Recent developments in the area of multimedia middleware have proven to provide suitable abstractions for supporting various ubiquitous computing scenarios. As a typical example, home entertainment applications aim at...
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ISBN:
(纸本)0889865108
Recent developments in the area of multimedia middleware have proven to provide suitable abstractions for supporting various ubiquitous computing scenarios. As a typical example, home entertainment applications aim at providing a "follow-me" service, where audio/video output is performed using devices embedded in the current surrounding of the user. However, manually setting up such distributed multimedia applications is a complex task. Therefore, middleware needs to provide further guidance. In this paper, we provide an in-depth analysis of the challenges for such a service. Based on these observations, an algorithm is derived that allows for the automatic creation of distributed multimedia data flow graphs from a given high-level description. The applicability and performance of our approach is evaluated by demonstrating relevant application scenarios.
In this paper, we propose a feature-preserving mesh denoising algorithm which is effective, simple and easy to implement. The proposed method is a two-stage procedure with a bilateral surface normal filtering followed...
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There is a growing demand from the media industry, including computer games, virtual reality and simulation, for increasing realism in real-time for their computer generated images. Despite considerable advances in pr...
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Currently, 3d graphics are being applied to an increasingly wide range of applications. Industrial processes monitoring is an area where this type of simulation is rarely used, being much more common to represent the ...
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We present a client/server system that is able to display 3D scenes on handheld devices. This kind of devices have important restrictions of memory and computing power. Therefore, we need to limit the amount of geomet...
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ISBN:
(纸本)1595931104
We present a client/server system that is able to display 3D scenes on handheld devices. This kind of devices have important restrictions of memory and computing power. Therefore, we need to limit the amount of geometry sent by the server to each client. We extract the geometry that is visible for each client and send it. The clients render the geometry using the OpenGL ES [10] API. Our geometry extraction algorithm employs multiresolution and view-dependent simplification. We present results of our system running on a software implementation of OpenGL ES that runs on a Pock-etPC 2003.
Today, there is a growing interest in home entertainment systems consisting of various networked devices, such as set-top boxes, hi-fi systems, TV sets, or multimedia PCs. However, available solutions only provide a v...
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Dense 3D polygon meshes are now a pervasive product of various modelling and scanning processes that need to be subsequently processed and structured appropriately for various applications. In this paper we address th...
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Dense 3D polygon meshes are now a pervasive product of various modelling and scanning processes that need to be subsequently processed and structured appropriately for various applications. In this paper we address the restructuring of dense polygon meshes using their segmentation based on a number of ellipsoidal regions. We present a simple segmentation algorithm where connected components of a mesh are fit to ellipsoidal surface regions. The segmentation of a mesh into a small number of ellipsoidal elements makes for a compact geometric representation and facilitates efficient geometric queries and transformations. We also contrast and compare two polygon remeshing techniques based on the ellipsoidal surfaces and the segmentation boundaries.
Since their introduction in seminal papers by Peachey and Perlin in 1985, volume textures have been a popular modeling tool. Not only are they useful for creating complex and consistent textures, they are needed for r...
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ISBN:
(纸本)3905673266
Since their introduction in seminal papers by Peachey and Perlin in 1985, volume textures have been a popular modeling tool. Not only are they useful for creating complex and consistent textures, they are needed for rendering weathering effects on various materials such as stone, as demonstrated by Dorsey et al. in 1999. While it is possible to generate volume textures purely procedurally, recent interest in 2D texture synthesis from example has spurred interest in synthesizing volumetric textures from physical example. I will present applications where volume textures from samples are of interest, some approaches to estimating them, and some early work on evaluating whether the synthesized volumes are correct.
This paper presents a new perceptually based tone mapping operator that represents scene visibility under time-varying, high dynamic range conditions. The operator is based on a new generalized threshold model that ex...
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In the largest empty anchored cylinder problem one is looking for a ray anchored at the origin that maximizes the minimum (weighted) distance to a given set of points. For a set of n points in the plane, Follert et al...
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