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.
Forty years ago, the first General Purpose Raster graphics Processor made the transition from research project to commercial product. This is the story of the creation of a new graphics system and the startup company ...
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Forty years ago, the first General Purpose Raster graphics Processor made the transition from research project to commercial product. This is the story of the creation of a new graphics system and the startup company that produced it in the early days of raster computer graphics.
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 .
We describe the first known algorithm for efficiently maintaining a Binary Space Partition (BSP) for n continuously moving segments in the plane, whose interiors remain disjoint throughout the motion. Under reasonable...
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We describe the first known algorithm for efficiently maintaining a Binary Space Partition (BSP) for n continuously moving segments in the plane, whose interiors remain disjoint throughout the motion. Under reasonable assumptions on the motion, we show that the total number of times this BSP changes is O(n(2)), and that we can update the BSP in O(log n) expected time per change. Throughout the motion, the expected size of the BSP is O(n log n). We also consider the problem of constructing a BSP for n static triangles with pairwise-disjoint interiors in R-3. We present a randomized algorithm that constructs a BSP of size O(n(2)) in O(n(2) log(2) n) expected time. We also describe a deterministic algorithm that constructs a BSP of size O((n + k) log(2) n) and height O(log n) in O((n + k) log(3) n) time, where k is the number of intersection points between the edges of the projections of the triangles onto the xy-plane. This is the first known algorithm that constructs a BSP of O(log n) height for disjoint triangles in R-3. (C) 2000 Elsevier Science B.V. All rights reserved.
This paper presents a new data hiding scheme via steganographic image transformation, which is different from conventional data hiding techniques. The transformation is achieved in the frequency domain and the concept...
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This paper presents a new data hiding scheme via steganographic image transformation, which is different from conventional data hiding techniques. The transformation is achieved in the frequency domain and the concept of Fourier filtering method is used. An input image is transformed into a fractal image, which can be used in computer Graphic (CG) applications. One of the main advantages of this scheme is the amount of data to be hidden (embedded) is equal to that of the host signal (generated fractal image) while it is in general limited in the conventional data hiding schemes. Also both the opened fractal image and the hidden original one can be properly used depending on the situation. Unauthorized users will not notice the "secret" original image behind the Fractal image, but even if they know that there is a hidden image it will be difficult for them to estimate the original image from the transformed image. Only authorized users who know the proper keys can regenerate the original image. The proposed method is applicable not only as a security tool for multimedia contents on web pages but also as a steganographic secret communication method through fractal images.
Transitioning from bespoke, single-purpose public displays to generic, multipurpose ones entails a number of research challenges. One such challenge is understanding how to group and present available applications to ...
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Transitioning from bespoke, single-purpose public displays to generic, multipurpose ones entails a number of research challenges. One such challenge is understanding how to group and present available applications to users and what effect this grouping has on application use. This study of an iterative, longitudinal deployment of a multipurpose public display examines two mechanisms that help users find the available applications: a quick-launch menu and a browsable application directory. Using the measures of relative and absolute utility, the study reveals these mechanisms' complex effects on application usage. It also addresses whether a public display should promote popular or unpopular applications. [ABSTRACT FROM AUTHOR]
In the Industrie 4.0 vision, the creation of leading-edge options for interaction between people and technology occupies a key role. In this context, augmented reality (AR) is one of the most suitable solutions. Howev...
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In the Industrie 4.0 vision, the creation of leading-edge options for interaction between people and technology occupies a key role. In this context, augmented reality (AR) is one of the most suitable solutions. However, it is still not ready to be effectively used in industry. A crucial problem is the legibility of text seen through AR head-worn displays (HWDs). AR interface designers have no standard guidelines to follow, especially for these devices. Literature and anecdotal evidence suggest that legibility depends mainly on background, display technology (that is, see-through optical or video HWDs), and text style (for example, plain text, outline, or billboard). Furthermore, there are constraints to consider in industrial environments, such as standard color-coding practices and workplace lighting. The authors examine aspects affecting text legibility with an emphasis on deriving guidelines to support AR interface designers. Their results suggest that enhancing text contrast via software, along with using the outline or billboard style, is an effective practice to improve legibility in many situations. If one text style is needed for both types of HWD, their results suggest that colored billboards (with neutral white text) are effective. When color coding is not mandatory, white text and blue billboard are more effective than other styles tested. [ABSTRACT FROM AUTHOR]
Structure from Motion (SfM) is a computer vision technique used to reconstruct three-dimensional (3D) structures from a series of two-dimensional (2D) images or video frames. However, SfM tools struggle with transpare...
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Structure from Motion (SfM) is a computer vision technique used to reconstruct three-dimensional (3D) structures from a series of two-dimensional (2D) images or video frames. However, SfM tools struggle with transparent objects, reflective surfaces, and low-resolution frames. In such situations, image-based interactive 3D modeling software packages are employed to model 3D objects and measure dimensions. Our contributions to this work are twofold. First, we have introduced new tools to improve 3D modeling software packages;such tools are aimed at easing the workload for users. Second, we have conducted a comprehensive user study to evaluate the efficacy of popular 3d modeling software packages. The task is to measure certain dimensions for which ground truth measurements are already known. A relative error is calculated for every measurement. The evaluation of each software tool is done through survey form, event logs, and measurement relative error. The results of this user study clearly show that our approach to 3D modeling using multiple images has a lower relative error and produces higher quality 3D models than other software packages. In addition, it shows our new tools reduce the required time for completing a task.
A new visualization system analyzes multidimensional surgical performance databases of information collected via emerging surgical robot and simulator technologies. In particular, it has visualized force, position, ro...
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A new visualization system analyzes multidimensional surgical performance databases of information collected via emerging surgical robot and simulator technologies. In particular, it has visualized force, position, rotation, and synchronized video data from 300 bimanual laparoscopic surgery tasks performed by more than 50 surgeons. To explore data, the system uses a multiple-coordinated-views framework. It provides techniques to select and filter multivariate time series data, visualize animated force plots in conjunction with contextual videos, encode multivariate bimanual tool trace data in 3D visualizations, and link visualizations to a database management system via a new generalizable data model. Insights and feedback from an interdisciplinary iterative design process and use case studies support the utility of visualization in this emerging area of data-driven surgical training. [ABSTRACT FROM PUBLISHER]
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