Online fault detection and avoidance framework for distributed factory control systems
    91.
    发明授权
    Online fault detection and avoidance framework for distributed factory control systems 有权
    分布式工厂控制系统的在线故障检测和回避框架

    公开(公告)号:US08010475B2

    公开(公告)日:2011-08-30

    申请号:US12101294

    申请日:2008-04-11

    申请人: Peng Zhao Yan Lu

    发明人: Peng Zhao Yan Lu

    IPC分类号: G06F17/00 G06N5/02

    摘要: An on-line fault detection and avoidance method is provided for industrial control systems that include multiple interacting process controllers. The method addresses the problem that not all faults can be determined and removed at the time of system design and testing. When a fault translates into a time-out condition in one or more controllers, symptoms are identified, persistence is measured, other involved controllers are identified, the fault condition is identified and control laws are reconfigured to avoid the fault condition in the future.

    摘要翻译: 为包括多个交互过程控制器的工业控制系统提供在线故障检测和回避方法。 该方法解决了在系统设计和测试时不能确定和删除所有故障的问题。 当故障转变为一个或多个控制器中的超时状态时,会识别症状,测量持续时间,识别其他相关控制器,识别故障状况,重新配置控制规则以避免未来的故障。

    Strategies for compressing textures
    92.
    发明授权
    Strategies for compressing textures 有权
    压缩纹理的策略

    公开(公告)号:US07714873B2

    公开(公告)日:2010-05-11

    申请号:US11627171

    申请日:2007-01-25

    CPC分类号: G06T9/005 H04N19/186

    摘要: A technique is described for compressing textures for use in a graphics application, such as a 3D game application. The technique includes parsing first-compressed texture information (e.g., S3TC texture information) into respective components of the first-compressed texture information (such as main color information, color index information, main alpha information, and alpha index information). The technique then further compresses the respective components to yield second-compressed texture information (referred to as modified compressed texture information or MCT texture information). The MCT texture information can be stored and then decoded to reconstruct the original S3TC texture information for use in the graphics application. Compared to the use of unmodified S3TC texture information, the technique allows more economical storage of texture information, as well as more efficient loading of the texture information from storage to memory.

    摘要翻译: 描述了一种用于压缩纹理以用于诸如3D游戏应用的图形应用中的技术。 该技术包括将第一压缩纹理信息(例如,S3TC纹理信息)解析成第一压缩纹理信息(诸如主色信息,颜色索引信息,主阿尔法信息和阿尔法索引信息)的各个分量。 然后,该技术进一步压缩各个组件以产生第二压缩纹理信息(称为修改的压缩纹理信息或MCT纹理信息)。 MCT纹理信息可以被存储然后被解码以重建用于图形应用中的原始S3TC纹理信息。 与使用未修改的S3TC纹理信息相比,该技术允许更经济地存储纹理信息,以及更有效地将纹理信息从存储器加载到存储器。

    PROCESSING METHOD AND DEVICE FOR QinQ TERMINATION CONFIGURATION
    93.
    发明申请
    PROCESSING METHOD AND DEVICE FOR QinQ TERMINATION CONFIGURATION 审中-公开
    秦始终配置的处理方法和设备

    公开(公告)号:US20100106791A1

    公开(公告)日:2010-04-29

    申请号:US12649886

    申请日:2009-12-30

    IPC分类号: G06F15/16 G06F9/455

    摘要: Embodiments of the present invention disclose a processing method for 802.1Q in 802.1Q (QinQ) termination configuration, where the method includes: creating QinQ termination configuration for a user when determining that the user is online; and deleting the QinQ termination configuration of the user when determining that the user is offline. A processing device for QinQ termination configuration is also provided. With the present invention, the dynamic configuration can be implemented for QinQ termination devices, which facilitates user management and effectively improves the resource usage.

    摘要翻译: 本发明的实施例公开了一种在802.1Q(QinQ)终端配置中的802.1Q的处理方法,其中所述方法包括:在确定用户在线时为用户创建QinQ终止配置; 以及在确定用户离线时删除用户的QinQ终止配置。 还提供了一种用于QinQ终端配置的处理设备。 通过本发明,可以对QinQ终端设备实现动态配置,便于用户管理,有效提高资源使用。

    Strategies for lossy compression of textures
    94.
    发明授权
    Strategies for lossy compression of textures 有权
    纹理有损压缩的策略

    公开(公告)号:US07683910B2

    公开(公告)日:2010-03-23

    申请号:US11627228

    申请日:2007-01-25

    摘要: A technique is described for compressing textures for use in a graphics application, such as a 3D game application. The technique includes parsing first-compressed texture information (e.g., S3TC texture information) into respective components of the first-compressed texture information (such as main color information, color index information, main alpha information, and alpha index information). The technique then further compresses the respective components to yield second-compressed texture information (referred to as modified compressed texture information or MCT texture information). The MCT texture information can be stored and then decoded to reconstruct the original S3TC texture information for use in the graphics application. Compared to the use of unmodified S3TC texture information, the technique allows more economical storage of texture information, as well as more efficient loading of the texture information from storage to memory.

    摘要翻译: 描述了一种用于压缩纹理以用于诸如3D游戏应用的图形应用中的技术。 该技术包括将第一压缩纹理信息(例如,S3TC纹理信息)解析成第一压缩纹理信息(诸如主色信息,颜色索引信息,主阿尔法信息和阿尔法索引信息)的各个分量。 然后,该技术进一步压缩各个组件以产生第二压缩纹理信息(称为修改的压缩纹理信息或MCT纹理信息)。 MCT纹理信息可以被存储然后被解码以重建用于图形应用中的原始S3TC纹理信息。 与使用未修改的S3TC纹理信息相比,该技术允许更经济地存储纹理信息,以及更有效地将纹理信息从存储器加载到存储器。

    Request Bits Estimation for a Wyner-Ziv Codec
    96.
    发明申请
    Request Bits Estimation for a Wyner-Ziv Codec 有权
    Wyner-Ziv编解码器的请求位估计

    公开(公告)号:US20080079612A1

    公开(公告)日:2008-04-03

    申请号:US11537947

    申请日:2006-10-02

    IPC分类号: H03M7/00

    CPC分类号: H03M7/30 H04N19/395

    摘要: Request bits estimation for a Wyner-Ziv codec is described. In one aspect, and prior to communicating Wyner-Ziv parity bits to a Wyner-Ziv decoder, an estimated total number of parity bits to send to the Wyner-Ziv decoder are determined. This estimated number of parity bits allows the Wyner-Ziv decoder to reconstruct a frame of different coded content using the Wyner-Ziv parity bits such that the reconstructed frame will meet particular quality criteria. This estimated number of parity bits is determined independent of a request-bits feedback loop between the Wyner-Ziv coder and the Wyner-Ziv decoder. The estimated number of parity bits is communicated to the Wyner-Ziv decoder for reconstruction and presentation of the frame to a user.

    摘要翻译: 描述了Wyner-Ziv编解码器的请求比特估计。 在一个方面中,并且在将Wyner-Ziv奇偶校验位传送到Wyner-Ziv解码器之前,确定发送到Wyner-Ziv解码器的估计的奇偶校验位数。 该估计的奇偶校验位数允许Wyner-Ziv解码器使用Wyner-Ziv奇偶校验位来重建不同编码内容的帧,使得重建的帧将满足特定的质量标准。 独立于Wyner-Ziv编码器和Wyner-Ziv解码器之间的请求位反馈环路来确定该估计的奇偶校验位数。 将估计的奇偶校验位数传送给Wyner-Ziv解码器,以重构并向用户呈现帧。

    Wyner-Ziv and Wavelet Video Coding
    97.
    发明申请
    Wyner-Ziv and Wavelet Video Coding 有权
    Wyner-Ziv和小波视频编码

    公开(公告)号:US20080031344A1

    公开(公告)日:2008-02-07

    申请号:US11462580

    申请日:2006-08-04

    IPC分类号: H04B1/66 H04N7/12

    CPC分类号: H04N19/395 H04N19/647

    摘要: Wyner-Ziv and wavelet video coding is described. In one aspect, Wyner-Ziv frames from multiple frames of source video content are zero-tree entropy encoded to generate encoded Wyner-Ziv content. The zero-tree entropy encoding operations are based on high-order statistical correlations among wavelet transforms from the Wyner-Ziv frames. The encoded Wyner-Ziv content is communicated to a decoder for decoding to generate reconstructed Wyner-Ziv frames for presentation to a user.

    摘要翻译: 描述了Wyner-Ziv和小波视频编码。 在一方面,来自多帧源视频内容的Wyner-Ziv帧是零树熵编码以生成编码的Wyner-Ziv内容。 零树熵编码操作基于来自Wyner-Ziv帧的小波变换之间的高阶统计相关性。 编码的Wyner-Ziv内容被传送到解码器以进行解码以产生重建的Wyner-Ziv帧以呈现给用户。

    Strategies For Lossy Compression Of Textures
    98.
    发明申请
    Strategies For Lossy Compression Of Textures 有权
    有损压缩纹理的策略

    公开(公告)号:US20080002896A1

    公开(公告)日:2008-01-03

    申请号:US11627228

    申请日:2007-01-25

    IPC分类号: G06K9/36 G06K9/46

    摘要: A technique is described for compressing textures for use in a graphics application, such as a 3D game application. The technique includes parsing first-compressed texture information (e.g., S3TC texture information) into respective components of the first-compressed texture information (such as main color information, color index information, main alpha information, and alpha index information). The technique then further compresses the respective components to yield second-compressed texture information (referred to as modified compressed texture information or MCT texture information). The MCT texture information can be stored and then decoded to reconstruct the original S3TC texture information for use in the graphics application. Compared to the use of unmodified S3TC texture information, the technique allows more economical storage of texture information, as well as more efficient loading of the texture information from storage to memory.

    摘要翻译: 描述了一种用于压缩纹理以用于诸如3D游戏应用的图形应用中的技术。 该技术包括将第一压缩纹理信息(例如,S3TC纹理信息)解析成第一压缩纹理信息(诸如主色信息,颜色索引信息,主阿尔法信息和阿尔法索引信息)的各个分量。 然后,该技术进一步压缩各个组件以产生第二压缩纹理信息(称为修改的压缩纹理信息或MCT纹理信息)。 MCT纹理信息可以被存储然后被解码以重建用于图形应用中的原始S3TC纹理信息。 与使用未修改的S3TC纹理信息相比,该技术允许更经济地存储纹理信息,以及更有效地将纹理信息从存储器加载到存储器。

    Entropy Coding Method For Coding Video Prediction Residual Coefficients
    100.
    发明申请
    Entropy Coding Method For Coding Video Prediction Residual Coefficients 有权
    用于编码视频预测残差系数的熵编码方法

    公开(公告)号:US20070200737A1

    公开(公告)日:2007-08-30

    申请号:US10572440

    申请日:2004-07-05

    IPC分类号: H03M7/00

    摘要: The present invention provides an entropy coding method for coding video prediction residual coefficients, comprising the steps of: firstly, zig-zag scanning coefficients of blocks to be coded to form a sequence of (level, run) pairs; secondly, selecting a type of code table for coding a current image block to be coded according to a type of macro block; then switching and coding each (level, run) pair in the obtained sequence of (level, run) pairs with multiple tables, with the reverse zig-zag scanning order for the coding order of the pairs; at last, coding a flag of End of Block EOB with the current code table. The present invention of an entropy coding method for coding video prediction residual coefficients fully considers the context information and the rules of symbol's conditional probability distribution by designing different tables for different block types and different regions of level. The coding efficiency is improved and no impact to computational implementation complexity is involved.

    摘要翻译: 本发明提供了一种用于对视频预测残差系数进行编码的熵编码方法,包括以下步骤:首先,要编码的块的Z字形扫描系数形成(级,运行)对的序列; 其次,根据宏块的类型选择用于编码要编码的当前图像块的码表类型; 然后在所获得的(多个表中)对的序列中对每个(电平,运行)对进行切换和编码,其中用于编码顺序的反向Z字形扫描顺序; 最后用当前代码表编码块EOB结束标志。 用于编码视频预测残差系数的熵编码方法的本发明通过为不同的块类型和不同的级别的区域设计不同的表格来充分地考虑上下文信息和符号的条件概率分布规则。 编码效率得到提高,对计算实现的复杂性没有影响。