We introduce variable resolution 4-k meshes, a powerful structure for the representation of geometric objects at multiple levels of detail. It combines most properties of other related descriptions with several advant...
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We introduce variable resolution 4-k meshes, a powerful structure for the representation of geometric objects at multiple levels of detail. It combines most properties of other related descriptions with several advantages, such as more flexibility and greater expressive power. the main unique feature of the 4-k mesh structure lies in its variable resolution capability, which is crucial for adaptive computation. We also give an overview of the different methods for constructing the hierarchical 4-k mesh representation, as well as the basic algorithms necessary to incorporate it in modeling and graphics applications.
the continuous creation of digital video has caused an exponential growth of digital video content. To increase the usability of such large volume of videos, a lot of research has been made. Video summarization has be...
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this paper discusses an ongoing project for hand gesture recognition in computer vision systems. the proposed approach is based on the shape analysis tools introduced by R.M. Cesar Jr. and L. da F. Costa (1997). More ...
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this paper discusses an ongoing project for hand gesture recognition in computer vision systems. the proposed approach is based on the shape analysis tools introduced by R.M. Cesar Jr. and L. da F. Costa (1997). More specifically, the wavelet transform is used to generate features for the recognition of hand gestures based on contours.
the efficiency in image classification tasks can be improved using combined information provided by several sources, such as shape, color, and texture visual properties. Although many works proposed to combine differe...
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We present a practical approach for implementing the projected tetrahedra (PT) algorithm for interactive volume rendering of unstructured data using programmable graphics cards. Unlike similar works reported earlier, ...
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We present a practical approach for implementing the projected tetrahedra (PT) algorithm for interactive volume rendering of unstructured data using programmable graphics cards. Unlike similar works reported earlier, our method employs two fragment shaders, one for computing the tetrahedra projections and another for rendering the elements. We achieve interactive rates by storing the model in texture memory and avoiding redundant projections of implementations using vertex shaders. Our algorithm is capable of rendering over 2.0 M Tet/s on current graphics hardware, making it competitive with recent ray-casting approaches, while occupying a substantially smaller memory footprint
In this paper we present a multi-threaded sort-first distributed rendering system. In order to achieve load balance among the rendering nodes, we propose a new partitioning scheme based on the rendering time of the pr...
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In this paper we present a multi-threaded sort-first distributed rendering system. In order to achieve load balance among the rendering nodes, we propose a new partitioning scheme based on the rendering time of the previous frame. the proposed load-balancing algorithm is very simple to be implemented and works well for both geometry and rasterization-bound models. We also propose a strategy to assign tiles to rendering nodes that effectively uses the available graphics resources, thus improving rendering performance.
We propose a generic method to interactive object segmentation in image sequences. this method consists in the extension of efficient techniques of static image segmentation to image sequences by combining them to fas...
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We propose a generic method to interactive object segmentation in image sequences. this method consists in the extension of efficient techniques of static image segmentation to image sequences by combining them to fast motion estimation techniques. the proposed method has the following characteristics: interactivity, generality, rapid response and progressive manual edition.
Adversarial examples are beginning to evolve as rapidly as the deep learning models they are designed to attack. these intentionally-manipulated inputs attempt to mislead the targeted model while maintaining the appea...
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ISBN:
(纸本)9783030337230;9783030337223
Adversarial examples are beginning to evolve as rapidly as the deep learning models they are designed to attack. these intentionally-manipulated inputs attempt to mislead the targeted model while maintaining the appearance of innocuous input data. Countermeasures against these attacks that take a global approach tend to be lossy to the original data, or ineffective in removing the perturbations. Localized approaches have proven effective, however it is difficult to identify affected areas in the data in order to apply a targeted cleaning algorithm. For image data, visual saliency estimation models identify important features in an image, and provide a targeting mechanism for countering adversarial examples. In this work, we examine the effectiveness of state-of-the-art saliency models on complex scenes, in their original and perturbed forms. In a thorough range of standard metrics, we compare performance on clean image data with adversarial examples to demonstrate the vulnerability of deep learning-based saliency models to adversarial examples.
We address the problem of estimating the shape and appearance of a scene made of smooth Lambertian surfaces with piecewise smooth albedo. We allow the scene to have self-occlusions and multiple connected components. T...
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We address the problem of estimating the shape and appearance of a scene made of smooth Lambertian surfaces with piecewise smooth albedo. We allow the scene to have self-occlusions and multiple connected components. this class of surfaces is often used as an approximation of scenes populated by man-made objects. We assume we are given a number of images taken from different vantage points. Mathematically this problem can be posed as an extension of Mumford and Shah's approach to static image segmentation to the segmentation of a function defined on a deforming surface. We propose an iterative procedure to minimize a global cost functional that combines geometric priors on boththe shape of the scene and the boundary between smooth albedo regions. We carry out the numerical implementation in the level set framework.
this work introduces a robust algorithm for computing good polygonal approximations of implicit surfaces, where robustness entails recovering the exact topology of the implicit surface. Furthermore, the approximate tr...
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this work introduces a robust algorithm for computing good polygonal approximations of implicit surfaces, where robustness entails recovering the exact topology of the implicit surface. Furthermore, the approximate triangle mesh adapts to the geometry and to the topology of the real implicit surface. this method generates an octree subdivided according to the interval evaluation of the implicit function in order to guarantee the robustness, and to the interval automatic differentiation in order to adapt the octree to the geometry of the implicit surface. the triangle mesh is then generated from that octree through an enhanced dual marching
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