κ-buffer facilitates novel approaches to multi-fragment rendering and visualization for developing interactive applications on the GPU. Various alternatives have been proposed to alleviate its memory hazards and to a...
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In this paper we present DigiTap-a wrist-worn device specially designed for symbolic input in virtual and augmented reality (VR/AR) environments. DigiTap is able to robustly sense thumb-to-finger taps on the four fing...
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In this paper we present a semiautomatic method for skin identification in video sequences. The user trains the system by selecting in a frame some typical positive skin pixels, that will be used as a reference for th...
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In this paper, we propose a framework for acquiring super-resolution videos from low-resolution originals. Given that super-resolution conversion algorithms require a large amount of data processing, the proposed fram...
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ISBN:
(纸本)9781479942572
In this paper, we propose a framework for acquiring super-resolution videos from low-resolution originals. Given that super-resolution conversion algorithms require a large amount of data processing, the proposed framework uses a set of strategies to improve performance and computational efficiency. The strategies consists of a combination of data simplification and parallel processing techniques. The simplification strategies are used to decrease the amount of data to process and, consequently, the required processing time. The parallel processing techniques are designed so that major modifications of the super-resolution algorithms are not required. The framework is fast and makes the video resolution increase timely.
In this paper, we propose a lossless intra prediction by applying DPCM on the residuals. Since an additional DPCM on the residuals after pixel-by-pixel DPCM is applied, additional spatial redundancy is reduced in prop...
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ISBN:
(纸本)9781479942572
In this paper, we propose a lossless intra prediction by applying DPCM on the residuals. Since an additional DPCM on the residuals after pixel-by-pixel DPCM is applied, additional spatial redundancy is reduced in proposed method. Multiple residuals are used for additional DPCM of proposed method in contrast with conventional method. The experimental results show that the proposed method achieves the bit saving of 10.11% on average compared to HEVC lossless intra coding. The proposed method results in slightly better compression performance compared to conventional algorithm.
Forensic facial reconstruction is the application of anthropology, art and forensic science to recreate the face of an individual from his skull. It is usually done manually by a sculptor with clay and is considered a...
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ISBN:
(纸本)9781479942572
Forensic facial reconstruction is the application of anthropology, art and forensic science to recreate the face of an individual from his skull. It is usually done manually by a sculptor with clay and is considered a subjective technique as it relies upon an artistic interpretation of the skull features. In this work, we propose a computerized method based on anatomical rules that systematically generates the surface of the face through a HRBF deformation procedure over a mesh template. Our main contributions are a broader set of anatomical rules being applied over the soft tissue structures and a new deformation method that dissociates the details from the overall shape of the model.
The usage of mobile devices and increasinglyrealistic graphics is emerging, but the graphics performance is still a critical factor in games. There's more hardware restriction on mobile devices than on a computer....
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The usage of mobile devices and increasinglyrealistic graphics is emerging, but the graphics performance is still a critical factor in games. There's more hardware restriction on mobile devices than on a computer. Thus, this paper proposes an experimental approximation of the asymptotic computational complexity of miscellaneous vertex and fragment shaders for Android and iOS platforms. The asymptotic complexities of the shaders will be analyzed based on number of instructions per second and rendering time metrics, depending on the number of polygons rendered. By means of the adjusted curves is also possible to compare the performance of the devices used in this work, which are the Nexus 4, HTC One, iPhone 5s and iPad Air. Besides, an automatic tool -- that plots the data and uses the method of least squares to adjust the values obtained -- will be presented, being able to estimate which curve has better approximation to the sampled data.
This paper presents a new method for fovea detection in color retinal images. Automatic detection of this anatomical structure is a prerequisite for computer aided diagnosis of several retinal diseases, such as macula...
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This paper presents a new method for fovea detection in color retinal images. Automatic detection of this anatomical structure is a prerequisite for computer aided diagnosis of several retinal diseases, such as macular degeneration. The proposed algorithm detects the macula center by determining a region of interest (ROI) and taking into account optic disk (OD) coordinates and the fact that the central region, i.e. fovea, is a homogenous dark area without blood vessels. Our segmentation algorithm searches for the lowest mean color intensity window in the enhanced image that results from a fusion between the red and green channels. Then, tests were carried on three public benchmark databases, which constitute a total of 254 images.
Streamsurfaces are of fundamental importance to visualization of flows. Among other features, they offer strong capabilities in revealing flow behavior (e.g., in the vicinity of vortices), and are an essential tool fo...
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ISBN:
(纸本)9781479942572
Streamsurfaces are of fundamental importance to visualization of flows. Among other features, they offer strong capabilities in revealing flow behavior (e.g., in the vicinity of vortices), and are an essential tool for the computation of 2D separatrices in vector field topology. Computing streamsurfaces is, however, typically expensive due to the difficult triangulation involved, in particular when triangle sizes are kept in the order of the size of a pixel. We investigate image-based approaches for rendering streamsurfaces without triangulation, and propose a new technique that renders them by dense streamlines. Although our technique does not perform triangulation, it does not depend on user parametrization to avoid noticeable gaps. Our GPU-based implementation shows that our technique provides interactive frame rates and low memory usage in practical applications. We also show that previous texture-based flow visualization approaches can be integrated with our method, for example, for the visualization of flow direction with line integral convolution.
Computing and presenting crowd simulation in real-time requires an intensive processing effort, since it is necessary processing the behavior and render of each entity. The advent of GPU computing has enabled the deve...
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Computing and presenting crowd simulation in real-time requires an intensive processing effort, since it is necessary processing the behavior and render of each entity. The advent of GPU computing has enabled the development of many strategies for accelerating these simulations. In this paper we propose an architecture for multiples GPUs for crowd simulation, that allows a massive number of entities to be processed and rendered in real time. Also, we implement a representative case-study based on the behavior of a crowd during the street carnival from Rio de Janeiro from which we run benchmarks and compare the benefits achieved using more the presented architecture.
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