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 computer vision, 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 virtual reality. 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.
Delay Tolerant Mobile Networks (DTMNs) focus on scenarios where most of the time contemporaneous end-to-end paths between source and destination do not exist, and mobility should be explored for message delivery. Ant ...
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Most routing protocols in MANETs don't scale well in networks with large numbers of nodes where the scalability of the routing protocols plays a vital role. And it is well known that these routing protocols usuall...
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We propose a fast and simple application system of 3D model reconstruction. We acquire range images by using a combination of a regular camera and a depth sensor. The reconstruction of a 3D model consists of four key ...
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According to the problem of time consuming on large-scale 3D clouds rendering in virtual environment, this paper presents a real-time simulation method for large-scale 3D clouds. In modeling process, the Navier-Stokes...
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According to the problem of time consuming on large-scale 3D clouds rendering in virtual environment, this paper presents a real-time simulation method for large-scale 3D clouds. In modeling process, the Navier-Stokes equations are adopted for cloud modeling, and a method based on octree is presented to reduce the particle number of the cloud model. In rendering process, impostor technique is used and a schedule algorithm based on Cell is proposed to render the mixed 3D clouds and impostor automatically. As the clouds are simulated by physical model and updated in real time when the view moves, the rendering effect is highly realistic. Compared with other works, our algorithm based on Cell schedule shows better efficiency on computation, and substantially improves the jerky phenomenon effectively.
Motion choreographing is extremely important nowadays. To provide an intuitive control interface and improve the end-user's experience, low-cost accelerometer, which serving as creating and choreographing characte...
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ISBN:
(纸本)9781424478712
Motion choreographing is extremely important nowadays. To provide an intuitive control interface and improve the end-user's experience, low-cost accelerometer, which serving as creating and choreographing character animation based on the performers' movements, attracts more and more researchers. This paper proposes a new feature vector using kinetic energy, which can be calculated from acceleration directly. Our method gives the feature vector more accurate physical significance and improves the recognition rate. Furthermore, post-processing for signal refinement can also benefit from it. We build a prototype of motion recognition system to verify our method. Experiments show that the proposed method leads to a higher recognition rate comparing to typical methods on a database of 48 pre-trained signal data with 8 different categories.
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