the paper is devoted to Light Meshes Method (LMM) which is a modification of Ray Tracing algorithm (RT). LMM allows simulating soft shadows from point light sources that increases realism of synthesized images, but re...
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the paper is devoted to Light Meshes Method (LMM) which is a modification of Ray Tracing algorithm (RT). LMM allows simulating soft shadows from point light sources that increases realism of synthesized images, but requires additional computational costs. A primary attention is given to number of techniques that can essentially speedup image generation using LMM.
this paper describes the algorithm for construction of the 'naturally' multi-dimensional pseudorandom point generator based on the theory of canonical number systems in multidimensional algebraic structures. A...
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this paper describes the algorithm for construction of the 'naturally' multi-dimensional pseudorandom point generator based on the theory of canonical number systems in multidimensional algebraic structures. Applications of the generator to the tasks of computergraphics are considered. the method for using dual LFSR-CNS generators for scrambling existing point sets is described. Numerical results are provided.
A new method is presented for rendering general FRep (functionally represented) models using GPU-accelerated ray casting. We use the GPU acceleration for all computations in the rendering algorithm: ray-surface inters...
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A new method is presented for rendering general FRep (functionally represented) models using GPU-accelerated ray casting. We use the GPU acceleration for all computations in the rendering algorithm: ray-surface intersection calculation, function evaluation, and normal vector computation. Performing geometric intersection calculations in parallel with shading allows us to combine the whole process of rendering within one fragment program on GPU. the algorithm is well-suited for modern GPU and provides good performance with good quality of results;it is practically memoryless and does not require a powerful CPU.
An algorithm for lossy compression of scanned map images is proposed. the algorithm is based on color quantization, efficient statistical context tree modeling and arithmetic coding. the ratedistortion performance is ...
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An algorithm for lossy compression of scanned map images is proposed. the algorithm is based on color quantization, efficient statistical context tree modeling and arithmetic coding. the ratedistortion performance is evaluated on a set of scanned maps and compared to JPEG2000 lossy compression algorithm, and to ECW, which is a commercially available solution for compression of satellite and aerial images. the proposed algorithm outperforms these competitors in rate-distortion sense for the most part of the operational rate-distortion curve.
Image quality assessment is a complex problem due to subjective nature of human visual perception. One of possible ways to take into consideration user's subjectivism is to develop interactive system which could l...
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Image quality assessment is a complex problem due to subjective nature of human visual perception. One of possible ways to take into consideration user's subjectivism is to develop interactive system which could learn the properties of user's visual perception. In this paper we present a novel way to do this via interactive neuroevolution approach. the key feature of this approach is training of artificial neural network to evaluate image quality on the base of interaction with user. Obtained solutions can then be used for image quality assessment for various automated image and video processing techniques.
In this paper, we propose an approach which combines hierarchical structures and particle systems for self-collision detection occurring in a deformable object. Numerous algorithms for collision detection have been pr...
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In this paper, we propose an approach which combines hierarchical structures and particle systems for self-collision detection occurring in a deformable object. Numerous algorithms for collision detection have been proposed in computergraphics applications. Our algorithm exploits the efficiency of hierarchical structures to deal with many polygons, and particle systems because they can be used to extract colliding polygons. We have extended these two algorithms to deal with self-collision detection. the approach is split into two stages. Particles are distributed on the surface of a deformable object. then, if the particles detect a possibility of a self-collision, hierarchical self-collision detection is started. the algorithm has been implemented on a square cloth model as an example of a deformable object. We show that the algorithm efficiently reduces self-collision detection redundancy, and yet precisely detects self-collision events.
We present a novel approach for modeling heterogeneous objects containing entities of various dimensions and representations within a cellular-functional framework based on the implicit complex notion. We provide a br...
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We present a novel approach for modeling heterogeneous objects containing entities of various dimensions and representations within a cellular-functional framework based on the implicit complex notion. We provide a brief formal description for implicit complexes and describe their structure;in particular we describe boththe geometry and topology of cells of different types. then we consider the necessary basic operations over IC's components and the set-theoretic operations over objects represented by ICs. Finally, we present a case-study showing how to construct a hybrid model integrating both boundary and function representations.
this paper presents a supporting system for pool games by computervision based augmented reality technology. Main purpose of this system is to present visual aids drawn on a pool table through LCD display of a camera...
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ISBN:
(纸本)9780769530567
this paper presents a supporting system for pool games by computervision based augmented reality technology. Main purpose of this system is to present visual aids drawn on a pool table through LCD display of a camera mounted handheld device without any artificial marker. Since a pool table is rectangle, a pool ball is sphere and each has a specific color, these serve as a substitute for artificial markers. Using these natural features, the registration of visual aids such as shooting direction and ball behavior is achieved. Also, our supporting information is computed based on the rules of pool games and includes the next shooting way by simulating ball behavior. Experimental results represent that the accuracy of ball positions is enough for computing our supporting information.
this paper describes "search in speech " techniques developed in the Speech@FIT research group at FIT BUT in the last couple of years. It concentrates on spoken term detection (STD) and presents our system f...
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In this paper we present a real-time 3D object tracking algorithm based on edges and using a single pre-calibrated camera. During the tracking process, the algorithm is continuously projecting the 3D model to the curr...
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ISBN:
(纸本)9780769530567
In this paper we present a real-time 3D object tracking algorithm based on edges and using a single pre-calibrated camera. During the tracking process, the algorithm is continuously projecting the 3D model to the current frame by using the pose estimated in the previous frame. Once projected, some control points are generated along the visible edges of the object. the next pose is estimated by minimizing the distances between the control points and the edges detected in the image.
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