10,015 research outputs found

    The Iray Light Transport Simulation and Rendering System

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    While ray tracing has become increasingly common and path tracing is well understood by now, a major challenge lies in crafting an easy-to-use and efficient system implementing these technologies. Following a purely physically-based paradigm while still allowing for artistic workflows, the Iray light transport simulation and rendering system allows for rendering complex scenes by the push of a button and thus makes accurate light transport simulation widely available. In this document we discuss the challenges and implementation choices that follow from our primary design decisions, demonstrating that such a rendering system can be made a practical, scalable, and efficient real-world application that has been adopted by various companies across many fields and is in use by many industry professionals today

    SCALABLE APPROXIMATION OF KERNEL FUZZY C-MEANS

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    Virtually every sector of business and industry that uses computing, including financial analysis, search engines, and electronic commerce, incorporate Big Data analysis into their business model. Sophisticated clustering algorithms are popular for deducing the nature of data by assigning labels to unlabeled data. We address two main challenges in Big Data. First, by definition, the volume of Big Data is too large to be loaded into a computer’s memory (this volume changes based on the computer used or available, but there is always a data set that is too large for any computer). Second, in real-time applications, the velocity of new incoming data prevents historical data from being stored and future data from being accessed. Therefore, we propose our Streaming Kernel Fuzzy c-Means (stKFCM) algorithm, which reduces both computational complexity and space complexity significantly. The proposed stKFCM only requires O(n2) memory where n is the (predetermined) size of a data subset (or data chunk) at each time step, which makes this algorithm truly scalable (as n can be chosen based on the available memory). Furthermore, only 2n2 elements of the full N × N (where N \u3e\u3e n) kernel matrix need to be calculated at each time-step, thus reducing both the computation time in producing the kernel elements and also the complexity of the FCM algorithm. Empirical results show that stKFCM, even with relatively very small n, can provide clustering performance as accurately as kernel fuzzy c-means run on the entire data set while achieving a significant speedup

    Image Sampling with Quasicrystals

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    We investigate the use of quasicrystals in image sampling. Quasicrystals produce space-filling, non-periodic point sets that are uniformly discrete and relatively dense, thereby ensuring the sample sites are evenly spread out throughout the sampled image. Their self-similar structure can be attractive for creating sampling patterns endowed with a decorative symmetry. We present a brief general overview of the algebraic theory of cut-and-project quasicrystals based on the geometry of the golden ratio. To assess the practical utility of quasicrystal sampling, we evaluate the visual effects of a variety of non-adaptive image sampling strategies on photorealistic image reconstruction and non-photorealistic image rendering used in multiresolution image representations. For computer visualization of point sets used in image sampling, we introduce a mosaic rendering technique.Comment: For a full resolution version of this paper, along with supplementary materials, please visit at http://www.Eyemaginary.com/Portfolio/Publications.htm

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Fuse: Multiple Network Alignment via Data Fusion

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    Auto-tuning Distributed Stream Processing Systems using Reinforcement Learning

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    Fine tuning distributed systems is considered to be a craftsmanship, relying on intuition and experience. This becomes even more challenging when the systems need to react in near real time, as streaming engines have to do to maintain pre-agreed service quality metrics. In this article, we present an automated approach that builds on a combination of supervised and reinforcement learning methods to recommend the most appropriate lever configurations based on previous load. With this, streaming engines can be automatically tuned without requiring a human to determine the right way and proper time to deploy them. This opens the door to new configurations that are not being applied today since the complexity of managing these systems has surpassed the abilities of human experts. We show how reinforcement learning systems can find substantially better configurations in less time than their human counterparts and adapt to changing workloads
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