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Fundamental and Technological Limitations of Immersive Audio Systems

Fundamental and Technological Limitations of Immersive Audio Systems
Fundamental and Technological Limitations of Immersive Audio Systems

Fundamental and Technological Limitations of Immersive Audio Systems

CHRIS KYRIAKAKIS,MEMBER,IEEE

Numerous applications are currently envisioned for immersive audio systems.The principal function of such systems is to synthe-size,manipulate,and render sound?elds in real time.In this paper, we examine several fundamental and technological limitations that impede the development of seamless immersive audio sys-tems.Such limitations stem from signal-processing requirements, acoustical considerations,human listening characteristics,and listener movement.We present a brief historical overview to outline the development of immersive audio technologies and discuss the performance and future research directions of immersive audio systems with respect to such https://www.doczj.com/doc/6918137144.html,st,we present a novel desktop audio system with integrated listener-tracking capability that circumvents several of the technological limitations faced by today’s digital audio workstations.

Keywords—Acoustic signal processing,audio systems,auditory system,multimedia systems,signal processing.

I.I NTRODUCTION

Emerging integrated media systems seamlessly combine digital video,digital audio,computer animation,text,and graphics into common displays that allow for mixed media creation,dissemination,and interactive access in real time. Immersive audio and video environments based on such systems can be envisioned for applications that include teleconferencing and telepresence;augmented and virtual reality for manufacturing and entertainment;air-traf?c con-trol,pilot warning,and guidance systems;displays for the visually or aurally impaired;home entertainment;distance learning;and professional sound and picture editing for television and?lm.The principal function of immersive systems is to synthesize multimodal perceptions that do not exist in the current physical environment,thus immersing users in a seamless blend of visual and aural information. Signi?cant resources have been allocated over the past20 years to promote research in the area of image and video processing,resulting in important advances in these?elds.

Manuscript received September8,1997;revised December4,1997.The Guest Editor coordinating the review of this paper and approving it for publication was T.Chen.

The author is with the Integrated Media Systems Center,University of Southern California,Los Angeles,CA90089-2564USA(e-mail: ckyriak@https://www.doczj.com/doc/6918137144.html,).

Publisher Item Identi?er S0018-9219(98)03283-6.On the other hand,audio signal processing,and particularly immersive audio,have been largely neglected.

Accurate spatial reproduction of sound can signi?cantly enhance the visualization of three-dimensional(3-D)infor-mation for applications in which it is important to achieve sound localization relative to visual images.The human ear–brain interface is uniquely capable of localizing and identifying sounds in a3-D environment with remarkable accuracy.For example,human listeners can detect time-of-arrival differences of about

7

such fundamental limits,and delineation of technological considerations that affect present and future system design and development.In the?nal sections,we will present a novel sound-reproduction system that addresses several of the current technological limitations that currently affect the quality of audio at the desktop.This system incorporates a video-based tracking method that allows real-time process-ing of the audio signal in response to listener movement. II.T HE N ATURE OF L IMITATIONS IN

I MMERSIVE A UDIO S YSTEMS

There are two classes of limitations that impede the implementation of immersive audio systems.The?rst class encompasses fundamental limitations that arise from phys-ical laws,and its understanding is essential for determining the feasibility of a particular technology with respect to the absolute physical limits.Many such fundamental limitations are not directly dependent on the choice of systems but instead pertain to the actual process of sound propagation and attenuation in irregularly shaped rooms.The physical properties of the acoustic environment are encoded in the sound?eld and must be decoded by an immersive audio system in order to accurately simulate the original envi-ronment.The in?uence of the local acoustic environment is re?ected in the perception of spatial attributes such as direction and distance,as well as in the perception of room spaciousness and source size[1],[2].The situation is further complicated by the fact that the decoding process must include the transformations associated with human hearing.These include the conversion of spatial sound cues into level and time differences and direction-dependent frequency-response effects caused by the pinna,head,and torso through a set of amplitude and phase transformations known as the HRTF’s.The seamless incorporation of such cues in immersive audio systems is a very active area of research that,if successful,will give rise to systems that begin to approach performance near the fundamental limits. The second class of limitations consists of constraints that arise purely from technological considerations.These are equally useful in understanding the potential applications of a given system and are imposed by the particular tech-nology chosen for system implementation.For example, the process of encoding parameters associated with room acoustics into sound?elds can be modeled using numerical methods.In theory,this would involve the solution of the wave equation for sound subject to the boundary conditions dictated by the complex(absorptive,re?ective, and diffractive)room surfaces.The computational com-plexity of this problem is very high and involves the calculation of estimated10normal modes that fall within the range of human hearing(20Hz–20kHz)for a large hall[4].More recent methods have been developed for rendering sound?elds through a process called auralization. Such methods utilize a combination of scaled models, digital?ltering,and special-purpose hardware for real-time convolution to predict and render the sound?eld[5].As the processing power of digital signal processing(DSP)hardware increases,the capability of auralization systems to render complex sound?elds will increase proportionally. III.B RIEF H ISTORICAL O VERVIEW

A.Two-Channel Stereo

Although many of the principles of stereophonic sound were developed through research efforts in the early1930’s, there still remains a misconception as to the meaning of the word“stereo”itself.While it is generally associated with sound reproduction from two loudspeakers,the word originates from the Greek stereos,meaning solid or three-dimensional.The two-channel association came about in the1950’s because of technological limitations imposed by the phonograph record that had only two groove walls for encoding information.

Stereophony started with the work of Blumlein[6]in the United Kingdom,who recognized early on that it was possible to locate a sound within a range of azimuth angles by using an appropriate combination of delay and level differences.His work focused on accurate reproduction of the sound?eld at each ear of the listener and on the de-velopment of microphone techniques that would allow the recording of the amplitude and phase differences necessary for stereo reproduction.Fletcher,Steinberg,and Snow at Bell Laboratories in the United States[7]–[9]took a differ-ent approach.They considered a“wall of sound”in which an in?nite number of microphones is used to reproduce a sound?eld through an in?nite number of loudspeakers, similar to the Huygens principle of secondary wavelets. While this made for an interesting theoretical result,the Bell Labs researchers realized that practical implementations would require a signi?cantly smaller number of channels. They showed that a three-channel system consisting of left,center,and right channels in the azimuth plane could represent the lateralization and depth of the desired sound ?eld with acceptable accuracy[Fig.1(a)].The?rst such stereophonic three-channel system was demonstrated in 1934with the Philadelphia Orchestra performing remotely for an audience in Washington,DC,over wide-band tele-phone lines.

B.Four-Channel Matrixed Quadraphonic System

While stereophonic methods can be a powerful tool in the reproduction of the spatial attributes of a sound ?eld,they fall short of true three-dimensional reproduction. The quadraphonic system attempted to circumvent such limitations by capturing and transmitting information about the direct sound and the reverberant sound?eld[10],[11]. To deliver the four channels required by quadraphonic recordings over a two-channel medium(e.g.,the phono-graph record),it was necessary to develop an appropriate encoding and decoding scheme.Several such schemes were proposed based on4:2:4matrix encoding/decoding that relied on phase manipulation of the original stereo signals [12].Quadraphonic systems were capable of reproducing sound images fairly accurately in the front and rear sectors

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(a)(b)

Fig.1.(a)Stereo was originally invented based on three loud-speakers.Sound images in the center are rendered by a real loudspeaker that delivers the same direct sound to both ears.(b)In

the two-loudspeaker stereo con?guration with a phantom center,

the cross-talk terms give rise to a less stable center image as well

as a loss of clarity.

of the azimuthal plane,but they exhibited serious limita-tions when attempting to reproduce sound images to the side of the listener.Experiments showed[13],[14]that this was a limitation associated as much with sound-?eld synthesis using only four channels as with human psychoacoustic mechanisms.These technical limitations and the presence of two competing formats in the consumer marketplace contributed to the early demise of quadraphonic systems.

C.Multichannel Surround Sound

In the early1950’s,the?rst multichannel sound format was developed by20th Century Fox.The combination of wide-screen formats such as CinemaScope(35mm) and six-track Todd-AO(70mm)with multichannel sound was the?lm industry’s response to the growing threat of television.Stereophonic?lm sound was typically repro-duced over three front loudspeakers,but these new formats included an additional monophonic channel that was repro-duced over two loudspeakers behind the audience and was known as the effects channel.This channel increased the sense of space for the audience,but it also suffered from a serious technological limitation.Listeners seated on-center with respect to the rear loudspeakers perceived“inside-the-head”localization similar to the effect of stereo images reproduced over headphones.Listeners seated off-center localized the channel to the effects loudspeaker that was closest to them as dictated by the law of the?rst-arriving wavefront,thus destroying the sense of envelopment de-sired[14][Fig.2(a)].The solution to these problems was found by introducing a second channel reproduced over an array of loudspeakers along the sides of the theater to create a more diffuse sound?eld[Fig.2(b)].

In the mid-1970’s,a new sound technology was in-troduced by Dolby Laboratories called Dolby Stereo.It was based on the optical technology that had been used for sound on?lm since the1930’s,and it circumvented the problems associated with magnetic multitrack record-ing.Dolby developed a matrix method for encoding four channels(left,center,right,and mono surround)into two channels using a technique derived from the matrix

methods

(a)(b)

Fig.2.(a)In early surround-sound systems with a mono surround channel,listeners seated off-center perceived the sound as if it originated from the effects loudspeaker that was closest to them,

thus destroying the desired sense of envelopment.(b)Current sys-

tems use stereo surrounds reproduced over an array of loudspeakers along the sides of the theater to create a more diffuse sound

?eld.

Fig.3.Current commercial multichannel systems encode the LFE,three front,and two surround channels into a bit stream that

is decoded at the user’s end.With proper loudspeaker selection

and placement,it is possible to simulate the experience of a movie theater.Dipole surround loudspeakers that do not radiate sound directly in the direction of the listener’s ears produce the best envelopment.

used in quadraphonic systems but also ensured mono and stereo backward compatibility.In1992,further enhance-ments by Dolby were introduced through a new format called Dolby Stereo Digital(SR?D).This format eliminated matrix-based encoding and decoding and provided?ve discrete channels(left,center,right,and independent left and right surround)in a con?guration known as stereo sur-round.A sixth,low-frequency-enhancement(LFE)channel was introduced to add more head room and prevent the main speakers from overloading at low frequencies.The bandwidth of the LFE channel is limited between0and120 Hz,a frequency regime that is outside the localization range for human listeners in a reverberant room,thus simplifying the placement requirements for the subwoofer used for LFE reproduction(Fig.3).

Recent advances in digital audio compression and optical storage have made it possible to deliver up to six discrete audio channels in a consumer format centered around

KYRIAKAKIS:LIMITATIONS OF IMMERSIVE AUDIO SYSTEMS943

the Dolby AC-3compression scheme.1With exciting new formats such as an audio-only digital video disc just around the corner,the number of channels could easily increase to ten or more.While there are several million consumer systems capable of reproducing more than two channels, the majority of users(particularly those with desktop com-puter systems)would?nd the use of multiple loudspeakers impractical.In the sections that follow,we examine the requirements of systems that allow delivery of multiple channels over two loudspeakers using DSP to simulate certain characteristics of human listening.

IV.S PATIAL(3-D)A UDIO

A.Physiological Signal Processing

The human hearing process is based on the analysis of input signals to the two ears for differences in intensity, time of arrival,and directional?ltering by the outer ear. Several theories were proposed as early as1882[15]that identi?ed two basic mechanisms as being responsible for source localization:1)interaural time differences(ITD’s) and2)interaural level differences(ILD’s).A later theory by Lord Rayleigh[16]was based on a combination of ITD and ILD cues that operated in different wavelength regimes. For short wavelengths(corresponding to frequencies in the range of about4–20kHz),the listener’s head casts an acoustical shadow giving rise to a lower sound level at the ear farthest from the sound source(ILD)[Fig.4(b)].At long wavelengths(corresponding to frequencies in the range of about20Hz–1kHz),the head is very small compared to the wavelength,and localization is based on perceived differences in the time of arrival of sound at the two ears (ITD)[Fig.4(a)].The two mechanisms of interaural time and level differences formed the basis of what became known as the duplex theory of sound localization.In the frequency range between approximately1and4kHz,both of these mechanisms are active,which results in several con?icting cues that tend to cause localization errors. While time or intensity differences provide source di-rection information in the horizontal(azimuthal)plane, in the median plane,time differences are constant and localization is based on spectral?ltering.The re?ection and diffraction of sound waves from the head,torso,shoulders, and pinnae,combined with resonances caused by the ear canal,form the physical basis for the HRTF.The outer ear can be modeled(in the static case)as a linear time-invariant system that is fully characterized by the HRTF in the frequency domain.As Blauert[17]describes it,the role of the outer ear is to superimpose angle-and distance-speci?c linear distortions on the incident sound signal.Spatial information is thus encoded onto the signals received by the eardrums through a combination of direction-dependent and direction-independent?lters[18],[19].The magnitude and phase of these head-related transfer functions vary signi?cantly for each sound direction but also from person to person.

1See Dolby Laboratories at

https://www.doczj.com/doc/6918137144.html,.

(a)(b)

Fig.4.(a)In the low-frequency regime,sound is localized based

on differences in the time of arrival at each ear.(b)At higher frequencies,the wavelength of sound is short relative to the size

of the head,and localization is based on perceived level differences caused by head shadowing.In the intermediate-frequency region,

both mechanisms are active,and this can give rise to con?icting cues.

The emerging?eld of3-D audio is based on digital implementations of such HRTF’s.In principle,it is possi-ble to achieve excellent reproduction of three-dimensional sound?elds using such methods;however,it has been demonstrated that this requires precise measurement of each listener’s individual HRTF’s[20].This seemingly funda-mental requirement that derives from inherent physiological and cognitive characteristics of the human ear–brain inter-face has rendered such systems impractical for widespread use.Current research in this area is focused on achiev-ing good localization performance while using synthetic (nonindividualized)HRTF’s derived through averaging or modeling or based on the HRTF’s of subjects that have been determined to be“good localizers”[21],[22].In his review of the challenges in3-D audio implementations, Begault[23]points out that there are currently three major barriers to successful implementation of such systems:1) psychoacoustic errors such as front–back reversals typical in headphone-based systems,2)large amounts of data required to represent measured HRTF’s accurately,and3) frequency-and phase-response errors that arise from mis-matches between nonindividualized and measured HRTF’s. It should be noted that front–back reversals can be reduced if the listener is allowed to move his head and that the lack of externalization experienced with headphone listening can be alleviated with appropriate use of reverberation.

A fourth challenge arises from technological limitations of current computing systems.One capability that we envision for immersive audio systems is the simulation of room acoustics and listener characteristics for interactive, virtual-,and augmented-reality applications.In addition to the computational requirements for photorealistic rendering of visual images,the synthesis of such acoustical environ-ments requires computation of the binaural room response and subsequent convolution with the HRTF’s of the listener in real time as the listener moves around the room.Typical impulse response duration is3s,which,when sampled at48kHz,requires a processor capable of operating at

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more than13G?ops/channel[24].This problem can be circumvented using special-purpose hardware or hybrid block fast Fourier transform/direct convolution methods [25].2The main goal is to reduce the number of operations for such computations,thus making them suitable for real-time interactive applications.

B.Spatial Audio Rendering

A critical issue in the implementation of immersive audio is the reproduction of3-D sound?elds that pre-serve the desired spatial location,frequency response,and dynamic range.There are two general methods for3-D audio rendering that can be categorized as“head related”based on headphone reproduction and“nonhead related”based on loudspeaker reproduction[19].A hybrid category, called transaural stereo,also exists that allows loudspeaker rendering of head-related signals.It should be noted that there are other methods for three-dimensional sound-?eld capture and synthesis such as ambisonics[26]and wave-?eld synthesis[27],[28],but these will not be examined in this paper.

Nonheadroom-related methods typically use multiple loudspeakers to reproduce multiple matrixed or discrete channels.Such systems can convey precisely localized sound images that are primarily con?ned to the horizontal plane and diffuse(ambient)sound to the sides of and behind the listener.In addition to the left and right loudspeakers,they make use of a center loudspeaker that helps create a solidly anchored center-stage sound image,as well as two loudspeakers for the ambient surround sound ?eld.The most prevalent systems currently available to consumers are based on the formats developed by Dolby for?lm sound,including Pro Logic(four-channel matrixed encoded on two channels)and Dolby Digital(5.1-channel discrete based on the AC-3compression scheme).1Other 5.1-channel schemes include DTS Digital Surround3and MPEG-2.Multichannel systems were designed primarily for authentic reproduction of sound associated with movies but have recently started to be used for music recordings and games on CD-ROM.The5.1-channel Dolby Digital system was adopted in the U.S.standard of the upcoming advanced(high-de?nition)television system[29].The design requirements for such loudspeaker-based systems include uniform audience coverage,accurate localization relative to visual images on the screen,diffuse rendering of ambient sounds,and capability for reproduction of the wide (up to105dB)dynamic range present in?lm soundtracks. Head-related binaural recording,or dummy-head stereophony,methods attempt to accurately reproduce at each eardrum of the listener the sound pressure generated by a set of sources and their interactions with the acoustic environment[30].Such recordings can be made with specially designed probe microphones that are inserted in the listener’s ear canal or by using a dummy-head microphone system that is based on average human 2See Lake DSP at https://www.doczj.com/doc/6918137144.html,.

3See https://www.doczj.com/doc/6918137144.html,/.characteristics.Sound recorded using binaural methods is then reproduced through headphones that deliver the desired sound to each ear.It was concluded from early experiments that in order to achieve the desired degree of realism using binaural methods,the required frequency-response accuracy of the transfer function

was

,,

and

speaker

speaker

(speaker)the sound pressure delivered by each loudspeaker.To accurately reproduce the desired binaural signal at each ear,the input

signals

Fig.5.Transfer functions associated with a loudspeaker sound-rendering system.To deliver the correct binaural sound, it is necessary to pre?lter the signal to the loudspeakers so that the

cross-talk terms H LR and H RL are cancelled during reproduction.

ear speaker

ear speaker

ear ear

ear ear

Fig.6.The time-domain response of a loudspeaker system includes the direct sound as well as the sound due to multiple re?ections from the local acoustical environment.Psychoacoustic evidence indicates that in order for these re?ections not to be perceived,their spectrum level should be 15dB below the level of the direct

sound.

Fig.7.Frequency-response problems that arise in the low frequencies due to standing-wave buildup in small rooms and in higher frequencies due to interactions with elements in the local acoustical environment (e.g.,CRT screen,table top,untreated walls).

midbass frequencies.Furthermore,even if it were possible to place the loudspeakers far away from large re?ecting surfaces,this would only solve the problem for middle and high frequencies.Low-frequency room modes do not depend on surfaces in the local acoustical environment but rather on the physical size of the room.These modes produce standing waves that give rise to large variations in frequency response (Fig.7).Such amplitude and phase distortions can completely destroy carefully designed 3-D audio reproduction that relies on the transaural techniques described above.

B.Design Requirements

To circumvent these limitations,a set of solutions has been developed for single-listener desktop reproduction that delivers sound quality equivalent to a calibrated dubbing stage [43].These solutions include direct-path dominant design and correct low-frequency response.

Based on our current understanding of psychoacoustic principles,it is possible to combine such cues to place the listener in a direct sound ?eld that is dominant over the re?ected and reverberant sound.The design considerations

KYRIAKAKIS:LIMITATIONS OF IMMERSIVE AUDIO SYSTEMS

947

Fig.8.A properly designed direct-path dominant system that compensates for frequency anomalies

produces a much?atter frequency response.Frequencies below100Hz are reproduced with a

separate subwoofer(response not shown)that is placed at a known distance from the listener to

alleviate anomalies from standing waves.

for this direct-path dominant design include compensation

of the physical(re?ection and diffraction)effects of the

video/computer monitor that extends the loudspeaker baf?e

as well as the large re?ecting surface on which the computer

keyboard typically rests.The distortions that arise from am-

plitude and phase anomalies are eliminated,and this results

in a listening experience that is dramatically different than

what is achievable through traditional near-?eld monitoring

methods(Fig.8).

Standing waves associated with the acoustics of small

rooms give rise to fundamental limitations in the quality

of reproduced sound,particularly in the uniformity of low-

frequency response.Variations in this frequency regime can

be as large as

s apart),thereby giving rise to acoustic cross

talk[Fig.1(b)].These time differences,combined with

re?ection and diffraction effects caused by the head,lead to

frequency-response anomalies that are perceived as a lack

of clarity[48].

This problem can be solved by adding a cross-talk

cancellation?lter(as described above in the description

of transaural methods)to the signal of each loudspeaker.

While this solution may be satisfactory for the static case,

as soon as the listener moves even slightly,the conditions

948PROCEEDINGS OF THE IEEE,VOL.86,NO.5,MAY1998

Fig.9.Desktop sound system with vision-based head tracking.In this early prototype,the time difference of arrival at the two ears is adjusted in real time as the listener moves in the plane parallel to the loudspeakers.Current research is focused on tracking,pose estimation (for head rotations),and pinna shape recognition for real-time cross-talk cancellation and individualized HRTF synthesis.

for cancellation are no longer met,and the phantom im-age moves toward the closest loudspeaker because of the precedence effect.In order,therefore,to achieve the highest possible quality of sound for a nonstationary listener and preserve the spatial information in the original material,it is necessary to know the precise location of the listener relative to the loudspeakers [47],[49],[50].In the section below,we describe an experimental system that incorpo-rates a novel listener-tracking method in order to overcome the dif?culties associated with two-ear listening as well as the technological limitations imposed by loudspeaker-based desktop audio systems.

VI.F UTURE R ESEARCH D IRECTIONS

A.Vision-Based Methods for Listener Tracking

Computer vision has historically been considered problematic,particularly for tasks that require object recognition.Up to now,the complexity of vision-based approaches has prevented their being incorporated into desktop-based integrated media systems.Recently,however,von der Malsburg’s Laboratory of Computational and Biological Vision at the University of Southern California (USC)has developed a vision architecture that is capable of recognizing the identity,spatial position (pose),facial expression,gesture identi?cation,and movement of a human subject in real time .

This highly versatile architecture integrates a broad va-riety of visual cues in order to identify the location of a person’s head within the image.Object recognition is achieved through pattern-based analysis that identi?es con-vex regions with skin color that are usually associated with the human face and through a stereo algorithm that determines the disparities among pixels that have been moving [51].This pattern-recognition approach is based on the elastic graph matching method that places graph nodes at appropriate ?ducial points of the pattern [52].A set of features is extracted at each graph node corresponding to the amplitudes of complex Gabor wavelets.The key advantage of this method is that a new pattern (face or ear)can be recognized on the basis of a small number of example images (10–100).For audio applications,in which

the system must remember the last position of a listener that may have stopped moving,a hysteresis mechanism is used to estimate the current position and velocity of the head with a linear predictive ?lter.

While there are several alternative methods for track-ing humans (e.g.,magnetic,ultrasound,infrared,laser),they typically are based on tethered operations or require arti?cial ?ducial markings (e.g.,colored dots,earrings)to be worn by the user.Furthermore,these methods do not offer any additional functionality to match what can be achieved with vision-based methods (e.g.,face and expression recognition,ear classi?cation).

B.Desktop Audio System with Head Tracking

A novel multichannel desktop audio system that meets all the design requirements and acoustical considerations described above has been developed by Holman of TMH Corporation 4in collaboration with the Immersive Audio Laboratory at USC’s Integrated Media Systems Center (IMSC).5This system uses two loudspeakers that are po-sitioned on the sides of a video monitor at a distance of 45cm from each other and 50cm from the listener’s ears (Fig.9).The seating position height is adjusted so that the listener’s ears are at the tweeter level of the loudspeakers (117cm from the ?oor),thus eliminating any colorations in the sound due to off-axis lobing.We have also incorporated the vision-based tracking algorithm described above using a standard video camera connected to an SGI Indy workstation.This tracking system provides us with the coordinates of the center of the listener’s head relative to the loudspeakers and is currently capable of operating at 10frames/s with a 3%accuracy.

In this single-camera system,it is possible to track listener movement that is con?ned in a plane parallel to loudspeakers and at a ?xed distance from them.When the listener is located at the exact center position (the sweet spot),sound from each loudspeaker arrives at the corresponding ear at the exact same time (i.e.,with zero ipsilateral time delay).At any other position of the listener

4See https://www.doczj.com/doc/6918137144.html,.5See

https://www.doczj.com/doc/6918137144.html,.

KYRIAKAKIS:LIMITATIONS OF IMMERSIVE AUDIO SYSTEMS

949

in this plane,there is a relative time difference of arrival between the sound signals from each loudspeaker.To maintain proper stereophonic perspective,the ipsilateral time delay must be adjusted as the listener moves relative to the loudspeakers.The head coordinates provided from the tracking algorithm are used to determine the necessary time-delay adjustment.This information is processed by a 32-b DSP processor board(ADSP-2106x SHARC)resident in a Pentium-II PC.In this early version of our system,the DSP board is used to delay the sound from the loudspeaker that is closest to the listener so that sound arrives with the same time difference as if the listener were positioned in the exact center between the loudspeakers.In other words, we have demonstrated stereophonic reproduction with an adaptively optimized sweet spot.

We are currently in the process of identifying the bottle-necks of both the tracking and the audio signal-processing algorithms and integrating both into a single,PC-based platform for real-time operation.Furthermore,we are ex-panding the capability of the current single-camera system to include a second camera in a stereoscopic con?guration that will provide distance(depth)information.

C.Pinna Classi?cation for Enhanced Sound Localization Immersive audio systems based on averaged HRTF’s suffer from serious drawbacks.To map the entire three-dimensional auditory space requires a large number of tedious and time-consuming measurements,which is very dif?cult to do with human subjects.A further,and perhaps insurmountable,complication arises from the fact that this process must be repeated for every listener in order to produce accurate https://www.doczj.com/doc/6918137144.html,st,discrete point measurements represent a quantization of3-D space that is inherently continuous,thus requiring sophisticated interpolation al-gorithms that are computationally intensive and can give rise to errors[53].Several methods have been proposed to overcome such limitations.Functional HRTF represen-tations that make use of models to represent HRTF’s have been proposed[54]–[56];however,most are not suitable for real-time applications because they require signi?cant computational resources.

There is signi?cant evidence to suggest that the identi-?cation and incorporation of pinna physical characteristics may be a key factor limiting the development of seamless immersive audio systems.The human pinna is a rather complicated structure that for many years was considered to be a degenerate remain from past evolutionary forms.It was assumed to be a sound-collecting horn whose purpose was to direct sound into the ear canal.If this were true,then its physical dimensions would limit its role to a collector of high frequencies(short wavelengths).Experimental results, however,have shown that the pinna is a much more sophisticated instrument[17],[54],[57],[58].The pinna folds act as miniature re?ectors that create small time delays,which in turn give rise to comb-?ltering effects in the frequency domain[59].Also,the pinna is asymmetric relative to the opening of the ear canal.These ridges are arranged in such a way as to optimally translate a change in angle of the incident sound into a change in the pattern of re?ections.It has been demonstrated[57]that the human ear–brain interface can detect delay differences as short as

7 in azimuth(directly behind the listener),the pinna also acts as a low-pass?lter,thus providing additional localization cues.

To understand the fundamental limitations imposed by such pinna transformations,the IMSC Immersive Audio Laboratory,in collaboration with the USC Laboratory for Computational Vision,is developing a novel method for classi?cation and cross comparison of pinna characteristics. We are currently in the process of implementing a data base of pinna images and associated measured directional characteristics(HRTF’s).A picture of the pinna from every new listener allows us to select the HRTF from this data base that corresponds to the ear whose pinna shape is closest to the new ear.The algorithm that will be used for this identi?cation is a modi?ed version of the face-recognition algorithm described above.Initial results have shown successful matching of ears from unknown listeners to those already in our data base,including two arti?cial ears from the KEMAR dummy-head system.A planned extension of this matching method will select characteristics from several stored ears that best match the corresponding characteristics of the new pinna.An appropriate set of weighting factors will then be determined to form a synthetic HRTF that closely resembles that of the new listener.It is important to note that this method offers signi?cant advantages over previous model-based attempts because it can be performed very fast and with minimum computational overhead.

A CKNOWLEDGMENT

The author wishes to thank Prof.T.Holman of the USC IMSC and TMH Corporation for his continued guidance and support,as well as Prof.C.von der Malsburg and Dr.H. Neven from the USC Laboratory for Computational Vision for the development and integration of the vision-based head-tracking and pinna classi?cation algorithms.

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1981.

Chris Kyriakakis(Member,IEEE)was born

in Thessaloniki,Greece,in1963.He received

the B.S.degree in electrical engineering from

the California Institute of Technology,Pasadena,

in1985and the M.S.and Ph.D.degrees in

electrical engineering from the University of

Southern California(USC),Los Angeles,in

1987and1993,respectively.

He currently is an Assistant Professor in the

Electrical Engineering Department,USC,and

an Investigator in the Integrated Media Systems Center(IMSC),a National Science Foundation Engineering Research Center at USC.He is the head of the IMSC Immersive Audio Laboratory and is currently involved in the development of algorithms,systems,and architectures for immersive audio.These efforts include audio signal pro-cessing for accurate spatial rendering of sound at the desktop environment as well as experimental investigation of human listening characteristics.He is involved in several collaborative efforts within the IMSC,including the incorporation of a vision-based system to track a listener’s head for precise, spatially accurate rendering of sound in a three-dimensional immersive audio environment as well as implementation of microphone arrays for robust speaker identi?cation and tracking.

KYRIAKAKIS:LIMITATIONS OF IMMERSIVE AUDIO SYSTEMS951

校园网网络安全设计方案

[摘要] 计算机网络安全建设是涉及我国经济发展、社会发展和国家安全的重大问题。本文结合网络安全建设的全面信息,在对网络系统详细的需求分析基础上,依照计算机网络安全设计目标和计算机网络安全系统的总体规划,设计了一个完整的、立体的、多层次的网络安全防御体系。 [关键词] 网络安全方案设计实现 一、计算机网络安全方案设计与实现概述 影响网络安全的因素很多,保护网络安全的技术、手段也很多。一般来说,保护网络安全的主要技术有防火墙技术、入侵检测技术、安全评估技术、防病毒技术、加密技术、身份认证技术,等等。为了保护网络系统的安全,必须结合网络的具体需求,将多种安全措施进行整合,建立一个完整的、立体的、多层次的网络安全防御体系,这样一个全面的网络安全解决方案,可以防止安全风险的各个方面的问题。 二、计算机网络安全方案设计并实现 1.桌面安全系统 用户的重要信息都是以文件的形式存储在磁盘上,使用户可以方便地存取、修改、分发。这样可以提高办公的效率,但同时也造成用户的信息易受到攻击,造成泄密。特别是对于移动办公的情况更是如此。因此,需要对移动用户的文件及文件夹进行本地安全管理,防止文件泄密等安全隐患。 本设计方案采用清华紫光公司出品的紫光S锁产品,“紫光S锁”是清华紫光“桌面计算机信息安全保护系统”的商品名称。紫光S锁的内部集成了包括中央处理器(CPU)、加密运算协处理器(CAU)、只读存储器(ROM),随机存储器(RAM)、电可擦除可编程只读存储器(E2PROM)等,以及固化在ROM内部的芯片操作系统COS(Chip Operating Sys tem)、硬件ID号、各种密钥和加密算法等。紫光S锁采用了通过中国人民银行认证的Sm artCOS,其安全模块可防止非法数据的侵入和数据的篡改,防止非法软件对S锁进行操作。 2.病毒防护系统 基于单位目前网络的现状,在网络中添加一台服务器,用于安装IMSS。

C++ #pragma code_seg用法

#pragma code_seg 格式如: #pragma code_seg( [ [ { push | pop}, ] [ identifier, ] ] [ "segment-name" [, "segment-class" ] ) 该指令用来指定函数在.obj文件中存放的节,观察OBJ文件可以使用VC自带的dumpbin命令行程序,函数在.obj文件中默认的存放节为.text节,如果code_seg 没有带参数的话,则函数存放在.text节中。 push (可选参数)将一个记录放到内部编译器的堆栈中,可选参数可以为一个标识符或者节名 pop(可选参数)将一个记录从堆栈顶端弹出,该记录可以为一个标识符或者节名identifier(可选参数)当使用push指令时,为压入堆栈的记录指派的一个标识符,当该标识符被删除的时候和其相关的堆栈中的记录将被弹出堆栈 "segment-name" (可选参数)表示函数存放的节名 例如: //默认情况下,函数被存放在.text节中 void func1() {// stored in .text } //将函数存放在.my_data1节中 #pragma code_seg(".my_data1") void func2() {// stored in my_data1 } //r1为标识符,将函数放入.my_data2节中 #pragma code_seg(push, r1, ".my_data2") void func3() {// stored in my_data2 } int main() { } 例如 #pragma code_seg(“PAGE”) 作用是将此部分代码放入分页内存中运行。 #pragma code_seg() 将代码段设置为默认的代码段 #pragma code_seg("INIT") 加载到INIT内存区域中,成功加载后,可以退出内存

校园网络与信息安全管理办法

校园网络与信息安全管理办法 桑梓镇辛撞中心小学 2018.9

校园网络与信息安全管理办法 学校校园网是为教学及学校管理而建立的计算机信息网络,目的在于利用先进实用的计算机技术和网络通信技术,实现校园内计算机互联、资源共享,并为师生提供丰富的网上资源。为了保护校园网络系统的安全、促进学校计算机网络的应用和发展,保证校园网络的正常运行和网络用户的使用权益,更好的为教育教学服务,特制定如下管理办法。 第一章总则 1、本管理制度所称的校园网络系统,是指由校园网络设备、配套的网络线缆设施、网络服务器、工作站、学校办公及教师教学用计算机等所构成的,为校园网络应用而服务的硬件、软件的集成系统。 2、校园网络的安全管理,应当保障计算机网络设备和配套设施的安全,保障信息的安全和运行环境的安全,保障网络系统的正常运行,保障信息系统的安全运行。 3、按照“合法合规,遵从标准”的原则开展网络与信息安全管理工作,网络及信息安全管理领导小组负责相应的网络安全和信息安全工作,定期对相应的网络用户进行有关信息安全和网络安全教育并对上网信息进行审查和监控。 4、所有上网用户必须遵守国家有关法律、法规,严格执行安全保密制度,并对所提供的信息负责。任何单位和个人不得利用联网计算机从事危害校园网及本地局域网服务器、工作站的活动。 5、进入校园网的全体学生、教职员工必须接受并配合国家有关部门及学校依法进行的监督检查,必须接受学校校园网络及信息安全管理领导小组进行的网络系统及信息系统的安全检查。

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校园网络安全设计方案

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(4)尽量不影响原网络拓扑结构,便于系统及系统功能的扩展; (5)安全保密系统具有较好的性能价格比,一次性投资,可以长期使用; (6)安全与密码产品具有合法性,并便于安全管理单位与密码管理单位的检查与监督。 基于上述思想,网络信息安全系统应遵循如下设计原则: 满足因特网的分级管理需求根据Internet网络规模大、用户众多的特点,对Internet/Intranet信息安全实施分级管理的解决方案,将对它的控制点分为三级实施安全管理。 --第一级:中心级网络,主要实现内外网隔离;内外网用户的访问控制;内部网的监控;内部网传输数据的备份与稽查。 --第二级:部门级,主要实现内部网与外部网用户的访问控制;同级部门间的访问控制;部门网内部的安全审计。 --第三级:终端/个人用户级,实现部门网内部主机的访问控制;数据库及终端信息资源的安全保护。 需求、风险、代价平衡的原则对任一网络,绝对安全难以达到,也不一定是必要的。对一个网络进行实际额研究(包括任务、性能、结构、可靠性、可维护性等),并对网络面临的威胁及可能承担的风险进行定性与定量相结合的分析,然后制定规范和措施,确定本系统的安全策略。

stm32中使用#pragma pack(非常有用的字节对齐用法说明)

#pragma pack(4) //按4字节对齐,但实际上由于结构体中单个成员的最大占用字节数为2字节,因此实际还是按2字节对齐 typedef struct { char buf[3];//buf[1]按1字节对齐,buf[2]按1字节对齐,由于buf[3]的下一成员word a是按两字节对齐,因此buf[3]按1字节对齐后,后面只需补一空字节 word a; //#pragma pack(4),取小值为2,按2字节对齐。 }kk; #pragma pack() //取消自定义字节对齐方式 对齐的原则是min(sizeof(word ),4)=2,因此是2字节对齐,而不是我们认为的4字节对齐。 这里有三点很重要: 1.每个成员分别按自己的方式对齐,并能最小化长度 2.复杂类型(如结构)的默认对齐方式是它最长的成员的对齐方式,这样在成员是复杂类型时,可以最小化长度 3.对齐后的结构体整体长度必须是成员中最大的对齐参数的整数倍,这样在处理数组时可以保证每一项都边界对齐 补充一下,对于数组,比如: char a[3];这种,它的对齐方式和分别写3个char是一样的.也就是说它还是按1个字节对齐. 如果写: typedef char Array3[3]; Array3这种类型的对齐方式还是按1个字节对齐,而不是按它的长度. 不论类型是什么,对齐的边界一定是1,2,4,8,16,32,64....中的一个. 声明: 整理自网络达人们的帖子,部分参照MSDN。 作用: 指定结构体、联合以及类成员的packing alignment; 语法: #pragma pack( [show] | [push | pop] [, identifier], n ) 说明: 1,pack提供数据声明级别的控制,对定义不起作用; 2,调用pack时不指定参数,n将被设成默认值; 3,一旦改变数据类型的alignment,直接效果就是占用memory的减少,但是performance会下降; 语法具体分析: 1,show:可选参数;显示当前packing aligment的字节数,以warning message的形式被显示; 2,push:可选参数;将当前指定的packing alignment数值进行压栈操作,这里的栈是the internal compiler stack,同时设置当前的packing alignment为n;如果n没有指定,则将当前的packing alignment数值压栈; 3,pop:可选参数;从internal compiler stack中删除最顶端的record;如果没有指定n,则当前栈顶record即为新的packing alignment 数值;如果指定了n,则n将成为新的packing aligment数值;如果指定了identifier,则internal compiler stack中的record都将被pop 直到identifier被找到,然后pop出identitier,同时设置packing alignment数值为当前栈顶的record;如果指定的identifier并不存在于internal compiler stack,则pop操作被忽略; 4,identifier:可选参数;当同push一起使用时,赋予当前被压入栈中的record一个名称;当同pop一起使用时,从internal compiler stack 中pop出所有的record直到identifier被pop出,如果identifier没有被找到,则忽略pop操作; 5,n:可选参数;指定packing的数值,以字节为单位;缺省数值是8,合法的数值分别是1、2、4、8、16。 重要规则: 1,复杂类型中各个成员按照它们被声明的顺序在内存中顺序存储,第一个成员的地址和整个类型的地址相同; 2,每个成员分别对齐,即每个成员按自己的方式对齐,并最小化长度;规则就是每个成员按其类型的对齐参数(通常是这个类型的大小)和指定对齐参数中较小的一个对齐; 3,结构体、联合体或者类的数据成员,第一个放在偏移为0的地方;以后每个数据成员的对齐,按照#pragma pack指定的数值和这个数据成员自身长度两个中比较小的那个进行;也就是说,当#pragma pack指定的值等于或者超过所有数据成员长度的时候,这个指定值的大小将不产生任何效果; 4,复杂类型(如结构体)整体的对齐是按照结构体中长度最大的数据成员和#pragma pack指定值之间较小的那个值进行;这样当数据成员为复杂类型(如结构体)时,可以最小化长度; 5,复杂类型(如结构体)整体长度的计算必须取所用过的所有对齐参数的整数倍,不够补空字节;也就是取所用过的所有对齐参数中最大的那个值的整数倍,因为对齐参数都是2的n次方;这样在处理数组时可以保证每一项都边界对齐; 对齐的算法:由于各个平台和编译器的不同,现以本人使用的gcc version 3.2.2编译器(32位x86平台)为例子,来讨论编译器对struct 数据结构中的各成员如何进行对齐的。 在相同的对齐方式下,结构体内部数据定义的顺序不同,结构体整体占据内存空间也不同,如下: 设结构体如下定义: struct A { int a; //a的自身对齐值为4,偏移地址为0x00~0x03,a的起始地址0x00满足0x00%4=0;

校园网络安全设计方案

校园网络安全设计方案 一、安全需求 1.1.1网络现状 随着信息技术的不断发展和网络信息的海量增加,校园网的安全形势日益严峻,目前校园网安全防护体系还存在一些问题,主要体现在:网络的安全防御能力较低,受到病毒、黑客的影响较大,对移动存储介质的上网监测手段不足,缺少综合、高效的网络安全防护和监控手段,削弱了网络应用的可靠性。因此,急需建立一套多层次的安全管理体系,加强校园网的安全防护和监控能力,为校园信息化建设奠定更加良好的网络安全基础。 经调查,现有校园网络拓扑图如下: 1.1.2应用和信息点

1.2.现有安全技术 1.操作系统和应用软件自身的身份认证功能,实现访问限制。 2.定期对重要数据进行备份数据备份。 3.每台校园网电脑安装有防毒杀毒软件。 1.3.安全需求 1.构建涵盖校园网所有入网设备的病毒立体防御体系。 计算机终端防病毒软件能及时有效地发现、抵御病毒的攻击和彻底清除病毒,通过计算机终端防病毒软件实现统一的安装、统一的管理和病毒库的更新。 2. 建立全天候监控的网络信息入侵检测体系 在校园网关键部位安装网络入侵检测系统,实时对网络和信息系统访问的异常行为进行监测和报警。 3. 建立高效可靠的内网安全管理体系 只有解决网络内部的安全问题,才可以排除网络中最大的安全隐患,内网安全管理体系可以从技术层面帮助网管人员处理好繁杂的客户端问题。 4. 建立虚拟专用网(VPN)和专用通道 使用VPN网关设备和相关技术手段,对机密性要求较高的用户建立虚拟专用网。 二.安全设计 1.1设计原则 根据防范安全攻击的安全需求、需要达到的安全目标、对应安全机制所需的安全服务等因素,参照SSE-CMM("系统安全工程能力成熟模型")和ISO17799(信息安全管理标准)等国际标准,综合考虑可实施性、可管理性、可扩展性、综合完备

#pragma指令用法汇总和解析

#pragma指令用法汇总和解析 一. message 参数。 message 它能够在编译信息输出窗 口中输出相应的信息,这对于源代码信息的控制是非常重要的。其使用方法为: #pragma message(“消息文本”) 当编译器遇到这条指令时就在编译输出窗口中将消息文本打印出来。 当我们在程序中定义了许多宏来控制源代码版本的时候,我们自己有可能都会忘记有没有正确的设置这些宏,此时我们可以用这条 指令在编译的时候就进行检查。假设我们希望判断自己有没有在源代码的什么地方定义了_X86这个宏可以用下面的方法 #ifdef _X86 #pragma message(“_X86 macro activated!”) #endif 当我们定义了_X86这个宏以后,应用程序在编译时就会在编译输出窗口里显示“_ X86 macro activated!”。我们就不会因为不记得自己定义的一些特定的宏而抓耳挠腮了 二. 另一个使用得比较多的#pragma参数是code_seg。格式如: #pragma code_seg( [ [ { push | pop}, ] [ identifier, ] ] [ "segment-name" [, "segment-class" ] ) 该指令用来指定函数在.obj文件中存放的节,观察OBJ文件可以使用VC自带的dumpbin命令行程序,函数在.obj文件中默认的存放节 为.text节 如果code_seg没有带参数的话,则函数存放在.text节中 push (可选参数) 将一个记录放到内部编译器的堆栈中,可选参数可以为一个标识符或者节名 pop(可选参数) 将一个记录从堆栈顶端弹出,该记录可以为一个标识符或者节名 identifier (可选参数) 当使用push指令时,为压入堆栈的记录指派的一个标识符,当该标识符被删除的时候和其相关的堆栈中的记录将被弹出堆栈 "segment-name" (可选参数) 表示函数存放的节名 例如: //默认情况下,函数被存放在.text节中 void func1() { // stored in .text } //将函数存放在.my_data1节中 #pragma code_seg(".my_data1") void func2() { // stored in my_data1 } //r1为标识符,将函数放入.my_data2节中 #pragma code_seg(push, r1, ".my_data2") void func3() { // stored in my_data2 } int main() { } 三. #pragma once (比较常用) 这是一个比较常用的指令,只要在头文件的最开始加入这条指令就能够保证头文件被编译一次 四. #pragma hdrstop表示预编译头文件到此为止,后面的头文件不进行预编译。

向量化的方法

使用英特尔编译器进行自动向量化 作者:Yang Wang (Intel) 自动向量化是英特尔编译器提供的一个可以自动的使用SIMD指示的功能。在处理数据时,编译器自动选择MMX?, Intel? Streaming SIMD 扩展(Intel? SSE, SSE2, SSE3 和SSE4)等指令集,对数据进行并行的处理。使用编译器提供的自动向量化功能是提高程序性能的一个非常有效的手段。自动向量化在IA-32和Intel? 64的平台上均提供很好的支持。 英特尔编译器提供的自动向量化相关的编译选项如下所示。”/Q”开头的选项是针对Windows平台的,“-“开头的选项是针对Linux*和Mac平台的。 -x, /Qx 按照该选项指定的处理器类型生成相应的优化代码。比如-xSSE3, 该选项指定编译器生成Intel? SSE3指令的代码。又比如-xSSE3_ATOM, 该选项针对Intel? Atom? 处理器进行优化。 -ax, /Qax 如果指定该选项,在生成的单一目标文件中,不但会生成专门针对指定的处理器类型进行优化的代码,同时也生成通用的IA-32架构的代码。该选项主要是为了生成代码的兼容性考虑。 -vec, /Qvec 打开或者关闭编译器的向量化优化。默认情况下自动向量化是打开的。 -vec-report, /Qvec-report 该选项用户控制在编译过程中产生的向量化消息报告。 编译器提供的自动向量化优化默认情况下是打开的。在编译过程中我们可以使用-vec-report选项来打开向量化诊断消息报告。这样编译器可以告诉我们有哪些循环被向量化了,有哪些循环没有被向量化已经无法向量化的原因。 在编译程序的过程中,有时候我们会发现编译器报告说某个循环无法被向量化。很多时候无法向量化的原因都是因为循环中存在的变量依赖关系。有时候我们可以修改程序来消除这种依赖关系,有的时候我们可以使用编译器提供的一些编译指示来显示的告诉编译器如何处理这种依赖关系。即使在某个循环已经可以被自动向量化的时候,使用编译器提供的对向量化的语言支持和编译指示还可以提高编译器向量化的效率,提高程序执行的性能。 下面我们来详细解释一下编译器提供的编译指示以及这些指示对编译器编译的影响。 在Intel编译器中,我们提供下面这样一些对自动向量化的语言支持和编译指示。 __declspec(align(n)) 指导编译器将变量按照n字节对齐 __declspec(align(n,off)) 指导编译器将变量按照n字节再加上off字节的编译量进行对齐 restrict 消除别名分析中的二义性 __assume_aligned(a,n) 当编译器无法获取对齐信息时,假定数组a已经按照n字节对齐 #pragma ivdep 提示编译器忽略可能存在的向量依赖关系 #pragma vector {aligned|unaligned|always}

XX校园网网络安全解决方案

网络安全课程设计 目录 一、校园网概况 二、校园网安全需求分析 三、产品选型和网络拓扑图介绍 四、操作系统安全配置与测试 五、应用服务器(WWW)安全配置 六、防病毒体系设计 七、防火墙设计、配置与测试 一、校园网概况

该校园网始建于2000年8月,至今已经历了四个主要发展阶段,网络覆盖已遍及现有的教学办公区和学生宿舍区。截止目前,校园网光缆铺设约一万二千米,信息点铺设接近一万,开设上网帐号8000多个,办理学校免费邮箱2000左右。 校园网主干现为双千兆环网结构。校园网接入均为千兆光纤到大楼,百兆交换到桌面,具有良好的网络性能。 校园网现有三条宽带出口并行接入Internet,500兆中国电信、100兆中国网通和100兆中国教育科研网,通过合理的路由策略,为校园网用户提供了良好的出口带宽。 校园网资源建设成效显著,现有资源服务包括大学门户网站、新闻网站、各学院和职能部门网站、安农科技网站、邮件服务、电子校务、毕博辅助教学平台、在线电视、VOD点播、音乐欣赏、公用FTP、文档下载、软件下载、知识园地、站点导航、在线帮助、系统补丁、网络安全、个人主页、计费服务、VPN、DHCP、域名服务等。还有外语学习平台,图书馆丰富的电子图书资源,教务处的学分制教学信息服务网、科技处的科研管理平台等。众多的资源服务构成了校园网的资源子网,为广大师生提供了良好的资源服务。 二、校园网安全需求分析 将安全策略、硬件及软件等方法结合起来,构成一个统一的防御系统,有效阻止非法用户进入网络,减少网络的安全风险。 定期进行漏洞扫描,审计跟踪,及时发现问题,解决问题。 通过入侵检测等方式实现实时安全监控,提供快速响应故障的手段,同时具备很好的安全取证措施。 使网络管理者能够很快重新组织被破坏了的文件或应用。使系统重新恢复到破坏前的状态,最大限度地减少损失。

OpenMP的用法

在双重循环中怎样写OpenMP? 那要分析你的外循环跟内循环有没有彼此依赖的关系 unsigned int nCore = GetComputeCore(); unsigned int nStep = IMAGETILEYSIZE / nCore; #pragma omp parallel for private(Level0_x, Level0_y, ChangeLevel0_x, ChangeLevel0_y, InterX1, InterX2, InterY1, InterY2) for (int k = 0; k < nCore; k++) { int begin = k * nStep; int end = (k + 1) * nStep; for (int YOff = begin; YOff < end; YOff++) { for (int XOff = 0; XOff < IMAGETILEXSIZE; XOff++) { Level0_x = pPixelXBuf[YOff][XOff]; Level0_y = pPixelYBuf[YOff][XOff]; ChangeLevel0_x = Level0_x - XMin; ChangeLevel0_y = Level0_y - YMin; //寻找坐标在Level1Buf中对应的4个像素值 InterX1 = (int)(ChangeLevel0_x); InterX2 = (int)(ChangeLevel0_x + 1); InterY1 = (int)(ChangeLevel0_y); InterY2 = (int)(ChangeLevel0_y + 1); //双线性插值对Level0_Buf赋值 ZoomInterpolation(Level0Buf, Level1Buf, ChangeLevel0_x, ChangeLevel0_y, SamplesPerPixel, nXSize, nYSize, InterX1, InterX2, InterY1, InterY2, XOff, YOff); } } } 我也想应该这样,可是如果nCore=1的时候,外循环只循环一次,线程是怎么分配的呢。其实最外层的循环如果很多,就在外循环分配线程是不是就可以不考虑里面的循环了? nCore = 1,就是单核单cpu,多核循环就跟普通的循环没有差别, openmp默认有几个内核就开几个线程同时运行。所以单核openmp也没有什么意义,此时你也可以开两个线程“同时”运行,但在单核机器上,两个线程是不可能同时运行的 可以不考虑里面的循环。你只要保证外循环跟外循环之间,内寻环跟内循环之间没有数据依赖关系就行。 假设 for (int i = 0; i < 200000000; i++)

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