62 research outputs found

    Time-varying volume visualization

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    Volume rendering is a very active research field in Computer Graphics because of its wide range of applications in various sciences, from medicine to flow mechanics. In this report, we survey a state-of-the-art on time-varying volume rendering. We state several basic concepts and then we establish several criteria to classify the studied works: IVR versus DVR, 4D versus 3D+time, compression techniques, involved architectures, use of parallelism and image-space versus object-space coherence. We also address other related problems as transfer functions and 2D cross-sections computation of time-varying volume data. All the papers reviewed are classified into several tables based on the mentioned classification and, finally, several conclusions are presented.Preprin

    Semi-automatic video object segmentation for multimedia applications

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    A semi-automatic video object segmentation tool is presented for segmenting both still pictures and image sequences. The approach comprises both automatic segmentation algorithms and manual user interaction. The still image segmentation component is comprised of a conventional spatial segmentation algorithm (Recursive Shortest Spanning Tree (RSST)), a hierarchical segmentation representation method (Binary Partition Tree (BPT)), and user interaction. An initial segmentation partition of homogeneous regions is created using RSST. The BPT technique is then used to merge these regions and hierarchically represent the segmentation in a binary tree. The semantic objects are then manually built by selectively clicking on image regions. A video object-tracking component enables image sequence segmentation, and this subsystem is based on motion estimation, spatial segmentation, object projection, region classification, and user interaction. The motion between the previous frame and the current frame is estimated, and the previous object is then projected onto the current partition. A region classification technique is used to determine which regions in the current partition belong to the projected object. User interaction is allowed for object re-initialisation when the segmentation results become inaccurate. The combination of all these components enables offline video sequence segmentation. The results presented on standard test sequences illustrate the potential use of this system for object-based coding and representation of multimedia

    Recent Trends in Communication Networks

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    In recent years there has been many developments in communication technology. This has greatly enhanced the computing power of small handheld resource-constrained mobile devices. Different generations of communication technology have evolved. This had led to new research for communication of large volumes of data in different transmission media and the design of different communication protocols. Another direction of research concerns the secure and error-free communication between the sender and receiver despite the risk of the presence of an eavesdropper. For the communication requirement of a huge amount of multimedia streaming data, a lot of research has been carried out in the design of proper overlay networks. The book addresses new research techniques that have evolved to handle these challenges

    The 1991 3rd NASA Symposium on VLSI Design

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    Papers from the symposium are presented from the following sessions: (1) featured presentations 1; (2) very large scale integration (VLSI) circuit design; (3) VLSI architecture 1; (4) featured presentations 2; (5) neural networks; (6) VLSI architectures 2; (7) featured presentations 3; (8) verification 1; (9) analog design; (10) verification 2; (11) design innovations 1; (12) asynchronous design; and (13) design innovations 2

    Proceedings of the 2020 Joint Workshop of Fraunhofer IOSB and Institute for Anthropomatics, Vision and Fusion Laboratory

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    In 2020 fand der jährliche Workshop des Faunhofer IOSB und the Lehrstuhls für interaktive Echtzeitsysteme statt. Vom 27. bis zum 31. Juli trugen die Doktorranden der beiden Institute über den Stand ihrer Forschung vor in Themen wie KI, maschinellen Lernen, computer vision, usage control, Metrologie vor. Die Ergebnisse dieser Vorträge sind in diesem Band als technische Berichte gesammelt

    Self-adaptivity of applications on network on chip multiprocessors: the case of fault-tolerant Kahn process networks

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    Technology scaling accompanied with higher operating frequencies and the ability to integrate more functionality in the same chip has been the driving force behind delivering higher performance computing systems at lower costs. Embedded computing systems, which have been riding the same wave of success, have evolved into complex architectures encompassing a high number of cores interconnected by an on-chip network (usually identified as Multiprocessor System-on-Chip). However these trends are hindered by issues that arise as technology scaling continues towards deep submicron scales. Firstly, growing complexity of these systems and the variability introduced by process technologies make it ever harder to perform a thorough optimization of the system at design time. Secondly, designers are faced with a reliability wall that emerges as age-related degradation reduces the lifetime of transistors, and as the probability of defects escaping post-manufacturing testing is increased. In this thesis, we take on these challenges within the context of streaming applications running in network-on-chip based parallel (not necessarily homogeneous) systems-on-chip that adopt the no-remote memory access model. In particular, this thesis tackles two main problems: (1) fault-aware online task remapping, (2) application-level self-adaptation for quality management. For the former, by viewing fault tolerance as a self-adaptation aspect, we adopt a cross-layer approach that aims at graceful performance degradation by addressing permanent faults in processing elements mostly at system-level, in particular by exploiting redundancy available in multi-core platforms. We propose an optimal solution based on an integer linear programming formulation (suitable for design time adoption) as well as heuristic-based solutions to be used at run-time. We assess the impact of our approach on the lifetime reliability. We propose two recovery schemes based on a checkpoint-and-rollback and a rollforward technique. For the latter, we propose two variants of a monitor-controller- adapter loop that adapts application-level parameters to meet performance goals. We demonstrate not only that fault tolerance and self-adaptivity can be achieved in embedded platforms, but also that it can be done without incurring large overheads. In addressing these problems, we present techniques which have been realized (depending on their characteristics) in the form of a design tool, a run-time library or a hardware core to be added to the basic architecture

    Dynamical Systems in Spiking Neuromorphic Hardware

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    Dynamical systems are universal computers. They can perceive stimuli, remember, learn from feedback, plan sequences of actions, and coordinate complex behavioural responses. The Neural Engineering Framework (NEF) provides a general recipe to formulate models of such systems as coupled sets of nonlinear differential equations and compile them onto recurrently connected spiking neural networks – akin to a programming language for spiking models of computation. The Nengo software ecosystem supports the NEF and compiles such models onto neuromorphic hardware. In this thesis, we analyze the theory driving the success of the NEF, and expose several core principles underpinning its correctness, scalability, completeness, robustness, and extensibility. We also derive novel theoretical extensions to the framework that enable it to far more effectively leverage a wide variety of dynamics in digital hardware, and to exploit the device-level physics in analog hardware. At the same time, we propose a novel set of spiking algorithms that recruit an optimal nonlinear encoding of time, which we call the Delay Network (DN). Backpropagation across stacked layers of DNs dramatically outperforms stacked Long Short-Term Memory (LSTM) networks—a state-of-the-art deep recurrent architecture—in accuracy and training time, on a continuous-time memory task, and a chaotic time-series prediction benchmark. The basic component of this network is shown to function on state-of-the-art spiking neuromorphic hardware including Braindrop and Loihi. This implementation approaches the energy-efficiency of the human brain in the former case, and the precision of conventional computation in the latter case

    Realtime ray tracing and interactive global illumination

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    One of the most sought-for goals in computer graphics is to generate "realism in real time". i.e. the generation of realistically looking images at realtime frame rates. Today, virtually all approaches towards realtime rendering use graphics hardware, which is based almost exclusively on triangle rasterization. Unfortunately, though this technology has seen tremendous progress over the last few years, for many applications it is currently reaching its limits in both model complexity, supported features, and achievable realism. An alternative to triangle rasterizations is the ray tracing algorithm, which is well-known for its higher flexibility, its generally higher achievable realism, and its superior scalability in both model size and compute power. However, ray tracing is also computationally demanding and thus so far is used almost exclusively for high-quality offline rendering tasks. This dissertation focuses on the question why ray tracing is likely to soon play a larger role for interactive applications, and how this scenario can be reached. To this end, we discuss the RTRT/OpenRT realtime ray tracing system, a software based ray tracing system that achieves interactive to realtime frame rates on todays commodity CPUs. In particular, we discuss the overall system design, the efficient implementation of the core ray tracing algorithms, techniques for handling dynamic scenes, an efficient parallelization framework, and an OpenGL-like low-level API. Taken together, these techniques form a complete realtime rendering engine that supports massively complex scenes, highley realistic and physically correct shading, and even physically based lighting simulation at interactive rates. In the last part of this thesis we then discuss the implications and potential of realtime ray tracing on global illumination, and how the availability of this new technology can be leveraged to finally achieve interactive global illumination - the physically correct simulation of light transport at interactive rates.Eines der wichtigsten Ziele der Computer-Graphik ist die Generierung von "Realismus in Echtzeit\u27; — die Erzeugung von realistisch wirkenden, computer- generierten Bildern in Echtzeit. Heutige Echtzeit-Graphikanwendungen werden derzeit zum überwiegenden Teil mit schneller Graphik-Hardware realisiert, welche zum aktuellen Stand der Technik fast ausschliesslich auf dem Dreiecksrasterisierungsalgorithmus basiert. Obwohl diese Rasterisierungstechnologie in den letzten Jahren zunehmend beeindruckende Fortschritte gemacht hat, stößt sie heutzutage zusehends an ihre Grenzen, speziell im Hinblick auf Modellkomplexität, unterstützte Beleuchtungseffekte, und erreichbaren Realismus. Eine Alternative zur Dreiecksrasterisierung ist das "Ray-Tracing\u27; (Stahl-Rückverfolgung), welches weithin bekannt ist für seine höhere Flexibilität, seinen im Großen und Ganzen höheren erreichbaren Realismus, und seine bessere Skalierbarkeit sowohl in Szenengröße als auch in Rechner-Kapazitäten. Allerdings ist Ray-Tracing ebenso bekannt für seinen hohen Rechenbedarf, und wird daher heutzutage fast ausschließlich für die hochqualitative, nichtinteraktive Bildsynthese benutzt. Diese Dissertation behandelt die Gründe warum Ray-Tracing in näherer Zukunft voraussichtlich eine größere Rolle für interaktive Graphikanwendungen spielen wird, und untersucht, wie dieses Szenario des Echtzeit Ray-Tracing erreicht werden kann. Hierfür stellen wir das RTRT/OpenRT Echtzeit Ray-Tracing System vor, ein software-basiertes Ray-Tracing System, welches es erlaubt, interaktive Performanz auf heutigen Standard-PC-Prozessoren zu erreichen. Speziell diskutieren wir das grundlegende System-Design, die effiziente Implementierung der Kern-Algorithmen, Techniken zur Unterstützung von dynamischen Szenen, ein effizientes Parallelisierungs-Framework, und eine OpenGL-ähnliche Anwendungsschnittstelle. In ihrer Gesamtheit formen diese Techniken ein komplettes Echtzeit-Rendering-System, welches es erlaubt, extrem komplexe Szenen, hochgradig realistische und physikalisch korrekte Effekte, und sogar physikalisch-basierte Beleuchtungssimulation interaktiv zu berechnen. Im letzten Teil der Dissertation behandeln wir dann die Implikationen und das Potential, welches Echtzeit Ray-Tracing für die Globale Beleuchtungssimulation bietet, und wie die Verfügbarkeit dieser neuen Technologie benutzt werden kann, um letztendlich auch Globale Belechtung — die physikalisch korrekte Simulation des Lichttransports — interaktiv zu berechnen
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