Search results for "graphics"
showing 10 items of 1223 documents
A comparison of local parametric C0 Bézier interpolants for triangular meshes
2011
Parametric curved shape surface schemes interpolating vertices and normals of a given triangular mesh with arbitrary topology are widely used in computer graphics for gaming and real-time rendering due to their ability to effectively represent any surface of arbitrary genus. In this context, continuous curved shape surface schemes using only the information related to the triangle corresponding to the patch under construction, emerged as attractive solutions responding to the requirements of resource-limited hardware environments. In this paper we provide a unifying comparison of the local parametric C^0 curved shape schemes we are aware of, based on a reformulation of their original constr…
Implementing Immersive Clustering with VR Juggler
2005
Continuous, rapid improvements in commodity hardware have allowed users of immersive visualization to employ high-quality graphics hardware, high-speed processors, and significant amounts of memory for much lower costs than would be possible with high-end, shared memory computers traditionally used for such purposes. Mimicking the features of a single shared memory computer requires that the commodity computers act in concert—namely, as a tightly synchronized cluster. In this paper, we describe the clustering infrastructure of VR Juggler that enables the use of distributed and clustered computers for the display of immersive virtual environments. We discuss each of the potential ways to syn…
Cubic Local Splines on Non-uniform Grid
2015
In this chapter, two types of local cubic splines on non-uniform grids are described: 1. The simplest variation-diminishing splines and 2. The quasi-interpolating splines. The splines are computed by a simple fast computational algorithms that utilizes a relation between the splines and cubic interpolation polynomials. Those splines can serve as an efficient tool for real-time signal processing. As an input, they use either clean or noised arbitrarily-spaced samples. On the other hand, the capability to adapt the grid to the structure of an object and minimal requirements to the operating memory are great advantages for off-line processing of signals and multidimensional data arrays.
Local Splines on Non-uniform Grid
2018
In this Chapter and in the next Chap. 7, we deal with continuous rather than discrete and discrete-time splines. In these and only these chapters, we abandon the assumption that the grid, on which the splines are constructed, is uniform and consider splines on arbitrary grids. Two types of local cubic and quadratic splines on non-uniform grids are described: 1. The simplest variation-diminishing splines and 2. The quasi-interpolating splines. The splines are computed by simple fast computational algorithms that utilize relations between the splines and interpolation polynomials. In addition, these relations provide sharp estimations of splines’ approximation accuracy. These splines can serv…
SART3D: A MATLAB toolbox for spatial audio and signal processing education
2019
On the performance of multi-GPU-based expert systems for acoustic localization involving massive microphone arrays
2015
Sound source localization is an important topic in expert systems involving microphone arrays, such as automatic camera steering systems, human-machine interaction, video gaming or audio surveillance. The Steered Response Power with Phase Transform (SRP-PHAT) algorithm is a well-known approach for sound source localization due to its robust performance in noisy and reverberant environments. This algorithm analyzes the sound power captured by an acoustic beamformer on a defined spatial grid, estimating the source location as the point that maximizes the output power. Since localization accuracy can be improved by using high-resolution spatial grids and a high number of microphones, accurate …
Real-time High Dynamic Range based on Multiple Non Destructive ReadOut during a Single Exposure
2017
This paper presents a new method based on Non Destructive Readout (NDRO) to improve multi-exposure High Dynamic Range (HDR) Imaging. A sequence of Low-Dynamic Range (LDR) images can then be acquired during a single exposure. The concept enables the latency between LDR images to be removed as well as the intrinsic ghost artifacts observed using state-of-art HDR systems based on multi-exposures. The method has been applied to improve the performances of HDR sensor based on logarithmic pixels. Using the NDRO method, a Short Wave InfraRed (SWIR) camera has been designed to produce HDR IR videos. A real-time HDR video stream generation is achieved based on GPU implantation.
3D objects descriptors methods: Overview and trends
2017
International audience; Object recognition or object's category recognition under varying conditions is one of the most astonishing capabilities of human visual system. The scientists in computer vision have been trying for decades to reproduce this ability by implementing algorithms and providing computers with appropriate tools. Hence, several intelligent systems have been proposed. To act in this field, numerous approaches have been proposed. In this paper we present an overview of the current trend in 3D objects recognition and describe some representative state of the art methods, highlighting their limits and complexity.
A new expression of the slope length factor to apply USLE-MM at Sparacia experimental area (Southern Italy)
2013
Abstract Predicting soil loss due to water erosion by empirical models is useful to assess the severity of the phenomenon in an area of interest and to predict the effect of alternative soil erosion control practices. The USLE scheme cannot be used at the Sparacia experimental area (Sicily, South Italy) to predict event soil loss per unit plot area, Ae, because experimental data suggest that, generally, Ae does not increase with plot length, λ. The USLE-MM scheme uses the runoff coefficient, QR, as an additional independent variable in order to develop an empirical model allowing prediction of storm soil loss values that do not necessarily increase with λ. According to this model, Ae is exp…
Faster GPU-Accelerated Smith-Waterman Algorithm with Alignment Backtracking for Short DNA Sequences
2014
In this paper, we present a GPU-accelerated Smith-Waterman (SW) algorithm with Alignment Backtracking, called GSWAB, for short DNA sequences. This algorithm performs all-to-all pairwise alignments and retrieves optimal local alignments on CUDA-enabled GPUs. To facilitate fast alignment backtracking, we have investigated a tile-based SW implementation using the CUDA programming model. This tiled computing pattern enables us to more deeply explore the powerful compute capability of GPUs. We have evaluated the performance of GSWAB on a Kepler-based GeForce GTX Titan graphics card. The results show that GSWAB can achieve a performance of up to 56.8 GCUPS on large-scale datasets. Furthermore, ou…