1,714 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

    Time-varying volume visualization

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    Volume rendering is a very active research field in Computer Graphics because of its wide range of applications in various sciences, from medicine to flow mechanics. In this report, we survey a state-of-the-art on time-varying volume rendering. We state several basic concepts and then we establish several criteria to classify the studied works: IVR versus DVR, 4D versus 3D+time, compression techniques, involved architectures, use of parallelism and image-space versus object-space coherence. We also address other related problems as transfer functions and 2D cross-sections computation of time-varying volume data. All the papers reviewed are classified into several tables based on the mentioned classification and, finally, several conclusions are presented.Preprin

    Topographic map visualization from adaptively compressed textures

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    Raster-based topographic maps are commonly used in geoinformation systems to overlay geographic entities on top of digital terrain models. Using compressed texture formats for encoding topographic maps allows reducing latency times while visualizing large geographic datasets. Topographic maps encompass high-frequency content with large uniform regions, making current compressed texture formats inappropriate for encoding them. In this paper we present a method for locally-adaptive compression of topographic maps. Key elements include a Hilbert scan to maximize spatial coherence, efficient encoding of homogeneous image regions through arbitrarily-sized texel runs, a cumulative run-length encoding supporting fast random-access, and a compression algorithm supporting lossless and lossy compression. Our scheme can be easily implemented on current programmable graphics hardware allowing real-time GPU decompression and rendering of bilinear-filtered topographic maps.Postprint (published version

    STL 2.0: A Proposal for a Universal Multi-Material Additive Manufacturing File Format

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    The de-facto standard STL file format has served the rapid prototyping community for over two decades, but falls short with the advent of new technological developments such as the ability to handle multiple and graded materials, specify volumetric digital inkjet patterns and surface colors. We study a variety of requirements for additive fabrication technologies and propose a new compact XML-based file format. The new Additive Manufacturing File (AMF) format allows the resolution-independent specification of geometry and material properties. Regions may be defined geometrically either using a triangle mesh, using functional representations, or through a voxel bitmap. Each region is associated with a material, which may be defined as a base (single) material or hierarchically by a combination of other materials, either functionally (enabling smooth gradients) or voxel-wise (for arbitrary microstructure). Files can be self-contained or refer to external or online material libraries. With a simple conversion, the AMF file format is both forward and backwards compatible with the current standard STL format, and the flexibility of the XML structure enables additional features to be adopted as needed by CAD programs and future additive manufacturing processes. Code and examples are publicly available.Mechanical Engineerin

    Volumetric Medical Images Visualization on Mobile Devices

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    Volumetric medical images visualization is an important tool in the diagnosis and treatment of diseases. Through history, one of the most dificult tasks for Medicine Specialists has been the accurate location of broken bones and of the damaged tissues during Chemotherapy treatment, among other applications; like techniques used in Neurological Studies. Thus these situations enhance the need of visualization in Medicine. New technologies, the improvement and development of new hardware as well as software and the updating of old ones for graphic applications have resulted in specialized systems for medical visualization. However the use of these techniques in mobile devices has been poor due to its low performance. In our work, we propose a client-server scheme, where the model is compressed in the server side and is reconstructed in a nal thin-client device. The technique restricts the natural density values to achieve good bone visualization in medical models, transforming the rest of the data to zero. Our proposal uses a tridimensional Haar Wavelet Function locally applied inside units blocks of 16x16x16, similar to the Wavelet Based 3D Compression Scheme for Interactive Visualization of Very Large Volume Data approach. We also implement a quantization algorithm which handles error coeficients according to the frequency distributions of these coe cients. Finally, we made an evaluation of the volume visualization; on current mobile devices .We present the speci cations for the implementation of our technique in the Nokia n900 Mobile Phone

    An Image Dithering via Tchebichef Moment Transform

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    Many image display applications and printing devices allow only limited number of colours. They have limited computational power and storage to produce high quality outputs on high bit-depth colour image. A dithering technique is called for here in order to improve the perceptual visual quality of the limited bitdepth images. A dithered image is represented by a natural colour in the low bit depth image colour for displaying and printing. This technique obtains low cost colour image in displaying the colour and printing image pixels. This study proposes the dithering technique based on Tchebichef Moment Transform (TMT) to produce high quality image at low-bit colour. Earlier, a 2´2 Discrete Wavelet Transform (DWT) has been proposed for better image quality on dithering. The 2´2 TMT has been chosen here since it performs better than the 2´2 DWT. TMT provides a compact support on 2´2 blocks. The result shows that 2´2 TMT gives perceptually better quality on colour image dithering in significantly efficient fashio

    Color image quality measures and retrieval

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    The focus of this dissertation is mainly on color image, especially on the images with lossy compression. Issues related to color quantization, color correction, color image retrieval and color image quality evaluation are addressed. A no-reference color image quality index is proposed. A novel color correction method applied to low bit-rate JPEG image is developed. A novel method for content-based image retrieval based upon combined feature vectors of shape, texture, and color similarities has been suggested. In addition, an image specific color reduction method has been introduced, which allows a 24-bit JPEG image to be shown in the 8-bit color monitor with 256-color display. The reduction in download and decode time mainly comes from the smart encoder incorporating with the proposed color reduction method after color space conversion stage. To summarize, the methods that have been developed can be divided into two categories: one is visual representation, and the other is image quality measure. Three algorithms are designed for visual representation: (1) An image-based visual representation for color correction on low bit-rate JPEG images. Previous studies on color correction are mainly on color image calibration among devices. Little attention was paid to the compressed image whose color distortion is evident in low bit-rate JPEG images. In this dissertation, a lookup table algorithm is designed based on the loss of PSNR in different compression ratio. (2) A feature-based representation for content-based image retrieval. It is a concatenated vector of color, shape, and texture features from region of interest (ROI). (3) An image-specific 256 colors (8 bits) reproduction for color reduction from 16 millions colors (24 bits). By inserting the proposed color reduction method into a JPEG encoder, the image size could be further reduced and the transmission time is also reduced. This smart encoder enables its decoder using less time in decoding. Three algorithms are designed for image quality measure (IQM): (1) A referenced IQM based upon image representation in very low-dimension. Previous studies on IQMs are based on high-dimensional domain including spatial and frequency domains. In this dissertation, a low-dimensional domain IQM based on random projection is designed, with preservation of the IQM accuracy in high-dimensional domain. (2) A no-reference image blurring metric. Based on the edge gradient, the degree of image blur can be measured. (3) A no-reference color IQM based upon colorfulness, contrast and sharpness

    Fast Compressed Segmentation Volumes for Scientific Visualization

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    Voxel-based segmentation volumes often store a large number of labels and voxels, and the resulting amount of data can make storage, transfer, and interactive visualization difficult. We present a lossless compression technique which addresses these challenges. It processes individual small bricks of a segmentation volume and compactly encodes the labelled regions and their boundaries by an iterative refinement scheme. The result for each brick is a list of labels, and a sequence of operations to reconstruct the brick which is further compressed using rANS-entropy coding. As the relative frequencies of operations are very similar across bricks, the entropy coding can use global frequency tables for an entire data set which enables efficient and effective parallel (de)compression. Our technique achieves high throughput (up to gigabytes per second both for compression and decompression) and strong compression ratios of about 1% to 3% of the original data set size while being applicable to GPU-based rendering. We evaluate our method for various data sets from different fields and demonstrate GPU-based volume visualization with on-the-fly decompression, level-of-detail rendering (with optional on-demand streaming of detail coefficients to the GPU), and a caching strategy for decompressed bricks for further performance improvement.Comment: IEEE Vis 202
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