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Ragnemalm, Ingemar
Publikasjoner (10 av 15) Visa alla publikasjoner
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
Åpne denne publikasjonen i ny fane eller vindu >>A sub-pixel distance correction method for distance transforms of binary images.
2018 (engelsk)Inngår i: Swedish Symposium on Image Analysis, Stockholm: SSBA , 2018Konferansepaper, Poster (with or without abstract) (Annet vitenskapelig)
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.

sted, utgiver, år, opplag, sider
Stockholm: SSBA, 2018
HSV kategori
Identifikatorer
urn:nbn:se:liu:diva-154027 (URN)
Konferanse
Swedish Symposium on Image Analysis, Stockholm, Sweden, 7-9 March 2018
Tilgjengelig fra: 2019-01-24 Laget: 2019-01-24 Sist oppdatert: 2025-02-07bibliografisk kontrollert
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
Åpne denne publikasjonen i ny fane eller vindu >>Polygons Feel No Pain, So How Can We Make Them Scream When They Attack in packs: A course book in GPU computing
2018 (engelsk)Bok (Annet vitenskapelig)
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.

sted, utgiver, år, opplag, sider
Linköping: Ragnemalm Utveckling & Underhållning, 2018. s. 148 Opplag: Vol. 3
HSV kategori
Identifikatorer
urn:nbn:se:liu:diva-154024 (URN)9789177737193 (ISBN)
Tilgjengelig fra: 2019-01-24 Laget: 2019-01-24 Sist oppdatert: 2019-08-06bibliografisk kontrollert
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
Åpne denne publikasjonen i ny fane eller vindu >>An Algorithm for Simultaneous Coalition Structure Generation and Task Assignment
2017 (engelsk)Inngår i: 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, s. 514-522Konferansepaper, Publicerat paper (Fagfellevurdert)
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.

sted, utgiver, år, opplag, sider
Cham: Springer, 2017
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 10621
Emneord
coalition formation, task allocation, multi-agent system, artificial intelligence, optimal assignment
HSV kategori
Identifikatorer
urn:nbn:se:liu:diva-141867 (URN)10.1007/978-3-319-69131-2_34 (DOI)9783319691305 (ISBN)9783319691312 (ISBN)
Konferanse
PRIMA International Conference on Principles and Practice of Multi-Agent Systems, Nice, France, 30 October - 3 November, 2017
Tilgjengelig fra: 2017-10-10 Laget: 2017-10-10 Sist oppdatert: 2021-04-19bibliografisk kontrollert
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
Åpne denne publikasjonen i ny fane eller vindu >>Polygons feel no pain : course book for TSBK03 Advanced game programming Volume 2: So how can we make them scream?
2017 (engelsk)Bok (Annet vitenskapelig)
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
sted, utgiver, år, opplag, sider
Linköping: Ragnemalm Utveckling & Underhållning, 2017. s. 249
HSV kategori
Identifikatorer
urn:nbn:se:liu:diva-154026 (URN)9789174376159 (ISBN)
Tilgjengelig fra: 2019-01-24 Laget: 2019-01-24 Sist oppdatert: 2019-08-06bibliografisk kontrollert
Ragnemalm, I. (2017). Polygons feel no pain: A course book in Computer Graphics with OpenGL. Linköping: Ragnemalm Utveckling & Underhållning
Åpne denne publikasjonen i ny fane eller vindu >>Polygons feel no pain: A course book in Computer Graphics with OpenGL
2017 (engelsk)Bok (Annet vitenskapelig)
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.

sted, utgiver, år, opplag, sider
Linköping: Ragnemalm Utveckling & Underhållning, 2017. s. 280
HSV kategori
Identifikatorer
urn:nbn:se:liu:diva-154025 (URN)9789174372847 (ISBN)
Tilgjengelig fra: 2019-01-24 Laget: 2019-01-24 Sist oppdatert: 2019-09-19bibliografisk kontrollert
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).
Åpne denne publikasjonen i ny fane eller vindu >>New Radix-2 and Radix-22 Constant Geometry Fast Fourier Transform Algorithms For GPUs
Vise andre…
2013 (engelsk)Konferansepaper, Publicerat paper (Fagfellevurdert)
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.

Emneord
Fast Fourier transform (FFT), graphics processing unit (GPU), constant geometry, radix, CUDA, real-time.
HSV kategori
Identifikatorer
urn:nbn:se:liu:diva-127975 (URN)
Konferanse
IADIS Computer Graphics, Visualization, Computer Vision and Image Processing
Tilgjengelig fra: 2016-05-13 Laget: 2016-05-13 Sist oppdatert: 2019-06-28bibliografisk kontrollert
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
Åpne denne publikasjonen i ny fane eller vindu >>Adapting the ePUMA Architecture for Hand-held Video Games
2012 (engelsk)Inngår i: International Journal of Computer Information Systems and Industrial Management Applications, ISSN 2150-7988, Vol. 4, s. 153-160Artikkel i tidsskrift (Fagfellevurdert) 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.

sted, utgiver, år, opplag, sider
MIR Labs, 2012
Emneord
DSP, parallel processing, SIMD, embedded, low-power
HSV kategori
Identifikatorer
urn:nbn:se:liu:diva-70242 (URN)
Prosjekter
ePUMA
Tilgjengelig fra: 2011-08-29 Laget: 2011-08-29 Sist oppdatert: 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
Åpne denne publikasjonen i ny fane eller vindu >>Autostereoscopy and Motion Parallax for Mobile Computer Games Using Commercially Available Hardware
2011 (engelsk)Inngår i: International Journal of Computer Information Systems and Industrial Management Applications, ISSN 2150-7988, Vol. 3, s. 480-488Artikkel i tidsskrift (Fagfellevurdert) 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.

sted, utgiver, år, opplag, sider
MIR Labs, 2011
Emneord
mobile games, autostereoscopy, motion parallax
HSV kategori
Identifikatorer
urn:nbn:se:liu:diva-70297 (URN)
Tilgjengelig fra: 2011-09-01 Laget: 2011-09-01 Sist oppdatert: 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).
Åpne denne publikasjonen i ny fane eller vindu >>Computing The Euclidean Distance Transform on the ePUMA Parallel Hardware
2011 (engelsk)Inngår i: Computer Graphics, Visualization, Computer Vision and Image Processing 2011 / [ed] Yingcai Xiao, 2011, s. 228-232Konferansepaper, Publicerat paper (Fagfellevurdert)
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.

Emneord
Euclidean distance transform parallel hardware SIMD
HSV kategori
Identifikatorer
urn:nbn:se:liu:diva-70244 (URN)978-972-8939-48-9 (ISBN)
Konferanse
Computer Graphics, Visualization, Computer Vision and Image Processing
Prosjekter
ePUMA
Tilgjengelig fra: 2011-08-29 Laget: 2011-08-29 Sist oppdatert: 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).
Åpne denne publikasjonen i ny fane eller vindu >>TEXTURE COMPRESSION IN MEMORY AND PERFORMANCE-CONSTRAINED EMBEDDED SYSTEMS
2011 (engelsk)Inngår i: Computer Graphics, Visualization, Computer Vision and Image Processing 2011 / [ed] Yingcai Xiao, 2011, s. 19-26Konferansepaper, Publicerat paper (Fagfellevurdert)
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.

Emneord
Embedded systems, texture compression
HSV kategori
Identifikatorer
urn:nbn:se:liu:diva-70245 (URN)978-972-8939-48-9 (ISBN)
Konferanse
Computer Graphics, Visualization, Computer Vision and Image Processing 2011
Prosjekter
ePUMA
Tilgjengelig fra: 2011-08-29 Laget: 2011-08-29 Sist oppdatert: 2011-09-05
Organisasjoner