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.
The Huffman code is a noiseless source coding method for images, video, and other applications. For applications in graphic computers, image and video composition, high-definition television (HDTV), and optical fiber ...
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The Huffman code is a noiseless source coding method for images, video, and other applications. For applications in graphic computers, image and video composition, high-definition television (HDTV), and optical fiber networks, Huffman-coded images need to be reconstructed at a high throughput rate. Part I [I] of this paper already showed several architectural and architecture-specific optimization techniques. However, due to the recursion within the reconstruction algorithm, the achievable throughput rate for a given decoding architecture in a given IC technology Is limited. In this part of the paper, we propose various concurrent decoding methods to relax the throughput limit by using parallel or pipelined hardware. These methods are simple, effective, flexible, and applicable to general decoder architectures. Unlimited concurrency can be achieved at the expense of additional latency, the overhead Is low, and the complexity increases linearly with the throughput improvement. We believe that the proposed methods and architectures make It possible to reconstruct arbitrarily high resolution Huffman-coded images and video in real time with current electronics.
This new GPU-based algorithm can compute ambient occlusion to inexpensively approximate global-illumination effects in real-time systems and games. The algorithm is based on a novel interpretation of ambient occlusion...
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This new GPU-based algorithm can compute ambient occlusion to inexpensively approximate global-illumination effects in real-time systems and games. The algorithm is based on a novel interpretation of ambient occlusion that measures the relative volume of the visible part of the surface's tangent sphere.
This article examines why innovations such as the Sony EyeToy and Nintendo Wii have been so successful and discusses the research opportunities presented by the latest commercial push for spatial 3D interaction in games.
This article examines why innovations such as the Sony EyeToy and Nintendo Wii have been so successful and discusses the research opportunities presented by the latest commercial push for spatial 3D interaction in games.
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.
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]
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.
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]
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