4,059 research outputs found

    BLADE: Filter Learning for General Purpose Computational Photography

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    The Rapid and Accurate Image Super Resolution (RAISR) method of Romano, Isidoro, and Milanfar is a computationally efficient image upscaling method using a trained set of filters. We describe a generalization of RAISR, which we name Best Linear Adaptive Enhancement (BLADE). This approach is a trainable edge-adaptive filtering framework that is general, simple, computationally efficient, and useful for a wide range of problems in computational photography. We show applications to operations which may appear in a camera pipeline including denoising, demosaicing, and stylization

    Ubiquitous volume rendering in the web platform

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    176 p.The main thesis hypothesis is that ubiquitous volume rendering can be achieved using WebGL. The thesis enumerates the challenges that should be met to achieve that goal. The results allow web content developers the integration of interactive volume rendering within standard HTML5 web pages. Content developers only need to declare the X3D nodes that provide the rendering characteristics they desire. In contrast to the systems that provide specific GPU programs, the presented architecture creates automatically the GPU code required by the WebGL graphics pipeline. This code is generated directly from the X3D nodes declared in the virtual scene. Therefore, content developers do not need to know about the GPU.The thesis extends previous research on web compatible volume data structures for WebGL, ray-casting hybrid surface and volumetric rendering, progressive volume rendering and some specific problems related to the visualization of medical datasets. Finally, the thesis contributes to the X3D standard with some proposals to extend and improve the volume rendering component. The proposals are in an advance stage towards their acceptance by the Web3D Consortium

    Ubiquitous volume rendering in the web platform

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    176 p.The main thesis hypothesis is that ubiquitous volume rendering can be achieved using WebGL. The thesis enumerates the challenges that should be met to achieve that goal. The results allow web content developers the integration of interactive volume rendering within standard HTML5 web pages. Content developers only need to declare the X3D nodes that provide the rendering characteristics they desire. In contrast to the systems that provide specific GPU programs, the presented architecture creates automatically the GPU code required by the WebGL graphics pipeline. This code is generated directly from the X3D nodes declared in the virtual scene. Therefore, content developers do not need to know about the GPU.The thesis extends previous research on web compatible volume data structures for WebGL, ray-casting hybrid surface and volumetric rendering, progressive volume rendering and some specific problems related to the visualization of medical datasets. Finally, the thesis contributes to the X3D standard with some proposals to extend and improve the volume rendering component. The proposals are in an advance stage towards their acceptance by the Web3D Consortium

    Doctor of Philosophy

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    dissertationInteractive editing and manipulation of digital media is a fundamental component in digital content creation. One media in particular, digital imagery, has seen a recent increase in popularity of its large or even massive image formats. Unfortunately, current systems and techniques are rarely concerned with scalability or usability with these large images. Moreover, processing massive (or even large) imagery is assumed to be an off-line, automatic process, although many problems associated with these datasets require human intervention for high quality results. This dissertation details how to design interactive image techniques that scale. In particular, massive imagery is typically constructed as a seamless mosaic of many smaller images. The focus of this work is the creation of new technologies to enable user interaction in the formation of these large mosaics. While an interactive system for all stages of the mosaic creation pipeline is a long-term research goal, this dissertation concentrates on the last phase of the mosaic creation pipeline - the composition of registered images into a seamless composite. The work detailed in this dissertation provides the technologies to fully realize interactive editing in mosaic composition on image collections ranging from the very small to massive in scale

    Application-Directed DVFS using Multiple Clock Domains on Graphics Hardware

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    As handheld devices have become increasingly popular, powerful programmable graphics hardware for mobile and handheld devices has been deployed. While many resources on mobile devices are limited, the predominant problem for mobile devices is their limited battery power. Several techniques have been proposed to increase the energy efficiency of mobile applications and improve battery life. In this thesis, we propose a new dynamic voltage and frequency scaling (DVFS) on Graphics Processing Units (GPU). In most cases, cues within the graphics appli- cation can be used to predict portions of a GPU that will be used or unused when the application is run. We partition the GPU into six clock domains that can be clocked at different rates. Specifically, each domain it has its own voltage and frequency set- ting based on its predicted workload to save energy without reducing applications frame rates. In addition, we propose an signature-based algorithm for predicting the workload offered to our six clock domains by a given application to decide voltage and frequency settings. We conduct experiments and compare the results of our new signature based workload prediction algorithm with some other traditional interval based workload prediction algorithms. Our results show that our signature-based prediction can save 30-50% energy without afecting application frame rates
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