this paper presents a novel image-based approach to render plausible soft shadows for complex dynamic scenes with rectangular light sources. the algorithm's performance is mostly independent of the scene complexit...
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this paper presents a novel image-based approach to render plausible soft shadows for complex dynamic scenes with rectangular light sources. the algorithm's performance is mostly independent of the scene complexity and the source's size. Occluders and receivers do not need to be separated and no knowledge about the scene representation is required, making the method easy to use. the main idea is to approximate the occlusion in the scene with pre-filtered occlusion textures. the visibility of the light source at a point in space is estimated by accumulating the occlusion caused by each texture, using a novel formula based on probabilities
FPGA-based computing boards are frequently used as hardware accelerators for imageprocessing algorithms based on sliding window operations (SWOs). SWOs are both computationally intensive and data intensive and benefi...
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Current methods that interactively render reasonably complex CSG objects are image based and are severely bandwidth limited. this paper presents a new approach to ray-tracing CSG objects composed of convex primitives ...
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Current methods that interactively render reasonably complex CSG objects are image based and are severely bandwidth limited. this paper presents a new approach to ray-tracing CSG objects composed of convex primitives that combines spatial subdivision and ray-tracing methods. By performing spatial subdivision on the CSG object until locally it is simple enough to be rendered effectively and efficiently on a GPU, we are able to share the load more evenly between the CPU and the GPU and depend less on bandwidth and more on GPU instruction throughput than current methods, hence obtaining better scalability with newer hardware
Geometry processing applications estimate the local geometry of objects using information localized at points. they usually consider information about the normal as a side product of the points coordinates. this work ...
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Geometry processing applications estimate the local geometry of objects using information localized at points. they usually consider information about the normal as a side product of the points coordinates. this work proposes parabolic polygons as a model for discrete curves, which intrinsically combines points and normals. this model is naturally affine invariant, which makes it particularly adapted to computer vision applications. this work introduces estimators for affine length and curvature on this discrete model and presents, as a proof-of-concept, an affine invariant curve reconstruction
Region-based approaches to cel painting typically use shape similarity and topology relations between regions of consecutive animation frames. this paper presents a new colorization algorithm based on topological diff...
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Region-based approaches to cel painting typically use shape similarity and topology relations between regions of consecutive animation frames. this paper presents a new colorization algorithm based on topological differences defined over a hierarchical graph of adjacent regions, which allows an almost full automatic colorization process. Also this paper discusses other attributes that improve the solution of the image association problem
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
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
Scale dependent signal representations have proved to be useful in several imageprocessing applications. In this paper, we define a toggle operator for binarization/segmentation purposes based on scaled versions of a...
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Scale dependent signal representations have proved to be useful in several imageprocessing applications. In this paper, we define a toggle operator for binarization/segmentation purposes based on scaled versions of an image transformed by morphological operations. the toggle decision rule, determining the new value of a pixel, considers local spatial information, in contrast to other multiscale approaches that takes into account mainly global information (e.g., the scale signal under study). We show that the proposed operator can identify significant image extrema information in such a way that when it is used in a binarization process yields very good segmentation and filtering results. Our algorithm is validated against known threshold-based segmentation methods using images of different classes and subjected to different lighting conditions
Motion segmentation is one of the first steps in image sequence applications. the problem has been extensively studied and approached in several ways but it remains a difficult task even for sequences acquired by stat...
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Motion segmentation is one of the first steps in image sequence applications. the problem has been extensively studied and approached in several ways but it remains a difficult task even for sequences acquired by stationary cameras. In this paper we propose a novel algorithm that is based on mathematical morphology. the algorithm is simple to be implemented, less subject to lighting changes and more robust to false positives. It has been tested in security cameras' image sequences showing promising results. Some algorithms from literature have been implemented and compared to the one described here
We present a novel algorithm for 2D vector field reconstruction from sparse set of points-vectors pairs. Our approach subdivides the domain adaptively in order to make local piecewise polynomial approximations for the...
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We present a novel algorithm for 2D vector field reconstruction from sparse set of points-vectors pairs. Our approach subdivides the domain adaptively in order to make local piecewise polynomial approximations for the field. It uses partition of unity to blend those local approximations together, generating a global approximation for the field. the flexibility of this scheme allows handling data from very different sources. In particular, this work presents important applications of the proposed method to velocity and acceleration fields' analysis, in particular for fluid dynamics visualization
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