We present a new algorithm for simplifying the shape of 3D objects by manipulating their medial axis transform (MAT). From an unorganized set of boundary points, our algorithm computes the MAT, decomposes the axis int...
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We present a new algorithm for simplifying the shape of 3D objects by manipulating their medial axis transform (MAT). From an unorganized set of boundary points, our algorithm computes the MAT, decomposes the axis into parts, then selectively removes a subset of these parts in order to reduce the complexity of the overall shape. The result is simplified MAT that can be used for a variety of shape operations. In addition, a polygonal surface of the resulting shape can be directly generated from the filtered MAT using a robust surface reconstruction method. The algorithm presented is shown to have a number of advantages over other existing approaches.
Volumetric samples on Cartesian lattices are less ef_cient than samples on body-centred cubic (BCC) lattices. We show how to construct isosurfaces on BCC lattices using several different algorithms. Since the mesh tha...
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We consider the following question: Given a subdivision of space into n convex polyhedral cells, what is the worst-case complexity of a binary space partition (BSP) for the subdivision? We show that if the subdivision...
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We consider the following question: Given a subdivision of space into n convex polyhedral cells, what is the worst-case complexity of a binary space partition (BSP) for the subdivision? We show that if the subdivision is rectangular and axis-aligned, then the worst-case complexity of an axis-aligned BSP is Ω(n4/3) and O(nα log2 n), where α = 1 + log2(4/3) = 1.4150375. By contrast, it is known that the BSP of a collection of n rectangular cells not forming a subdivision has worst-case complexity θ(n3/2). We also show that the worst-case complexity of a BSP for a general convex polyhedral subdivision of total complexity O(n) is Ω(n3/2).
This paper presents a work that is part of the system for creation of real-faced avatar for emphatic communication. We have made a new extension of the KL T (Kanade-Lucas-Tomasi) face tracker. which is robust against ...
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ISBN:
(纸本)9789549641332
This paper presents a work that is part of the system for creation of real-faced avatar for emphatic communication. We have made a new extension of the KL T (Kanade-Lucas-Tomasi) face tracker. which is robust against loss of the tracked points. Stochastic skin-color model is used for a face segmentation in the frames contained in a video sequence. Ellipse-fitting is used for selection of the face candidates because of the elliptical face shape. The proposed method achieved real-time performance The results seem very promising.
Adaptive temporal sampling, used to create motion blur in distributed ray tracing, generates more sample points in regions with motion blur than in regions without motion blur. When the number of sample points used on...
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Adaptive temporal sampling, used to create motion blur in distributed ray tracing, generates more sample points in regions with motion blur than in regions without motion blur. When the number of sample points used on stationary objects in regions with motion blur exceeds the number of sample points used in other regions of the image, the variance in the color of the object can differ between the two regions. This paper identifies the cause of this variance discrepancy, and proposes a modification to existing adaptive temporal sampling algorithms which eliminated it. Our results demonstrate that the variance of stationary objects remains approximately the same throughout the entire image and that the proposed modification is capable of improving the running time of existing adaptive temporal sampling algorithms.
This paper provides a framework for information assurance within collaborative design, based on a technique we call role-based viewing. Such rolebased viewing is achieved through integration of multi-resolution geomet...
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This paper provides a framework for information assurance within collaborative design based on a technique we call role-based viewing. Role-based viewing enables role-based access control through geometric partitionin...
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This paper provides a framework for information assurance within collaborative design based on a technique we call role-based viewing. Role-based viewing enables role-based access control through geometric partitioning of 3D models. The partitioning is used to create variable level-of-detail (LOD) meshes, across both individual parts and assemblies, to provide a model suitable for access rights for individual actors within a collaborative design environment. We show how this technique can be used to implement a hierarchical set of security access privileges based on the Bell-La Padula model. The partitioning is derived from a set of access specifications for an assembly model and its parts. The authors believe that this work is the first of its kind in the field of computer-aided design and collaborative engineering.
We present a distributed scene graph architecture for use in the blue-c, a novel collaborative immersive virtual environment. We extend the widely used OpenGL Performer toolkit to provide a distributed scene graph mai...
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We present a distributed scene graph architecture for use in the blue-c, a novel collaborative immersive virtual environment. We extend the widely used OpenGL Performer toolkit to provide a distributed scene graph maintaining full synchronization down to vertex and texel level. We propose a synchronization scheme including customizable, relaxed locking mechanisms. We demonstrate the functionality of our toolkit with two prototype applications in our high-performance virtual reality and visual simulation environment.
作者:
Grauman, K.Betke, M.Lombardi, J.Gips, J.Bradski, G.R.Vision Interface Group
AI Laboratory Massachusetts Institute of Technology 77 Massachusetts Avenue CambridgeMA02139 United States Computer Science Department
Boston University 111 Cummington St BostonMA02215 United States EagleEyes
Computer Science Department Boston College Fulton Hall Chestnut HillMA02467 United States Vision
Graphics and Pattern Recognition Microcomputer Research Laboratory Intel Corporation SC12-303 2200 Mission College Blvd Santa ClaraCA95054-1537 United States
Two video-based human-computer interaction tools are introduced that can activate a binary switch and issue a selection command. "BlinkLink," as the first tool is called, automatically detects a user's e...
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Given a connected, weighted, undirected graph G and a bound D, the bounded-diameter minimum spanning tree problem seeks a spanning tree on G of lowest weight in which no path between two vertices contains more than D ...
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ISBN:
(纸本)9781581136241
Given a connected, weighted, undirected graph G and a bound D, the bounded-diameter minimum spanning tree problem seeks a spanning tree on G of lowest weight in which no path between two vertices contains more than D edges. This problem is NP-hard for 4 ≤ D
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