In order to extract interest point under some object deformations, such as image blur, geometric deformation et al., an invariant interest point detector based on Gabor multi scale-space was proposed. Firstly, build the Gabor multi scale-space representation by smoothing the image with a series of Gabor filters, secondly, detect the interest points by searching maximum response in the Gabor multi scale-space and determine the characteristic scale directly, finally, describe the local structure of interest point. The experimental data demonstrate that the proposed detector obtains the best performance under image blur in terms of repeatability and matching score.
{"title":"An Effective Blur Invariant Interest Point Detector","authors":"Jin Xie, Zixing Cai","doi":"10.1109/ICVRV.2013.54","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.54","url":null,"abstract":"In order to extract interest point under some object deformations, such as image blur, geometric deformation et al., an invariant interest point detector based on Gabor multi scale-space was proposed. Firstly, build the Gabor multi scale-space representation by smoothing the image with a series of Gabor filters, secondly, detect the interest points by searching maximum response in the Gabor multi scale-space and determine the characteristic scale directly, finally, describe the local structure of interest point. The experimental data demonstrate that the proposed detector obtains the best performance under image blur in terms of repeatability and matching score.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128802253","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Based on the theory analysis to the space distribution regularity of pellet fragments, consorting with spherical target experiment and the initial velocity experiment of pellet fragments, we get the change regularity of space distribution of density and initial velocity of pellet fragments following falling speed in dynamic explosion. This paper first establishes the mathematical model of the projectile fragment distribution under the air burst condition, and then combines the results of spherical target test and projectile fragment initial velocity test to conduct the simulation analysis on the law of projectile fragment initial velocity and density with the change of falling speed, finally get the conclusion which meets the real situation. The conclusion has a guiding significance to improve the projectile structure design and to improve lethality.
{"title":"Simulation Study of Projectile Fragment Distribution Under the Condition of Airburst","authors":"Ma Yong-zhong, Wang Yi-fei","doi":"10.1109/ICVRV.2013.55","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.55","url":null,"abstract":"Based on the theory analysis to the space distribution regularity of pellet fragments, consorting with spherical target experiment and the initial velocity experiment of pellet fragments, we get the change regularity of space distribution of density and initial velocity of pellet fragments following falling speed in dynamic explosion. This paper first establishes the mathematical model of the projectile fragment distribution under the air burst condition, and then combines the results of spherical target test and projectile fragment initial velocity test to conduct the simulation analysis on the law of projectile fragment initial velocity and density with the change of falling speed, finally get the conclusion which meets the real situation. The conclusion has a guiding significance to improve the projectile structure design and to improve lethality.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128477811","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A novel local image descriptor named OCLBP(Order based Complete Local Binary Patterns) is proposed in this paper. It firstly extracts CLBP(Complete Local Binary Patterns) features pixel-by-pixel in the local image patch, and then pooled the CLBP features based on order relations of the pixel brightness in the patch. Specifically, the CLBP feature is based on CSLBP and adds the information of center pixel. The pattern number of the pixels is reduced compared to CSLBP. Furthermore, in order to better meet the scale invariance, the descriptors is extracted in multi-scales and the final descriptor is constructed by concatenating the histograms in multi-scales. The performance of the proposed descriptor is similar to the state-of-the-art descriptors SIFT and CSLBP in the condition of perspective transformation and light changes. In the condition of scaling, rotation, blurring, and JPEG compression, our descriptor has a better performance against the above descriptors using standard benchmarks.
提出了一种新的局部图像描述符OCLBP(Order based Complete local Binary Patterns)。首先在局部图像patch中逐像素提取CLBP(Complete Local Binary Patterns)特征,然后根据patch中像素亮度的顺序关系对CLBP特征进行池化。具体来说,CLBP特征是在CSLBP的基础上增加中心像素的信息。与CSLBP相比,减少了像素的模式数。此外,为了更好地满足尺度不变性,在多尺度上提取描述子,并通过多尺度直方图的串联构造最终描述子。该描述子在透视变换和光变化条件下的性能与目前最先进的描述子SIFT和CSLBP相似。在缩放、旋转、模糊和JPEG压缩的条件下,我们的描述符与使用标准基准测试的上述描述符相比具有更好的性能。
{"title":"Feature Description Based on LBP and Order Pooling","authors":"Lingda Wu, Wei Huang, Yingmei Wei","doi":"10.1109/ICVRV.2013.40","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.40","url":null,"abstract":"A novel local image descriptor named OCLBP(Order based Complete Local Binary Patterns) is proposed in this paper. It firstly extracts CLBP(Complete Local Binary Patterns) features pixel-by-pixel in the local image patch, and then pooled the CLBP features based on order relations of the pixel brightness in the patch. Specifically, the CLBP feature is based on CSLBP and adds the information of center pixel. The pattern number of the pixels is reduced compared to CSLBP. Furthermore, in order to better meet the scale invariance, the descriptors is extracted in multi-scales and the final descriptor is constructed by concatenating the histograms in multi-scales. The performance of the proposed descriptor is similar to the state-of-the-art descriptors SIFT and CSLBP in the condition of perspective transformation and light changes. In the condition of scaling, rotation, blurring, and JPEG compression, our descriptor has a better performance against the above descriptors using standard benchmarks.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117181085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mobility modeling is an important aspect of network simulation. At the same time, there are currently no efficient approaches for this task. We propose a fast prototyping solution of mobility models for network simulation. Our implementation consists of three parts: the steps to build macro and micro mobility models using game engine, a middle ware to integrate mobility modeling application with network simulators, and two experimental mobility models using Point of Interests. Both qualitative feedback and quantitative evaluation results show effectiveness and efficiency of our solution.
{"title":"Fast Mobility Model Prototyping in Network Simulations Using Game Engine","authors":"Xun Luo, Na Yu","doi":"10.1109/ICVRV.2013.31","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.31","url":null,"abstract":"Mobility modeling is an important aspect of network simulation. At the same time, there are currently no efficient approaches for this task. We propose a fast prototyping solution of mobility models for network simulation. Our implementation consists of three parts: the steps to build macro and micro mobility models using game engine, a middle ware to integrate mobility modeling application with network simulators, and two experimental mobility models using Point of Interests. Both qualitative feedback and quantitative evaluation results show effectiveness and efficiency of our solution.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"03 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129142030","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Fu Yue-wen, Liang Jia-hong, Hu Xiao-qian, Yang Shan-liang
In this paper, a fast collision detection algorithm based on multi-agent particle swarm optimization (MPSO) is proposed. We use the stochastic method to convert the collision detection problem into a nonlinear optimization problem in the distance mechanism. Combined with the evolution strategy of particle swarm optimization and the multi-agent system technology, a multi-agent particle swarm optimization based on the hierarchical topology structure is presented for the problem. The simulation results prove that this algorithm has a good optimal searching performance and it can satisfy the real-time requirement.
{"title":"A Fast Collision Detection Algorithm Based on Multi-Agent Particle Swarm Optimization","authors":"Fu Yue-wen, Liang Jia-hong, Hu Xiao-qian, Yang Shan-liang","doi":"10.1109/ICVRV.2013.52","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.52","url":null,"abstract":"In this paper, a fast collision detection algorithm based on multi-agent particle swarm optimization (MPSO) is proposed. We use the stochastic method to convert the collision detection problem into a nonlinear optimization problem in the distance mechanism. Combined with the evolution strategy of particle swarm optimization and the multi-agent system technology, a multi-agent particle swarm optimization based on the hierarchical topology structure is presented for the problem. The simulation results prove that this algorithm has a good optimal searching performance and it can satisfy the real-time requirement.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130107319","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The liver is one of the largest internal organs in the human body and has the most complicated vascular system. However, it is difficult to obtain very high-quality images in clinical. Meanwhile, a good understanding and observation of skeleton lines of the liver vessel system is one of the key factors to the judgment and planning of surgeries. To recover the diameter information lost both in the CT imaging and in the following segmentation and thinning stages, in this paper the linear interpolation method was first discussed as an attempt, then some improvements and approaches for a better interpolation were introduced. The result showed that our reconstruction method was practical and had good performance.
{"title":"A Liver Vessel Skeleton Line Reconstruction Method Based on Linear Interpolation","authors":"Zhenxiang Wu, Xiaoxi Guo, Xiaoyang Huang, Shaohui Huang","doi":"10.1109/ICVRV.2013.49","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.49","url":null,"abstract":"The liver is one of the largest internal organs in the human body and has the most complicated vascular system. However, it is difficult to obtain very high-quality images in clinical. Meanwhile, a good understanding and observation of skeleton lines of the liver vessel system is one of the key factors to the judgment and planning of surgeries. To recover the diameter information lost both in the CT imaging and in the following segmentation and thinning stages, in this paper the linear interpolation method was first discussed as an attempt, then some improvements and approaches for a better interpolation were introduced. The result showed that our reconstruction method was practical and had good performance.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131539027","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Usually, many simulation models of a system are provided. The most credible model should be selected. When the system only has a single output, some classic validation methods can solve the problem. But they become powerless when the system has multiple outputs with different data types. For solving the problem, the feature differences of each kind data were given, the simulation outputs were divided into k kinds of clusters based on K-means clustering, and which cluster the reference output belongs to was judged based on Fisher discriminant analysis. The simulation models whose outputs and reference output are in the same cluster are considered credible, and the model whose output is nearest to the reference output is the most credible one. In the application, the most credible model of the attitude control system of a missile was judged effectively by the method.
{"title":"The Validation Method of Simulation Model Based on K-Means Clustering and Fisher Discriminant Analysis","authors":"J. Song, Li Wei, Yang Ming","doi":"10.1109/ICVRV.2013.61","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.61","url":null,"abstract":"Usually, many simulation models of a system are provided. The most credible model should be selected. When the system only has a single output, some classic validation methods can solve the problem. But they become powerless when the system has multiple outputs with different data types. For solving the problem, the feature differences of each kind data were given, the simulation outputs were divided into k kinds of clusters based on K-means clustering, and which cluster the reference output belongs to was judged based on Fisher discriminant analysis. The simulation models whose outputs and reference output are in the same cluster are considered credible, and the model whose output is nearest to the reference output is the most credible one. In the application, the most credible model of the attitude control system of a missile was judged effectively by the method.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121300408","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Due to its interactive and high quality rendering abilities, GPU ray-casting volume rendering method is very popular for the post-processing of scientific and engineering computing appliances. This method however is likely suffered from memory effect, for it will cause the algorithm failure when facing the big data appliances. This problem can be solved through massively parallel approaches. But on the other hand, the complex architecture of the current massively parallel machine environment leads to the more difficulty in the implementation of algorithms with adaptability and parallel scalability. Caused by the dual complexity of computing environments and software architecture, the development difficulty of high-performance algorithms is rapidly rising from now on. In this paper, we presented a distributed multi-node GPU accelerated parallel rendering scheme for seamless coupling low-level computing environments and high-level visualization software. Experiment results show that our scheme can offer stable and efficient run-time support for our multi-GPU ray casting volume render in visualization cluster. When using 8 multi-nodes GPU to visualize 17GB scientific data in a single time-step, the interactive high quality volume rendering only needs less than one second per frame. The results are one order of magnitude faster than the traditional parallel ray casting method run on 512 processor cores.
{"title":"A Distributed Multi-Node GPU Accelerated Parallel Rendering Scheme for Visualization Cluster Environment","authors":"Yi Cao, Zhiwei Ai, Huawei Wang","doi":"10.1109/ICVRV.2013.32","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.32","url":null,"abstract":"Due to its interactive and high quality rendering abilities, GPU ray-casting volume rendering method is very popular for the post-processing of scientific and engineering computing appliances. This method however is likely suffered from memory effect, for it will cause the algorithm failure when facing the big data appliances. This problem can be solved through massively parallel approaches. But on the other hand, the complex architecture of the current massively parallel machine environment leads to the more difficulty in the implementation of algorithms with adaptability and parallel scalability. Caused by the dual complexity of computing environments and software architecture, the development difficulty of high-performance algorithms is rapidly rising from now on. In this paper, we presented a distributed multi-node GPU accelerated parallel rendering scheme for seamless coupling low-level computing environments and high-level visualization software. Experiment results show that our scheme can offer stable and efficient run-time support for our multi-GPU ray casting volume render in visualization cluster. When using 8 multi-nodes GPU to visualize 17GB scientific data in a single time-step, the interactive high quality volume rendering only needs less than one second per frame. The results are one order of magnitude faster than the traditional parallel ray casting method run on 512 processor cores.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130149620","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper proposes a novel method to complete the missing appearance of mesh surfaces through structure propagation and texture matching. In advance, the appearance on surfaces is divided into structure and texture components. First, the missing structures are predicted through structure propagation. The structure propagation is guided by surfaces geometric features by using 3D tensor voting and crest line detection. Then, with the guidance of predicted structures, the optimal local sample patches are matched to in paint the missing texture. Finally, the completed result is obtained by mapping the optimal patches to the missing texture regions on surface. We acquire convincing completion results as shown in the experiments and comparisons.
{"title":"Geometric Based Structure Propagation and Texture Matching for 3D Texture Completion","authors":"Kan Guo, Xiaowu Chen, Yili Liu, Bin Zhou, Yu Guo","doi":"10.1109/ICVRV.2013.22","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.22","url":null,"abstract":"This paper proposes a novel method to complete the missing appearance of mesh surfaces through structure propagation and texture matching. In advance, the appearance on surfaces is divided into structure and texture components. First, the missing structures are predicted through structure propagation. The structure propagation is guided by surfaces geometric features by using 3D tensor voting and crest line detection. Then, with the guidance of predicted structures, the optimal local sample patches are matched to in paint the missing texture. Finally, the completed result is obtained by mapping the optimal patches to the missing texture regions on surface. We acquire convincing completion results as shown in the experiments and comparisons.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125432786","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Peng Feng-Bin, Li Shan-shan, Wei Yanjie, Wang Qiang
A rational cubic spline function (3/2) involving two shape parameters is presented, and is applied to the interpolation problem with the data that its type is parameter equation function. Based on it, we deduce a sufficient condition for sign preserving and monotonicity preserving. Thus by adjusting the shape parameters, it can interactively modify the shape of the interpolation curve and meet the relevant requirement for shape preserving. Furthermore, the error estimation of the spline interpolant is also given. And the relevant numerical experiments confirm the previous conclusion.
{"title":"Based on Parameter Equation Function Rational Spline Interpolation with the Shape Preserved","authors":"Peng Feng-Bin, Li Shan-shan, Wei Yanjie, Wang Qiang","doi":"10.1109/ICVRV.2013.58","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.58","url":null,"abstract":"A rational cubic spline function (3/2) involving two shape parameters is presented, and is applied to the interpolation problem with the data that its type is parameter equation function. Based on it, we deduce a sufficient condition for sign preserving and monotonicity preserving. Thus by adjusting the shape parameters, it can interactively modify the shape of the interpolation curve and meet the relevant requirement for shape preserving. Furthermore, the error estimation of the spline interpolant is also given. And the relevant numerical experiments confirm the previous conclusion.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121720033","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}