C Language Program For Newton-Raphson Method
Sparse codingthat is, modelling data vectors as sparse linear combinations of basis elementsis widely used in machine learning, neuroscience, signal processing. Tanin No Kao 1966 more. International Journal of Engineering Research and Applications IJERA is an open access online peer reviewed international journal that publishes research. ABSTRACT. In the present paper, the ultimate load of the reinforced concrete slabs 16 is determined using the finite element method and mathematical programming. Old news virtualdub. News Bicubic resampling Long, lengthy rantHHHHdiscourse on 3. D to follow. One of the features Ive been working on for 1. D support. Weve been using simply bilinear for too long, and its time we had better quality zooms accelerated on the video card. Problem is, 3. D pipelines arent really set up for generic FIR filters, so the task is to convolute and mutate the traditional 4x. GPU understands. To review, the 1. C Language Program For Newton-Raphson Method' title='C Language Program For Newton-Raphson Method' />COGO50 1. ENG 206KB55KB Surveying program capable of performing common survey calculations. The program handles multiple user created jobs and performs. Folder Contents De, En, Es, Fr and It Folders with identical content except that they are in German, English, Spanish, French and Italian. You can change the. In psychometrics, item response theory IRT also known as latent trait theory, strong true score theory, or modern mental test theory is a paradigm for the design. MMU offers various engineering courses in Biotechnology, Civil Engineering, Electrical Engineering, Computer Science Engineering etc. Apply now for admissionsD cubic interpolation filter used in Virtual. Dub is a 4 tap filter defined as follows tap 1 Ax 2. Ax. 2 Ax. 3 tap 2 1 A3x. A2x. 3 tap 3 Ax 2. A3x. 2 A2x. Ax. 2 Ax. Applying this both horizontally and vertically gives the bicubic filter. The fact that you calculate the 2. D filter as two 1. D passes means that the 2. D filter is separable this reduces the number of effective taps for the 2. D filter from 1. 6 to 8. We can do this on a GPU by doing the horizontal pass into a render target texture, then using that as the source for a vertical pass. As we will see, this is rather important on the lower end 3. D cards. Now, how many different problems did I encounter implementing this Lets start with the most powerful cards and work down DX9, some DX8 class cards Pixel Shader 1. NVIDIA Ge. Force FX, ATI RADEON 8. Six texture stages, high precision fixed point arithmetic or possibly even floating point. There really isnt any challenge to this one whatsoever, as you simply just bind the source texture to the first four texture stages, bind a filter LUT to the fifth texture stage, and multiply add them all together in a simple PS1. On top of that, you have fill rate that is obscene for this task so performance is essentially a non issue. Total passes two. NVIDIA has some interesting shaders in their FXComposer tool for doing bicubic interpolation using Pixel Shader 2. However, it chews up a ton of shader resources and burns a ton of clocks per pixel I think the compiler said somewhere around 5. Im not sure thats faster than a separable method and it chews up a lot of shader resources. Did I mention it requires PS2. It does compute a more precise filter, however. I might add a single pass PS2. I have a Ge. Force FX 5. I first wrote this path, I had no PS1. I had to prototype on the D3. D reference rasterizer. Refrasts awe inspiring 0. Unfortunately, I think refrast is still a procedural rasterizer, like old Open. GL implementations just about all other current software rasterizers now use dynamic code generation and run orders of magnitude faster. DX8 class card Pixel Shader 1. NVIDIA Ge. Force 34 Four texture stages not quite enough for single pass 4 tap, so we must do two passes per axis. Now we run into a problem the framebuffer is limited to 8 bit unsigned values, and more importantly, cant hold negative values. The way we get around this is to compute the absolute value of the two negative taps first into the framebuffer, then combining that with the sum of the two positive taps using REVSUBTRACT as the framebuffer blending mode. Sadly, clamping to 0,1 occurs before blending and there is no way to do a 2. X on the blend so we must throw away 1 LSB of the image and burn a pass doubling the image, bringing the total to five passes. And no, I wont consider whacking the gamma ramp of the whole screen to avoid the last pass. DX7 class card Fixed function, two texture stages NVIDIA Ge. Force 2 This is where things get uglier. Only two texture stages means we can only compute one tap at a time, since we need one of the stages for the filter LUT. This means that 9 passes are required, four for the horizontal filter, four for the vertical, and one to double the result. As you may have guessed a GF2 or GF4. Go doesnt have a whole lot of fill rate after dividing by nine and I have trouble getting this mode working at 3. That sucks, because my development platform is a GF4. Go. 44. 0. I came up with an alternate way to heavily abuse the diffuse channel in order to do one tap per texture stage draw one pixel wide strips of constant filter vertical for the horizontal pass, horizontal for the vertical pass and put the filter coefficients in the diffuse color. This cuts the number of passes down to five as with the GF34 path. Unfortunately, this turns out to be slower than the nine pass method. I doubt its T L load, because 5. Im blowing the tiling pattern by drawing strips. Sigh. Ive been racking my brain trying to bring this one below nine passes, but I havent come up with anything other than the method above that didnt work. DX7 class card Fixed function, three texture stages ATI RADEON Three texture stages means we can easily do two taps at a time for a total of five passes, which should put the original ATI RADEON on par with the Ge. Force 3 for this operation. Yay for ATI and the third texture stage Oh wait, this card doesnt support alternate framebuffer blending operations and thus cant subtract on blend. On top of that, D3. D lets us complement on input to a blending stage but not output, and we cant do the multiply add until the final stage. Never mind, the original RADEON sucks. So now what We first compute the two negative taps using the ugly but useful D3. DTOPMODULATEALPHAADDCOLOR. How do we handle the negation By clearing the render target to 5. INVSRCCOLOR, basically computing 0. We then add the two positive taps with their filter scaled down by 5. The result is the filtered pixel, shifted into the 0. The vertical pass is computed similarly, but with input complement on both passes to flip the result inverted to 0, 0. The filtering operation is linear and can be commuted with the complement. The final pass then doubles the result with input complementation again to produce the correct output. Rather fugly, but it does work. The precision isnt great, though, slightly worse than the Ge. Force 2 mode. Interestingly, the RADEON doesnt really run any better than the Ge. Force 2 despite having half the passes. DX0 class card Intel Pentium 4 M 1. GHz Heres the sad part a highly optimized SSE2 bicubic routine can stretch a 3. That means systems with moderate GPUs and fast CPUs are better off just doing the bicubic stretch on the CPU. Argh You might be wondering why Im using Direct. D instead of Open. GL. That is a valid question, given that I dont really like Direct. D which I affectionately call caps bit hell. The reason is that I wrote a basic Open. GL display driver for 1. NVIDIA drivers that caused a stall of up to ten seconds when switching between display contexts. The code has shipped and is in 1. Video. Display. Drivers. I might resurrect it again as NVIDIA reportedly exposes a number of features in their hardware in Open. GL that are not available in Direct. D, such as the full register combiners, and particularly the final combiner. However, I doubt that theres anything I can use, because the two critical features I need for improving the GF2 path are either doubling the result of the framebuffer blend or another texture stage, both of which are doubtful. News YV1. 2 is b. My daily commute takes me across the San Mateo Bridge. Coming back from the Peninsula there is a sign that says Emergency parking 14 mile. Several people suggested declspecnaked for the intrinsics code generation problem. Sorry, not good enough.