495 research outputs found
DCT Implementation on GPU
There has been a great progress in the field of graphics processors. Since, there is no rise in the speed of the normal CPU processors; Designers are coming up with multi-core, parallel processors. Because of their popularity in parallel processing, GPUs are becoming more and more attractive for many applications. With the increasing demand in utilizing GPUs, there is a great need to develop operating systems that handle the GPU to full capacity. GPUs offer a very efficient environment for many image processing applications. This thesis explores the processing power of GPUs for digital image compression using Discrete cosine transform
Robust Recognition using L1-Principal Component Analysis
The wide availability of visual data via social media and the internet, coupled with the demands of the security community have led to an increased interest in visual recognition. Recent research has focused on improving the accuracy of recognition techniques in environments where variability is well controlled. However, applications such as identity verification often operate in unconstrained environments. Therefore there is a need for more robust recognition techniques that can operate on data with considerable noise.
Many statistical recognition techniques rely on principal component analysis (PCA). However, PCA suffers from the presence of outliers due to occlusions and noise often encountered in unconstrained settings. In this thesis we address this problem by using L1-PCA to minimize the effect of outliers in data. L1-PCA is applied to several statistical recognition techniques including eigenfaces and Grassmannian learning. Several popular face databases are used to show that L1-Grassmann manifolds not only outperform, but are also more robust to noise and occlusions than traditional L2-Grassmann manifolds for face and facial expression recognition. Additionally a high performance GPU implementation of L1-PCA is developed using CUDA that is several times faster than CPU implementations
Improving Filtering for Computer Graphics
When drawing images onto a computer screen, the information in the scene is typically
more detailed than can be displayed. Most objects, however, will not be close to the
camera, so details have to be filtered out, or anti-aliased, when the objects are drawn on
the screen. I describe new methods for filtering images and shapes with high fidelity while
using computational resources as efficiently as possible.
Vector graphics are everywhere, from drawing 3D polygons to 2D text and maps for
navigation software. Because of its numerous applications, having a fast, high-quality
rasterizer is important. I developed a method for analytically rasterizing shapes using
wavelets. This approach allows me to produce accurate 2D rasterizations of images and
3D voxelizations of objects, which is the first step in 3D printing. I later improved my
method to handle more filters. The resulting algorithm creates higher-quality images than
commercial software such as Adobe Acrobat and is several times faster than the most
highly optimized commercial products.
The quality of texture filtering also has a dramatic impact on the quality of a rendered
image. Textures are images that are applied to 3D surfaces, which typically cannot be
mapped to the 2D space of an image without introducing distortions. For situations in
which it is impossible to change the rendering pipeline, I developed a method for precomputing
image filters over 3D surfaces. If I can also change the pipeline, I show that it
is possible to improve the quality of texture sampling significantly in real-time rendering
while using the same memory bandwidth as used in traditional methods
GST: GPU-decodable supercompressed textures
Modern GPUs supporting compressed textures allow interactive application
developers to save scarce GPU resources such as VRAM
and bandwidth. Compressed textures use fixed compression ratios
whose lossy representations are significantly poorer quality than
traditional image compression formats such as JPEG. We present a
new method in the class of supercompressed textures that provides
an additional layer of compression to already compressed textures.
Our texture representation is designed for endpoint compressed formats
such as DXT and PVRTC and decoding on commodity GPUs.
We apply our algorithm to commonly used formats by separating
their representation into two parts that are processed independently
and then entropy encoded. Our method preserves the CPU-GPU
bandwidth during the decoding phase and exploits the parallelism
of GPUs to provide up to 3X faster decode compared to prior texture
supercompression algorithms. Along with the gains in decoding
speed, our method maintains both the compression size and
quality of current state of the art texture representations
Multiresolution Techniques for Real–Time Visualization of Urban Environments and Terrains
In recent times we are witnessing a steep increase in the availability of data coming from real–life environments.
Nowadays, virtually everyone connected to the Internet may have instant access to a tremendous amount of data coming from satellite elevation maps, airborne time-of-flight scanners and digital cameras, street–level photographs and even cadastral maps.
As for other, more traditional types of media such as pictures and videos, users of digital exploration softwares expect commodity hardware to exhibit good performance for interactive purposes, regardless of the dataset size.
In this thesis we propose novel solutions to the problem of rendering large terrain and urban models on commodity platforms, both for local and remote exploration.
Our solutions build on the concept of multiresolution representation, where alternative representations of the same data with different accuracy are used to selectively distribute the computational power, and consequently the visual accuracy, where it is more needed on the base of the user’s point of view.
In particular, we will introduce an efficient multiresolution data compression technique for planar and spherical surfaces applied to terrain datasets which is able to handle huge amount of information at a planetary scale.
We will also describe a novel data structure for compact storage and rendering of urban entities such as buildings to allow real–time exploration of cityscapes from a remote online repository.
Moreover, we will show how recent technologies can be exploited to transparently integrate virtual exploration and general computer graphics techniques with web applications
Improved Encoding for Compressed Textures
For the past few decades, graphics hardware has supported mapping a two dimensional image, or texture, onto a three dimensional surface to add detail during rendering. The complexity of modern applications using interactive graphics hardware have created an explosion of the amount of data needed to represent these images. In order to alleviate the amount of memory required to store and transmit textures, graphics hardware manufacturers have introduced hardware decompression units into the texturing pipeline. Textures may now be stored as compressed in memory and decoded at run-time in order to access the pixel data. In order to encode images to be used with these hardware features, many compression algorithms are run offline as a preprocessing step, often times the most time-consuming step in the asset preparation pipeline. This research presents several techniques to quickly serve compressed texture data. With the goal of interactive compression rates while maintaining compression quality, three algorithms are presented in the class of endpoint compression formats. The first uses intensity dilation to estimate compression parameters for low-frequency signal-modulated compressed textures and offers up to a 3X improvement in compression speed. The second, FasTC, shows that by estimating the final compression parameters, partition-based formats can choose an approximate partitioning and offer orders of magnitude faster encoding speed. The third, SegTC, shows additional improvement over selecting a partitioning by using a global segmentation to find the boundaries between image features. This segmentation offers an additional 2X improvement over FasTC while maintaining similar compressed quality. Also presented is a case study in using texture compression to benefit two dimensional concave path rendering. Compressing pixel coverage textures used for compositing yields both an increase in rendering speed and a decrease in storage overhead. Additionally an algorithm is presented that uses a single layer of indirection to adaptively select the block size compressed for each texture, giving a 2X increase in compression ratio for textures of mixed detail. Finally, a texture storage representation that is decoded at runtime on the GPU is presented. The decoded texture is still compressed for graphics hardware but uses 2X fewer bytes for storage and network bandwidth.Doctor of Philosoph
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