Distributed object systems are known to be very complex. Consequently it is very difficult, if not impossible, to see the overall relationship among participating objects in the system. That complicates the issues con...
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Distributed object systems are known to be very complex. Consequently it is very difficult, if not impossible, to see the overall relationship among participating objects in the system. That complicates the issues connected with performance tuning and maintenance. An economical way to visualize the system is clearly needed. In this paper, we propose a tracing facility for Java-based distributed object system, especially Java RMI (Remote Method Invocation). Our visualization system VisOK (Visual Object-Kit) uses two-phase hybrid post-mortem/on-the-fly technique. The fundamental tracing part has a flexible and dynamic mechanism. The main idea behind the tracing technique is the plug-in sensor model (PSM). There is a close relationship between tracing part and the visualization part. For effective visualization of a working system, the causality of events has to be preserved VisOK supports global event ordering. And for collecting and assembling local states of objects, we propose a distributed snapshot algorithm.
In this paper we present a genetic algorithm (GA) for the NP-hard biconnectivity problem for graphs. Suppose a 2-connected, undirected weighted graph G(V,E) and a spanning subset of edges E/sub 0//spl sub/E are given....
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In this paper we present a genetic algorithm (GA) for the NP-hard biconnectivity problem for graphs. Suppose a 2-connected, undirected weighted graph G(V,E) and a spanning subset of edges E/sub 0//spl sub/E are given. The goal is to augment set E/sub 0/ with a set AUG/spl sub/E-E/sub 0/ of minimal weight, such that graph G(V,E/sub 0//spl cup/AUG) is biconnected. To our knowledge, this is the first time a GA is applied to this problem. First, a straight-forward "pure" GA improved with caching is introduced, which is then hybridized with a greedy, problem dependent heuristic. The proposed approaches are problem instances with up to 1160 feasible edges. While the pure GA performs well, significantly better solutions can be obtained by the hybrid strategy.
In recent years there has been an increased interest in metal foams in the field of material science. The stress absorbing potential is one of the most interesting properties for the application of aluminium foam (e.g...
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"The augmented man" presents a vision of a new media technology, blending real and virtual worlds, and has been developed in the context of an artistic exhibition. The visitor meets a virtual man, who seems ...
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"The augmented man" presents a vision of a new media technology, blending real and virtual worlds, and has been developed in the context of an artistic exhibition. The visitor meets a virtual man, who seems to have emotions and who tries to get in contact by talking and asking questions. The application consists of augmented stereo videos, which are projected on a wall projection screen. The visitor sees himself as if in a 3D mirror, but with a new virtual person walking beside him. The augmented man reacts to people by approaching them or avoiding them. This paper gives a complete overview of the exhibition and presents the artistic concepts and the technical realization. After explanations about our motivation and background ideas, the modelling and the behavioural coding of the virtual man are described. Rendering aspects, like multi-texturing and 3D augmented videos are discussed in detail. The determination of the positions of the visitors is achieved by processing the images of a camera fixed on the room's ceiling. Combined with the stereo front-facing cameras, we show how occlusions between the real person and the virtual man can be handled. The system works in real-time on a single machine with three video input streams and two graphic outputs.
Some radar image processing algorithms such as shape-from-shading are particularly compute-intensive and time consuming. If, in addition, a data set to be processed is large, then it may make sense to perform the proc...
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Some radar image processing algorithms such as shape-from-shading are particularly compute-intensive and time consuming. If, in addition, a data set to be processed is large, then it may make sense to perform the processing of images on multiple workstations or parallel processing systems. We have implemented shape-from-shading, stereo matching, resampling, gridding and visualization of terrain models in such a manner that they execute either on parallel machines or on clusters of workstations. We were motivated by the large image data set from NASA's Magellan mission to planet Venus, but received additional inspiration from the European Union's Center for Earth Observation program (CEO) and Austria's MISSION initiative for distributed processing of remote sensing images on remote workstations, using publicly accessible algorithms. We have developed a multi-processor approach that we denote as CDIP for Concurrent and Distributed Image Processing. The speedup for image processing tasks increases nearly linearly with the number of processors, be they on a parallel machine or arranged in a cluster of distributed workstations. Our approach adds benefits for users of complex image processing algorithms: the efforts for code porting and code maintenance are reduced and the necessity for specialized parallel processing hardware is eliminated.
A key issue in performing stereo reconstruction is to find stereo correspondences. For this purpose a novel unified framework for arbitrary area based correlation methods is presented. The commonly neglected problem o...
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Arm animation algorithms are often categorized by their constraint expansion strategy. One option is the geometric bounding polygon-cone strategy, a simple containment search strategy that traverses the search space i...
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Arm animation algorithms are often categorized by their constraint expansion strategy. One option is the geometric bounding polygon-cone strategy, a simple containment search strategy that traverses the search space in the order in which successor bounding polygon edges are generated. An alternative is the ThetaPhi-cone strategy, which was designed to make it possible to use domain-specific heuristic information. By exploring promising parts of the cone space first, ThetaPhi-cone algorithms generally are more efficient than polygon-cone algorithms.
In this paper, a new real-time model based pose determination system based on the Gauss-Newton method is described. Various model fitting strategies, which use gradient search, are discussed and compared. A novel stra...
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ISBN:
(纸本)0769507506
In this paper, a new real-time model based pose determination system based on the Gauss-Newton method is described. Various model fitting strategies, which use gradient search, are discussed and compared. A novel strategy, the adaptive perpendicular search, is proposed for both matching ambiguity avoidance and convergence enforcement. The system is shown to be highly effective in practice, while keeping the computational cost low. A sufficient initial pose estimate as an input for the Gauss-Newton based methods is obtained from the parametric eigenspace. With certain restrictions, the overall pose determination system performs in real-time, as required in industrial applications.
An ideal triangle mesh compression technology would simultaneously support the following objectives: (1) progressive refinements of the received mesh during decompression, (2) nearly optimal compression ratios for bot...
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An ideal triangle mesh compression technology would simultaneously support the following objectives: (1) progressive refinements of the received mesh during decompression, (2) nearly optimal compression ratios for both geometry and connectivity, and (3) in-line, real-time decompression algorithms for hardware or software implementations. Because these three objectives impose contradictory constraints, previously reported efforts have focused primarily on one (sometimes two) of these objectives. The SQUEEZE technique introduced in this paper addresses all three constraints simultaneously, and attempts to provide the best possible compromise. For a mesh of T triangles, SQUEEZE compresses the connectivity to 3.7T bits, which is competitive with the best progressive compression techniques reported so far. The geometric prediction error encoding technique introduced in this paper leads to a geometry compression that is improved by 20% over that of previous schemes. Our initial implementation on a 300-MHz CPU achieved a decompression rate of up to 46,000 triangles per second. SQUEEZE downloads a model through a number of successive refinement stages, providing the benefit of progressivity.
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