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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ISBN:
(纸本)0769507506
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 of ambiguities is addressed and a solution based on relaxation of match candidates is introduced. The method comes with the major benefits of a reverse matching step at almost no extra computational cost. The results of one match direction is used to select match candidates. Then these candidates are correlated backward with a different method. The proposed framework does not require any initial estimations. Experiments are performed on ground truth under varying geometric and varying noise conditions. Finally, the method is compared to a number of well known techniques.
A key issue in performing quantitative measurements in stereoscopic images is the problem of establishing stereo correspondence. For this purpose a novel two step algorithm is presented. The commonly neglected problem...
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ISBN:
(纸本)9539676924
A key issue in performing quantitative measurements in stereoscopic images is the problem of establishing stereo correspondence. For this purpose a novel two step algorithm is presented. The commonly neglected problem of ambiguities is addressed and a solution based on the relaxation of match candidates is introduced. The method comes with the major benefits of a reverse matching step at almost no additional computational cost and requires no initial estimations or constraints. The results of both match directions are re-used for a robust subpixel refinement. Experiments are performed on ground truth and a comparison to other well known, techniques is presented. The method performs best on real images, but not under all of the used noise conditions.
Virtual endoscopy presents the cross-sectional acquired 3D-data of a computer tomograph as an endoluminal view. The common approach for the visualization of a virtual endoscopy is surface rendering, yielding images cl...
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Virtual endoscopy presents the cross-sectional acquired 3D-data of a computer tomograph as an endoluminal view. The common approach for the visualization of a virtual endoscopy is surface rendering, yielding images close to a real endoscopy. If external structures are of interest, volume rendering techniques have to be used. These methods do not display the exact shape of the inner lumen very well. For certain applications, e.g. operation planning of a transbronchial biopsy, both the shape of the inner lumen as well as outer structures like blood vessels and the tumor have to be delineated. A method is described, that allows a quick and easy hybrid visualization using overlays of different visualization methods like different surfaces or volume renderings with different transfer functions in real time on a low-end PC. To achieve real time frame rates, image based rendering techniques have been used.
This paper presents an approach for grasping virtual objects in virtual environments with a data glove. Our focus lies on developing new methods that allow sensible realistic grasping gestures which correspond to huma...
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This paper presents an approach for grasping virtual objects in virtual environments with a data glove. Our focus lies on developing new methods that allow sensible realistic grasping gestures which correspond to human grasping behavior. To meet the demands of industrial applications, users must be able to grasp an object in an intuitive way with one or two hands and, beyond that, manipulate grasped objects between their fingers. To avoid the use of expensive force or touch feedback hardware, but also to ensure a safe grip on virtual objects, several forms of visual feedback are provided. First, we describe the basic algorithm for grasping with one or two hands and finally, we present a method to precisely manipulate the grasped objects between the virtual fingers.
This and the accompanying paper present an overview of the face and body animation object in the MPEG-4 Version 2 standard. The MPEG-4 standard includes the representation, compression of virtual human models and thei...
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This and the accompanying paper present an overview of the face and body animation object in the MPEG-4 Version 2 standard. The MPEG-4 standard includes the representation, compression of virtual human models and their interface with other MPEG-4 objects, with bit rate requirements as low as 1 Kbit/second. In this paper we give an overview of geometrical modeling techniques for the FBA object, and in the accompanying paper we describe the animation techniques.
This and the accompanying paper present an overview of the face and body animation object in the MPEG-4 Version 2 standard. The MPEG-4 standard includes the representation and compression of virtual human models and t...
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This and the accompanying paper present an overview of the face and body animation object in the MPEG-4 Version 2 standard. The MPEG-4 standard includes the representation and compression of virtual human models and their interface with other MPEG-4 objects, with bit rate requirements as low as 1 Kbit/second. In this paper, we give an overview of animation techniques for the FBA object, and in the accompanying paper we describe the geometrical modeling of virtual human models.
To implement high-performance global interconnect without impacting the performance of existing blocks, the use of buffer blocks is increasingly popular in structured-custom and block-based ASIC/SOC methodologies. Rec...
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To implement high-performance global interconnect without impacting the performance of existing blocks, the use of buffer blocks is increasingly popular in structured-custom and block-based ASIC/SOC methodologies. Recent works by Cong et al. (1999) and Tang and Wong (2000) give algorithms to solve the buffer block planning problem. In this paper we address the problem of how to perform buffering of global nets given an existing buffer block plan. Assuming that global nets have been already decomposed into two-pin connections, we give a provably good algorithm based on a recent approach of Garg and Konemann (1998) and Fleischer (1999). Our method routes connections using available buffer blocks, such that required upper and lower bounds on buffer intervals-as well as wirelength upper bounds per connection-are satisfied. Our model allows more than one buffer to be inserted into any given connection. In addition, our algorithm observes buffer parity constraints, i.e., it will choose to use an inverter or a buffer (=co-located pair of inverters) according to source and destination signal parity. The algorithm outperforms previous approaches and has been validated on top-level layouts extracted from a recent high-end microprocessor design.
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