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  • 1.
    Ambuluri, Sreehari
    et al.
    Linköping University, Department of Electrical Engineering. Linköping University, Faculty of Science & Engineering.
    Garrido, Mario
    Linköping University, Department of Electrical Engineering, Electronics System. Linköping University, The Institute of Technology.
    Caffarena, Gabriel
    Boadilla del Monte, Madrid, Spain.
    Ogniewski, Jens
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, Faculty of Science & Engineering.
    Ragnemalm, Ingemar
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, Faculty of Science & Engineering.
    New Radix-2 and Radix-22 Constant Geometry Fast Fourier Transform Algorithms For GPUs2013Conference 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.

  • 2.
    Ogniewski, Jens
    et al.
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, The Institute of Technology.
    Karlsson, Andréas
    Linköping University, Department of Electrical Engineering, Computer Engineering. Linköping University, The Institute of Technology.
    Ragnemalm, Ingemar
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, The Institute of Technology.
    TEXTURE COMPRESSION IN MEMORY AND PERFORMANCE-CONSTRAINED EMBEDDED SYSTEMS2011In: Computer Graphics, Visualization, Computer Vision and Image Processing 2011 / [ed] Yingcai Xiao, 2011, p. 19-26Conference 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.

  • 3.
    Ogniewski, Jens
    et al.
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, The Institute of Technology.
    Ragnemalm, Ingemar
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, The Institute of Technology.
    Autostereoscopy and Motion Parallax for Mobile Computer Games Using Commercially Available Hardware2011In: International Journal of Computer Information Systems and Industrial Management Applications, ISSN 2150-7988, Vol. 3, p. 480-488Article in journal (Refereed)
    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.

  • 4.
    Präntare, Fredrik
    et al.
    Linköping University, Department of Computer and Information Science, Artificial Intelligence and Integrated Computer Systems. Linköping University, Faculty of Science & Engineering.
    Ragnemalm, Ingemar
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, Faculty of Science & Engineering.
    Heintz, Fredrik
    Linköping University, Department of Computer and Information Science, Artificial Intelligence and Integrated Computer Systems. Linköping University, Faculty of Science & Engineering.
    An Algorithm for Simultaneous Coalition Structure Generation and Task Assignment2017In: Proceedings of the 20th International Conference on Principles and Practice of Multi-Agent Systems (PRIMA), Springer, 2017Conference 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.

  • 5.
    Ragnemalm, Ingemar
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, The Institute of Technology.
    Minimalism for usability; The design of a programming development system with a minimalistic user interface2010In: INTERFACES AND HUMAN  COMPUTER INTERACTION  2010 / [ed] Katherine Blashki, 2010, p. 446-448Conference paper (Refereed)
    Abstract [en]

    We present a project in development, an integrated development environment (IDE) for Mac OS X named Lightweight

    IDE. The design breaks with the trend of making user interfaces more and more complex, in order to produce a system

    which is fast to learn and comfortable to use. The project has two goals: To produce a usable system for education and

    hobbyists, as well as exploring advantages of a tight user interface for this particular kind of applications. The system has

    been implemented and is fully usable for serious development. It has been evaluated in a limited user study.

     

  • 6.
    Ragnemalm, Ingemar
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, The Institute of Technology.
    Polygons feel no pain2008Other (Other (popular science, discussion, etc.))
  • 7.
    Ragnemalm, Ingemar
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, The Institute of Technology.
    So how can you make them scream?2008Other (Other (popular science, discussion, etc.))
  • 8.
    Ragnemalm, Ingemar
    et al.
    Linköping University, Department of Electrical Engineering, Information Coding.
    Hjelm Andersson, Patrik
    Shape matching on the Euclidean Distance Transform2005In: Swedish Symposium on Image Analysis, 2005, p. 21-24Conference paper (Other academic)
  • 9.
    Ragnemalm, Ingemar
    et al.
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, The Institute of Technology.
    Karlsson, Andréas
    Linköping University, Department of Electrical Engineering, Computer Engineering. Linköping University, The Institute of Technology.
    Computing The Euclidean Distance Transform on the ePUMA Parallel Hardware2011In: Computer Graphics, Visualization, Computer Vision and Image Processing 2011 / [ed] Yingcai Xiao, 2011, p. 228-232Conference 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.

  • 10.
    Ragnemalm, Ingemar
    et al.
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, The Institute of Technology.
    Liu, Dake
    Linköping University, Department of Electrical Engineering, Computer Engineering. Linköping University, The Institute of Technology.
    Adapting the ePUMA Architecture for Hand-held Video Games2012In: International Journal of Computer Information Systems and Industrial Management Applications, ISSN 2150-7988, Vol. 4, p. 153-160Article in journal (Refereed)
    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.

  • 11.
    Ragnemalm, Ingemar
    et al.
    Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, The Institute of Technology.
    Liu, Dake
    Linköping University, Department of Electrical Engineering, Computer Engineering. Linköping University, The Institute of Technology.
    Towards using the ePUMA architecture for hand-held video games2010In: COMPUTER GRAPHICS,  VISUALIZATION, COMPUTER VISION  AND IMAGE PROCESSING 2010, 2010, p. 380--384Conference 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. 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.

1 - 11 of 11
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