1,394 research outputs found

    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

    Method and system for data clustering for very large databases

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    Multi-dimensional data contained in very large databases is efficiently and accurately clustered to determine patterns therein and extract useful information from such patterns. Conventional computer processors may be used which have limited memory capacity and conventional operating speed, allowing massive data sets to be processed in a reasonable time and with reasonable computer resources. The clustering process is organized using a clustering feature tree structure wherein each clustering feature comprises the number of data points in the cluster, the linear sum of the data points in the cluster, and the square sum of the data points in the cluster. A dense region of data points is treated collectively as a single cluster, and points in sparsely occupied regions can be treated as outliers and removed from the clustering feature tree. The clustering can be carried out continuously with new data points being received and processed, and with the clustering feature tree being restructured as necessary to accommodate the information from the newly received data points

    Interactive VPL-based global illumination on the GPU using fuzzy clustering

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    Physically-based synthesis of high quality imagery, including global illumination light transport phenomena, results in a significant workload, which makes interactive rendering a very challenging task. We propose a VPL-based ray tracing approach that runs entirely in the GPU and achieves interactive frame rates while handling global illumination light transport phenomena. This approach is based on clustering both shading points and VPLs and computing visibility only among clusters' representatives. A new massively parallel K-means clustering algorithm, enables efficient execution in the GPU. Rendering artifacts, that could result from the piecewise constant approximation of the VPLs/shading points visibility function introduced by the clustering, are smoothed away by resorting to an innovative approach based on fuzzy clustering and weighted interpolation of the visibility function. The effectiveness of the proposed approach is experimentally verified for a collection of scenes, with frame rates larger than 3 fps and up to 25 fps being demonstrated

    Review of Person Re-identification Techniques

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    Person re-identification across different surveillance cameras with disjoint fields of view has become one of the most interesting and challenging subjects in the area of intelligent video surveillance. Although several methods have been developed and proposed, certain limitations and unresolved issues remain. In all of the existing re-identification approaches, feature vectors are extracted from segmented still images or video frames. Different similarity or dissimilarity measures have been applied to these vectors. Some methods have used simple constant metrics, whereas others have utilised models to obtain optimised metrics. Some have created models based on local colour or texture information, and others have built models based on the gait of people. In general, the main objective of all these approaches is to achieve a higher-accuracy rate and lowercomputational costs. This study summarises several developments in recent literature and discusses the various available methods used in person re-identification. Specifically, their advantages and disadvantages are mentioned and compared.Comment: Published 201

    Dynamic re-optimization techniques for stream processing engines and object stores

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    Large scale data storage and processing systems are strongly motivated by the need to store and analyze massive datasets. The complexity of a large class of these systems is rooted in their distributed nature, extreme scale, need for real-time response, and streaming nature. The use of these systems on multi-tenant, cloud environments with potential resource interference necessitates fine-grained monitoring and control. In this dissertation, we present efficient, dynamic techniques for re-optimizing stream-processing systems and transactional object-storage systems.^ In the context of stream-processing systems, we present VAYU, a per-topology controller. VAYU uses novel methods and protocols for dynamic, network-aware tuple-routing in the dataflow. We show that the feedback-driven controller in VAYU helps achieve high pipeline throughput over long execution periods, as it dynamically detects and diagnoses any pipeline-bottlenecks. We present novel heuristics to optimize overlays for group communication operations in the streaming model.^ In the context of object-storage systems, we present M-Lock, a novel lock-localization service for distributed transaction protocols on scale-out object stores to increase transaction throughput. Lock localization refers to dynamic migration and partitioning of locks across nodes in the scale-out store to reduce cross-partition acquisition of locks. The service leverages the observed object-access patterns to achieve lock-clustering and deliver high performance. We also present TransMR, a framework that uses distributed, transactional object stores to orchestrate and execute asynchronous components in amorphous data-parallel applications on scale-out architectures

    Vehicle Classification For Automatic Traffic Density Estimation

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    Automatic traffic light control at intersection has recently become one of the most active research areas related to the development of intelligent transportation systems (ITS). Due to the massive growth in urbanization and traffic congestion, intelligent vision based traffic light controller is needed to reduce the traffi c delay and travel time especially in developing countries as the current automatic time based control is not realistic while sensor-based tra ffic light controller is not reliable in developing countries. Vision based traffi c light controller depends mainly on traffic congestion estimation at cross roads, because the main road junctions of a city are these roads where most of the road-beds are lost. Most of the previous studies related to this topic do not take unattended vehicles into consideration when estimating the tra ffic density or traffi c flow. In this study we would like to improve the performance of vision based traffi c light control by detecting stationary and unattended vehicles to give them higher weights, using image processing and pattern recognition techniques for much e ffective and e ffecient tra ffic congestion estimation

    Interactive global illumination on the CPU

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    Computing realistic physically-based global illumination in real-time remains one of the major goals in the fields of rendering and visualisation; one that has not yet been achieved due to its inherent computational complexity. This thesis focuses on CPU-based interactive global illumination approaches with an aim to develop generalisable hardware-agnostic algorithms. Interactive ray tracing is reliant on spatial and cache coherency to achieve interactive rates which conflicts with needs of global illumination solutions which require a large number of incoherent secondary rays to be computed. Methods that reduce the total number of rays that need to be processed, such as Selective rendering, were investigated to determine how best they can be utilised. The impact that selective rendering has on interactive ray tracing was analysed and quantified and two novel global illumination algorithms were developed, with the structured methodology used presented as a framework. Adaptive Inter- leaved Sampling, is a generalisable approach that combines interleaved sampling with an adaptive approach, which uses efficient component-specific adaptive guidance methods to drive the computation. Results of up to 11 frames per second were demonstrated for multiple components including participating media. Temporal Instant Caching, is a caching scheme for accelerating the computation of diffuse interreflections to interactive rates. This approach achieved frame rates exceeding 9 frames per second for the majority of scenes. Validation of the results for both approaches showed little perceptual difference when comparing against a gold-standard path-traced image. Further research into caching led to the development of a new wait-free data access control mechanism for sharing the irradiance cache among multiple rendering threads on a shared memory parallel system. By not serialising accesses to the shared data structure the irradiance values were shared among all the threads without any overhead or contention, when reading and writing simultaneously. This new approach achieved efficiencies between 77% and 92% for 8 threads when calculating static images and animations. This work demonstrates that, due to the flexibility of the CPU, CPU-based algorithms remain a valid and competitive choice for achieving global illumination interactively, and an alternative to the generally brute-force GPU-centric algorithms

    Machine learning algorithms for monitoring pavement performance

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    ABSTRACT: This work introduces the need to develop competitive, low-cost and applicable technologies to real roads to detect the asphalt condition by means of Machine Learning (ML) algorithms. Specifically, the most recent studies are described according to the data collection methods: images, ground penetrating radar (GPR), laser and optic fiber. The main models that are presented for such state-of-the-art studies are Support Vector Machine, Random Forest, NaĂŻve Bayes, Artificial neural networks or Convolutional Neural Networks. For these analyses, the methodology, type of problem, data source, computational resources, discussion and future research are highlighted. Open data sources, programming frameworks, model comparisons and data collection technologies are illustrated to allow the research community to initiate future investigation. There is indeed research on ML-based pavement evaluation but there is not a widely used applicability by pavement management entities yet, so it is mandatory to work on the refinement of models and data collection methods
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