The use of Virtual Reality (VR) technology to train professionals has increased over the years due to its advantages over traditional training. This paper presents a study comparing the effectiveness of a Virtual Envi...
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The use of Virtual Reality (VR) technology to train professionals has increased over the years due to its advantages over traditional training. This paper presents a study comparing the effectiveness of a Virtual Environment (VE) and a Real Environment (RE) designed to train firefighters. To measure the effectiveness of the environments, a new method based on participants' Heart Rate Variability (HRV) was used. This method was complemented with self-reports, in the form of questionnaires, of fatigue, stress, sense of presence, and cybersickness. An additional questionnaire was used to measure and compare knowledge transfer enabled by the environments. The results from HRV analysis indicated that participants were under physiological stress in both environments, albeit with less intensity on the VE. Regarding reported fatigue and stress, the results showed that none of the environments increased such variables. The results of knowledge transfer showed that the VE obtained a significant increase while the RE obtained a positive but non-significant increase (median values, VE: before - 4 after - 7, p = .003;RE: before - 4 after - 5, p = .375). Lastly, the results of presence and cybersickness suggested that participants experienced high overall presence and no cybersickness. Considering all results, the authors conclude that the VE provided effective training but that its effectiveness was lower than that of the RE.
Photorealistic rendering of the virtual world is an important and classic problem in the field of computer *** the development of GPU hardware and continuous research on computer graphics,representing and rendering vi...
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Photorealistic rendering of the virtual world is an important and classic problem in the field of computer *** the development of GPU hardware and continuous research on computer graphics,representing and rendering virtual scenes has become easier and more ***,there are still unresolved challenges in efficiently rendering global illumination *** the same time,machine learning and computer vision provide real-world image analysis and synthesis methods,which can be exploited by computer graphics rendering *** learning-enhanced rendering combines techniques from deep learning and computer vision into the traditional graphics rendering pipeline to enhance existing rasterization or Monte Carlo integration *** state-of-the-art report summarizes recent studies of deep learning-enhanced rendering in the computer graphics ***,we focus on works of renderers represented using neural networks,whether the scene is represented by neural networks or traditional scene *** works are either for general scenes or specific scenes,which are differentiated by the need to retrain the network for new scenes.
Raw point clouds captured by sensing devices are often contaminated with noise, which perturbs the fidelity of the original geometric information. Point cloud denoising is therefore an inseparable post-processing step...
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Raw point clouds captured by sensing devices are often contaminated with noise, which perturbs the fidelity of the original geometric information. Point cloud denoising is therefore an inseparable post-processing step, aiming to remove the noise in the point clouds. Existing point cloud denoising approaches are typically trained on datasets that have uniform point distributions and densities, making them unsuitable for effectively denoising point clouds with severe noise or irregular point distributions. In this paper, we introduce a novel random screening-based feature aggregation method for point cloud denoising. Our key insight is that merging features of dense and sparse points assists with enhancing the quality of point cloud denoising results. In specific, our approach involves randomly screening the features of local point patches and fusing richer geometric information of denser points into sparser point representations. Comprehensive experiments demonstrate that our method achieves state-of-the-art performance in the point cloud denoising task on both synthetic and real-world datasets.& COPY;2023 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY-NC license (http://***/licenses/by-nc/4.0/).
Ray tracing algorithm is a category of rendering algorithms that calculate pixel colors by simulating light rays in parallel. The quantum supersampling has achieved a quadratic speedup over classical Monte Carlo metho...
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Ray tracing algorithm is a category of rendering algorithms that calculate pixel colors by simulating light rays in parallel. The quantum supersampling has achieved a quadratic speedup over classical Monte Carlo method, but its output image contains many detached abnormal noisy dots. In this paper, we improve quantum supersampling by replacing the QFT-based phase estimation in quantum supersampling with a robust quantum counting scheme. We do simulation experiments to show that the quantum ray tracing with improved quantum supersampling does perform better than classical path tracing algorithm as well as the original form of quantum supersampling.
Over the past decade, three-dimensional (3D) graphics have become highly detailed to mimic the real world, exploding their size and complexity. Certain applications and device constraints necessitate their simplificat...
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Over the past decade, three-dimensional (3D) graphics have become highly detailed to mimic the real world, exploding their size and complexity. Certain applications and device constraints necessitate their simplification and/or lossy compression, which can degrade their visual quality. Thus, to ensure the best Quality of Experience, it is important to evaluate the visual quality to accurately drive the compression and find the right compromise between visual quality and data size. In this work, we focus on subjective and objective quality assessment of textured 3D meshes. We first establish a large-scale dataset, which includes 55 source models quantitatively characterized in terms of geometric, color, and semantic complexity, and corrupted by combinations of five types of compression-based distortions applied on the geometry, texture mapping, and texture image of the meshes. This dataset contains over 343k distorted stimuli. We propose an approach to select a challenging subset of 3,000 stimuli for which we collected 148,929 quality judgments from over 4,500 participants in a large-scale crowdsourced subjective experiment. Leveraging our subject-rated dataset, a learning-based quality metric for 3D graphics was proposed. Our metric demonstrates state-of-the-art results on our dataset of textured meshes and on a dataset of distorted meshes with vertex colors. Finally, we present an application of our metric and dataset to explore the influence of distortion interactions and content characteristics on the perceived quality of compressed textured meshes.
To train deep learning models for vision-based action recognition of elders' daily activities, we need large-scale activity datasets acquired under various daily living environments and conditions. However, most p...
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To train deep learning models for vision-based action recognition of elders' daily activities, we need large-scale activity datasets acquired under various daily living environments and conditions. However, most public datasets used in human action recognition either differ from or have limited coverage of elders' activities in many aspects, making it challenging to recognize elders' daily activities well by only utilizing existing datasets. Recently, such limitations of available datasets have actively been compensated by generating synthetic data from realistic simulation environments and using those data to train deep learning models. In this paper, based on these ideas we develop ElderSim, an action simulation platform that can generate synthetic data on elders' daily activities. For 55 kinds of frequent daily activities of the elders, ElderSim generates realistic motions of synthetic characters with various adjustable data-generating options and provides different output modalities including RGB videos, two- and three-dimensional skeleton trajectories. We then generate KIST SynADL, a large-scale synthetic dataset of elders' activities of daily living, from ElderSim and use the data in addition to real datasets to train three state-of-the-art human action recognition models. From the experiments following several newly proposed scenarios that assume different real and synthetic dataset configurations for training, we observe a noticeable performance improvement by augmenting our synthetic data. We also offer guidance with insights for the effective utilization of synthetic data to help recognize elders' daily activities.
The Laplace Beltrami operator is one of the essential tools in geometric processing. It allows us to solve numerous partial differential equations on discrete surface meshes, which is a fundamental building block in m...
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The Laplace Beltrami operator is one of the essential tools in geometric processing. It allows us to solve numerous partial differential equations on discrete surface meshes, which is a fundamental building block in many computer graphics applications. Discrete Laplacians are typically limited to standard elements like triangles or quadrilaterals, which severely constrains the tessellation of the mesh. But in recent years, several approaches were able to generalize the Laplace Beltrami and its closely related gradient and divergence operators to more general meshes. This allows artists and engineers to work with a wider range of elements which are sometimes required and beneficial in their field. This paper discusses the different constructions of these three ubiquitous differential operators on arbitrary polygons and analyzes their individual advantages and properties in common computer graphics applications.
We propose a new incompressible Navier-Stokes solver based on the impulse gauge transformation. The mathematical model of our approach draws from the impulse-velocity formulation of Navier-Stokes equations, which evol...
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We propose a new incompressible Navier-Stokes solver based on the impulse gauge transformation. The mathematical model of our approach draws from the impulse-velocity formulation of Navier-Stokes equations, which evolves the fluid impulse as an auxiliary variable of the system that can be projected to obtain the incompressible flow velocities at the end of each time step. We solve the impulse-form equations numerically on a Cartesian grid. At the heart of our simulation algorithm is a novel model to treat the impulse stretching and a harmonic boundary treatment to incorporate the surface tension effects accurately. We also build an impulse PIC/FLIP solver to support free-surface fluid simulation. Our impulse solver can naturally produce rich vortical flow details without artificial enhancements. We showcase this feature by using our solver to facilitate a wide range of fluid simulation tasks including smoke, liquid, and surface-tension flow. In addition, we discuss a convenient mechanism in our framework to control the scale and strength of the turbulent effects of fluid.
Nowadays, thanks to the improvements in computer graphics, remarkable improvements are achieved in 3D modelling in virtual environment in accordance with many original objects. In medical training, simulators are deve...
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Nowadays, thanks to the improvements in computer graphics, remarkable improvements are achieved in 3D modelling in virtual environment in accordance with many original objects. In medical training, simulators are developed to enable physician candidates to make numerous repetitions using various scenarios and gain practical experience. In this study, a simulator software platform is developed to simulate the deformation of 3D organ models with soft tissues such as gallbladder, kidney and spleen in the human body using deformation algorithms. In the system, firstly, organs are modelled in 3D according to their anatomical structure. On the developed simulator, feedback is provided by the deformation realized on the model when the organ is touched or applied tensile force by designed haptic device. In the study, mass spring method and molecular modelling method are used to obtain deformation 3D models. In addition, collision detection method is preferred to determine which point is contacted in the mesh structure modelled with haptic device. All simulations on the simulator developed in the study are performed in real time using the functions available in the OpenGL library. In addition, simulation feedbacks for 11 novice and expert users are collected from the simulator and the operation times obtained by the users for each soft tissue are compared. As a result of the experimental studies and statistical analysis, it has been seen that the collision detection, reaction force, real-time simulation and deformation results of the software platform are at the desired level visually and in terms of speed.
Two mathematical models in the context of boundary value problems are proposed for the geometric design of letters in Times Roman *** adopt radial basis function meshless collocation method for numerically solving the...
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Two mathematical models in the context of boundary value problems are proposed for the geometric design of letters in Times Roman *** adopt radial basis function meshless collocation method for numerically solving the two proposed mathematical models in 2D and *** this paper,B´ezier curves play an important role in the design of the *** examples with simply and multiply-connected domains in 2D and 3D are presented to demonstrate the visual effect of the letters in Times Roman font.
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