With a greater number of real-time graphics applications moving over to parametric surfaces from the polygonal domain, there is an inherent need to address various rendering bottlenecks that could hamper the move. Sca...
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ISBN:
(纸本)9783642172885
With a greater number of real-time graphics applications moving over to parametric surfaces from the polygonal domain, there is an inherent need to address various rendering bottlenecks that could hamper the move. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application. Developers like to create applications that run on various platforms without having to switch between polygonal and parametric versions to satisfy the limitations. In this paper, we present SD-2 (Semi-uniform, 2-Different), an adaptive tessellation algorithm for triangular parametric surfaces. The algorithm produces well distributed and semi-uniformly shaped triangles as a result of the tessellation. The SD-2 pattern requires new approaches for determining the edge tessellation factors, which can be fractional and change continuously depending on view parameters. The factors are then used to steer the tessellation of the parametric surface into a collection of triangle strips in a single pass. We compare the tessellation results in terms of GPU performance and surface quality by implementing SD-2 on PN patches.
Introduction and main concepts: An increasing interest in passive surveillance systems can be observed in last period. The key idea, which is also common to other non-radar applications, is to conveniently exploit opp...
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ISBN:
(纸本)9788476534724
Introduction and main concepts: An increasing interest in passive surveillance systems can be observed in last period. The key idea, which is also common to other non-radar applications, is to conveniently exploit opportunity signals, as analogue FM transmitters or Digital Video Broadcasters to detect and/or tracking targets [1–3].
We present an approach for implementing a virtual reality system targeted at learning handwritten characters. We especially aim at enabling learners to acquire important writing skills required to be a good writer in ...
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ISBN:
(纸本)9780769540184
We present an approach for implementing a virtual reality system targeted at learning handwritten characters. We especially aim at enabling learners to acquire important writing skills required to be a good writer in Japanese calligraphy. The proposed system provides a haptic channel allowing the learners to intuitively master an instructor's fine motor skills through the sense of touch. We utilize a commercially available haptic device called PHANTOMTM for simulating a writing brush in a virtual learning space. The system implements a function for recording and replaying the instructor's hand motions via the PAHNTOM device. The instructor's writing techniques such as brush-strokes and pen pressures he/she performs/adds when writing characters are effectively presented to the learners via the PHANTOM device. Then, they can master how to write the recorded characters with feeling the instructor's style of handwritings. We also invented a simple yet powerful 3D brush model for real-time visualization of handwritten characters without compromising the quality and reality of the characters. The users can start learning at any time and iterate training without worrying about resource consumptions such as papers and ink as much as they like. We conducted an experiment to validate the effectiveness of the proposed system for learning calligraphy in a virtual environment.
Create custom Validation Rules for structured diagrams and increase the accuracy of your business information with Visio 2010 Premium Edition Optimize your business information visualization by mastering out-of-the-bo...
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ISBN:
(数字)9781849680158
ISBN:
(纸本)9781849680141
Create custom Validation Rules for structured diagrams and increase the accuracy of your business information with Visio 2010 Premium Edition Optimize your business information visualization by mastering out-of-the-box, structured diagram functionality with features like the Basic and Cross-Functional Flowcharts Create and analyze custom Validation Rules for structured diagrams using Visio Premium Get to grips with validation logic for Business Process Diagramming with Visio 2010, by using the provided Rules Tools add-in Discover the power of the ShapeSheet and learn how to write ShapeSheet formulae for use in Validation tests, following real and practical business examples and instructions Packed with screenshots to demonstrate immediately usable Visio practices for achieving your business visualization goals In Detail Microsoft Visio is a diagramming program using vector graphics, which ultimately allows business professionals to explore and communicate complex information more effectively. Through various visual representations, Visio enables complicated data to be presented in a clear, communicative, and data-connected way. Therefore, productivity is increased by utilizing the wide variety of diagrams that can convey information at a glance, as data can be understood and acted upon quickly. This book enables business developers to unleash the full potential of Diagram Validation that Visio 2010 Premium Edition has to offer. This focused tutorial will enable you to get to grips with Diagram Validation in Visio 2010 Premium Edition to the fullest extent, enabling powerful automatic diagram verification based on custom logic and assuring correct and compliant diagrams. You will learn how to create and publish Rules, and use the ShapeSheet to write formulae. There is a special focus on extending and enhancing the capabilities of Visio 2010 diagram validation, and on features that are not found in the out-of-the-box product, like installing and using a new Rules Tool
Artists use computers in many ways;technologists produce computerised tools of various kinds. The boundary where art meets technology is in creative tension between the needs and the understanding of the two camps, We...
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Artists use computers in many ways;technologists produce computerised tools of various kinds. The boundary where art meets technology is in creative tension between the needs and the understanding of the two camps, We report on the key questions raised at a meeting between philosophers, psychologists artists. and technologists to negotiate this boundary.
Digital image processing generally refers to the use of computer algorithms that deal with operations on or analysis of digital images. It covers a wide range of intriguing sub-topics. While these topics may vary from...
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Digital image processing generally refers to the use of computer algorithms that deal with operations on or analysis of digital images. It covers a wide range of intriguing sub-topics. While these topics may vary from pattern recognition, classification to synthesis and generation, most techniques recognize the input as a raster image by default, treat it as a two-dimensional signal and applying standard signal processing techniques to it. In this paper, we attempt to solve specific problems of image segmentation, classification and enhancement by a hybrid approach. We perceive an input image not only as a 2D grid of pixels, but also as a connected graph, a collection of heterogeneous data points, or a surface mesh embedded in 3D space depending on the specific target problem. The broader framework makes it possible to combine image processing techniques with techniques that are typically applied to other research areas including digital geometry processing, machine learning, surface modeling and optimization. We demonstrate by experiments and comparisons that these methods, in concert with standard image operations such as filtering orfeature detection, work particularly well and yield satisfactory results for the original target problems
Poisson disk sampling has proven to be very useful and versatile in a variety of computer graphics applications in the past 35 years, since it was first introduced to solve the ray tracing sampling problem. It can sim...
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Poisson disk sampling has proven to be very useful and versatile in a variety of computer graphics applications in the past 35 years, since it was first introduced to solve the ray tracing sampling problem. It can simply and mathematically be defined as a set of samples (points) in a certain distance space such that each sample is at least a certain distance away from others. Poisson disk sampling is far better than any other sampling methods in the sense that it achieves the combined objective of acquiring the highest quality in visual appearance and producing the least spectral artifacts in the spectral domain. Henceforth, it is favored for ray tracing, which desires the least artifacts when using a small number of ray samples, stippling which requires a uniform distribution of drawing metaphors to represent gray scale smoothly without any noticeable structure, surface remeshing for its random and uniform resultant vertex positions, and many other applications which ask for a uniform distribution of objects in any distance space. In this thesis, I present my three works on Poisson disk sampling, each of which addresses certain problems in a more specific context: Poisson disk sampling on surface by using dual Poisson disk tiling, the acceleration of capacity constrained Voronoi tessellation in 2D Euclidean space and anisotropic Poisson disk sampling in Riemannian distance space. Apart from the detailed description of my own work, prior work on the same topic is also discussed to serve as a background to current Poisson disk sampling research. I categorized the algorithms into 3 chapters based on their working domain: 2D Euclidean space, manifold surface and Riemannian space. Finally, I compare different Poisson disk sampling algorithms in terms of quality and performance in order to provide a reference by which the audience can grasp the usage of Poisson disk sampling in their own research problems.
The article discusses the author's subjective presentations of some of the substantial visions and challenges that the world of the information and communication technology (ICT) faces, and for which computer grap...
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The article discusses the author's subjective presentations of some of the substantial visions and challenges that the world of the information and communication technology (ICT) faces, and for which computer graphics is an enabling technology. The fundamental concept of image-based rendering (IBR) will be fully developed through applying a set of given images from a scene and synthesizing new views of this scene from these images. The author cites that the challenges of real-time IBR include the enhancement of bandwidth, image analysis, and image synthesis. He stresses that extensive research and development in computer graphic tools and techniques will allow multivariate large-scale data presentation and interaction capabilities for data analysis.
In this paper, we present a no-reference video quality metric based on individual measurements of the blockiness artifact. The proposed metric is a modification of the work by Vlachos that measures the strength of blo...
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ISBN:
(纸本)9781618390837
In this paper, we present a no-reference video quality metric based on individual measurements of the blockiness artifact. The proposed metric is a modification of the work by Vlachos that measures the strength of blockiness artifacts in video sequences. Vlachos' algorithm estimates the blockiness signal strength by comparing the cross-correlation of pixels inside (intra) and outside (inter) the borders of the coding blocking structure of a frame. The proposed algorithm estimates the amount of spatial activity of each frame and uses this measure to modify the blockiness estimates according to its visibility. Contrary to what has been done by Vlachos, we used a Minkowski metric to combine the blockiness estimates for all frames of the video. The proposed algorithm was tested using a set of standard resolution videos compressed with an MPEG-2 enconder.
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