Object tracking configuration is a tedious task for users due to an overwhelming amount of parameters while solving a multicriterial optimisation problem for a black box. With increasing complexity of the algorithms a...
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ISBN:
(纸本)9780769563275
Object tracking configuration is a tedious task for users due to an overwhelming amount of parameters while solving a multicriterial optimisation problem for a black box. With increasing complexity of the algorithms and fast changing situations due to the upcoming fourth industrial revolution, even experts will find themselves struggling with this topic. For this reason we present a concept for an automated evaluation and configuration of object tracking algorithms used in augmented reality applications. Given an arbitrary but specified use case the best suitable parameter set shall be found. Therefore the concept utilises statistical analysis of the vast parameter space performing multicriterial optimisation regarding a formalisation of the tracking quality within a virtual testbed.
The performance of 3D rendering of graphicsprocessing Unit that converts 3D vector stream into 2D frame with 3D image effects significantly impacts users gaming experience on modern computer systems. Due to its high ...
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ISBN:
(纸本)9781509049851
The performance of 3D rendering of graphicsprocessing Unit that converts 3D vector stream into 2D frame with 3D image effects significantly impacts users gaming experience on modern computer systems. Due to its high texture throughput requirement, main memory bandwidth becomes a critical obstacle for improving the overall rendering performance. 3D-stacked memory systems such as Hybrid Memory Cube provide opportunities to significantly overcome the memory wall by directly connecting logic controllers to DRAM dies. Although recent works have shown promising improvement in performance by utilizing HMC to accelerate special-purpose applications, a critical challenge of how to effectively leverage its high internal bandwidth and computing capability in GPU for 3D rendering remains unresolved. Based on the observation that texel fetches greatly impact off-chip memory traffic, we propose two architectural designs to enable processing-In-Memory based GPU for efficient 3D rendering. Additionally, we employ camera angles of pixels to control the performance-quality tradeoff of 3D rendering. Extensive evaluation across several real-world games demonstrates that our design can significantly improve the performance of texture filtering and 3D rendering by an average of 3.97X (up to 6.4X) and 43% (up to 65%) respectively, over the baseline GPU. Meanwhile, our design provides considerable memory traffic and energy reduction without sacrificing rendering quality.
NASA Technical Reports Server (Ntrs) 19900007126: the 2Nd symposium on the Frontiers of Massively Parallel Computations by NASA Technical Reports Server (Ntrs); published by
NASA Technical Reports Server (Ntrs) 19900007126: the 2Nd symposium on the Frontiers of Massively Parallel Computations by NASA Technical Reports Server (Ntrs); published by
Although fulldome video digital theaters evolved from traditional planetariums, they are more akin to virtual reality (VR) theaters that create large-scale, group immersive experiences. In order to help understand how...
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ISBN:
(纸本)9781509066476
Although fulldome video digital theaters evolved from traditional planetariums, they are more akin to virtual reality (VR) theaters that create large-scale, group immersive experiences. In order to help understand how immersion and wide fields-of-view (FOV) impact learning, we studied the use of visualizations on topics that do and do not require spatial understanding in astronomy classes. We find a significant difference between students who viewed visualizations in the dome versus those that saw non-immersive content in their classrooms, with the former showing the greatest retention. Our results suggest that immersive visuals help free up cognitive resources that can be used to build mental models requiring spatial understanding, and the physical display size combined with the wide FOV may result in greater attention. Although fulldome is a complementary medium to traditional VR, our results have implications for future head-mounted displays.
In this paper, we present a real-time face relighting method for enhancing widely used face photographs such as 'selfies'. In contrast with previous relighting methods that estimate and replace the real lighti...
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ISBN:
(纸本)9781450354103
In this paper, we present a real-time face relighting method for enhancing widely used face photographs such as 'selfies'. In contrast with previous relighting methods that estimate and replace the real lighting condition with the intended one, our technique focuses on the aesthetic aspects of relighting with real-time interaction. We estimate the head pose based on the facial features and apply adaptive face normal mapping by transforming and interpolating pre-defined face normal maps. The lighting effect is calculated using adaptively mapped normals and overlaid on the original photograph. The experimental results show that the proposed method generates aesthetic face photographs without a computational overhead, enabling real-time face relighting for mobile applications.
Deep learning obtains successful results in solving many machine learning problems. In this study, image classification process is performed by using Convolutional Neural Network (CNN) which is the most used architect...
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The stochastic nature of Monte Carlo rendering algorithms inherently produces noisy images. Essentially, three approaches have been developed to solve this issue: improving the ray-tracing strategies to reduce pixel v...
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The stochastic nature of Monte Carlo rendering algorithms inherently produces noisy images. Essentially, three approaches have been developed to solve this issue: improving the ray-tracing strategies to reduce pixel variance, providing adaptive sampling by increasing the number of rays in regions needing so, and filtering the noisy image as a post-process. Although the algorithms from the latter category introduce bias, they remain highly attractive as they quickly improve the visual quality of the images, are compatible with all sorts of rendering effects, have a low computational cost and, for some of them, avoid deep modifications of the rendering engine. In this paper, we build upon recent advances in both non-local and collaborative filtering methods to propose a new efficient denoising operator for Monte Carlo rendering. Starting from the local statistics which emanate from the pixels sample distribution, we enrich the image with local covariance measures and introduce a nonlocal bayesian filter which is specifically designed to address the noise stemming from Monte Carlo rendering. The resulting algorithm only requires the rendering engine to provide for each pixel a histogram and a covariance matrix of its color samples. Compared to state-of-the-art sample-based methods, we obtain improved denoising results, especially in dark areas, with a large increase in speed and more robustness with respect to the main parameter of the algorithm. We provide a detailed mathematical exposition of our bayesian approach, discuss extensions to multiscale execution, adaptive sampling and animated scenes, and experimentally validate it on a collection of scenes.
The perception of the environment is one the most important tasks related to automated driving systems navigation. Typically, the robot detects the road surface and obstacles to perform the local navigation control sa...
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Modern spaceborne synthetic aperture radar (SAR) sensors, such as TerraSAR-X/TanDEM-X and COSMO-SkyMed, can deliver very high resolution (VHR) data beyond the inherent spatial scales (on the order of 1m) of buildings,...
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Modern spaceborne synthetic aperture radar (SAR) sensors, such as TerraSAR-X/TanDEM-X and COSMO-SkyMed, can deliver very high resolution (VHR) data beyond the inherent spatial scales (on the order of 1m) of buildings, constituting invaluable data source for large-scale urban mapping. processing this VHR data with advanced interferometric techniques, such as SAR tomography (TomoSAR), enables the generation of 3-D (or even 4-D) TomoSAR point clouds from space. In this paper, we present a novel and generic workflow that exploits these TomoSAR point clouds in a way that is capable to automatically produce benchmark annotated (buildings/non-buildings) SAR datasets. These annotated datasets (building masks) have been utilized to construct and train the state-of-the-art deep Fully Convolution Neural Networks with an additional Conditional Random Field represented as a Recurrent Neural Network to detect building regions in a single VHR SAR image. The results of building detection are illustrated and validated over TerraSAR-X VHR spotlight SAR image covering approximately 39 km~2 - almost the whole city of Berlin - with mean pixel accuracies of around 93.84%.
In this paper, we present a method of view-dependent stereoscopic projection on curved screen. It allows the user to walk around with the correct perspective view of the virtual scene consistent with his/her location....
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ISBN:
(纸本)9781538633663
In this paper, we present a method of view-dependent stereoscopic projection on curved screen. It allows the user to walk around with the correct perspective view of the virtual scene consistent with his/her location. To solve the problem of distortion and drift of virtual objects when projecting the view-dependent scene images on curved screen, we operate a dynamic parallax adjustment of the stereoscopic images according to viewpoints. User evaluation shows that our proposed approaches are effective on improving visual experience.
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