4,110 research outputs found

    A framework for digital sunken relief generation based on 3D geometric models

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    Sunken relief is a special art form of sculpture whereby the depicted shapes are sunk into a given surface. This is traditionally created by laboriously carving materials such as stone. Sunken reliefs often utilize the engraved lines or strokes to strengthen the impressions of a 3D presence and to highlight the features which otherwise are unrevealed. In other types of reliefs, smooth surfaces and their shadows convey such information in a coherent manner. Existing methods for relief generation are focused on forming a smooth surface with a shallow depth which provides the presence of 3D figures. Such methods unfortunately do not help the art form of sunken reliefs as they omit the presence of feature lines. We propose a framework to produce sunken reliefs from a known 3D geometry, which transforms the 3D objects into three layers of input to incorporate the contour lines seamlessly with the smooth surfaces. The three input layers take the advantages of the geometric information and the visual cues to assist the relief generation. This framework alters existing techniques in line drawings and relief generation, and then combines them organically for this particular purpose

    Accelerated volumetric reconstruction from uncalibrated camera views

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    While both work with images, computer graphics and computer vision are inverse problems. Computer graphics starts traditionally with input geometric models and produces image sequences. Computer vision starts with input image sequences and produces geometric models. In the last few years, there has been a convergence of research to bridge the gap between the two fields. This convergence has produced a new field called Image-based Rendering and Modeling (IBMR). IBMR represents the effort of using the geometric information recovered from real images to generate new images with the hope that the synthesized ones appear photorealistic, as well as reducing the time spent on model creation. In this dissertation, the capturing, geometric and photometric aspects of an IBMR system are studied. A versatile framework was developed that enables the reconstruction of scenes from images acquired with a handheld digital camera. The proposed system targets applications in areas such as Computer Gaming and Virtual Reality, from a lowcost perspective. In the spirit of IBMR, the human operator is allowed to provide the high-level information, while underlying algorithms are used to perform low-level computational work. Conforming to the latest architecture trends, we propose a streaming voxel carving method, allowing a fast GPU-based processing on commodity hardware

    Performance Analysis of a Novel GPU Computation-to-core Mapping Scheme for Robust Facet Image Modeling

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    Though the GPGPU concept is well-known in image processing, much more work remains to be done to fully exploit GPUs as an alternative computation engine. This paper investigates the computation-to-core mapping strategies to probe the efficiency and scalability of the robust facet image modeling algorithm on GPUs. Our fine-grained computation-to-core mapping scheme shows a significant performance gain over the standard pixel-wise mapping scheme. With in-depth performance comparisons across the two different mapping schemes, we analyze the impact of the level of parallelism on the GPU computation and suggest two principles for optimizing future image processing applications on the GPU platform

    RTL2RTL Formal Equivalence: Boosting the Design Confidence

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    Increasing design complexity driven by feature and performance requirements and the Time to Market (TTM) constraints force a faster design and validation closure. This in turn enforces novel ways of identifying and debugging behavioral inconsistencies early in the design cycle. Addition of incremental features and timing fixes may alter the legacy design behavior and would inadvertently result in undesirable bugs. The most common method of verifying the correctness of the changed design is to run a dynamic regression test suite before and after the intended changes and compare the results, a method which is not exhaustive. Modern Formal Verification (FV) techniques involving new methods of proving Sequential Hardware Equivalence enabled a new set of solutions for the given problem, with complete coverage guarantee. Formal Equivalence can be applied for proving functional integrity after design changes resulting from a wide variety of reasons, ranging from simple pipeline optimizations to complex logic redistributions. We present here our experience of successfully applying the RTL to RTL (RTL2RTL) Formal Verification across a wide spectrum of problems on a Graphics design. The RTL2RTL FV enabled checking the design sanity in a very short time, thus enabling faster and safer design churn. The techniques presented in this paper are applicable to any complex hardware design.Comment: In Proceedings FSFMA 2014, arXiv:1407.195

    Virtual Skiing as an Art Installation

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    The Virtual Skiing game allows the user to immerse himself into the skiing sensation without using any obvious hardware interfaces. To achieve the movement down the virtual skiing slope the skier who stands on a pair of skis attached to the floor performs the same movements as on real skis, in particular this is the case on carving skis: tilting the body to the left initiates a left turn, tilting the body to the right initiates a right turn, by lowering the body, the speed is increased. The skier observes his progress down the virtual slope projected on the wall in front of him. The skier’s movements are recorded using a video camera placed in front of him and processed on a PC in real time to drive the projected animation of the virtual slope

    OpenForensics:a digital forensics GPU pattern matching approach for the 21st century

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    Pattern matching is a crucial component employed in many digital forensic (DF) analysis techniques, such as file-carving. The capacity of storage available on modern consumer devices has increased substantially in the past century, making pattern matching approaches of current generation DF tools increasingly ineffective in performing timely analyses on data seized in a DF investigation. As pattern matching is a trivally parallelisable problem, general purpose programming on graphic processing units (GPGPU) is a natural fit for this problem. This paper presents a pattern matching framework - OpenForensics - that demonstrates substantial performance improvements from the use of modern parallelisable algorithms and graphic processing units (GPUs) to search for patterns within forensic images and local storage devices

    Computing surface-based photo-consistency on graphics hardware

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    © Copyright 2005 IEEEThis paper describes a novel approach to the problem of recovering information from an image set by comparing the radiance of hypothesised point correspondences. Our algorithm is applicable to a number of problems in computer vision, but is explained particularly in terms of recovering geometry from an image set. It uses the idea of photo-consistency to measure the confidence that a hypothesised scene description generated the reference images. Photo-consistency has been used in volumetric scene reconstruction where a hypothesised surface is evolved by considering one voxel at a time. Our approach is different: it represents the scene as a parameterised surface so decisions can be made about its photo-consistency simultaneously over the entire surface rather than a series of independent decisions. Our approach is further characterised by its ability to execute on graphics hardware. Experiments demonstrate that our cost function minimises at the solution and is not adversely affected by occlusion

    Dynamic voxel carving in tennis based on player localisation using a low cost camera network

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    In this paper, we address the problem of reconstructing 3D volumetric models, illustrating human sporting performance for use in coaching scenarios. We advocate the use of low cost camera networks for acquiring such data, allowing the approach to be feasibly adopted by both amateur and elite level sports athletes. A dynamic voxel carving approach is described, coupled with over-head player tracking and autonomous background subtraction, to automatically produce a 3D reconstruction technique that intelligently uses memory resources. We demonstrate the efficacy of our approach in the context of tennis as a challenging application scenario
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