This paper describes a method to integrate VR interfaces on 3D display for multiuser game environments, which addresses the problem of synchronization and calibration multiple devices together to treat game events. Th...
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Our paper proposes a vision-based hand gesture recognition system. It is implemented in a camera-projector system to achieve an augmented reality tool. In this configuration the main problem is that the hand surface r...
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In this paper, we describe an adaptive lossless compression algorithm for color video sequences utilizing backward adaptive temporal prediction and an integer wavelet transform. We exploit two redundancies in color vi...
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In this paper, we describe an adaptive lossless compression algorithm for color video sequences utilizing backward adaptive temporal prediction and an integer wavelet transform. We exploit two redundancies in color video sequences, specifically spatial and temporal redundancies. We show that an adaptive scheme exploiting the two redundancies has better compression performance than lossless compression of individual image frames. The result of the proposed scheme is compared to current video compression algorithms.
Purpose. We set out to enhance the imaging of stents used for coronary coarctation surgery without imaging the reticulation of the stent. Because the stent is a reticulated structure, there is a relation between ultra...
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We developed an augmented reality tool for vision-based hand gesture recognition in a camera-projector system. Our recognition method uses modified Fourier descriptors for the classification of static hand gestures. H...
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We developed an augmented reality tool for vision-based hand gesture recognition in a camera-projector system. Our recognition method uses modified Fourier descriptors for the classification of static hand gestures. Hand segmentation is based on a background subtraction method, which is improved to handle background changes. Most of the recognition methods are trained and tested by the same service-person, and training phase occurs only preceding the interaction. However, there are numerous situations when several untrained users would like to use gestures for the interaction. In our new practical approach the correction of faulty detected gestures is done during the recognition itself. Our main result is the quick on-line adaptation to the gestures of a new user to achieve user-independent gesture recognition.
Arithmetic coding achieves a superior coding rate when encoding a binary source, but its lack of speed makes it an inferior choice when true high-performance encoding is needed. This paper presents the practical imple...
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Arithmetic coding achieves a superior coding rate when encoding a binary source, but its lack of speed makes it an inferior choice when true high-performance encoding is needed. This paper presents the practical implementation of fast entropy coders for binary messages utilizing only bit shifts and table lookups. To limit code table size the proposed code lengths is limited with a type of variable-to-variable (VV) length code created from source string merging. This is referred to as "merged codes". With merged codes it is possible to achieve a desired level of speed by adjusting the number of bits read from the source at each step. The most efficient merged codes yield a coder with a worst-case inefficiency of 0.4%, relative to the Shannon entropy. Using a hybrid Golomb-VV bin coder the compression ratio that is competitive with other state-of-the-art coders, at a superior throughput is achieved.
Transmission of digital video signals over wireless networks demands efficient compression algorithms as well as reliable coding strategies. In this project, we provide a thorough evaluation of the joint source-channe...
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Transmission of digital video signals over wireless networks demands efficient compression algorithms as well as reliable coding strategies. In this project, we provide a thorough evaluation of the joint source-channel video coding methodology from two points of view: source coding design for error resilience and channel coding for error detection and recovery. We investigate the current ITU video compression standard, H.263+, for 3G wireless transmission. In particular, we concentrate on error resilient features provided within the standard and forward error correction (FEC) to find the optimal combination of various system parameters under different lossy channel conditions.
Adaptive mesh refinement (AMR) is a technique used in numerical simulations to automatically refine (or de-refine) certain regions of the physical domain in a finite difference calculation. AMR data consists of nested...
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Adaptive mesh refinement (AMR) is a technique used in numerical simulations to automatically refine (or de-refine) certain regions of the physical domain in a finite difference calculation. AMR data consists of nested hierarchies of data grids. As AMR visualization is still a relatively unexplored topic, our work is motivated by the need to perform efficient visualization of large AMR data sets. We present a software algorithm for parallel direct volume rendering of AMR data using a cell-projection technique on several different parallel platforms. Our algorithm can use one of several different distribution methods, and we present performance results for each of these alternative approaches. By partitioning an AMR data set into blocks of constant resolution and estimating rendering costs of individual blocks using an application specific benchmark, it is possible to achieve even load balancing.
We have developed a hand gesture recognition system, based on the shape analysis of static gestures, for Human computer Interaction purposes. Our appearance-based recognition uses modified Fourier descriptors for the ...
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We have developed a hand gesture recognition system, based on the shape analysis of static gestures, for human computer interaction purposes. Our appearance-based recognition uses modified Fourier descriptors for the ...
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We have developed a hand gesture recognition system, based on the shape analysis of static gestures, for human computer interaction purposes. Our appearance-based recognition uses modified Fourier descriptors for the classification of hand shapes. As always found in literature, such recognition systems consist of two phases: training and recognition. In our new practical approach, following the chosen appearance-based model, training and recognition is done in an interactive supervised way: the adaptation for untrained gestures is also solved by hand signals. Our experimental results with three different users are reported. Besides describing the recognition itself we demonstrate our interactive training method in a practical application.
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