This paper describes a method for estimating probability that the Chaos Game generates, within L steps, a sequence of points which approximates the IFS attractor at a given accuracy. The presented algorithm is a hybri...
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Rough set methodology is based on concept (set) approximations constructed from available background knowledge represented in information systems. In many applications only partial knowledge about approximated concept...
Rough set methodology is based on concept (set) approximations constructed from available background knowledge represented in information systems. In many applications only partial knowledge about approximated concepts is given. Hence quite often first a parametrized family of concept approximations is built and next, by parameters tuning the best, in a sense, approximation is chosen. In this paper we follow this approach in generalized approximation spaces. We discuss rough set model based on approximation spaces with uncertainty functions and rough inclusions. Elements of approximation space are parametrized, moreover for the proper application of such model to a particular data set it is necessary to make optimization of the parameters. We discuss not only basic properties of the mentioned model, but strategies of parameters optimization as well. We also present different notions of rough relations. Optimization of different parameters can be based on the degree of inclusion of relations defined by condition and decision attributes. Some illustration of presented methods on real life medical data set is also included.
The automatic creation of 3D models of urban spaces has become a very active field of research. This has been inspired by recent applications in the location-awareness on the Internet, as demonstrated in *** and simil...
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In order to compute texture atlases with low stretch and hardly visible texture seams existing texture mapping tools pose high demands on the quality of surface representations like consistent orientation, watertightn...
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In order to compute texture atlases with low stretch and hardly visible texture seams existing texture mapping tools pose high demands on the quality of surface representations like consistent orientation, watertightness, or manifoldness which many models commonly used in day-to-day modeling practice fail to meet. In this paper we propose an approach that bridges the gap between requirements of high quality texture mapping tools and poor mesh connectivity of models used in practice. In the spirit of classical two-part mapping an intermediate proxy surface is created that can be processed by high quality texture mapping tools. The texture signal is transferred to the original geometry using a novel mapping technique. Avoiding a modification of the original geometry typical problems of mesh repairing approaches like approximation errors or feature corruption are circumvented. As our method poses almost no demands on connectivity it can also be applied to point clouds. Contrary to classical two- part mapping, the method requires little user-interaction. Its robustness and quality are demonstrated in several examples.
In this work, we present a framework for multi-camera, multi-projector object acquisition based on structured light. This approach allows the reconstruction of an object without moving either the object or the acquisi...
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In this work, we present a framework for multi-camera, multi-projector object acquisition based on structured light. This approach allows the reconstruction of an object without moving either the object or the acquisition setup, avoiding any registration of independent measurements. To overcome the resolution limitations of the individual projectors, we introduce a novel super-resolution scheme. By exploiting high dynamic range imaging, we are able to handle even complicated objects, exhibiting strong specularities. We show that, combined with an iterated bundle adjustment, these improvements increase the accuracy of the obtained point cloud.
In this paper we present a technique for rendering and simulating liquid foams in real time using GPUs [11, 12]. The goal is to have bubbles meeting physical properties when interacting with each other and with other ...
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ISBN:
(纸本)3898380580
In this paper we present a technique for rendering and simulating liquid foams in real time using GPUs [11, 12]. The goal is to have bubbles meeting physical properties when interacting with each other and with other geometric objects such as planes and further giving a realistic geometric appearance, showing the detailed facet of intersecting bubbles. We achieve this using two rendering stages. In the first step, the bubble interactions are simulated, simultaneously computing the cutting planes of all intersecting pairs of bubbles. Then the spheres are rendered using CG shaders. A vertex shader is fed with the intersection informations and displaces the sphere vertices onto the cutting planes. A pixel shader computes lighting using Fresnel term.
In this paper we present the blue-c application programming interface, a software toolkit for media-rich, collaborative, immersive virtual reality applications. The blue-c API provides easy to use interfaces to all bl...
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ISBN:
(纸本)1581138849
In this paper we present the blue-c application programming interface, a software toolkit for media-rich, collaborative, immersive virtual reality applications. The blue-c API provides easy to use interfaces to all blue-c technology, including immersive projection, live 3D video acquisition and streaming, audio, tracking, and gesture recognition. The integration of multimedia data, including 2D video, 3D video, and animation, into the scene graph is presented. We emphasize on our performance-optimized 3D video handling and rendering pipeline, which is capable of rendering 3D video inlays consisting of up to 30,000 fragments updated at 10 Hz in real-time, enabling remote users to meet inside our virtual environment.
Aiming at the limitation of single feature classification, this paper proposes a facial expression recognition algorithm based on feature fusion and sparse representation residual fusion. The proposed method is compos...
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The ocean animation is an important part of the visual simulation system. Using the view concerned projection grid can efficiently realize the rendering of ocean without boundary. But when using it to deal with the re...
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Amongst all atmospheric phenomena, rain is probably the most commonly used effect to create realistic immersive virtual environments, and to set the mood in movie storytelling. Although not immediately obvious, the be...
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ISBN:
(纸本)9781450379281
Amongst all atmospheric phenomena, rain is probably the most commonly used effect to create realistic immersive virtual environments, and to set the mood in movie storytelling. Although not immediately obvious, the beauty of rain emanates from the interplay of the involved light-matter interaction, generating effects of refraction and reflection, coupled with scattering effects. At the core, rain consists of water droplets under the influence of gravity. Current state of the art methods of generating rain are either computationally burdening, or not realistic enough. The key idea we introduce in this paper is to consider these droplets as transparent objects in the environment matting (EM) framework. This enables careful preprocessing to discover the light transport phenomena. We end up with a free-viewpoint real-time technique of simulating realistic droplets and rain in novel environments.
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