Cinematic-quality game engines, broadband networking, and VR technology advances are converging to where players will have shared, "better than life" experiences in persistent virtual worlds. The authors pro...
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Cinematic-quality game engines, broadband networking, and VR technology advances are converging to where players will have shared, "better than life" experiences in persistent virtual worlds. The authors propose several steps that might help this merger happen sooner. Specifically, a mechanism of natural selection among players could solve the longstanding problem of limited access to VR hardware. The authors also discuss serious applications of VR games and their social impact.
Whiteness, chromaticness, and blackness are defined for CIELAB. These NCS-like color attributes offer an alternative to lightness and chroma for describing color. Their hue-preserving symmetries are derived for in sti...
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Whiteness, chromaticness, and blackness are defined for CIELAB. These NCS-like color attributes offer an alternative to lightness and chroma for describing color. Their hue-preserving symmetries are derived for in stimulus color space. A numerical example provides what theory predicts are visually uniform sequences of colors with constant lightness, whiteness. chromaticness, or blackness. Numerical approximation is unnecessary. Such sets of symmetric colors in one hue are visually interesting, and useful for computer aided design. The appropriateness of such attributes for CIELAB is briefly discussed. (C) 2010 Wiley Periodicals, Inc. Col Res Appl, 35, 319-323. 2010: Published online 22 January 2010 in Wiley Inter Science (***). DO! 10.1002/col.20577
ISO 24628-11:2011 defines additional frame rates for digital cinema of 25, 30, 50 and 60 frames per second. These additional frame rates supplement the primary frame rates of 24 and 48 frames per second and are define...
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标准号:
ISO 26428-11-2011
ISO 24628-11:2011 defines additional frame rates for digital cinema of 25, 30, 50 and 60 frames per second. These additional frame rates supplement the primary frame rates of 24 and 48 frames per second and are defined in order to ensure that the artistic intent of the content producer can be maintained at the point of delivery. ISO 24628-11:2011 defines the image characteristics of the additional frame rates individually at 25, 30, 50 and 60 frames per second, and also defines the resulting audio samples per edit unit.
The article discusses the gaming and simulation approach to improve cancer-screening rates through the Cancer: Simulating Practice and Collaborative Education (CancerSpace). The Educational Gaming and Simulation Desig...
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The article discusses the gaming and simulation approach to improve cancer-screening rates through the Cancer: Simulating Practice and Collaborative Education (CancerSpace). The Educational Gaming and Simulation Design (EG&SD) group adapted features and combined platforms of software packages in making the three prototypes for the CancerSpace project. The CancerSpace which will be released in January 2010 has also adapted an award system to stimulate gaming while increasing screening rates among healthcare professionals.
The article discusses various articles published within the issue, including 'The Digital Emily Project: Achieving a Photorealistic Digital Actor,' by Oleg Alexander and colleagues, 'Direct-Manipulation Bl...
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The article discusses various articles published within the issue, including 'The Digital Emily Project: Achieving a Photorealistic Digital Actor,' by Oleg Alexander and colleagues, 'Direct-Manipulation Blendshapes,' by J. P. Lewis and Ken Anjyo, and 'The Expressive Gaze Model: Using Gaze to Express Emotion,' by Brent Lance and Stacy Marsella.
A proposed scatterplot design combines two other designs. One, proposed by Edward Tufte, uses the range-frame; the other, advised by William Cleveland, uses the four-scale-line rectangle. The hybrid design aims to pre...
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A proposed scatterplot design combines two other designs. One, proposed by Edward Tufte, uses the range-frame; the other, advised by William Cleveland, uses the four-scale-line rectangle. The hybrid design aims to present bivariate data with more information than classic scatterplots or Tufte's and Cleveland's designs. It works well for both single and multiple scatterplots, in the latter case offering efficient comparison of the datasets in the plots. [ABSTRACT FROM PUBLISHER]
This part of ISO/IEC 14496 describes a model for connecting 3D graphics compression tools defined inISO/IEC 14496 to graphics primitives defined in any other standard, specification or *** goal of this part of ISO/IEC...
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标准号:
ISO/IEC 14496-25-2011
This part of ISO/IEC 14496 describes a model for connecting 3D graphics compression tools defined inISO/IEC 14496 to graphics primitives defined in any other standard, specification or *** goal of this part of ISO/IEC 14496 is to specify an architectural model able to accommodate? third-party XML based descriptions of scene graph and graphics primitives with? (potential) binarization tools and with? MPEG-4 3D graphics compression tools specified in ISO/IEC 14496-2, ISO/IEC 14496-11 andISO/IEC *** advantages of such an approach are on the one side the use of powerful compression tools for graphicsand on the other side the generality of graphics primitives representation. Hence, compression toolsdeveloped in ISO/IEC 14496-2, ISO/IEC 14496-11 and ISO/IEC 14496-16 would be applied not only to thescene graph defined by ISO/IEC 14496-11 but to any scene graph definition. The bitstreams obtained whenusing the model are MP4 formatted and contain XML (or binarized XML) for the scene graph and binaryelementary streams for graphics compression (geometry, texture and animation).
Most existing depth estimation methods generate an erroneous depth map when a foreground object contains hairy boundaries and this error is very critical in many applications. To solve this problem, a new depth map en...
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Most existing depth estimation methods generate an erroneous depth map when a foreground object contains hairy boundaries and this error is very critical in many applications. To solve this problem, a new depth map enhancement method is proposed. The given depth map is enhanced by propagating depth values of the neighbourhood based on an alpha matte. The experiment results show that the boundary of a hairy object is significantly refined by the proposed method.
One of the recent innovations in computer engineering has been the development of multicore processors, which are composed of two or more independent cores in a single physical package. Today, many processors, includi...
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One of the recent innovations in computer engineering has been the development of multicore processors, which are composed of two or more independent cores in a single physical package. Today, many processors, including digital signal processors (DSPs), mobile, graphics, and general-purpose central processing units (CPUs) [1] have a multicore design, driven by the demand of higher performance. Major CPU vendors have changed strategy away from increasing the raw clock rate to adding on-chip support for multithreading by increases in the number of cores; dualand quad-core processors are now commonplace. Signal and image processing programmers can benefit dramatically from these advances in hardware, by modifying single-threaded code to exploit parallelism to run on multiple cores.
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