computer graphics programmes in Europe have been working to address the requirements of the Bologna education process. This poster presents the results of a workshop held in Vienna, Austria in September 2006 that deve...
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ISBN:
(纸本)9781595936103
computer graphics programmes in Europe have been working to address the requirements of the Bologna education process. This poster presents the results of a workshop held in Vienna, Austria in September 2006 that developed an outline for computer graphics curricula to meet those requirements.
We have Department of Applied Informatics on our Faculty of Applied Informatics Thomas Bata University in Zlin. The education of computer graphics proceeds some years at here. The frequent problem is to practically un...
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ISBN:
(纸本)9783901509582
We have Department of Applied Informatics on our Faculty of Applied Informatics Thomas Bata University in Zlin. The education of computer graphics proceeds some years at here. The frequent problem is to practically understand theory graphics principles. The education needs to be very objective and understandable. In 3D graphics we use program Blender (look at ***). Blender is the open source software for 3D modeling, animation, rendering, post-production, interactive and plugins creation and playback. It is available for all major operating systems under the GNU General Public License. In this paper there will be described the Blender environment and connection its scene with the program (plugins) creation. This connection helps to increase the objective of the education.
We presented a set of physics motivated features for classifying photographic and computer graphic images in our previous work [1]. We also deployed an online demo system for distinguishing photographic and computer g...
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ISBN:
(纸本)9781424412259
We presented a set of physics motivated features for classifying photographic and computer graphic images in our previous work [1]. We also deployed an online demo system for distinguishing photographic and computer graphic images in October 2005 [21, which features our geometry classifier, together with the wavelet classifier, and the cartoon classifier. On the first anniversary of its launch, we have received 1582 submitted images, through which we perform an analysis on the user behavior, the image set characteristics, and the classifier performance. We observe that online users do not provide clear judgments for about 80% of the submitted images, confirming the challenge in distinguishing photo-realistic computer graphics images from natural photographs. We also found the accuracy of our classifiers over the online submission set is consistent with that computed over an offline data set. Finally, in order to improve the online computational speed of our classifier, we perform feature selection and reduction, cutting the response time from 152 seconds to 24 seconds per image, while keeping the accuracy almost unchanged.
This paper presents a new randomized algorithm for quickly finding approximate nearest neighbor matches between image patches. Our algorithm offers substantial performance improvements over the previous state of the a...
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This paper presents a new randomized algorithm for quickly finding approximate nearest neighbor matches between image patches. Our algorithm offers substantial performance improvements over the previous state of the art (20-100x), enabling its use in new interactive image editing tools, computer vision, and video applications. Previously, the cost of computing such matches for an entire image had eluded efforts to provide interactive performance. The key insight driving our algorithm is that the elements of our search domain-patches of image pixels-are correlated, and thus the search strategy takes advantage of these statistics. Our algorithm uses two principles: first, that good patch matches can be found via random sampling, and second, that natural coherence in the imagery allows us to propagate such matches quickly to surrounding areas. Our simple algorithm allows finding a single nearest neighbor match across translations only, whereas our general algorithm additionally allows matching of k-nearest neighbors, across all rotations and scales, and matching arbitrary descriptors. This one simple algorithm forms the basis for a variety of applications including image retargeting, completion, reshuffling, object detection, digital forgery detection, and video summarization.
Texturing an animated fluid is a useful way to augment the visual complexity of pictures without increasing the simulation time. But texturing flowing fluids is a complex issue, as it creates conflicting requirements:...
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Texturing an animated fluid is a useful way to augment the visual complexity of pictures without increasing the simulation time. But texturing flowing fluids is a complex issue, as it creates conflicting requirements: we want to keep the key texture properties (features, spectrum) while advecting the texture with the underlying flow-which distorts it. In this paper, we present a new, Lagrangian, method for advecting textures: the advected texture is computed only locally and follows the velocity field at each pixel. The texture retains its local properties, including its Fourier spectrum, even though it is accurately advected. Due to its Lagrangian nature, our algorithm can perform on very large, potentially infinite scenes in real time. Our experiments show that it is well suited for a wide range of input textures, including, but not limited to, noise textures.
I taught a computer graphics course through a service-learning framework to undergraduate and graduate students in the spring of 2003 at Florida State University. The students in this course participated in learning a...
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In this paper, we show that optical inverse tone-mapping (OITM) in light microscopy can improve the visibility of specimens, both when observed directly through the oculars and when imaged with a camera. In contrast t...
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In this paper, we show that optical inverse tone-mapping (OITM) in light microscopy can improve the visibility of specimens, both when observed directly through the oculars and when imaged with a camera. In contrast to previous microscopy techniques, we premodulate the illumination based on the local modulation properties of the specimen itself. We explain how the modulation of uniform white light by a specimen can be estimated in real time, even though the specimen is continuously but not uniformly illuminated. This information is processed and back-projected constantly, allowing the illumination to be adjusted on the fly if the specimen is moved or the focus or magnification of the microscope is changed. The contrast of the specimen's optical image can be enhanced, and high-intensity highlights can be suppressed. A formal pilot study with users indicates that this optimizes the visibility of spatial structures when observed through the oculars. We also demonstrate that the signal-to-noise (S/N) ratio in digital images of the specimen is higher if captured under an optimized rather than a uniform illumination. In contrast to advanced scanning techniques that maximize the S/N ratio using multiple measurements, our approach is fast because it requires only two images. This can improve image analysis in digital microscopy applications with real-time capturing requirements.
Any sufficiently smooth, positive, real-valued function psi : S-2 -> IR+ on a sphere S-2 can be expanded by a Laplace expansion into a sum of spherical harmonics. Given the Laplace expansion coefficients, we provid...
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Any sufficiently smooth, positive, real-valued function psi : S-2 -> IR+ on a sphere S-2 can be expanded by a Laplace expansion into a sum of spherical harmonics. Given the Laplace expansion coefficients, we provide a CPU and GPU-based algorithm that renders the radial graph of psi in a fast and efficient way by ray-casting the glyph of psi in the fragment shader of a GPU. The proposed rendering algorithm has proven highly useful in the visualization of high angular resolution diffusion imaging (HARDI) data. Our implementation of the rendering algorithm can display simultaneously thousands of glyphs depicting the local diffusivity of water. The rendering is fast enough to allow for interactive manipulation of large HARDI data sets.
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