We present a novel vocabulary tree data structure for adaptive SIFT matching. Our matching process contains an offline module to cluster features from a group of reference images and an online module to match them to the live images in order to enhance matching robustness. The main contribution lies in constructing two different vocabulary structures cascaded in one tree, which we have called cascading vocabulary tree that can be used to not only cluster features but also implement exact feature matching as k-d tree does. Cascading key frame selection using our vocabulary structure can be put the matching process forward, which gives us a way to employ a cascading feature matching strategy to combine matching results of cascading vocabulary tree and key frame. Experimental results show that our method not only dramatically enhances matching robustness but also has enough flexibility to adaptively adjust itself to meet diverse requirements of domain applications for efficiency and robustness of SIFT matching.
{"title":"Adaptive SIFT Matching Using Cascading Vocabulary Tree","authors":"Fang Zhiqiang, Shen Xukun","doi":"10.1109/ICVRV.2011.35","DOIUrl":"https://doi.org/10.1109/ICVRV.2011.35","url":null,"abstract":"We present a novel vocabulary tree data structure for adaptive SIFT matching. Our matching process contains an offline module to cluster features from a group of reference images and an online module to match them to the live images in order to enhance matching robustness. The main contribution lies in constructing two different vocabulary structures cascaded in one tree, which we have called cascading vocabulary tree that can be used to not only cluster features but also implement exact feature matching as k-d tree does. Cascading key frame selection using our vocabulary structure can be put the matching process forward, which gives us a way to employ a cascading feature matching strategy to combine matching results of cascading vocabulary tree and key frame. Experimental results show that our method not only dramatically enhances matching robustness but also has enough flexibility to adaptively adjust itself to meet diverse requirements of domain applications for efficiency and robustness of SIFT matching.","PeriodicalId":239933,"journal":{"name":"2011 International Conference on Virtual Reality and Visualization","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125978704","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 3D shape of radar beams is drawn by direct volume rendering (DVR) algorithm based on 3D texture. Two procedures based on graphical processing unit (GPU) are explored to optimize the algorithm. In order to probe into the internal details of radar beams, three volume clipping methods are proposed, geometry-guided clipping, is surface DVR and exploded view based on texture-space transformation, which provide approaches to research the electromagnetic energy distribution of radar beams in a visible way. Experiments show that algorithms proposed by this article can vividly depict the spatial pattern of radar beams and supply the intuitional and dynamic scene at interactive rate.
{"title":"Direct Volume Rendering and Clipping Technology of Radar Beams","authors":"Huijun Meng, Xiujiu Yuan, Jingzhuo Zhang, Xuejun Zhao","doi":"10.1109/ICVRV.2011.37","DOIUrl":"https://doi.org/10.1109/ICVRV.2011.37","url":null,"abstract":"The 3D shape of radar beams is drawn by direct volume rendering (DVR) algorithm based on 3D texture. Two procedures based on graphical processing unit (GPU) are explored to optimize the algorithm. In order to probe into the internal details of radar beams, three volume clipping methods are proposed, geometry-guided clipping, is surface DVR and exploded view based on texture-space transformation, which provide approaches to research the electromagnetic energy distribution of radar beams in a visible way. Experiments show that algorithms proposed by this article can vividly depict the spatial pattern of radar beams and supply the intuitional and dynamic scene at interactive rate.","PeriodicalId":239933,"journal":{"name":"2011 International Conference on Virtual Reality and Visualization","volume":"2015 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127319848","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 presents an up-to-date survey on the application of Smoothed Particle Hydrodynamics (SPH) method in fluid simulation. As a pure Lagrangian method, it has a wide range of applications in computer graphics. We summarize it from key issues of kernel function, neighborhood search, boundary conditions, time integral to algorithm application in diverse fluids, including bubble, fluid-solid interaction, multiphase flow and mixed flow. We also discuss the hotspots area, including adaptive sampling, flow control, surface rendering and accelerating algorithm. In experiment section, we show four different animation scenes based on the survey algorithm in our platform. In the end, we point out the potential problems and prospects for future work.
{"title":"SPH-Based Fluid Simulation: A Survey","authors":"Fengquan Zhang, Jiawen Wu, Xukun Shen","doi":"10.1109/ICVRV.2011.18","DOIUrl":"https://doi.org/10.1109/ICVRV.2011.18","url":null,"abstract":"This paper presents an up-to-date survey on the application of Smoothed Particle Hydrodynamics (SPH) method in fluid simulation. As a pure Lagrangian method, it has a wide range of applications in computer graphics. We summarize it from key issues of kernel function, neighborhood search, boundary conditions, time integral to algorithm application in diverse fluids, including bubble, fluid-solid interaction, multiphase flow and mixed flow. We also discuss the hotspots area, including adaptive sampling, flow control, surface rendering and accelerating algorithm. In experiment section, we show four different animation scenes based on the survey algorithm in our platform. In the end, we point out the potential problems and prospects for future work.","PeriodicalId":239933,"journal":{"name":"2011 International Conference on Virtual Reality and Visualization","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116876611","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}
Pingjun Xu, Weichao Shen, Yan Ma, L. Liao, Guiming Qin
In this paper, view-dependent multi-resolution data visualization techniques are discussed, including I/O optimized multi-resolution data organizing, view-dependent clipping methods with the viewing frustum, rendering with adaptive resolution and fast search methods for target datasets. A specified strategy is chosen for obtaining parameters of the viewing frustum and transferring with multiresolution operator plug-in. Bounding-box method and parent-child relationship between different resolution level are used to speed up searching target datasets and clipping viewing frustum.
{"title":"View-Dependent Interactive Visualization Methods for Multiresolution Datasets in JaVis","authors":"Pingjun Xu, Weichao Shen, Yan Ma, L. Liao, Guiming Qin","doi":"10.1109/ICVRV.2011.57","DOIUrl":"https://doi.org/10.1109/ICVRV.2011.57","url":null,"abstract":"In this paper, view-dependent multi-resolution data visualization techniques are discussed, including I/O optimized multi-resolution data organizing, view-dependent clipping methods with the viewing frustum, rendering with adaptive resolution and fast search methods for target datasets. A specified strategy is chosen for obtaining parameters of the viewing frustum and transferring with multiresolution operator plug-in. Bounding-box method and parent-child relationship between different resolution level are used to speed up searching target datasets and clipping viewing frustum.","PeriodicalId":239933,"journal":{"name":"2011 International Conference on Virtual Reality and Visualization","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125711723","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}
Huahai Liu, Pan Wang, Kewen Wang, Xun Cai, L. Zeng, Sikun Li
As the performance-price ratio of the GPU becomes higher, lots of systems are able to accommodate more than one GPU in node. Each GPU in node can afford powerful rendering ability. It is very important to effectively organize parallel rendering pipeline to fully exploit the compute units of the system. But lots of parallel rendering systems usually join hardware rendering stage with composition stage in the display thread and this frequently leads to GPU stall. In this paper, we describe a decoupled parallel rendering approach and enable the two stages to execute in parallel. With the frame buffer in the main memory, the full image rendering time is totally decided by the GPU rendering ability when the rendering task is large enough. Theoretical analysis and experiment results both evidence that the performance of our method is much better than the coupled parallel rendering method. We also test the scalability of the approach and get a linear performance speedup with the GPU number when the rendering task is large enough. The approach is easy to be implemented and any parallel rendering application can benefit from it.
{"title":"Scalable Multi-GPU Decoupled Parallel Rendering Approach in Shared Memory Architecture","authors":"Huahai Liu, Pan Wang, Kewen Wang, Xun Cai, L. Zeng, Sikun Li","doi":"10.1109/ICVRV.2011.46","DOIUrl":"https://doi.org/10.1109/ICVRV.2011.46","url":null,"abstract":"As the performance-price ratio of the GPU becomes higher, lots of systems are able to accommodate more than one GPU in node. Each GPU in node can afford powerful rendering ability. It is very important to effectively organize parallel rendering pipeline to fully exploit the compute units of the system. But lots of parallel rendering systems usually join hardware rendering stage with composition stage in the display thread and this frequently leads to GPU stall. In this paper, we describe a decoupled parallel rendering approach and enable the two stages to execute in parallel. With the frame buffer in the main memory, the full image rendering time is totally decided by the GPU rendering ability when the rendering task is large enough. Theoretical analysis and experiment results both evidence that the performance of our method is much better than the coupled parallel rendering method. We also test the scalability of the approach and get a linear performance speedup with the GPU number when the rendering task is large enough. The approach is easy to be implemented and any parallel rendering application can benefit from it.","PeriodicalId":239933,"journal":{"name":"2011 International Conference on Virtual Reality and Visualization","volume":"187 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132869186","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}
Tingting Zhu, Chao Wang, Mingmin Zhang, Zhigeng Pan
Digital Mine has become the inevitable development trend of the future mines. Blasting is a essential process during the exploration and development of practical mining engineering. The blasting always plays a direct influence on the efficiency of each follow-up production process and if it were not handled correctly, it will even threaten the safety of miners. This paper presents a novel cross-platform tunnel blast design system used in Digital Mine to simulate the blasting process automatically, which shows how to construct the system modeling, design the blasting parameters, generate 3D holes pattern 3D blasting animation and parameters report. In order to generate blasting process, setting and calculating the parameters of inputs and outputs are grounded on the theory of minimum burden and experiences in blasting engineering, which tunnel smooth blasting is represented as an example in the paper. Results show that our system can reduce the time consuming of traditional manual blasting design and the most important is that our system does not rely much on the experiences of engineer. The experiments show that the results of our system are efficient, reasonable, and this system can be applied and referred in the production and research of tunnel blasting in Digital Mine.
{"title":"A Cross-Platform for Tunnel Blast Design and Simulation","authors":"Tingting Zhu, Chao Wang, Mingmin Zhang, Zhigeng Pan","doi":"10.1109/ICVRV.2011.36","DOIUrl":"https://doi.org/10.1109/ICVRV.2011.36","url":null,"abstract":"Digital Mine has become the inevitable development trend of the future mines. Blasting is a essential process during the exploration and development of practical mining engineering. The blasting always plays a direct influence on the efficiency of each follow-up production process and if it were not handled correctly, it will even threaten the safety of miners. This paper presents a novel cross-platform tunnel blast design system used in Digital Mine to simulate the blasting process automatically, which shows how to construct the system modeling, design the blasting parameters, generate 3D holes pattern 3D blasting animation and parameters report. In order to generate blasting process, setting and calculating the parameters of inputs and outputs are grounded on the theory of minimum burden and experiences in blasting engineering, which tunnel smooth blasting is represented as an example in the paper. Results show that our system can reduce the time consuming of traditional manual blasting design and the most important is that our system does not rely much on the experiences of engineer. The experiments show that the results of our system are efficient, reasonable, and this system can be applied and referred in the production and research of tunnel blasting in Digital Mine.","PeriodicalId":239933,"journal":{"name":"2011 International Conference on Virtual Reality and Visualization","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129993523","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}
Shi Xiangbin, Liu Fang, Wang Yue, M. Mingming, Jin Ling
Estimating Fundamental matrix from corresponding points is an important problem in the field of computer vision. The random sample consensus (RANSAC) is one of the most effective methods for Fundamental matrix estimation. In this paper a point weighting strategy is added to RANSAC in order to improve the efficiency. The algorithm gives initial weight to each point, and the weight of corresponding points are changed according to the evaluation value of fundamental matrix computed in each sampling. The weight of points will affect the probability of points to be extracted, and the inliers which have a larger weight than outlier will be more likely to be extracted. The fundamental matrix computed in each sampling is evaluated by the weight of corresponding points, and the weight of the corresponding points are updated in turn, so the whole process forms a positive feedback. Experimental results on synthetic data and real images demonstrated that the new algorithm is valid and robust.
{"title":"A Fundamental Matrix Estimation Algorithm Based on Point Weighting Strategy","authors":"Shi Xiangbin, Liu Fang, Wang Yue, M. Mingming, Jin Ling","doi":"10.1109/ICVRV.2011.45","DOIUrl":"https://doi.org/10.1109/ICVRV.2011.45","url":null,"abstract":"Estimating Fundamental matrix from corresponding points is an important problem in the field of computer vision. The random sample consensus (RANSAC) is one of the most effective methods for Fundamental matrix estimation. In this paper a point weighting strategy is added to RANSAC in order to improve the efficiency. The algorithm gives initial weight to each point, and the weight of corresponding points are changed according to the evaluation value of fundamental matrix computed in each sampling. The weight of points will affect the probability of points to be extracted, and the inliers which have a larger weight than outlier will be more likely to be extracted. The fundamental matrix computed in each sampling is evaluated by the weight of corresponding points, and the weight of the corresponding points are updated in turn, so the whole process forms a positive feedback. Experimental results on synthetic data and real images demonstrated that the new algorithm is valid and robust.","PeriodicalId":239933,"journal":{"name":"2011 International Conference on Virtual Reality and Visualization","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130790439","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}
Radar network detection performance is described by radar network detection probability. This paper presents two visualization methods of multilayer is surface which is extracted from radar network data for different requirements. The first algorithm, Multilayer Pseudo-sort Algorithm, boosts up the borderline using Per-Pixel Shading, improves the performance of rendering but the quality is low. Another algorithm, Improved Depth Peeling, solves the problem of nonuniform depth distributing of multi-fragment using slice map technology and obtains great improvement for large scenes with high complexity. The former can well balance between performance and quality while the latter can capture multiple fragments in a single process.
{"title":"Visualization for Radar Network Detection Ability via Blending Rendering of Multilayer Isosurface","authors":"Hu Huaquan, Yang Chao, Wu Lingda","doi":"10.1109/ICVRV.2011.23","DOIUrl":"https://doi.org/10.1109/ICVRV.2011.23","url":null,"abstract":"Radar network detection performance is described by radar network detection probability. This paper presents two visualization methods of multilayer is surface which is extracted from radar network data for different requirements. The first algorithm, Multilayer Pseudo-sort Algorithm, boosts up the borderline using Per-Pixel Shading, improves the performance of rendering but the quality is low. Another algorithm, Improved Depth Peeling, solves the problem of nonuniform depth distributing of multi-fragment using slice map technology and obtains great improvement for large scenes with high complexity. The former can well balance between performance and quality while the latter can capture multiple fragments in a single process.","PeriodicalId":239933,"journal":{"name":"2011 International Conference on Virtual Reality and Visualization","volume":"9 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126101423","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 haptic device plays an important role in improving the immersion of a dental training system. Most existing dental simulation systems use commercial haptic devices which are not designed for meeting specific characteristics of dental operation. Furthermore, few study on the quantified requirement for haptic device in dental surgery simulation is carried out. In this paper, performance specifications of a haptic device for dental training are presented through analyzing the manipulation features of typical dental surgery. Based on identified requirements, a haptic device (i.e. iFeel3) was designed. Typical performances including workspace, output force and translational resolution, are analyzed. Furthermore the method of improving the haptic device's stiffness is presented. The performance of the introduced device is validated by dental probing experiments.
{"title":"iFeel3: A Haptic Device for Virtual Reality Dental Surgery Simulation","authors":"Chaobin Li, Dangxiao Wang, Yuru Zhang","doi":"10.1109/ICVRV.2011.32","DOIUrl":"https://doi.org/10.1109/ICVRV.2011.32","url":null,"abstract":"The haptic device plays an important role in improving the immersion of a dental training system. Most existing dental simulation systems use commercial haptic devices which are not designed for meeting specific characteristics of dental operation. Furthermore, few study on the quantified requirement for haptic device in dental surgery simulation is carried out. In this paper, performance specifications of a haptic device for dental training are presented through analyzing the manipulation features of typical dental surgery. Based on identified requirements, a haptic device (i.e. iFeel3) was designed. Typical performances including workspace, output force and translational resolution, are analyzed. Furthermore the method of improving the haptic device's stiffness is presented. The performance of the introduced device is validated by dental probing experiments.","PeriodicalId":239933,"journal":{"name":"2011 International Conference on Virtual Reality and Visualization","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121714318","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}
Generally, mechanical parts in Virtual Assembly systems are donated by rigid bodies. In this paper, we introduce a deformation technique called Lattice Shape Matching algorithm to animate deformable objects in virtual environment. Plenty of experiments have indicated the deformation algorithm can perform well on real-time operation, simulation authenticity and interactive stability. By changing the lattice width value we can animate many objects with different stiffness. With the deformation algorithm, the Virtual Assembly system can be used to the assembly/disassembly of aircraft/vehicle engine, bicycle repair and many other mechanical structure applications.
{"title":"Deformation-Aided Virtual Assembly System for Mechanical Structure","authors":"T. Zhou, Yue Qi","doi":"10.1109/ICVRV.2011.13","DOIUrl":"https://doi.org/10.1109/ICVRV.2011.13","url":null,"abstract":"Generally, mechanical parts in Virtual Assembly systems are donated by rigid bodies. In this paper, we introduce a deformation technique called Lattice Shape Matching algorithm to animate deformable objects in virtual environment. Plenty of experiments have indicated the deformation algorithm can perform well on real-time operation, simulation authenticity and interactive stability. By changing the lattice width value we can animate many objects with different stiffness. With the deformation algorithm, the Virtual Assembly system can be used to the assembly/disassembly of aircraft/vehicle engine, bicycle repair and many other mechanical structure applications.","PeriodicalId":239933,"journal":{"name":"2011 International Conference on Virtual Reality and Visualization","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121507463","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}