As video gameplay recording and streaming is becoming very popular on the Internet, there is an increasing need for automatic classification solutions to help service providers with indexing the huge amount of content...
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As product life-cycles become shorter and the scale and complexity of systems increase, accelerating the execution of large test suites gains importance. Existing research has primarily focussed on techniques that red...
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the proceedings set LNCS 12396 and 12397 constitute the proceedings of the 29th International conference on Artificial Neural Networks, ICANN 2020, held in Bratislava, Slovakia, in September 2020.*
ISBN:
(数字)9783030616168
ISBN:
(纸本)9783030616151
the proceedings set LNCS 12396 and 12397 constitute the proceedings of the 29th International conference on Artificial Neural Networks, ICANN 2020, held in Bratislava, Slovakia, in September 2020.*
Finite element solvers are a basic component of simulation applications;they are common in computergraphics, engineering, and medical simulations. Although adaptive solvers can be of great value in reducing the often...
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ISBN:
(纸本)9781581135213
Finite element solvers are a basic component of simulation applications;they are common in computergraphics, engineering, and medical simulations. Although adaptive solvers can be of great value in reducing the often high computational cost of simulations they are not employed broadly. Indeed, building adaptive solvers can be a daunting task especially for 3D finite elements. In this paper we are introducing a new approach to produce conforming, hierarchical, adaptive refinement methods (CHARMS). the basic principle of our approach is to refine basis functions, not elements. this removes a number of implementation headaches associated with other approaches and is a general technique independent of domain dimension (here 2D and 3D), element type (e.g., triangle, quad, tetrahedron, hexahedron), and basis function order (piecewise linear, higher order B-splines, Loop subdivision, etc.). the (un-)refinement algorithms are simple and require little in terms of data structure support. We demonstrate the versatility of our new approach through 2D and 3D examples, including medical applications and thin-shell animations.
We describe Chromium, a system for manipulating streams of graphics API commands on clusters of workstations. Chromium's stream filters can be arranged to create sort-first and sort-last parallel graphics architec...
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ISBN:
(纸本)9781581135213
We describe Chromium, a system for manipulating streams of graphics API commands on clusters of workstations. Chromium's stream filters can be arranged to create sort-first and sort-last parallel graphics architectures that, in many cases, support the same applications while using only commodity graphics accelerators. In addition, these stream filters can be extended programmatically, allowing the user to customize the stream transformations performed by nodes in a cluster. Because our stream processing mechanism is completely general, any cluster-parallel rendering algorithm can be either implemented on top of or embedded in Chromium. In this paper, we give examples of real-world applications that use Chromium to achieve good scalability on clusters of workstations, and describe other potential uses of this stream processing technology. By completely abstracting the underlying graphics architecture, network topology, and API command processing semantics, we allow a variety of applications to run in different environments.
Modern AM processes allow for printing multiple materials. the resulting objects can be stiff/dense in some areas and soft/porous in others, resulting in distinct physical properties. However, modeling material gradie...
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We present a system for interactive shape and appearance editing of 3D point-sampled geometry. By generalizing conventional 2D pixel editors, our system supports a great variety of different interaction techniques to ...
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ISBN:
(纸本)9781581135213
We present a system for interactive shape and appearance editing of 3D point-sampled geometry. By generalizing conventional 2D pixel editors, our system supports a great variety of different interaction techniques to alter shape and appearance of 3D point models, including cleaning, texturing, sculpting, carving, filtering, and resampling. One key ingredient of our framework is a novel concept for interactive point cloud parameterization allowing for distortion minimal and aliasing-free texture mapping. A second one is a dynamic, adaptive resampling method which builds upon a continuous reconstruction of the model surface and its attributes. these techniques allow us to transfer the full functionality of 2D image editing operations to the irregular 3D point setting. Our system reads, processes, and writes point-sampled models without intermediate tesselation. It is intended to complement existing low cost 3D scanners and point rendering pipelines for efficient 3D content creation.
In this paper, we describe a novel technique, called motion texture, for synthesizing complex human-figure motion (e.g., dancing) that is statistically similar to the original motion captured data. We define motion te...
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ISBN:
(纸本)9781581135213
In this paper, we describe a novel technique, called motion texture, for synthesizing complex human-figure motion (e.g., dancing) that is statistically similar to the original motion captured data. We define motion texture as a set of motion textons and their distribution, which characterize the stochastic and dynamic nature of the captured motion. Specifically, a motion texton is modeled by a linear dynamic system (LDS) while the texton distribution is represented by a transition matrix indicating how likely each texton is switched to another. We have designed a maximum likelihood algorithm to learn the motion textons and their relationship from the captured dance motion. the learnt motion texture can then be used to generate new animations automatically and/or edit animation sequences interactively. Most interestingly, motion texture can be manipulated at different levels, either by changing the fine details of a specific motion at the texton level or by designing a new choreography at the distribution level. Our approach is demonstrated by many synthesized sequences of visually compelling dance motion.
this paper presents the use of Xilinx ChipScope Pro integrated logic analyzer for Field programmable gate arrays (FPGA) as a board- and system-level diagnostic tool. FPGA designs have become increasingly dense and com...
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A light field parameterized on the surface offers a natural and intuitive description of the view-dependent appearance of scenes with complex reflectance properties. To enable the use of surface light fields in real-t...
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ISBN:
(纸本)9781581135213
A light field parameterized on the surface offers a natural and intuitive description of the view-dependent appearance of scenes with complex reflectance properties. To enable the use of surface light fields in real-time rendering we develop a compact representation suitable for an accelerated graphics pipeline. We propose to approximate the light field data by partitioning it over elementary surface primitives and factorizing each part into a small set of lower-dimensional functions. We show that our representation can be further compressed using standard image compression techniques leading to extremely compact data sets that are up to four orders of magnitude smaller than the input data. Finally, we develop an image-based rendering method, light field mapping, that can visualize surface light fields directly from this compact representation at interactive frame rates on a personal computer. We also implement a new method of approximating the light field data that produces positive only factors allowing for faster rendering using simpler graphics hardware than earlier methods. We demonstrate the results for a variety of non-trivial synthetic scenes and physical objects scanned through 3D photography.
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