1,948 research outputs found

    High fidelity walkthroughs in archaeology sites

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    Comunicação apresentada no 6th International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST 2005), Pisa, Italy, 8-11 Novembro 2005.Fast and affordable computing systems currently support walkthroughs into virtual reconstructed sites, with fast frame rate generation of synthetic images. However, archaeologists still complain about the lack of realism in these interactive tours, mainly due to the false ambient illumination. Accurate visualizations require physically based global illumination models to render the scenes, which are computationally too demanding. Faster systems and novel rendering techniques are required: current clusters provide a feasible and affordable path towards these goals, and we developed a framework to support smooth virtual walkthroughs, using progressive rendering to converge to high fidelity images whenever computing power surplus is available. This framework exploits spatial and temporal coherence among successive frames, serving multiple clients that share and interact with the same virtual model, while maintaining each its own view of the model. It is based on a three-tier architecture: the outer layer embodies light-weight visualization clients, which perform all the user interactions and display the final images using the available graphics hardware; the inner layer is a parallel version of a physically based ray tracer running on a cluster of off-the-shelf PCs; in the middle layer lies the shading management agent (SMA), which monitors the clients' states, supplies each with properly shaded 3D points, maintains a cache of previously rendered geometry and requests relevant shading samples to the parallel renderer, whenever required. A prototype of a high fidelity walkthrough in the archaeologic virtual model of the roman town of Bracara Augusta was developed, and the current evaluation tests aimed to measure the performance improvements due to the use of SMA caches and associated parallel rendering capabilities. Preliminary results show that interactive frame rates are sustainable and the system is highly responsive.Fundação para a Ciência e Tecnologia (FCT) - POSI/CHS/42041/2001

    Durability of Wireless Charging Systems Embedded Into Concrete Pavements for Electric Vehicles

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    Point clouds are widely used in various applications such as 3D modeling, geospatial analysis, robotics, and more. One of the key advantages of 3D point cloud data is that, unlike other data formats like texture, it is independent of viewing angle, surface type, and parameterization. Since each point in the point cloud is independent of the other, it makes it the most suitable source of data for tasks like object recognition, scene segmentation, and reconstruction. Point clouds are complex and verbose due to the numerous attributes they contain, many of which may not be always necessary for rendering, making retrieving and parsing a heavy task. As Sensors are becoming more precise and popular, effectively streaming, processing, and rendering the data is also becoming more challenging. In a hierarchical continuous LOD system, the previously fetched and rendered data for a region may become unavailable when revisiting it. To address this, we use a non-persistence cache using hash-map which stores the parsed point attributes, which still has some limitations, such as the dataset needing to be refetched and reprocessed if the tab or browser is closed and reopened which can be addressed by persistence caching. On the web, popularly persistence caching involves storing data in server memory, or an intermediate caching server like Redis. This is not suitable for point cloud data where we have to store parsed and processed large point data making point cloud visualization rely only on non-persistence caching. The thesis aims to contribute toward better performance and suitability of point cloud rendering on the web reducing the number of read requests to the remote file to access data.We achieve this with the application of client-side-based LRU Cache and Private File Open Space as a combination of both persistence and non-persistence caching of data. We use a cloud-optimized data format, which is better suited for web and streaming hierarchical data structures. Our focus is to improve rendering performance using WebGPU by reducing access time and minimizing the amount of data loaded in GPU. Preliminary results indicate that our approach significantly improves rendering performance and reduce network request when compared to traditional caching methods using WebGPU

    Web Tracking: Mechanisms, Implications, and Defenses

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    This articles surveys the existing literature on the methods currently used by web services to track the user online as well as their purposes, implications, and possible user's defenses. A significant majority of reviewed articles and web resources are from years 2012-2014. Privacy seems to be the Achilles' heel of today's web. Web services make continuous efforts to obtain as much information as they can about the things we search, the sites we visit, the people with who we contact, and the products we buy. Tracking is usually performed for commercial purposes. We present 5 main groups of methods used for user tracking, which are based on sessions, client storage, client cache, fingerprinting, or yet other approaches. A special focus is placed on mechanisms that use web caches, operational caches, and fingerprinting, as they are usually very rich in terms of using various creative methodologies. We also show how the users can be identified on the web and associated with their real names, e-mail addresses, phone numbers, or even street addresses. We show why tracking is being used and its possible implications for the users (price discrimination, assessing financial credibility, determining insurance coverage, government surveillance, and identity theft). For each of the tracking methods, we present possible defenses. Apart from describing the methods and tools used for keeping the personal data away from being tracked, we also present several tools that were used for research purposes - their main goal is to discover how and by which entity the users are being tracked on their desktop computers or smartphones, provide this information to the users, and visualize it in an accessible and easy to follow way. Finally, we present the currently proposed future approaches to track the user and show that they can potentially pose significant threats to the users' privacy.Comment: 29 pages, 212 reference

    Refinement criteria for high fidelity interactive walkthroughs

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    Physically based global illumination rendering at interactive frame rates would enable users to navigate within complex virtual environments, such as archaeological models. These algorithms, however, are computationally too demanding to allow interactive navigation on current PCs. A technique based on image subsampling and spatiotemporal coherence among successive frames is exploited, while resorting to progressive refinement whenever there is available computing power. A physically based ray tracer (Radiance) is used to compute reflected radiance at the model's triangles vertices. Progressive refinement is achieved increasing the sampling frequency by subdividing certain triangles and requesting shading information for the resulting vertices. This paper proposes and evaluates different criteria for selecting which triangles to subdivide. A random criterium and two criteria based on Normalized Luminance Differences are evaluated: one operating on image space, the other on object space. Results, obtained with a model of an old roman town, show that the object space criterium is able to locate and represent visual discontinuities, such as shadows, and does so requiring less triangle subdivisions than the other two.Fundação para a Ciência e a Tecnologia (FCT) - POSI/CHS/42041/2001

    Accelerating Missile Threat Engagement Simulations Using Personal Computer Graphics Cards

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    The 453rd Electronic Warfare Squadron supports on-going military operations by providing battlefield commanders with aircraft ingress and egress routes that minimize the risk of shoulder or ground-fired missile attacks on our aircraft. To determine these routes, the 453rd simulates engagements between ground-to-air missiles and allied aircraft to determine the probability of a successful attack. The simulations are computationally expensive, often requiring two-hours for a single 10-second missile engagement. Hundreds of simulations are needed to perform a complete risk assessment which includes evaluating the effectiveness of countermeasures such as flares, chaff, jammers, and missile warning systems. Thus, the need for faster simulations is acute. This research speeds up these mission critical simulations by using inexpensive commodity PC graphics cards to perform intensive image processing computations used to simulate a heat seeking missile\u27s tracking system. The innovative techniques developed in this research reduce execution time by 33% and incorporate a user-selectable fidelity feature to perform high-fidelity simulations when required. Furthermore, these image processing computations use only 5% of the available computational capacity of the graphics cards, providing a ready source of additional computational power for future simulation enhancements. Analysts can now meet shorter suspenses with more accurate products, ultimately enhancing the safety of Air Force pilots and their weapon systems. With ongoing operations in Iraq and Afghanistan, and a growing threat at home and abroad posed by the proliferation of man-portable missiles, the speed of these simulations play an important role in protecting forces and saving lives

    Real-time Global Illumination by Simulating Photon Mapping

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