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1.
基于三态信号的测试数据相容压缩方法   总被引:1,自引:0,他引:1  
陈田  左永生  安鑫  任福继 《计算机应用》2019,39(6):1863-1868
针对超大规模集成电路(VLSL)的发展过程中测试数据量增加的问题,提出了一种基于三态信号的测试数据压缩方法。首先,对测试集进行优化预处理操作,即对测试集进行部分输入精简和测试向量重排序操作,在提高测试集中无关位X的比例的同时,使各测试向量之间的相容性提高;随后,对预处理后的测试集进行三态信号编码压缩,即利用三态信号的特性将测试集划分为多个扫描切片,并对扫描切片进行相容编码压缩,考虑多种相容规则使得测试集的压缩率得到提高。实验结果表明,与同类压缩方法相比,所提的方法取得了较高的压缩率,平均测试压缩率达到76.17%,同时测试功耗和面积开销也没有明显增加。  相似文献   

2.
刘杰  徐三子 《计算机工程》2010,36(21):19-21
测试集中分布的大量短游程限制了经典编码压缩方案的压缩效率。针对该问题,提出一种测试位重组算法,采用一种贪婪方案把某一种电平集中到测试模式的一端,从而减少短游程。实验结果表明,与使用优化差分算法的经典压缩方案相比,使用该算法的编码压缩方案不仅能获得更高的压缩率,还能降低测试功耗。  相似文献   

3.
基于部分测试向量切分的LFSR重新播种方法   总被引:5,自引:0,他引:5  
提出一种测试码压缩方法,首先切分测试集中含确定位较多的难以编码的测试向量,然后与未被切分的测试向量共同组成新的测试集,并将新测试集编码成线性反馈移位寄存器(LFSR)种子,从而实现测试数据压缩.该方法提高了LFSR的编码效率,取得了稍优于混合码的压缩率.与混合码复杂的解压结构相比,在硬件开销上具有明显的优势,仅需一个LFSR和简单的控制电路,且通信协议简单.  相似文献   

4.
对存在于网络信息、观测数据以及生物信息中的大量相似数据,使用传统的压缩方法压缩不能达到更好的效果。对相似度很高的数据采用一种新的无损压缩方法,即基础序列加上一组基于编辑距离的差异量来表示整个数据集,可以只用很少的差异量来表示原本巨大的数据项。针对现实中数据不会整体相似的特点,提出一种先聚类再压缩的思想,在每个聚类中构造聚类中心作为虚拟基础序列,使压缩比最大化。通过大量实际数据集的实验测试与分析,表明提出的无损压缩技术对于相似序列数据具有很好的压缩比。  相似文献   

5.
Reversible data compression of computer-generated digital color pictures is studied. The pictures are composed of three bilevel colors: magenta, yellow and cyan. False halftones are provided by a set of fixed raster matrices. The information content and upper limits on the compression ratio are obtained by calculating the picture entropy. Several compression algorithms of various complexity are investigated. A simple algorithm called “skip-on-equal” is shown to result in a compression ratio around six. More elaborate schemes, such as predictive coding and arithmetic coding, yield ratios around eleven. The compression methods studied depend on the size of the raster matrices, but are independent of the particular patterns used.  相似文献   

6.
一种选择折叠计数状态转移的BIST方案   总被引:4,自引:0,他引:4  
提出了一种选择折叠计数状态转移的BIST方案。它是在基于折叠计数器的基础上,采用LFSR编码折叠计数器种子,并通过选定的存储折叠距离来控制确定的测试模式生成,使得产生的测试模式集与原测试集相等.既解决了测试集的压缩,又克服了不同种子所生成的测试模式之间的重叠、冗余.实验结果证明,建议的方案不仅具有较高的测试数据压缩率,而且能够非常有效地减少测试应用时间,平均测试应用时间仅仅是类似方案的4%.  相似文献   

7.
基于动态阈值分块算法的屏幕图象压缩技术   总被引:1,自引:0,他引:1       下载免费PDF全文
计算机屏幕图象压缩一直是屏幕共享技术中的关键问题,而现有算法一般是直接应用传统的RLE,LZW或JPEG算法,但由于这几种算法在对计算机屏幕图象进行压缩时,均无法兼顾恢复质量与压缩比的要求.为此提出了一种基于动态阈值分块的高效压缩算法,该算法首先将屏幕图象按照某种规则划分为纯色块、文字块、图标块和图象块4种特征块,然后针对特征块特点采用相应的压缩算法,以保证压缩算法在恢复质量与压缩比上能同时达到最佳.实验结果表明,该算法图象恢复质量较好,压缩比较大,压缩速度较快,整体性能优于当前现有的屏幕压缩算法,具有广泛的应用前景.  相似文献   

8.
提出了一种无理数字典码的测试数据压缩方案,能有效地压缩芯片测试数据。方案利用无理数序列建立字典,编码时只需进行相容性检查,无需填充无关位,简化了操作步骤;同时,选择局部压缩率最大的一组数据作为最终编码结果,保证压缩效果可以达到局部最优。对ISCAS 89标准电路Mintest集的实验结果显示,该方案的压缩效果优于传统压缩方法,如Golomb码、FDR码、混合定变长码等。  相似文献   

9.
马琦  陈曾平 《计算机仿真》2010,27(1):145-149
可快速编码的LDPC码校验矩阵的结构特殊,所以在其度分布优化时无法使用一般的优化方法。针对两种可快速编码的非规则LDPC码,提出了带有特定约束的差分进化度分布优化方法。首先分析了扩展非规则重复累积码构造法和循环置换矩阵构造法两种可快速编码LDPC码的构造方法,提出了两种LDPC码度分布序列设计的特定约束,然后阐述了非规则LDPC码的密度进化原理,分析了AWGN信道下密度进化的高斯近似,接着结合差分进化方法,将度分布的特定约束转化为度分布序列各分量的相关性描述以便利用差分进化实现度分布优化,最后给出了优化的度分布序列。仿真结果表明,优化的度分布序列优于先前文献的优化结果。  相似文献   

10.
Biomedical waveforms, such as electrocardiogram (ECG) and arterial pulse, always possess a lot of important clinical information in medicine and are usually recorded in a long period of time in the application of telemedicine. Due to the huge amount of data, to compress the biomedical waveform data is vital. By recognizing the strong similarity and correlation between successive beat patterns in biomedical waveform sequences, an efficient data compression scheme mainly based on pattern matching is introduced in this paper. The waveform codec consists mainly of four units: beat segmentation, beat normalization, two-stage pattern matching and template updating and residual beat coding. Three different residual beat coding methods, such as Huffman/run-length coding, Huffman/run-length coding in discrete cosine transform domain, and vector quantization, are employed. The simulation results show that our compression algorithms achieve a very significant improvement in the performances of compression ratio and error measurement for both ECG and pulse, as compared with some other compression methods.  相似文献   

11.
混合定变长码的测试数据压缩方案   总被引:6,自引:0,他引:6  
文章提出了一种混合定变长码的测试数据压缩方案,该方案可以有效压缩芯片测试数据量.此压缩方案将代码字拆分为固定长度的首部和可变长度的尾部两部分.首部固定使解压过程简单,硬件开销小,尾部可变使编码灵活.同时采用了将尾部最高位隐藏的方法来进一步提高压缩率,还使用了特殊的计数器来进一步简单化解压电路.对ISCAS 89部分标准电路的实验结果显示,文中提出的方案在压缩效率和解压结构方面都明显优于同类压缩方法,如Golomb码、FDR码、VIHC码、v9C码等.  相似文献   

12.
We present a new motion‐compensated hierarchical compression scheme (HMLFC) for encoding light field images (LFI) that is suitable for interactive rendering. Our method combines two different approaches, motion compensation schemes and hierarchical compression methods, to exploit redundancies in LFI. The motion compensation schemes capture the redundancies in local regions of the LFI efficiently (local coherence) and the hierarchical schemes capture the redundancies present across the entire LFI (global coherence). Our hybrid approach combines the two schemes effectively capturing both local as well as global coherence to improve the overall compression rate. We compute a tree from LFI using a hierarchical scheme and use phase shifted motion compensation techniques at each level of the hierarchy. Our representation provides random access to the pixel values of the light field, which makes it suitable for interactive rendering applications using a small run‐time memory footprint. Our approach is GPU friendly and allows parallel decoding of LF pixel values. We highlight the performance on the two‐plane parameterized light fields and obtain a compression ratio of 30–800× with a PSNR of 40–45 dB. Overall, we observe a ~2–5× improvement in compression rates using HMLFC over prior light field compression schemes that provide random access capability. In practice, our algorithm can render new views of resolution 512 × 512 on an NVIDIA GTX‐980 at ~200 fps.  相似文献   

13.
Fractal image compression is a relatively recent image compression method, which is simple to use and often leads to a high compression ratio. These advantages make it suitable for the situation of a single encoding and many decoding, as required in video on demand, archive compression, etc. There are two fundamental fractal compression methods, namely, the cube-based and the frame-based methods, being commonly studied. However, there are advantages and disadvantages in both methods. This paper gives an extension of the fundamental compression methods based on the concept of adaptive partition. Experimental results show that the algorithms based on adaptive partition may obtain a much higher compression ratio compared to algorithms based on fixed partition while maintaining the quality of decompressed images.  相似文献   

14.
This paper proposes an object-based coding method for very low bit-rate channels, using a method based on motion estimation with a block-based moment-preserving edge detector. In most existing object-based coding methods, only the global motion components are transmitted. However, the global motion prediction error is large, even after motion compensation using the discrete cosine transform (DCT), when images contain rapid moving objects and noise. Furthermore, the global motion-compensating method cannot result in small prediction error if the segmented objects consist of subobjects that move along different directions. The technique proposed in this paper involves segmenting moving objects from video sequences and representing objects compactly by visual-pattern approximations of the boundary. A visual pattern is obtained by detecting the line edge from a square block using the moment-preserving edge detector. Since high computational complexity is required for motion estimation using block matching, a fast block-matching method based on the visual patterns is proposed to reduce the burden of the overall coder complexity. Computer simulation results show that the proposed method gives good performance in terms of the subjective quality, the peak signal-to-noise ratio, and the compression ratio.  相似文献   

15.
为提高集成电路测试效率,提出一种结合三态信号的改进游程编码压缩方法.先对原始测试集进行部分输入精简处理并填充测试集的无关位,再对经过预处理的测试集根据游程长度进行变长分段处理找出最优段长.按照游程长度的出现频率对最优段长下的参考位设置编码表进行编码压缩,使用三态信号编码标志位并将编码压缩后的测试集存入自动测试设备(AT...  相似文献   

16.
Four methods for compression ratio estimation based on cylinder pressure traces are developed and evaluated for both simulated and experimental cycles. The first three methods rely upon a model of polytropic compression for the cylinder pressure. It is shown that they give a good estimate of the compression ratio at low compression ratios, although the estimates are biased. A method based on a variable projection algorithm with a logarithmic norm of the cylinder pressure yields the smallest confidence intervals and shortest computational time for these three methods. This method is recommended when computational time is an important issue. The polytropic pressure model lacks information about heat transfer and therefore the estimation bias increases with the compression ratio. The fourth method includes heat transfer, crevice effects, and a commonly used heat release model for firing cycles. This method is able to estimate the compression ratio more accurately in terms of bias and variance. The method is more computationally demanding and is therefore recommended when estimation accuracy is the most important property.  相似文献   

17.
Variable bit rate compression can achieve better quality and compression rates than fixed bit rate methods. None the less, GPU texturing uses lossy fixed bit rate methods like DXT to allow random access and on‐the‐fly decompression during rendering. Changes in games and GPUs since DXT was developed make its compression artifacts less acceptable, and texture bandwidth less of an issue, but texture size is a serious and growing problem. Games use a large total volume of texture data, but have a much smaller active set. We present a new paradigm that separates GPU decompression from rendering. Rendering is from uncompressed data, avoiding the need for random access decompression. We demonstrate this paradigm with a new variable bit rate lossy texture compression algorithm that is well suited to the GPU, including a new GPU‐friendly formulation of range decoding, and a new texture compression scheme averaging 12.4:1 lossy compression ratio on 471 real game textures with a quality level similar to traditional DXT compression. The total game texture set are stored in the GPU in compressed form, and decompressed for use in a fraction of a second per scene.  相似文献   

18.
为减少测试数据存储量,提出一种有效的新型测试数据压缩编码--PTIDR编码,并构建了基于该编码的压缩/解压缩方案.PTIDR编码能够取得比FDR,EFDR, Alternating FDR等编码更高的压缩率,其解码器也较简单、易实现,且能有效地降低硬件开销.与Selective Huffman, CDCR编码相比,PTIDR编码能够得到较高的压缩率面积开销比.特别地,在差分测试集中0的概率满足p≥0.7610时,PTIDR编码能取得比FDR编码更高的压缩率,从而降低芯片测试成本.  相似文献   

19.
为了解决系统芯片测试中日益增长的测试数据和测试功耗的问题,提出一种不影响芯片正常逻辑功能的扫描链重构算法--Run-Reduced-Reconfiguration(3R).该算法针对扩展频率导向游程(EFDR)编码来重排序扫描链和调整扫描单元极性,重新组织测试数据,减少了游程的数量.从而大人提高了EFDR编码的测试压缩率并降低测试功耗;分析了扫描链调整对布线长度带来的影响后,给出了权衡压缩率和布线长度的解决方案.在ISCAS89基准电路上的实验结果表明,使用3R算法后,测试压缩率提高了52%,测试移位功耗降低了53%.  相似文献   

20.
UMC-Scan Test Methodology: Exploiting the Maximum Freedom of Multicasting   总被引:2,自引:0,他引:2  
Industry has used scan-based designs widely to promote test quality. However, for larger designs, the growing test data volume has significantly increased test cost because of excessively long test times and elevated tester memory and external test channel requirements. To address these problems, researchers have proposed numerous test compression architectures. In this article, we propose a flexible scan test methodology called universal multicasting scan (UMC scan). It has three major features: First, it provides a better than state-of-the-art test compression ratio using multicasting. Second, it accepts any existing test patterns and doesn't need ATPG support. Third, unlike most previous multicasting schemes that use mapping logic to partition the scan chains into hard configurations, UMC scan's compatible scan chain groups are defined by control bits, as in the segmented addressable scan (SAS) architecture. We have developed several techniques to reduce the extra control bits so that the overall test compression ratio can approach that of the ideal multicasting scheme.  相似文献   

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