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.
Stereo vision is an important branch of the research area in computer vision. Among the techniques of stereo vision, binocular stereo vision which is based on processing two images remains a research hotspot. Binocula...
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ISBN:
(纸本)9781424458653
Stereo vision is an important branch of the research area in computer vision. Among the techniques of stereo vision, binocular stereo vision which is based on processing two images remains a research hotspot. Binocular stereo vision directly simulates the manner of human eyes observing one scene from two different viewpoints. By using the principle of triangulation, the disparities of a number of 3D points mapped to pixels in two images are computed. Then the visual information of depth is also recovered. The object surface shape can be acquired using these disparities. In this paper, a pair of common web cameras is used to collect images. Based on OpenCV, the calibration algorithm of stereo vision is achieved. Stereo rectify/and stereo matching algorithm are also rapidly and efficiently implemented. Finally, the depth information of object is obtained.
In the working environment of argument reality, users interact with virtual objects by hands. Making realtime collision detection between virtual and real objects is very essential to enhance the immersion and authent...
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ISBN:
(纸本)9781424458561
In the working environment of argument reality, users interact with virtual objects by hands. Making realtime collision detection between virtual and real objects is very essential to enhance the immersion and authenticity of the environment. In this paper, the key points of hand are marked by color block. We use a pair of common web cameras to collect images and track the points. Then the stereo vision calibration algorithm is achieved. We get hand positioning by calculating the disparity of key points between two images and restoring the threedimensional position. At the same time, the virtual object models are divided to a binary tree and pretreated by the OBB bounding box. At last, the accurate collision detection is achieved by calculating the relative position between real hand and virtual objects real-time.
In this paper we propose a framework of topic modeling ensembles, a novel solution to combine the models learned by topic modeling over each partition of the whole corpus. It has the potentials for applications such a...
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Surgery simulation system can provide a safe virtual training environment. Cutting of soft tissue plays a very important role in the system. During the operation, the soft tissue exhibits nonlinear property and topolo...
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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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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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With the rapid development of computer technology, virtualreality (VR) technology becomes more and more widely used in fields related to maintenance work. In this article, the composition and technical characteristic...
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Compression/Decompression of huge terrain data is an important component of GC (Geometry Clipmap) method which has significant impact on rendering speed. Integral lapped biorthogonal transform (binLBT) method was used...
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Compression/Decompression of huge terrain data is an important component of GC (Geometry Clipmap) method which has significant impact on rendering speed. Integral lapped biorthogonal transform (binLBT) method was used to reduce the complexity of computation by converting float point operations which spent lots of time in LBT method to integer operations and shift operations. In order to avoid the condition the data bigger than memory in graphic card, the method divided the data into some pitches which fit the memory and load one pitch each time, and then used CUDA (compute unified device architecture) to accomplish binLBT step which supports the parallel features of GPGPU (general purpose computing on graphics processing units). Experiment results show that this method based on binLBT by GPU can improve the efficiency of compression/decompression of huge terrain data and accelerate the rendering speed of GC.
In computer graphics research, the acquisition and modeling of 3D information of real object and the property of surface reflectance is the base of realistic rendering. This paper proposes a robust data acquisition me...
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In computer graphics research, the acquisition and modeling of 3D information of real object and the property of surface reflectance is the base of realistic rendering. This paper proposes a robust data acquisition method for surface reflectance and 3D geometric information data. Based on the accurate data acquisition and processing of the initial data, this paper implements a novel method to render realistic surface. We use the acquisition of real reflectance data to generate the BRDF sampling values of real object surface. In order to attain parametric BRDF expression, and complete the surface reflectance modeling, we use sampling values to fit Ward model. Finally, surface realistic rendering is achieved and the experiments verify the effectiveness and verisimilitude of this method.
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