365 research outputs found

    Deep Learning for Free-Hand Sketch: A Survey

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    Free-hand sketches are highly illustrative, and have been widely used by humans to depict objects or stories from ancient times to the present. The recent prevalence of touchscreen devices has made sketch creation a much easier task than ever and consequently made sketch-oriented applications increasingly popular. The progress of deep learning has immensely benefited free-hand sketch research and applications. This paper presents a comprehensive survey of the deep learning techniques oriented at free-hand sketch data, and the applications that they enable. The main contents of this survey include: (i) A discussion of the intrinsic traits and unique challenges of free-hand sketch, to highlight the essential differences between sketch data and other data modalities, e.g., natural photos. (ii) A review of the developments of free-hand sketch research in the deep learning era, by surveying existing datasets, research topics, and the state-of-the-art methods through a detailed taxonomy and experimental evaluation. (iii) Promotion of future work via a discussion of bottlenecks, open problems, and potential research directions for the community.Comment: This paper is accepted by IEEE TPAM

    Monoplotting through Fusion of LIDAR Data and Low-Cost Digital Aerial Imagery

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    On the Performance of the Python Programming Language for Serial and Parallel Scientific Computations

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    Generating renderers

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    Most production renderers developed for the film industry are huge pieces of software that are able to render extremely complex scenes. Unfortunately, they are implemented using the currently available programming models that are not well suited to modern computing hardware like CPUs with vector units or GPUs. Thus, they have to deal with the added complexity of expressing parallelism and using hardware features in those models. Since compilers cannot alone optimize and generate efficient programs for any type of hardware, because of the large optimization spaces and the complexity of the underlying compiler problems, programmers have to rely on compiler-specific hardware intrinsics or write non-portable code. The consequence of these limitations is that programmers resort to writing the same code twice when they need to port their algorithm on a different architecture, and that the code itself becomes difficult to maintain, as algorithmic details are buried under hardware details. Thankfully, there are solutions to this problem, taking the form of Domain-Specific Lan- guages. As their name suggests, these languages are tailored for one domain, and compilers can therefore use domain-specific knowledge to optimize algorithms and choose the best execution policy for a given target hardware. In this thesis, we opt for another way of encoding domain- specific knowledge: We implement a generic, high-level, and declarative rendering and traversal library in a functional language, and later refine it for a target machine by providing partial evaluation annotations. The partial evaluator then specializes the entire renderer according to the available knowledge of the scene: Shaders are specialized when their inputs are known, and in general, all redundant computations are eliminated. Our results show that the generated renderers are faster and more portable than renderers written with state-of-the-art competing libraries, and that in comparison, our rendering library requires less implementation effort.Die meisten in der Filmindustrie zum Einsatz kommenden Renderer sind riesige Softwaresysteme, die in der Lage sind, extrem aufwendige Szenen zu rendern. Leider sind diese mit den aktuell verfĂŒgbaren Programmiermodellen implementiert, welche nicht gut geeignet sind fĂŒr moderne Rechenhardware wie CPUs mit Vektoreinheiten oder GPUs. Deshalb mĂŒssen Entwickler sich mit der zusĂ€tzlichen KomplexitĂ€t auseinandersetzen, Parallelismus und Hardwarefunktionen in diesen Programmiermodellen auszudrĂŒcken. Da Compiler nicht selbstĂ€ndig optimieren und effiziente Programme fĂŒr jeglichen Typ Hardware generieren können, wegen des großen Optimierungsraumes und der KomplexitĂ€t des unterliegenden Kompilierungsproblems, mĂŒssen Programmierer auf Compiler-spezifische Hardware-“Intrinsics” zurĂŒckgreifen, oder nicht portierbaren Code schreiben. Die Konsequenzen dieser Limitierungen sind, dass Programmierer darauf zurĂŒckgreifen den gleichen Code zweimal zu schreiben, wenn sie ihre Algorithmen fĂŒr eine andere Architektur portieren mĂŒssen, und dass der Code selbst schwer zu warten wird, da algorithmische Details unter Hardwaredetails verloren gehen. GlĂŒcklicherweise gibt es Lösungen fĂŒr dieses Problem, in der Form von DSLs. Diese Sprachen sind maßgeschneidert fĂŒr eine DomĂ€ne und Compiler können deshalb DomĂ€nenspezifisches Wissen nutzen, um Algorithmen zu optimieren und die beste AusfĂŒhrungsstrategie fĂŒr eine gegebene Zielhardware zu wĂ€hlen. In dieser Dissertation wĂ€hlen wir einen anderen Weg, DomĂ€nenspezifisches Wissen zu enkodieren: Wir implementieren eine generische, high-level und deklarative Rendering- und Traversierungsbibliothek in einer funktionalen Programmiersprache, und verfeinern sie spĂ€ter fĂŒr eine Zielmaschine durch Bereitstellung von Annotationen fĂŒr die partielle Auswertung. Der “Partial Evaluator” spezialisiert dann den kompletten Renderer, basierend auf dem verfĂŒgbaren Wissen ĂŒber die Szene: Shader werden spezialisiert, wenn ihre Eingaben bekannt sind, und generell werden alle redundanten Berechnungen eliminiert. Unsere Ergebnisse zeigen, dass die generierten Renderer schneller und portierbarer sind, als Renderer geschrieben mit den aktuellen Techniken konkurrierender Bibliotheken und dass, im Vergleich, unsere Rendering Bibliothek weniger Implementierungsaufwand erfordert.This work was supported by the Federal Ministry of Education and Research (BMBF) as part of the Metacca and ProThOS projects as well as by the Intel Visual Computing Institute (IVCI) and Cluster of Excellence on Multimodal Computing and Interaction (MMCI) at Saarland University. Parts of it were also co-funded by the European Union(EU), as part of the Dreamspace project

    Geographic Information Science (GIScience) and Geospatial Approaches for the Analysis of Historical Visual Sources and Cartographic Material

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    This book focuses on the use of GIScience in conjunction with historical visual sources to resolve past scenarios. The themes, knowledge gained and methodologies conducted might be of interest to a variety of scholars from the social science and humanities disciplines

    Sparse Volumetric Deformation

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    Volume rendering is becoming increasingly popular as applications require realistic solid shape representations with seamless texture mapping and accurate filtering. However rendering sparse volumetric data is difficult because of the limited memory and processing capabilities of current hardware. To address these limitations, the volumetric information can be stored at progressive resolutions in the hierarchical branches of a tree structure, and sampled according to the region of interest. This means that only a partial region of the full dataset is processed, and therefore massive volumetric scenes can be rendered efficiently. The problem with this approach is that it currently only supports static scenes. This is because it is difficult to accurately deform massive amounts of volume elements and reconstruct the scene hierarchy in real-time. Another problem is that deformation operations distort the shape where more than one volume element tries to occupy the same location, and similarly gaps occur where deformation stretches the elements further than one discrete location. It is also challenging to efficiently support sophisticated deformations at hierarchical resolutions, such as character skinning or physically based animation. These types of deformation are expensive and require a control structure (for example a cage or skeleton) that maps to a set of features to accelerate the deformation process. The problems with this technique are that the varying volume hierarchy reflects different feature sizes, and manipulating the features at the original resolution is too expensive; therefore the control structure must also hierarchically capture features according to the varying volumetric resolution. This thesis investigates the area of deforming and rendering massive amounts of dynamic volumetric content. The proposed approach efficiently deforms hierarchical volume elements without introducing artifacts and supports both ray casting and rasterization renderers. This enables light transport to be modeled both accurately and efficiently with applications in the fields of real-time rendering and computer animation. Sophisticated volumetric deformation, including character animation, is also supported in real-time. This is achieved by automatically generating a control skeleton which is mapped to the varying feature resolution of the volume hierarchy. The output deformations are demonstrated in massive dynamic volumetric scenes
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