Accurate presentation of high resolution images on wide varieties of multimedia devices, especially on pervasive mobile multimedia devices, faces great challenge. In this paper, we present an angle preserved warping m...
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ISBN:
(纸本)9788988678312
Accurate presentation of high resolution images on wide varieties of multimedia devices, especially on pervasive mobile multimedia devices, faces great challenge. In this paper, we present an angle preserved warping method for image retargeting which allows resizing images to arbitrary aspect ratios while minimizing the loss of important information. To accomplish this, we first cover the original image with a Delaunay triangle mesh based on saliency map of the image, which is computed by considering the lumination, color, gradient and position features of the pixels comprehensively;and then the triangle mesh is deformed to target aspect ratios subject to a deformation loss function, to drive the visual prominent features to undergo similarity transformations. The deformation loss function is constrained by the angle's changes of the triangles in the triangle mesh. Compared with previous approaches using grid mesh, our method can transfer the distortion caused by the change of the image aspect ratios to less saliency regions much more effectively.
In this paper, we present a novel hybrid deformation model, which can simulate large deformations and non-linear behaviors of soft tissues in real time. The model partitions a soft tissue into operational and non-oper...
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In order to effectively deal with large-scale attacks on computer networks, computer Network Defense (CND) policy refinement based on descriptive language is wildly used. However, it's very difficult to figure out...
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In panoramic videos, the object movement between adjacent side images leads to deformation and discontinuity, which makes the traditional video tracking approaches insufficient. An effective static object tracking alg...
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Peer-to-peer (P2P) Botnets, which are more resilient and robust than centralized botnets, have emerged as the peer-to-peer technology evolves. Better understanding of this new phenomenon will help researchers develop ...
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We present the design of time parallel trace-driven cache simulation for the purpose of evaluating different cache architectures. Due to the long simulation cycles, traditional sequential simulation methods are no lon...
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The 3D reconstruction based on the video image in real-time is an important problem, such as computervision, computer graphics. The accuracy of the model is even the center issue of these fields. After considering th...
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The distributed interactive simulation of multi-domain is an important research area of the distributed virtualreality. However, frequent interaction, great quantity of messages and the discrepant need of each indivi...
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Parallel-split shadow maps (PSSM) suffers from redundant rendering that unnecessarily renders same objects to multiple shadow map textures, when the light's direction and the camera's view direction are not pe...
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Parallel-split shadow maps (PSSM) suffers from redundant rendering that unnecessarily renders same objects to multiple shadow map textures, when the light's direction and the camera's view direction are not perpendicular. To solve this problem, this paper presents a light space parallel-split shadow maps algorithm (LiSPSSM). The algorithm first divides the scene into certain layers that do not intersect each other by light's frustums in light space, and generates one shadow map for each layer to ensure that any shadow map does not have the same sample points. Then a faster synthesizing scene shadow method, which avoids operations of pixel layer determination, is given to improve GPU's efficiency. The results show that LiSPSSM effectively addresses the redundant rendering problem in PSSM and improves the efficiency and quality of real-time shadow rendering.
In order to improve the capacity of performance of large scale terrain data, users usually create detail data by editing way such as changing the features in some regions and add other details to original terrain data...
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In order to improve the capacity of performance of large scale terrain data, users usually create detail data by editing way such as changing the features in some regions and add other details to original terrain data in some simulation training or video games. However, it's a big challenge to merge and render large terrain and additional detail data in real time due to different resolutions. In this paper, a new algorithm is given to handle this problem. In preprocessing stage, the algorithm constructs large terrain by clipmap structure as to integrating advantages of geometry clipmap method and constructs the detail data in mipmap way. In real-time rendering phase, the phenomenon of "F" hole area appears at the boundary between the large terrain and the detail data when clipmap structure is being updated. In order to solve this problem, a new structure called transition strip is proposed which can merge the data in different resolutions well in run time, the transition strip structure is given which is composed of two sides, the vertexes in lower resolution and vertexes in higher resolution. Some transition strips are used to fill the "F" hole area and these transition strips are close to each other in practice. And a fast triangulation method used for rendering. The results of experiments show that the transition strip can solve the problem of "F" hole area and can render both large terrain and details data in real time.
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