Recent advances in virtualization technology and wide acceptance of the cloud computing model are having significant impact on the software service industry. Though cloud computing and virtualization technology have b...
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Recent advances in virtualization technology and wide acceptance of the cloud computing model are having significant impact on the software service industry. Though cloud computing and virtualization technology have been widely applied in supporting the information processing needs of conventional enterprise and business applications, there has been a little success to-date in enabling realtime 3D virtual appliances in the cloud. This paper aims to address this deficiency by presenting SHARC, a solution for enabling scalable support of realtime 3D virtual appliances in a cloud computing environment. The solution uses a scalable pipelined processing infrastructure which consists of three processing networks according to the principle of division-of-labor, a virtualization server network for running 3D virtual appliances, a graphics rendering network for processing graphics rendering workload with load balancing, and a media streaming network for transcoding rendered frames into H.264/MPEG-4 media streams and streaming the media streams to a cloud user. The paper describes a prototype implementation of SHARC and reports test results that demonstrate the viability of this approach. (C) 2010 Published by Elsevier Ltd.
This tutorial presents probability theory techniques for boosting linear algorithms. The approach is based on statistics and uses educated guesses instead of comprehensive calculations. Because estimates can be calcul...
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This tutorial presents probability theory techniques for boosting linear algorithms. The approach is based on statistics and uses educated guesses instead of comprehensive calculations. Because estimates can be calculated in sublinear time, many algorithms can benefit from statistical estimation.
We present a new approach to motion rearrangement that preserves the syntactic structures of an input motion automatically by learning a context-free grammar from the motion data. For grammatical analysis, we reduce a...
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We present a new approach to motion rearrangement that preserves the syntactic structures of an input motion automatically by learning a context-free grammar from the motion data. For grammatical analysis, we reduce an input motion into a string of terminal symbols by segmenting the motion into a series of subsequences, and then associating a group of similar subsequences with the same symbol. To obtain the most repetitive and precise set of terminals, we search for an optimial segmentation such that a large number of subsequences can be clustered into groups with little error. Once the input motion has been encoded as a string, a grammar induction algorithm is employed to build up a context-free grammar so that the grammar can reconstruct the original string accurately as well as generate novel strings sharing their syntactic structures with the original string. Given any new strings from the learned grammar, it is straightforward to synthesize motion sequences by replacing each terminal symbol with its associated motion segment, and stitching every motion segment sequentially. We demonstrate the usefulness and flexibility of our approach by learning grammars from a large diversity of human motions, and reproducing their syntactic structures in new motion sequences.
In this paper, we propose a Perceptual LOD (Level of Detail) system based on a skeleton structure by integrating the concepts of the human perceptual system and 3D skeletons into the weighting mechanism of error metri...
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In this paper, we propose a Perceptual LOD (Level of Detail) system based on a skeleton structure by integrating the concepts of the human perceptual system and 3D skeletons into the weighting mechanism of error metrics for mesh simplification. The human reception system refers to the way a human being identifies a graphic object. It consists of "template-matching theories", "prototype-matching theories" and "feature-discrimination theories". From the psychological point of view, the 3D skeleton of an object can be considered as an extremely simplified description of its original shape. It provides important visual clues to keep a model recognizable even if it is extremely simplified. The 3D skeleton is extracted from the model by a DCG (Domain Connected Graph) algorithm first. In accordance with their alignment to the skeleton structure, the vertices of a given model are hierarchically clustered. Fuzzy sets are then adopted to identify the possible prototype from a prototype database. During the model-simplification stage, the weighting value of each vertex is adjusted not only depending on the geometric and topological information, but also on those perception-oriented considerations. A preliminary experiment result shows that our method is effective for shape-preserving with low resolution LOD.
We present a virtual reality system targeted at building a calligraphy training environment. Our main goal is to construct a virtual space enabling learners to intuitively acquire hard-to-inherit skills through the de...
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We present a virtual reality system targeted at building a calligraphy training environment. Our main goal is to construct a virtual space enabling learners to intuitively acquire hard-to-inherit skills through the development of a Japanese calligraphy training system. The proposed system provides a haptic interaction channel allowing the learners to intuitively master instructor's fine motor skills through the sense of touch. We utilize a commercially available haptic device called PHANTOM for simulating a writing brush in a virtual training space. The system implements a function for recording and replaying instructor's hand motions via the PHANTOM device. The instructor's writing techniques such as brush-strokes and pen pressures are recorded when he/she is writing characters and they are effectively reproduced and presented to the learners via the PHANTOM device. The learners can master how to write the recorded characters by feeling the instructor's style of handwritings. We implemented a simple yet powerful 3D brush model for real-time visualization of handwritten characters without compromising the quality and reality of the visualized characters. The learners can start training at any time and iterate training sessions without worrying about resource consumptions such as papers and ink as much as they like. We conducted two experiments to validate the effectiveness of the proposed system for learning calligraphy in a virtual environment.
Over the past decade, researchers have investigated AR as a promising candidate technology for building advanced interfaces for maintenance personnel. Nevertheless, the low usability of cumbersome hardware, the need t...
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Over the past decade, researchers have investigated AR as a promising candidate technology for building advanced interfaces for maintenance personnel. Nevertheless, the low usability of cumbersome hardware, the need to use markers, and the complexity of creating digital content seem to hinder AR\'s effective implementation in industry. This prototype system aims to demonstrate that you can implement AR to support aircraft maintenance personnel. To meet a daily inspection procedure\'s operational requirements, the system employs markerless pose estimation.
The transmission and storage of large amounts of triangle and vertex geometry data are required for rendering geometrically detailed 3D meshes. To alleviate bandwidth requirements, this paper uses vector quantization ...
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The transmission and storage of large amounts of triangle and vertex geometry data are required for rendering geometrically detailed 3D meshes. To alleviate bandwidth requirements, this paper uses vector quantization (VQ) as an effective lossy vertex data compression technique for triangle meshes with high rate-distortion performance. The proposed novel VQ-based vertex encoding algorithm adopts a region growing based k-ring prediction scheme. During the encoding process, the value k related to the current vertex to be encoded is estimated by the prediction errors of the preceding encoded vertices, and then the adaptive prediction rule for the current vertex is obtained according to the value k. Therefore, the dynamic range of the residual vectors generated by the proposed prediction scheme is reduced. Thus it is expected to achieve a higher quantization quality with the same code book size. Experimental results show that, compared with the vertex encoding algorithm based on the conventional parallelogram prediction scheme, the proposed algorithm can achieve a higher encoding quality at the same bit rate.
Social Snapshot is a system for temporally coupled social photography. It leverages computer graphics and computer vision advances, along with the ubiquity of consumer-level programmable cell phone cameras, to activel...
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Social Snapshot is a system for temporally coupled social photography. It leverages computer graphics and computer vision advances, along with the ubiquity of consumer-level programmable cell phone cameras, to actively acquire time-varying spatial data. Social Snapshot enables spatiotemporal 3D photography using commodity devices, assisted by their auxiliary sensors and network functionality. The end result is a set of locally optimized 2.5D meshes—one for each input photograph—created with a novel mesh generation technique. Although these models could be globally inconsistent, the navigation model uses the recovered camera-pose information and view interpolation techniques to smoothly navigate the reconstruction interactively.
This approach uses a focused plenoptic camera to capture the plenoptic function's rich 'non 3D' structure. It employs two techniques. The first simultaneously captures multiple exposures (or other aspects)...
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This approach uses a focused plenoptic camera to capture the plenoptic function's rich 'non 3D' structure. It employs two techniques. The first simultaneously captures multiple exposures (or other aspects) based on a microlens array having an interleaved set of different filters. The second places multiple filters at the main lens aperture.
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