46,321 research outputs found

    Understanding Next-Generation VR: Classifying Commodity Clusters for Immersive Virtual Reality

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    Commodity clusters offer the ability to deliver higher performance computer graphics at lower prices than traditional graphics supercomputers. Immersive virtual reality systems demand notoriously high computational requirements to deliver adequate real-time graphics, leading to the emergence of commodity clusters for immersive virtual reality. Such clusters deliver the graphics power needed by leveraging the combined power of several computers to meet the demands of real-time interactive immersive computer graphics.However, the field of commodity cluster-based virtual reality is still in early stages of development and the field is currently adhoc in nature and lacks order. There is no accepted means for comparing approaches and implementers are left with instinctual or trial-and-error means for selecting an approach.This paper provides a classification system that facilitates understanding not only of the nature of different clustering systems but also the interrelations between them. The system is built from a new model for generalized computer graphics applications, which is based on the flow of data through a sequence of operations over the entire context of the application. Prior models and classification systems have been too focused in context and application whereas the system described here provides a unified means for comparison of works within the field

    Semantic multimedia remote display for mobile thin clients

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    Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE

    A middleware for a large array of cameras

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    Large arrays of cameras are increasingly being employed for producing high quality image sequences needed for motion analysis research. This leads to the logistical problem with coordination and control of a large number of cameras. In this paper, we used a lightweight multi-agent system for coordinating such camera arrays. The agent framework provides more than a remote sensor access API. It allows reconfigurable and transparent access to cameras, as well as software agents capable of intelligent processing. Furthermore, it eases maintenance by encouraging code reuse. Additionally, our agent system includes an automatic discovery mechanism at startup, and multiple language bindings. Performance tests showed the lightweight nature of the framework while validating its correctness and scalability. Two different camera agents were implemented to provide access to a large array of distributed cameras. Correct operation of these camera agents was confirmed via several image processing agents

    From Big Data to Big Displays: High-Performance Visualization at Blue Brain

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    Blue Brain has pushed high-performance visualization (HPV) to complement its HPC strategy since its inception in 2007. In 2011, this strategy has been accelerated to develop innovative visualization solutions through increased funding and strategic partnerships with other research institutions. We present the key elements of this HPV ecosystem, which integrates C++ visualization applications with novel collaborative display systems. We motivate how our strategy of transforming visualization engines into services enables a variety of use cases, not only for the integration with high-fidelity displays, but also to build service oriented architectures, to link into web applications and to provide remote services to Python applications.Comment: ISC 2017 Visualization at Scale worksho

    A middleware for a large array of cameras

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    Large arrays of cameras are increasingly being employed for producing high quality image sequences needed for motion analysis research. This leads to the logistical problem with coordination and control of a large number of cameras. In this paper, we used a lightweight multi-agent system for coordinating such camera arrays. The agent framework provides more than a remote sensor access API. It allows reconfigurable and transparent access to cameras, as well as software agents capable of intelligent processing. Furthermore, it eases maintenance by encouraging code reuse. Additionally, our agent system includes an automatic discovery mechanism at startup, and multiple language bindings. Performance tests showed the lightweight nature of the framework while validating its correctness and scalability. Two different camera agents were implemented to provide access to a large array of distributed cameras. Correct operation of these camera agents was confirmed via several image processing agents

    Interactive Visualization of the Largest Radioastronomy Cubes

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    3D visualization is an important data analysis and knowledge discovery tool, however, interactive visualization of large 3D astronomical datasets poses a challenge for many existing data visualization packages. We present a solution to interactively visualize larger-than-memory 3D astronomical data cubes by utilizing a heterogeneous cluster of CPUs and GPUs. The system partitions the data volume into smaller sub-volumes that are distributed over the rendering workstations. A GPU-based ray casting volume rendering is performed to generate images for each sub-volume, which are composited to generate the whole volume output, and returned to the user. Datasets including the HI Parkes All Sky Survey (HIPASS - 12 GB) southern sky and the Galactic All Sky Survey (GASS - 26 GB) data cubes were used to demonstrate our framework's performance. The framework can render the GASS data cube with a maximum render time < 0.3 second with 1024 x 1024 pixels output resolution using 3 rendering workstations and 8 GPUs. Our framework will scale to visualize larger datasets, even of Terabyte order, if proper hardware infrastructure is available.Comment: 15 pages, 12 figures, Accepted New Astronomy July 201

    Remote Real-Time Collaboration Platform enabled by the Capture, Digitisation and Transfer of Human-Workpiece Interactions

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    In this highly globalised manufacturing ecosystem, product design and verification activities, production and inspection processes, and technical support services are spread across global supply chains and customer networks. Therefore, a platform for global teams to collaborate with each other in real-time to perform complex tasks is highly desirable. This work investigates the design and development of a remote real-time collaboration platform by using human motion capture technology powered by infrared light based depth imaging sensors borrowed from the gaming industry. The unique functionality of the proposed platform is the sharing of physical contexts during a collaboration session by not only exchanging human actions but also the effects of those actions on the task environment. This enables teams to remotely work on a common task problem at the same time and also get immediate feedback from each other which is vital for collaborative design, inspection and verifications tasks in the factories of the future
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