Memory efficient and constant time 2D-recursive spatial averaging filter for embedded implementations

2016 ◽  
Author(s):  
Qifeng Gan ◽  
Lama Seoud ◽  
Houssem Ben Tahar ◽  
J.M. Pierre Langlois
2019 ◽  
Author(s):  
Muhammad Haseeb ◽  
Muaaz G. Awan ◽  
Alexander S. Cadigan ◽  
Fahad Saeed

AbstractThe most commonly used strategy for peptide identification in shotgun LC-MS/MS proteomics involves searching of MS/MS data against an in-silico digested protein sequence database. Typically, the digested peptide sequences are indexed into the memory to allow faster search times. However, subjecting a database to post-translational modifications (PTMs) during digestion results in an exponential increase in the number of peptides and therefore memory consumption. This limits the usage of existing fragment-ion based open-search algorithms for databases with several PTMs. In this paper, we propose a novel fragment-ion indexing technique which is analogous to suffix array transformation and allows constant time querying of indexed ions. We extend our transformation method, called SLM-Transform, by constructing ion buckets that allow querying of all indexed ions by mass by only storing information on distribution of ion-frequencies within buckets. The stored information is used with a regression technique to locate the position of ions in constant time. Moreover, the number of theoretical b- and y-ions generated and indexed for each theoretical spectrum are limited. Our results show that SLM-Transform allows indexing of up to 4x peptides than other leading fragment-ion based database search tools within the same memory constraints. We show that SLM-Transform based index allows indexing of over 83 million peptides within 26GB RAM as compared to 80GB required by MSFragger. Finally, we show the constant ion retrieval time for SLM-Transform based index allowing ultrafast peptide search speeds.Source code will be made available at: https://github.com/pcdslab/slmindex


2014 ◽  
Vol 13 (1) ◽  
pp. 87
Author(s):  
Tong Oh ◽  
Hyung Kim ◽  
Woo Jeong ◽  
Hun Wi ◽  
Oh Kwon ◽  
...  

Computers ◽  
2020 ◽  
Vol 9 (1) ◽  
pp. 17
Author(s):  
Thorsten Roth ◽  
Martin Weier ◽  
Pablo Bauszat ◽  
André Hinkenjann ◽  
Yongmin Li

Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way in order to reconstruct view-dependent illumination while maintaining interactive frame rates. By evaluating the visual fidelity against ground truth sequences and by benchmarking, we show that our approach compares well to low-noise path-traced results, but with a greatly reduced computational complexity, allowing for interactive frame rates. This way, our caching technique provides a useful tool for global illumination previews and multi-view rendering.


Author(s):  
Thorsten Roth ◽  
Martin Weier ◽  
Pablo Bauszat ◽  
André Hinkenjann ◽  
Yongmin Li

Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way in order to reconstruct view-dependent illumination while maintaining interactive frame rates. By evaluating the visual fidelity against ground truth sequences and by benchmarking, we show that our approach compares well to low-noise path traced results, but with a greatly reduced computational complexity allowing for interactive frame rates. This way, our caching technique provides a useful tool for global illumination previews and multi-view rendering.


PIERS Online ◽  
2007 ◽  
Vol 3 (4) ◽  
pp. 374-378 ◽  
Author(s):  
Yu Liu ◽  
Ziqiang Yang ◽  
Zheng Liang ◽  
Limei Qi

2011 ◽  
Vol 18 (11) ◽  
pp. 651-654 ◽  
Author(s):  
K. N. Chaudhury
Keyword(s):  

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