this paper presents a semi-automatic system for home video annotation that searches into the video contents and retrieves video shots for a specific person. the proposed system is composed of four phases;1) shot detec...
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Digital content industry, encompassing areas such as digital games, computer animation, digital audio-visual applications, and digital art, plays a pivotal role in today's and future developmental trends. Maya 3D ...
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In this paper, we propose a fast placer for FPGA placement on a new commercial hierarchical FPGA device. the novelty of this research lies in the application of a multilevel V-shape optimization flow including an ...
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In this paper, we propose a fast placer for FPGA placement on a new commercial hierarchical FPGA device. the novelty of this research lies in the application of a multilevel V-shape optimization flow including an architecture related cluster process and a constructive placement. the new placer can handle large-scale FPGA placement problem quickly. Experimental results show that the proposed placer can further reduced the wirelength average 28.3% compared with simulated annealing based tool while achieving near 5X speedup in runtime for the five largest MCNC benchmarks.
this paper presents an automatic video highlighting approach in relation to a soccer match video lasting over ninety minutes, in which only the match video and the target length of the highlight video are required for...
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this paper presents an automatic video highlighting approach in relation to a soccer match video lasting over ninety minutes, in which only the match video and the target length of the highlight video are required for the composition. Firstly, we propose a core-around event model, which represents the highlight as a complex event and consists of three components: semantic relations, temporal relationship among the activities and local motion appearance of each activity. Secondly, we detect activities involved in a highlight in the soccer match video by the local motion appearance. thirdly, a candidate highlight video segment is aligned withthe model by a specific kernel activity extracted on the basis of the semantic relations, and then assigned a matching score. Finally, we splice together the highlight segments of high matching score. Experimental results demonstrate that the composed highlight videos are attractive episodes of soccer matches, and similar to those edited by professional editors.
Based on globally supported radial basis functions, this paper presents a hierarchical approach to 3D scattered data interpolation. Given a scattered data set distributed along a surface, we first obtain a sparse appr...
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Based on globally supported radial basis functions, this paper presents a hierarchical approach to 3D scattered data interpolation. Given a scattered data set distributed along a surface, we first obtain a sparse approximation of the scattered data set by filtering the scattered data with two different steps, and identify the characteristic points by the measurements of bounding cube and the distance between the points and the interpolating surface. then using multi-level hierarchy of point sets, the accuracy of interpolating surface can be gradually improved. On the basis of effective selection of the off-surface normal points, the number of constraint conditions is reduced, and trivial solutions of the interpolating equations can be avoided. Above all, we can identify the characteristic points in the model with less data points, and obtain interpolating surface with higher fitting accuracy by solving equations with lower order. the numerical experiments show that the method is more efficient and easy to implement.
In this paper, we present a novel BVH tracing method on GPU, which can achieve better SIMD utilization than traditional method. In the traditional way, thread usually sticks to a ray until the closest hit is found. Wh...
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In this paper, we present a novel BVH tracing method on GPU, which can achieve better SIMD utilization than traditional method. In the traditional way, thread usually sticks to a ray until the closest hit is found. When the threads of the same warp follow very divergent ray paths, SIMD utilization drops significantly. the idea of our method is to redefine the way of work distribution by binding the ray and the data to be tested together, in order to spread the computation of the single ray to multi threads. We also separate the tracing process into three steps to collect the work units of the same type and process them in a stream-like manner. the first step is ray traversal whose task is to do ray-box testing for the ray-node pairs. Its output is an stack of ray-triangle pairs, which is then fed to intersecting step to form an stack of ray-hit pairs. the last step is to use ray-hit pairs to update the closest hits for each ray of the same warp. the experiment shows our method can efficiently improve the SIMD utilization and result in less tracing time.
Open source rendering engine OpenSceneGraph (OSG) is introduced,a virtual reality platform is made by integrating OSG with other open source *** that integrating OSG with Cal3d and the developing process of the platfo...
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Open source rendering engine OpenSceneGraph (OSG) is introduced,a virtual reality platform is made by integrating OSG with other open source *** that integrating OSG with Cal3d and the developing process of the platform in Microsoft Visual *** is brought out,as well as character animation in OSG *** platform developed is applied into a virtual reality runner training electronics *** of the method is proven.
We describe the construction and use of a system for translating higher order logic-based specifications into programs in the higher order logic programming language Lambda Prolog. the translation improves on previous...
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the proceedings contain 12 papers. the topics discussed include: CUDA flux: a lightweight instruction profiler for CUDA applications;testing the limits of tapered fat tree networks;performance analysis of deep learnin...
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(纸本)9781728159775
the proceedings contain 12 papers. the topics discussed include: CUDA flux: a lightweight instruction profiler for CUDA applications;testing the limits of tapered fat tree networks;performance analysis of deep learning workloads on leading-edge systems;automatic throughput and critical path analysis of x86 and ARM assembly kernels;OMB-UM: design, implementation, and evaluation of CUDA unified memory aware MPI benchmarks;enhancing Monte Carlo proxy applications on GPUs;a generalized statistics-based model for predicting network-induced variability;and comparing managed memory and ATS with and without prefetching on NVIDIA Volta GPUs.
the design of fast nearest-neighbor algorithms is a crucial issue in vector quantizers using unstructured codebooks. this paper presents a fast linear search algorithm for entropy-constrained vector quantizers, which ...
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