1,299 research outputs found

    Streaming of Plants in Distributed Virtual Environments

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    International audienceJust as in the real world, plants are important objects in virtual world for creating pleasant and realistic environments, especially those involving natural scenes. As such, much effort has been made in realistic modeling of plants. As the trend moves towards networked and distributed virtual environment, however, the current models are inadequate as they are not designed for progressive transmissions. In this paper, we fill in this gap by proposing a progressive representation for plants based on generalized cylinders. To facilitate the transmission of the plants, we quantify the visual contribution of each branch and use this weight in packet scheduling. We show the efficiency of our representations and effectiveness of our packet scheduler through simulations

    Lossy compression of plant architectures

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    International audiencePlants usually show intricate structures whose representation and management are an important source of complexity of models. Yet plant structures are also repetitive: although not identical, the organs, axes, and branches at different positions are often highly similar. From a formal perspective, this repetitive character of plant structures was first exploited in fractal-based plant models (Barnsley, 2000; Ferraro et al., 2005; Prusinkiewicz and Hanan, 1989; Smith, 1984). In particular, L-systems have extensively been used in the last two decades to amplify parsimonious rule-based models into complex branching structures by specifying how fundamental units are repeatedly duplicated and modified in space and over time (Prusinkiewicz et al., 2001). However, the inverse problem of finding a compact representation of a branching structure has remained largely opened, and is now becoming a key issue in modeling applications as it needs to be solved to both get insight into the complex organization of plants and to decrease time and space complexity of simulation algorithms. The idea is that a compressed version of a plant structure might be much more efficient to manipulate than the original extensive branching structure. For instance, Soler et al. (2003) have shown that the complexity of radiation simulation can be drastically reduced if self-similar representations of plants are used. Unfor- tunately, strict self-similarity has a limited range of applications, because neither real plants nor more sophisticated plant models are exactly self-similar. Consequently, we propose in this paper an algorithm that exploit approximate self-similarity to compress plant structures to various degrees, representing a tradeoff between compression rate and accuracy. This new compression method aims at making possible to efficiently model, simulate and analyze plants using these compressed representations

    Modélisation et distribution adaptatives de grandes scènes naturelles

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    Cette thèse traite de la modélisation et la diffusion de grandes scènes 3D naturelles. Nous visons à fournir des techniques pour permettre à des utilisateurs de naviguer à distance dans une scène 3D naturelle, tout en assurant la cohérence botanique et l'interactivité. Tout d'abord, nous fournissons une technique de compression multi-résolution, fondée sur la normalisation, l'instanciation, la décorrélation, et sur le codage entropique des informations géometriques pour des modèles de plantes. Ensuite, nous étudions la transmission efficace de ces objets 3D. L'algorithme de paquétisation proposé fonctionne pour la plupart des représentations multi-résolution d'objet 3D. Nous validons les techniques de paquétisation par des expériences sur un WAN (Wide Area Network), avec et sans contrôle de congestion (Datagram Congestion Control Protocol). Enfin, nous abordons les questions du streaming au niveau de la scène. Nous optimisons le traitement des requêtes du côté serveur en fournissant une structure de données adaptée et nous préparons le terrain pour nos travaux futurs sur l'évolutivité et le déploiement de systèmes distribués de streaming 3D. ABSTRACT : This thesis deals with the modeling and the interactive streaming of large natural 3D scenes. We aim at providing techniques to allow the remote walkthrough of users in a natural 3D scene ensuring botanical coherency and interactivity.First, we provide a compact and progressive representation for botanically realistic plant models. The topological structure and the geometry of the plants are represented by generalized cylinders. We provide a multi-resolution compression scheme, based on standardization and instantiation, on difference-based decorrelation, and on entropy coding. Then, we study efficient transmission of these 3D objects. The proposed packetization scheme works for any multi-resolution 3D representation. We validate our packetization schemes with extensive experiments over a WAN (Wide Area Network), with and without congestion control (Datagram Congestion Control Protocol). Finally, we address issues on streaming at the scene-level. We optimize the viewpoint culling requests on server-side by providing an adapted datastructure and we prepare the ground for our further work on scalability and deployment of distributed 3D streaming systems

    Adaptive Modeling and Distribution of Large Natural Scenes

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    This thesis deals with the modeling and the interactive streaming of large natural 3D scenes. We aim at providing techniques to allow the remote walkthrough of users in a natural 3D scene ensuring botanical coherency and interactivity.First, we provide a compact and progressive representation for botanically realistic plant models. The topological structure and the geometry of the plants are represented by generalized cylinders. We provide a multi-resolution compression scheme, based on standardization and instantiation, on difference-based decorrelation, and on entropy coding. Then, we study efficient transmission of these 3D objects. The proposed packetization scheme works for any multi-resolution 3D representation. We validate our packetization schemes with extensive experiments over a WAN (Wide Area Network), with and without congestion control (Datagram Congestion Control Protocol). Finally, we address issues on streaming at the scene-level. We optimize the viewpoint culling requests on server-side by providing an adapted datastructure and we prepare the ground for our further work on scalability and deployment of distributed 3D streaming systems

    SPRITE TREE: AN EFFICIENT IMAGE-BASED REPRESENTATION FOR NETWORKED VIRTUAL ENVIRONMENTS

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    Ph.DDOCTOR OF PHILOSOPH

    Lossy compression of plant architectures

    Get PDF
    International audiencePlants usually show intricate structures whose representation and management are an important source of complexity of models. Yet plant structures are also repetitive: although not identical, the organs, axes, and branches at different positions are often highly similar. From a formal perspective, this repetitive character of plant structures was first exploited in fractal-based plant models (Barnsley, 2000; Ferraro et al., 2005; Prusinkiewicz and Hanan, 1989; Smith, 1984). In particular, L-systems have extensively been used in the last two decades to amplify parsimonious rule-based models into complex branching structures by specifying how fundamental units are repeatedly duplicated and modified in space and over time (Prusinkiewicz et al., 2001). However, the inverse problem of finding a compact representation of a branching structure has remained largely opened, and is now becoming a key issue in modeling applications as it needs to be solved to both get insight into the complex organization of plants and to decrease time and space complexity of simulation algorithms. The idea is that a compressed version of a plant structure might be much more efficient to manipulate than the original extensive branching structure. For instance, Soler et al. (2003) have shown that the complexity of radiation simulation can be drastically reduced if self-similar representations of plants are used. Unfor- tunately, strict self-similarity has a limited range of applications, because neither real plants nor more sophisticated plant models are exactly self-similar. Consequently, we propose in this paper an algorithm that exploit approximate self-similarity to compress plant structures to various degrees, representing a tradeoff between compression rate and accuracy. This new compression method aims at making possible to efficiently model, simulate and analyze plants using these compressed representations

    Scalable Real-Time Rendering for Extremely Complex 3D Environments Using Multiple GPUs

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    In 3D visualization, real-time rendering of high-quality meshes in complex 3D environments is still one of the major challenges in computer graphics. New data acquisition techniques like 3D modeling and scanning have drastically increased the requirement for more complex models and the demand for higher display resolutions in recent years. Most of the existing acceleration techniques using a single GPU for rendering suffer from the limited GPU memory budget, the time-consuming sequential executions, and the finite display resolution. Recently, people have started building commodity workstations with multiple GPUs and multiple displays. As a result, more GPU memory is available across a distributed cluster of GPUs, more computational power is provided throughout the combination of multiple GPUs, and a higher display resolution can be achieved by connecting each GPU to a display monitor (resulting in a tiled large display configuration). However, using a multi-GPU workstation may not always give the desired rendering performance due to the imbalanced rendering workloads among GPUs and overheads caused by inter-GPU communication. In this dissertation, I contribute a multi-GPU multi-display parallel rendering approach for complex 3D environments. The approach has the capability to support a high-performance and high-quality rendering of static and dynamic 3D environments. A novel parallel load balancing algorithm is developed based on a screen partitioning strategy to dynamically balance the number of vertices and triangles rendered by each GPU. The overhead of inter-GPU communication is minimized by transferring only a small amount of image pixels rather than chunks of 3D primitives with a novel frame exchanging algorithm. The state-of-the-art parallel mesh simplification and GPU out-of-core techniques are integrated into the multi-GPU multi-display system to accelerate the rendering process

    Desiring machinations of Matertekhnologi

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    vii, 161 leaves : ill. ; 29 cm. --Desiring Machinations of Matertekhnologi is an Individualized Multidisciplinary thesis that synthesizes feminist frameworks with new media art to investigate the mediated body in relation to communications technology. The thesis illustrates contemporary, twenty-first century artists working with feminist strategies, the body, performance and technological media. Theoretical discussions are developed that imagine or suggest new forms of subjectivity that could be experienced through artistic appropriation of communicative, networked and technological media. These discussions include my studio investigations and unfold around the following themes: corporeal feminism, body-based philosophy, a subversion or manipulation of consumer technologies through intervention, appropriation and performance, the politics of space and location through networked interaction, and the mediated body in relation to communication technologies through a valorization of embodiment and the senses

    Ways of feeling: The transformation of emotional experience in music listening in the context of digitisation

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    This dissertation argues that digitisation and Internet technologies are changing the emotional experience of music listening and explores the ways in which they may do so. I have conducted a cyberethnography of Internet users and perform a language analysis of their experiences. I synthesise this approach with the field of somatechnics, in order to understand the body as always-already positioned in relation to the techno-social schema
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