The major limitation of the Lagrange programming neural network (LPNN) approach is that the objective function and the constraints should be twice differentiable. Since sparse approximation involves nondifferentiable functions, the original LPNN approach is not suitable for recovering sparse signals. This paper proposes a new formulation of the LPNN approach based on the concept of the locally competitive algorithm (LCA). Unlike the classical LCA approach which is able to solve unconstrained optimization problems only, the proposed LPNN approach is able to solve the constrained optimization problems. Two problems in sparse approximation are considered. They are basis pursuit (BP) and constrained BP denoise (CBPDN). We propose two LPNN models, namely, BP-LPNN and CBPDN-LPNN, to solve these two problems. For these two models, we show that the equilibrium points of the models are the optimal solutions of the two problems, and that the optimal solutions of the two problems are the equilibrium points of the two models. Besides, the equilibrium points are stable. Simulations are carried out to verify the effectiveness of these two LPNN models.
Many existing pre-computed radiance transfer (PRT) approaches for all-frequency lighting store the information of a 3D object in the pre-vertex manner. To preserve the fidelity of high frequency effects, the 3D object must be tessellated densely. Otherwise, rendering artifacts due to interpolation may appear. This paper presents an all-frequency lighting algorithm for direct illumination based on a new visibility representation which approximates a visibility function using a sequence of 3D vectors. The algorithm is able to construct the visibility function of an on-screen pixel on-the-fly. Hence even though the 3D object is not tessellated densely, the rendering artifacts can be suppressed greatly. Besides, a summed area table based rendering algorithm, which is able to handle the integration over a non-axis aligned polygon, is developed. Using our approach, we can rotate lighting environment, change view point, and adjust the shininess of the 3D object in a real-time manner. Experimental results show that our approach can render plausible all-frequency lighting effects for direct illumination in real-time, especially for specular shadows, which are difficult for other methods to obtain.
Many existing results on fault-tolerant algorithms focus on the single fault source situation, where a trained network is affected by one kind of weight failure. In fact, a trained network may be affected by multiple kinds of weight failure. This paper first studies how the open weight fault and the multiplicative weight noise degrade the performance of radial basis function (RBF) networks. Afterward, we define the objective function for training fault-tolerant RBF networks. Based on the objective function, we then develop two learning algorithms, one batch mode and one online mode. Besides, the convergent conditions of our online algorithm are investigated. Finally, we develop a formula to estimate the test set error of faulty networks trained from our approach. This formula helps us to optimize some tuning parameters, such as RBF width.
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