This technique automatically generates volume octree vector fields around objects in a scene, providing automatic animation and collision avoidance for arbitrary objects.
This technique automatically generates volume octree vector fields around objects in a scene, providing automatic animation and collision avoidance for arbitrary objects.
Curve approximation is a challenging issue to precisely depict exquisite shapes of natural phenomena, in which the piecewise Bezier curve is one of the most widely utilized tools due to its beneficial properties. It i...
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Curve approximation is a challenging issue to precisely depict exquisite shapes of natural phenomena, in which the piecewise Bezier curve is one of the most widely utilized tools due to its beneficial properties. It is essential to determine the quantity and location of control points through the process of generating the mathematical representation of desired objects. This paper presents a new algorithm called adaptive extension fitting scheme (AEFS) to determine a piecewise Bezier curve that best fits a given sequence of data points as well as locate the coordinates of the connecting points between the pieces adaptively. Taking full advantage of the scalability of the Bezier curve segment, AEFS is effective in sequential knot searching within an impressively small computational consumption. The capability of the proposed stepwise extension strategy is deduced from rigorous theoretical proof, resulting in proper connecting points together with well-fitted Bezier curves. The proposed algorithm is evaluated by some popular benchmarks for curve fitting, and compared with several state-of-the-art approaches. Experimental results indicate that AEFS outperforms other models involved in terms of execution time, fitting accuracy, number of segments, and the authenticity of shape contours.
This paper presents a visualization method called the deformed cube for visualizing 3D velocity vector field. Based on the decomposition of the tensor which describes the changes of the velocity it provides a teclmiqu...
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This paper presents a visualization method called the deformed cube for visualizing 3D velocity vector field. Based on the decomposition of the tensor which describes the changes of the velocity it provides a teclmique for visualizing local flow. A deformed cube, a cube transformed by a tensor in a local coordinate frame, shows the local stretch, shear and rigid body rotation of the local flow corresponding to the decomposed component of the tensor. Users can interactively view the local deformation or any component of the *** animation of the deformed cube moving along a streamline achieves a more global impression of the flow field. This method is intended as a complement to global visualization methods.
The article discusses the scientific and technological innovations undertaken for the improvement of human health. It cites the innovations on health games that have provided a connection between the pursuit of a heal...
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The article discusses the scientific and technological innovations undertaken for the improvement of human health. It cites the innovations on health games that have provided a connection between the pursuit of a healthy life and happiness. It indicates health games as an exciting area of research where knowledge obtained computer graphics,virtual reality and digital game can be merged with knowledge in other areas. It suggests collaboration on health topics with researchers in medicine, geography and music for ideas that can improve the quality of life.
The article presents information on interactive 3D rendering. It also analyzes the impact of 3D graphics hardware on algorithm design. The goal of interactive rendering is to present a responsive user experience. The ...
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The article presents information on interactive 3D rendering. It also analyzes the impact of 3D graphics hardware on algorithm design. The goal of interactive rendering is to present a responsive user experience. The basic principles of 3D interactive rendering are approximation, preparation and amortization. Textured triangles with vertex data interpolation form the basic building blocks of interactive rendering. Interactive rendering uses programmable vertex and fragment processors arranged in the traditional 3D z-buffer pipeline. A vertex processor works on one vertex of a triangle at a time, independently of other vertices. A fragment processor works on pixels. The fragment processor can access a set of values interpolated from the vertex data as well as stored constant data. The fragment processor can also use texture coordinate values to access textures. But a 2004 graphics hardware development enables vertex processors to access texture data. Memory is needed for z-buffer as well as for storing textures. A graphics hardware-friendly memory class of compression algorithms called DXTC in DirectX are developed to save texture storage space.
To address the significant challenges of high false positive and false negative rates in existing algorithms for detecting cervical fluid-based cells, an enhanced Yolov5s network is introduced. This paper details a no...
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To address the significant challenges of high false positive and false negative rates in existing algorithms for detecting cervical fluid-based cells, an enhanced Yolov5s network is introduced. This paper details a novel approach that dynamically adjusts the weights of channels and the spatial attention in modules, substantially improving feature extraction from small objects and boosting the detection capabilities of the network. Furthermore, Mixup data augmentation technology is incorporated to counter the issue of imbalanced data categories in the custom dataset. The Complete Intersection over Union loss function is also employed to refine coordinate localization accuracy during training. Tested on the proprietary cervical cytology dataset, the modified Yolov5s achieves a mean Average Precision of 92.1%, surpassing the previous state-of-the-art by 5.6%. This enhancement substantiates the efficacy of the proposed model. Code and models are accessible at .
An evaluation structure is a hierarchical structure of human cognition extracted from interviews based on the evaluation grid method. An evaluation structure can be defined as a directed acyclic graph (DAG). The autho...
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An evaluation structure is a hierarchical structure of human cognition extracted from interviews based on the evaluation grid method. An evaluation structure can be defined as a directed acyclic graph (DAG). The authors propose a layer-assignment method that is part of the Sugiyama framework, a popular method for drawing DAGs, to satisfy the requirements for drawing evaluation structures. Their evaluations demonstrate that the layered graph drawing produced by the proposed layer-assignment method is preferred by users and aids in the understanding of evaluation structures. [ABSTRACT FROM AUTHOR]
A pixel-processing RAMDAC chip, in 1.5-mu-m CMOS, has been designed, tested, and operated at a clock rate of over 170 MHz. We describe the design methodology, pipe-lined architecture, and delay-matched circuitry used ...
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A pixel-processing RAMDAC chip, in 1.5-mu-m CMOS, has been designed, tested, and operated at a clock rate of over 170 MHz. We describe the design methodology, pipe-lined architecture, and delay-matched circuitry used to create the block (about 38000 transistors) which processes the pixel-words. This block provides the flexible pixel-by-pixel data manipulation needed to solve several problems encountered in windowing graphics systems of one million or more pixels per frame. The circuitry can interpret each input pixel-word differently, allowing a distinct visual type and color map to be assigned to each window. Previous high-performance RAMDAC's have provided only one visual type and color mapping for an entire screen, causing the colors in all but the active window to be corrupted.
We introduce a technique to rapidly generate summed-area tables using graphics hardware. Summed area tables, originally introduced by Crow, provide a way to filter arbitrarily large rectangular regions of an image in ...
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We introduce a technique to rapidly generate summed-area tables using graphics hardware. Summed area tables, originally introduced by Crow, provide a way to filter arbitrarily large rectangular regions of an image in a constant amount of time. Our algorithm for generating summed-area tables, similar to a technique used in scientific computing called recursive doubling, allows the generation of a summed-area table in O(log n) time. We also describe a technique to mitigate the precision requirements of summed-area tables. The ability to calculate and use summed-area tables at interactive rates enables numerous interesting rendering effects. We present several possible applications. First, the use of summed-area tables allows real-time rendering of interactive, glossy environmental reflections. Second, we present glossy planar reflections with varying blurriness dependent on a reflected object's distance to the reflector. Third, we show a technique that uses a summed-area table to render glossy transparent objects. The final application demonstrates an interactive depth-of-field effect using summed-area tables.
Visualization researchers, developers, practitioners, and educators routinely work across traditional discipline boundaries, oftentimes in teams of people that come from a diverse blend of backgrounds, using visualiza...
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Visualization researchers, developers, practitioners, and educators routinely work across traditional discipline boundaries, oftentimes in teams of people that come from a diverse blend of backgrounds, using visualizations as a common language for collaboration. There is a looming global workforce shortage in the computational science and high-tech space, primarily due to a disconnect between population demographics and the demographics of those educated to fill these jobs. The visualization community is uniquely positioned to bring a fresh approach to making diversity and inclusion fundamental tenets that are necessary rather than desirable. [ABSTRACT FROM AUTHOR]
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