In this paper, we proposed a deep neural network based method for content based video retrieval. Our approach leveraged the deep neural network to generate the semantic information and introduced the graph-based stora...
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this study describes the development of a MATLAB/Windows/C++ PC environment designed to teach fundamental concepts from classical systems and controls. Interactive computer-aided-lessons (ICALs) form the heart of the ...
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this study describes the development of a MATLAB/Windows/C++ PC environment designed to teach fundamental concepts from classical systems and controls. Interactive computer-aided-lessons (ICALs) form the heart of the environment. Upon entering the environment, a master menu is provided from which the user can select a starting ICAL. the user is then led through a sequence of ICALs - each carefully designed to teach a specific concept. During each lesson, the screen is divided into three (3) child windows. they are Goal Window, the Introduction, Question, Answer, Explanation Window, and the graphics Window.
Every year, new sensor technologies are being implemented to improve the acquisition ofhigh-resolution remote sensing images (RSIs). Withthe large amount of data provided by these sensors, novel computational approac...
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We present a new approach for computing generalized 2D and 3D Voronoi diagrams using interpolation-based polygon rasterization hardware. We compute a discrete Voronoi diagram by rendering a three dimensional distance ...
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ISBN:
(纸本)0201485605
We present a new approach for computing generalized 2D and 3D Voronoi diagrams using interpolation-based polygon rasterization hardware. We compute a discrete Voronoi diagram by rendering a three dimensional distance mesh for each Voronoi site. the polygonal mesh is a bounded-error approximation of a (possibly) non-linear function of the distance between a site and a 2D planar grid of sample points. For each sample point, we compute the closest site and the distance to that site using polygon scan-conversion and the Z-buffer depth comparison. We construct distance meshes for points, line segments, polygons, polyhedra, curves, and curved surfaces in 2D and 3D. We generalize to weighted and farthest-site Voronoi diagrams, and present efficient techniques for computing the Voronoi boundaries, Voronoi neighbors, and the Delaunay triangulation of points. We also show how to adaptively refine the solution through a simple windowing operation. the algorithm has been implemented on SGI workstations and PCs using OpenGL, and applied to complex datasets. We demonstrate the application of our algorithm to fast motion planning in static and dynamic environments, selection in complex user-interfaces, and creation of dynamic mosaic effects. Copyright ACM 1999.
We present a novel approach for efficient limit volume evaluation on Catmull-Clark (CC) subdivision solids. Although several analogies exist between subdivision surfaces and subdivision volumes, extending Stam’s limi...
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Realistic cloud is essential for enhancing the quality of computergraphics applications, such as flight simulation. Data-driven method is an effective way in cloud modeling, but existing methods typically only utiliz...
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A study by Slater, et al., [1995] indicated that naive subjects in an immersive virtual environment experience a higher subjective sense of presence when they locomote by walking-in-place (virtual walking) than when t...
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ISBN:
(纸本)0201485605
A study by Slater, et al., [1995] indicated that naive subjects in an immersive virtual environment experience a higher subjective sense of presence when they locomote by walking-in-place (virtual walking) than when they push-button-fly (along the floor plane). We replicated their study, adding real walking as a third condition. Our study confirmed their findings. We also found that real walking is significantly better than both virtual walking and flying in ease (simplicity, straightforwardness, naturalness) as a mode of locomotion. the greatest difference in subjective presence was between flyers and both kinds of walkers. In addition, subjective presence was higher for real walkers than virtual walkers, but the difference was statistically significant only in some models. Follow-on studies show virtual walking can be substantially improved by detecting footfalls with a head accelerometer. As in the Slater study, subjective presence significantly correlated with subjects' degree of association withtheir virtual bodies (avatars). this, our strongest statistical result, suggests that substantial potential presence gains can be had from tracking all limbs and customizing avatar appearance. An unexpected by-product was that real walking through our enhanced version of Slater's visual-cliff virtual environment (Figure 1) yielded a strikingly compelling virtual experience - the strongest we and most of our visitors have yet experienced. the most needed system improvement is the substitution of wireless technology for all links to the user. Copyright ACM 1999.
Extreme feature regions are increasingly critical for many image matching applications on affine image-pairs. In this paper, we focus on the time-consumption and accuracy of using extreme feature regions to do the aff...
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Experience using computational perception within the context of art and performance is reported. Four different types of pedagogical projects are presented: a new non-majors introductory computing course, an upper-lev...
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People with visual impairments often struggle to create content that relies heavily on visual elements, particularly when conveying spatial and structural information. Existing accessible drawing tools, which construc...
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ISBN:
(纸本)9798400706776
People with visual impairments often struggle to create content that relies heavily on visual elements, particularly when conveying spatial and structural information. Existing accessible drawing tools, which construct images line by line, are suitable for simple tasks like math but not for more expressive artwork. On the other hand, emerging generative AI-based text-to-image tools can produce expressive illustrations from descriptions in natural language, but they lack precise control over image composition and properties. To address this gap, our work integrates generative AI with a constructive approach that provides users with enhanced control and editing capabilities. Our system, AltCanvas, features a tile-based interface enabling users to construct visual scenes incrementally, with each tile representing an object within the scene. Users can add, edit, move, and arrange objects while receiving speech and audio feedback. Once completed, the scene can be rendered as a color illustration or as a vector for tactile graphic generation. Involving 14 blind or low-vision users in design and evaluation, we found that participants effectively used the AltCanvas's workflow to create illustrations.
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