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International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa最新文献

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A comparison of image sharpness metrics and real-time sharpening methods with GPU implementations 图像清晰度指标和实时锐化方法与GPU实现的比较
J. D. Villiers
Improving the quality of an image increases the probability, speed and accuracy with which possible objects of interest can be located and identified. Image sharpening, in particular, can correct for soft focus and strengthen the outlines of objects thus improving the identification and segmentation both by automatic means and by man in the loop systems. Output pixel independence is ensured so that a GPU can be used to sharpen the pixels in parallel, achieving processing performance increases of 20--360 fold. This work provides a metric which can quantify the sharpness of an image and shows that the sharpness of live video can easily be doubled in realtime on commercial desktop computers without inducing excessive noise.
提高图像质量可以提高定位和识别可能感兴趣的物体的概率、速度和准确性。特别是图像锐化,可以纠正软焦点,加强物体轮廓,从而提高识别和分割的自动手段和人工在循环系统。输出像素独立性得到保证,因此GPU可以并行锐化像素,实现处理性能提高20- 360倍。这项工作提供了一个度量,可以量化图像的清晰度,并表明实时视频的清晰度可以很容易地在商用台式计算机上实时翻倍,而不会产生过多的噪声。
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引用次数: 7
Adaptive LOD editing of quad meshes 四边形网格的自适应LOD编辑
Daniele Panozzo, E. Puppo
We present a method for editing the LOD of quad meshes, which supports both adaptive refinement and adaptive coarsening. Starting at a base mesh, we generate a quad-dominant mesh which is consistent with the Catmull-Clark subdivision. Consistency is both topological and geometrical: an adaptively subdivided mesh coincides with the uniformly subdivided mesh wherever the level of subdivision is uniform, and the limit surface is the same. Subdivided meshes contain a majority of quad elements and a moderate amount of triangles and pentagons in the regions of transition across different levels of detail. Topological LOD editing is controlled with local conforming operators, which support both mesh refinement and mesh coarsening and work on a plain mesh without the need of cumbersome hierarchical data structures.
提出了一种既支持自适应细化又支持自适应粗化的四网格LOD编辑方法。从一个基本网格开始,我们生成一个与Catmull-Clark细分一致的四主导网格。一致性包括拓扑和几何两方面:自适应细分的网格与均匀细分的网格在细分水平一致的地方重合,并且极限曲面相同。细分网格在不同细节层次的过渡区域中包含大多数四边形元素和适量的三角形和五边形。拓扑LOD的编辑由局部符合算子控制,该算子支持网格细化和网格粗化,可以在普通网格上工作,而不需要繁琐的分层数据结构。
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引用次数: 2
Visualization of solution sets from automated docking of molecular structures 分子结构自动对接解集的可视化
J. V. Vuuren, M. Kuttel, J. Gain
Aligning structures, often referred to as docking or registration, is frequently required in fields such as computer science, robotics and structural biology. The task of aligning the structures is usually automated, but due to noise and imprecision, the user often needs to evaluate the results before a final decision can be made. The solutions involved are of a multidimensional nature and normally densely populated. Therefore, some form of visualization is necessary, especially if users want to achieve higher level understanding, such as solution symmetry or clustering, from the data. We have developed a system that provides two views of the data. One view places focus on the orientation of the solutions and the other focuses on translations. Solutions within the views are crosslinked using various visual cues. Users are also able to apply various filters, intelligently reducing the solution set. We applied the visualization to data generated by the automated cryo-EM process of docking molecular structures into electron density maps. Current systems in this field only allow for visual representation of a single solution or a numerical list of the data. We evaluated the system through a multi-phase user study and found that the users were able to gain a better high-level understanding of the data, even in cases of relatively small solution sets.
结构对齐,通常被称为对接或配准,在计算机科学、机器人和结构生物学等领域经常需要。调整结构的任务通常是自动化的,但由于噪声和不精确,用户通常需要在做出最终决定之前评估结果。所涉及的解决方案是多维的,通常是密集的。因此,某种形式的可视化是必要的,特别是如果用户希望从数据中获得更高层次的理解,例如解决方案对称性或聚类。我们开发了一个提供两种数据视图的系统。一种观点侧重于解决方案的方向,另一种观点侧重于翻译。视图中的解决方案使用各种视觉线索进行交联。用户还可以应用各种过滤器,智能地减少解决方案集。我们将可视化应用于将分子结构对接到电子密度图的自动冷冻电镜过程生成的数据。该领域的当前系统只允许单个解决方案的可视化表示或数据的数字列表。我们通过多阶段用户研究对系统进行了评估,发现即使在相对较小的解决方案集的情况下,用户也能够获得对数据更好的高层次理解。
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引用次数: 0
Implementation of the Lucas-Kanade image registration algorithm on a GPU for 3D computational platform stabilisation Lucas-Kanade图像配准算法在GPU上的实现,用于三维计算平台稳定
B. Duvenhage, J. Delport, J. D. Villiers
Image registration forms the basis of many computer vision tasks. The Lucas-Kanade image registration algorithm is known to efficiently solve the sub-problem of rigid image registration. It is therefore often used in image stabilisation applications. This paper presents the details of a real-time implementation of the Lucas-Kanade image registration algorithm on a Graphics Processing Unit (GPU) using the OpenGL Shading Language (GLSL). The implementation is driven by a real world requirement to computationally stabilise the undulatory motion of an ocean-based wide area surveillance system.
图像配准是许多计算机视觉任务的基础。Lucas-Kanade图像配准算法可以有效地解决刚性图像配准的子问题。因此,它经常用于图像稳定应用。本文介绍了使用OpenGL着色语言(GLSL)在图形处理单元(GPU)上实时实现Lucas-Kanade图像配准算法的细节。该实现是由现实世界对计算稳定海洋广域监视系统的波动运动的需求驱动的。
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引用次数: 18
Cubic Bézier spiral segments for planar G2 curve design 三次bsamizier螺旋段用于平面G2曲线设计
D. Walton, D. Meek
In curve design it is often desirable to match G2 Hermite data with a pair of spirals. An existing method addresses this problem using cubics by first requiring the joint to be placed, and then matching tangents at the joint. It is now shown that an alternative method of first matching tangents, which then determine an interval along a line for placement of the joint, is more convenient and requires less computation.
在曲线设计中,通常需要将G2埃尔米特数据与一对螺旋相匹配。现有的一种方法是使用立方体来解决这个问题,首先要求放置关节,然后匹配关节处的切线。现在显示了一种替代方法,首先匹配切线,然后确定沿直线的间隔,以放置关节,更方便,需要更少的计算。
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引用次数: 11
Automatic addition of physics components to procedural content 自动添加物理组件到程序内容
R. Baxter, Zacharia Crumley, Rudolph Neeser, J. Gain
While the field of procedural content generation is growing, there has been somewhat less work on developing procedural methods to animate these models. We present a technique for generating procedural models of trees and buildings via formal grammars (L-Systems and wall grammars) that are ready to be animated using physical simulation. The grammars and their interpretations are augmented to provide direct control over the physical animation, by, for example, specifying object mass and the joint stiffness. Example animations produced by our system include trees swaying in a gentle wind or being rocked by a gale, and buildings collapsing, imploding or exploding. In user testing, we had test subjects (n = 20) compare our animations with video of trees and buildings undergoing similar effects, as well as with animations in games that they have played. Results show that our animations appear physically accurate with a few minor instances of unrealistic behaviour. Users considered the animations to be more realistic than those used in current video games.
虽然程序内容生成领域正在发展,但开发程序方法来动画化这些模型的工作却很少。我们提出了一种通过形式语法(l -系统和墙语法)生成树木和建筑物的程序模型的技术,这些模型准备使用物理模拟进行动画。语法和它们的解释被增强以提供对物理动画的直接控制,例如,通过指定对象质量和关节刚度。我们的系统产生的例子动画包括树木在微风中摇摆或被大风摇动,建筑物倒塌,内爆或爆炸。在用户测试中,我们让测试对象(n = 20)将我们的动画与经历类似效果的树木和建筑物的视频,以及他们玩过的游戏中的动画进行比较。结果表明,我们的动画在物理上是准确的,只有少数不现实的行为。用户认为这些动画比当前电子游戏中使用的动画更逼真。
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引用次数: 6
Harmonic colorization using proportion contrast 使用比例对比的调和着色
C. Sauvaget, V. Boyer
We present a proportion colour harmony model enhancing image aesthetics in terms of human colour perception. Given an arbitrary image, colours are modified to improve their proportion harmony. The proportion relationship between colours has been described in theories of colours but never proposed in computer graphics. Our model detects proportion harmony or the lack thereof harmony, proposes improvements verifying constraints defined by the user as well as different possibilities to recolor the image by shifting hues. Our technique is well-adapted to adjust the colour in an image, in a part of an image, image composition or a subset of colours depending on the user choices. Results show that our colour harmonization model allows the user to handle classical images such as photographs or drawings and paintings.
从人类色彩感知的角度出发,提出了一种增强图像美感的比例色彩和谐模型。给定任意图像,修改颜色以提高其比例和谐。颜色之间的比例关系已经在色彩理论中描述过,但从未在计算机图形学中提出过。我们的模型检测比例和谐或缺乏和谐,提出改进,验证用户定义的约束以及通过移动色调重新着色图像的不同可能性。我们的技术非常适合根据用户的选择来调整图像中的颜色,图像的一部分,图像构图或颜色的子集。结果表明,我们的色彩协调模型允许用户处理经典图像,如照片或绘画。
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引用次数: 10
Exploring the use of glossy light volumes for interactive global illumination 探索使用光滑的光体进行交互式全局照明
B. Duvenhage, K. Bouatouch, D. Kourie
From the literature, it is known that backward polygon beam tracing and other light volume methods are well suited to gather path coherency from specular scattering surfaces. This is of course useful for modelling and efficiently simulating caustics (LS+DE paths). This paper generalises backward polygon beam tracing to also model glossy scattering surfaces. To this end the details of a backward polygon beam tracing model and implementation of source-to-glossy-to-diffuse light transport (LG+DE) paths are researched.
从文献中得知,后向多边形光束追踪和其他光体方法非常适合从镜面散射表面收集路径相干性。这对于建模和有效地模拟焦散线(LS+DE路径)当然是有用的。本文将反向多边形光束追踪推广到光滑散射表面。为此,研究了后向多边形光束跟踪模型的细节以及光源-光面-漫射光传输(LG+DE)路径的实现。
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引用次数: 4
MiReAS: a mixed reality software framework for iterative prototyping of control strategies for an indoor airship MiReAS:用于室内飞艇控制策略迭代原型的混合现实软件框架
Jörg Stöcklein, Patrick Pogscheba, C. Geiger, V. Paelke
Virtual prototyping has become an established design tool in complex interdisciplinary development processes using state-of-the-art virtual reality techniques. Due to numerous benefits virtual prototyping has seen increasing acceptance in recent years, especially in the development of systems that involve complex interactions between components or require the integration of newly developed hardware. Mixed reality, considered as an extension to VR, has high potential to support the development of complex systems that operate in a real world environment even further. In this paper we demonstrate that the principles of mixed reality prototyping can also be effectively applied to the development of complex systems if a structured process is defined and supported by a proper software framework. In our paper we present a system that supports an iterative approach to prototype complex dynamical systems. Using this approach allows the designer to seamlessly progress from an initial virtual prototype to the final system along the mixed reality continuum. We describe MiReAS, a mixed reality software framework that supports an iterative design evolution with arbitrary combinations of real and virtual elements. The use of the system is demonstrated by the development of interaction techniques and control strategies for an unmanned aerial vehicle.
虚拟样机已经成为一种成熟的设计工具,在复杂的跨学科开发过程中使用最先进的虚拟现实技术。由于虚拟样机的诸多好处,近年来,特别是在涉及组件之间复杂交互或需要集成新开发硬件的系统开发中,虚拟样机已被越来越多的人接受。混合现实被认为是虚拟现实的延伸,在进一步支持在现实世界环境中运行的复杂系统的开发方面具有很高的潜力。在本文中,我们证明了混合现实原型的原则也可以有效地应用于复杂系统的开发,如果一个结构化的过程是由适当的软件框架定义和支持的。在我们的论文中,我们提出了一个系统,支持迭代的方法来原型复杂的动力系统。使用这种方法,设计师可以沿着混合现实连续体无缝地从初始虚拟原型进展到最终系统。我们描述了MiReAS,这是一个混合现实软件框架,它支持真实和虚拟元素的任意组合的迭代设计演变。以某无人机的交互技术和控制策略的开发为例,说明了该系统的应用。
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引用次数: 2
Virtual smell: authentic smell diffusion in virtual environments 虚拟气味:真实气味在虚拟环境中的扩散
Belma Ramic-Brkic, A. Chalmers
Smell is a key human sense. In the real world, smell plays a leading role in helping us appreciate an environment, for example the smell of fresh coffee, or the dead body. High-fidelity virtual environments are being increasingly used as an accurate representation of the real world for a wide variety of applications, including training, phobia treatment and virtual archeology. This paper compares the diffusion and perception of smell in real and virtual environments. Although airflow can be computed within a virtual environment using, for example a computational fluid dynamic simulator, the results do not necessarily predict how smell may be perceived in the real-world. Virtual smell needs to take into account the type of smell being considered and how humans may perceive this smell.
嗅觉是人类的一种重要感官。在现实世界中,嗅觉在帮助我们欣赏环境方面起着主导作用,例如新鲜咖啡的味道,或者尸体的味道。高保真虚拟环境被越来越多地用于各种应用,包括训练、恐惧症治疗和虚拟考古,作为真实世界的准确表示。本文比较了气味在真实环境和虚拟环境中的扩散和感知。虽然气流可以在虚拟环境中计算,例如使用计算流体动力学模拟器,但结果不一定能预测在现实世界中如何感知气味。虚拟嗅觉需要考虑到所考虑的气味类型以及人类如何感知这种气味。
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引用次数: 35
期刊
International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
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