Euclidean Distance Transform.

Place, publisher, year, edition, pages
Stockholm: SSBA, 2018
National Category
Computer Vision and Robotics (Autonomous Systems)
Identifiers
urn:nbn:se:liu:diva-154027 (URN)
Conference
Swedish Symposium on Image Analysis, Stockholm, Sweden, 7-9 March 2018
Available from: 2019-01-24 Created: 2019-01-24 Last updated: 2019-08-06Bibliographically approved
Ragnemalm, I. (2018). Polygons Feel No Pain, So How Can We Make Them Scream When They Attack in packs: A course book in GPU computing (Vol. 3ed.). Linköping: Ragnemalm Utveckling & Underhållning
Open this publication in new window or tab >>Polygons Feel No Pain, So How Can We Make Them Scream When They Attack in packs: A course book in GPU computing
2018 (English)Book (Other academic)
Abstract [en]

This book is a broad introduction to GPU computing, covering several different technologies for programming GPUs for general purpose computing, including CUDA, OpenCL, Compute Shaders and more.

Place, publisher, year, edition, pages
Linköping: Ragnemalm Utveckling & Underhållning, 2018. p. 148 Edition: Vol. 3
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:liu:diva-154024 (URN)9789177737193 (ISBN)
Available from: 2019-01-24 Created: 2019-01-24 Last updated: 2019-08-06Bibliographically approved
Präntare, F., Ragnemalm, I. & Heintz, F. (2017). An Algorithm for Simultaneous Coalition Structure Generation and Task Assignment. In: Bo An, Ana Bazzan, João Leite, Serena Villata and Leendert van der Torre (Ed.), PRIMA 2017: Principles and Practice of Multi-Agent Systems 20th International Conference, Nice, France, October 30 – November 3, 2017, Proceedings: . Paper presented at PRIMA International Conference on Principles and Practice of Multi-Agent Systems, Nice, France, 30 October - 3 November, 2017 (pp. 514-522). Cham: Springer, 10621
Open this publication in new window or tab >>An Algorithm for Simultaneous Coalition Structure Generation and Task Assignment
2017 (English)In: PRIMA 2017: Principles and Practice of Multi-Agent Systems 20th International Conference, Nice, France, October 30 – November 3, 2017, Proceedings / [ed] Bo An, Ana Bazzan, João Leite, Serena Villata and Leendert van der Torre, Cham: Springer, 2017, Vol. 10621, p. 514-522Conference paper, Published paper (Refereed)
Abstract [en]

Groups of agents in multi-agent systems may have to cooperate to solve tasks efficiently, and coordinating such groups is an important problem in the field of artificial intelligence. In this paper, we consider the problem of forming disjoint coalitions and assigning them to independent tasks simultaneously, and present an anytime algorithm that efficiently solves the simultaneous coalition structure generation and task assignment problem. This NP-complete combinatorial optimization problem has many real-world applications, including forming cross-functional teams aimed at solving tasks. To evaluate the algorithm's performance, we extend established methods for synthetic problem set generation, and benchmark the algorithm using randomized data sets of varying distribution and complexity. Our results show that the presented algorithm efficiently finds optimal solutions, and generates high quality solutions when interrupted prior to finishing an exhaustive search. Additionally, we apply the algorithm to solve the problem of assigning agents to regions in a commercial computer-based strategy game, and empirically show that our algorithm can significantly improve the coordination and computational efficiency of agents in a real-time multi-agent system.

Place, publisher, year, edition, pages
Cham: Springer, 2017
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 10621
Keywords
coalition formation, task allocation, multi-agent system, artificial intelligence, optimal assignment
National Category
Computer Sciences
Identifiers
urn:nbn:se:liu:diva-141867 (URN)10.1007/978-3-319-69131-2_34 (DOI)9783319691305 (ISBN)9783319691312 (ISBN)
Conference
PRIMA International Conference on Principles and Practice of Multi-Agent Systems, Nice, France, 30 October - 3 November, 2017
Available from: 2017-10-10 Created: 2017-10-10 Last updated: 2018-10-31Bibliographically approved
Ragnemalm, I. (2017). Polygons feel no pain : course book for TSBK03 Advanced game programming Volume 2: So how can we make them scream?. Linköping: Ragnemalm Utveckling & Underhållning
Open this publication in new window or tab >>Polygons feel no pain : course book for TSBK03 Advanced game programming Volume 2: So how can we make them scream?
2017 (English)Book (Other academic)
Abstract [en]

This book covers a wide range of subjects that didn’t fit in the first volume. You will find more advanced computer graphics topics, but we also widen the scope to physics, networking and AI, thereby making this a book on interesting topics useful in game programming and similar tasks.

The book uses OpenGL 3.2 and up, that is modern OpenGL.

The topics that are covered include

  • Stencil buffer
  • Frame Buffer Objects
  • Texture compression
  • Planar shadows, shadow maps and shadow volumes
  • mbient occlusion including screen-space ambient occlusion
  • Bump mapping with extensions (Parallax mapping, Displacement mapping)
  • Geometry shaders
  • General-purpose GPU programming (GPGPU) with shaders and CUDA
  • 3D display
  • Rigid body dynamics
  • Quaternions
  • Integration methods
  • Body animation, skinning
  • Deformable models
  • Networking
  • Game AI
Place, publisher, year, edition, pages
Linköping: Ragnemalm Utveckling & Underhållning, 2017. p. 249
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:liu:diva-154026 (URN)9789174376159 (ISBN)
Available from: 2019-01-24 Created: 2019-01-24 Last updated: 2019-08-06Bibliographically approved
Ragnemalm, I. (2017). Polygons feel no pain: A course book in Computer Graphics with OpenGL. Linköping: Ragnemalm Utveckling & Underhållning
Open this publication in new window or tab >>Polygons feel no pain: A course book in Computer Graphics with OpenGL
2017 (English)Book (Other academic)
Abstract [en]

This book is not about the most advanced topics of computer graphics. It does not stop at the mere basics, but a range of advanced topics (advanced shaders, shadows, game physics) are covered by volume 2.

The topics that are covered include • 2D and 3D transformations • 3D viewing • Light models and shading

• Visible surface detection • Surface detail (texture mapping etc) • Collision detection and handling • Large world management (high level VSD, LOD, scene graphs) • Shader programming (GLSL) • Ray-tracing and radiosity • Low-level algorithms (Bresenham, flood fill, scan conversion) • Anti-aliasing

OpenGL 3.2 is used for real-life examples, but this is not an OpenGL book, it is a computer graphics book. For learning OpenGL as such, there are other books.

Place, publisher, year, edition, pages
Linköping: Ragnemalm Utveckling & Underhållning, 2017. p. 280
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:liu:diva-154025 (URN)9789174372847 (ISBN)
Available from: 2019-01-24 Created: 2019-01-24 Last updated: 2019-08-06Bibliographically approved
Ambuluri, S., Garrido, M., Caffarena, G., Ogniewski, J. & Ragnemalm, I. (2013). New Radix-2 and Radix-22 Constant Geometry Fast Fourier Transform Algorithms For GPUs. In: : . Paper presented at IADIS Computer Graphics, Visualization, Computer Vision and Image Processing (pp. 59-66).
Open this publication in new window or tab >>New Radix-2 and Radix-22 Constant Geometry Fast Fourier Transform Algorithms For GPUs
Show others...
2013 (English)Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents new radix-2 and radix-22 constant geometry fast Fourier transform (FFT) algorithms for graphics processing units (GPUs). The algorithms combine the use of constant geometry with special scheduling of operations and distribution among the cores. Performance tests on current GPUs show a significant improvements compared to the most recent version of NVIDIA’s well-known CUFFT, achieving speedups of up to 5.6x.

Keywords
Fast Fourier transform (FFT), graphics processing unit (GPU), constant geometry, radix, CUDA, real-time.
National Category
Other Electrical Engineering, Electronic Engineering, Information Engineering
Identifiers
urn:nbn:se:liu:diva-127975 (URN)
Conference
IADIS Computer Graphics, Visualization, Computer Vision and Image Processing
Available from: 2016-05-13 Created: 2016-05-13 Last updated: 2019-06-28Bibliographically approved
Ragnemalm, I. & Liu, D. (2012). Adapting the ePUMA Architecture for Hand-held Video Games. International Journal of Computer Information Systems and Industrial Management Applications, 4, 153-160
Open this publication in new window or tab >>Adapting the ePUMA Architecture for Hand-held Video Games
2012 (English)In: International Journal of Computer Information Systems and Industrial Management Applications, ISSN 2150-7988, Vol. 4, p. 153-160Article in journal (Refereed) Published
Abstract [en]

The ePUMA architecture is a novel parallel archi- tecture being developed as a platform for low-power computing, typically for embedded or hand-held devices. It was originally designed for radio baseband processors for hand-held devices and for radio base stations. It has also been adapted for executing high definition video CODECs. In this paper, we investigate the possibilities and limitations of the platform for real-time graphics, with focus on hand-held gaming.

Place, publisher, year, edition, pages
MIR Labs, 2012
Keywords
DSP, parallel processing, SIMD, embedded, low-power
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:liu:diva-70242 (URN)
Projects
ePUMA
Available from: 2011-08-29 Created: 2011-08-29 Last updated: 2018-01-12
Ogniewski, J. & Ragnemalm, I. (2011). Autostereoscopy and Motion Parallax for Mobile Computer Games Using Commercially Available Hardware. International Journal of Computer Information Systems and Industrial Management Applications, 3, 480-488
Open this publication in new window or tab >>Autostereoscopy and Motion Parallax for Mobile Computer Games Using Commercially Available Hardware
2011 (English)In: International Journal of Computer Information Systems and Industrial Management Applications, ISSN 2150-7988, Vol. 3, p. 480-488Article in journal (Refereed) Published
Abstract [en]

In this paper we present a solution for the three dimensional representation of mobile computer games which includes both motion parallax and an autostereoscopic display. The system was built on hardware which is available on the consumer market: an iPhone 3G with a Wazabee 3Dee Shell, which is an autostereoscopic extension for the iPhone. The motion sensor of the phone was used for the implementation of the motion parallax effect as well as for a tilt compensation for the autostereoscopic display. This system was evaluated in a limited user study on mobile 3D displays. Despite some obstacles that needed to be overcome and a few remaining shortcomings of the final system, an overall acceptable 3D experience could be reached. That leads to the conclusion that portable systems for the consumer market which include 3D displays are within reach.

Place, publisher, year, edition, pages
MIR Labs, 2011
Keywords
mobile games, autostereoscopy, motion parallax
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:liu:diva-70297 (URN)
Available from: 2011-09-01 Created: 2011-09-01 Last updated: 2018-01-12
Ragnemalm, I. & Karlsson, A. (2011). Computing The Euclidean Distance Transform on the ePUMA Parallel Hardware. In: Yingcai Xiao (Ed.), Computer Graphics, Visualization, Computer Vision and Image Processing 2011: . Paper presented at Computer Graphics, Visualization, Computer Vision and Image Processing (pp. 228-232).
Open this publication in new window or tab >>Computing The Euclidean Distance Transform on the ePUMA Parallel Hardware
2011 (English)In: Computer Graphics, Visualization, Computer Vision and Image Processing 2011 / [ed] Yingcai Xiao, 2011, p. 228-232Conference paper, Published paper (Refereed)
Abstract [en]

The ePUMA architecture is a novel parallel architecture being developed as a platform for low-power computing, typically for embedded or hand-held devices. As part of the exploration of the platform, we have implemented the Euclidean Distance Transform. We outline the ePUMA architecture and describe how the algorithm was implemented.

Keywords
Euclidean distance transform parallel hardware SIMD
National Category
Engineering and Technology
Identifiers
urn:nbn:se:liu:diva-70244 (URN)978-972-8939-48-9 (ISBN)
Conference
Computer Graphics, Visualization, Computer Vision and Image Processing
Projects
ePUMA
Available from: 2011-08-29 Created: 2011-08-29 Last updated: 2017-08-04
Ogniewski, J., Karlsson, A. & Ragnemalm, I. (2011). TEXTURE COMPRESSION IN MEMORY AND PERFORMANCE-CONSTRAINED EMBEDDED SYSTEMS. In: Yingcai Xiao (Ed.), Computer Graphics, Visualization, Computer Vision and Image Processing 2011. Paper presented at Computer Graphics, Visualization, Computer Vision and Image Processing 2011 (pp. 19-26).
Open this publication in new window or tab >>TEXTURE COMPRESSION IN MEMORY AND PERFORMANCE-CONSTRAINED EMBEDDED SYSTEMS
2011 (English)In: Computer Graphics, Visualization, Computer Vision and Image Processing 2011 / [ed] Yingcai Xiao, 2011, p. 19-26Conference paper, Published paper (Refereed)
Abstract [en]

More embedded systems gain increasing multimedia capabilities, including computer graphics. Although this is mainly due to their increasing computational capability, optimizations of algorithms and data structures are important as well, since these systems have to fulfill a variety of constraints and cannot be geared solely towards performance. In this paper, the two most popular texture compression methods (DXT1 and PVRTC) are compared in both image quality and decoding performance aspects. For this, both have been ported to the ePUMA platform which is used as an example of energy consumption optimized embedded systems. Furthermore, a new DXT1 encoder has been developed which reaches higher image quality than existing encoders.

Keywords
Embedded systems, texture compression
National Category
Engineering and Technology
Identifiers
urn:nbn:se:liu:diva-70245 (URN)978-972-8939-48-9 (ISBN)
Conference
Computer Graphics, Visualization, Computer Vision and Image Processing 2011
Projects
ePUMA
Available from: 2011-08-29 Created: 2011-08-29 Last updated: 2011-09-05
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