118 research outputs found

    A perceptual approach for stereoscopic rendering optimization

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    Cataloged from PDF version of article.The traditional way of stereoscopic rendering requires rendering the scene for left and right eyes separately: which doubles the rendering complexity. In this study, we propose a perceptually-based approach for accelerating stereoscopic rendering. This optimization approach is based on the Binocular Suppression Theory, which claims that the overall percept of a stereo pair in a region is determined by the dominant image on the corresponding region. We investigate how binocular suppression mechanism of human visual system can be utilized for rendering optimization. Our aim is to identify the graphics rendering and modeling features that do not affect the overall quality of a stereo pair when simplified in one view. By combining the results of this investigation with the principles of visual attention, we infer that this optimization approach is feasible if the high quality view has more intensity contrast. For this reason, we performed a subjective experiment, in which various representative graphical methods were analyzed. The experimental results verified our hypothesis that a modification, applied on a single view, is not perceptible if it decreases the intensity contrast, and thus can be used for stereoscopic rendering. (C) 2009 Elsevier Ltd. All rights reserved

    A framework for applying the principles of depth perception to information visualization

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    Cataloged from PDF version of article.During the visualization of 3D content, using the depth cues selectively to support the design goals and enabling a user to perceive the spatial relationships between the objects are important concerns. In this novel solution, we automate this process by proposing a framework that determines important depth cues for the input scene and the rendering methods to provide these cues. While determining the importance of the cues, we consider the user's tasks and the scene's spatial layout. The importance of each depth cue is calculated using a fuzzy logic-based decision system. Then, suitable rendering methods that provide the important cues are selected by performing a cost-profit analysis on the rendering costs of the methods and their contribution to depth perception. Possible cue conflicts are considered and handled in the system. We also provide formal experimental studies designed for several visualization tasks. A statistical analysis of the experiments verifies the success of our framework

    A framework for enhancing depth perception in computer graphics

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    This paper introduces a solution for enhancing depth perception in a given 3D computer-generated scene. For this purpose, we propose a framework that decides on the suitable depth cues for a given scene and the rendering methods which provide these cues. First, the system calculates the importance of each depth cue using a fuzzy logic based algorithm which considers the target tasks in the application and the spatial layout of the scene. Then, a knapsack model is constructed to keep the balance between the rendering costs of the graphical methods that provide these cues and their contibution to depth perception. This cost-profit analysis step selects the proper rendering methods. In this work, we also present several objective and subjective experiments which show that our automated depth enhancement system is statistically (p < 0.05) better than the other method selection techniques that are tested. © 2010 ACM

    A color-based face tracking algorithm for enhancing interaction with mobile devices

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    A color-based face tracking algorithm is proposed to be used as a human-computer interaction tool on mobile devices. The solution provides a natural means of interaction enabling a motion parallax effect in applications. The algorithm considers the characteristics of mobile useconstrained computational resources and varying environmental conditions. The solution is based on color comparisons and works on images gathered from the front camera of a device. In addition to color comparisons, the coherency of the facial pixels is considered in the algorithm. Several applications are also demonstrated in this work, which use the face position to determine the viewpoint in a virtual scene, or for browsing large images. The accuracy of the system is tested under different environmental conditions such as lighting and background, and the performance of the system is measured in different types of mobile devices. According to these measurements the system allows for accurate (7% RMS error) face tracking in real time (20-100 fps). © Springer-Verlag 2010

    A face tracking algorithm for user interaction in mobile devices

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    A new face tracking algorithm, and a human-computer interaction technique based on this algorithm, are proposed for use on mobile devices. The face tracking algorithm considers the limitations of mobile use case - constrained computational resources and varying environmental conditions. The solution is based on color comparisons and works on images gathered from the front camera of a device. The face tracking system generates 2D face position as an output that can be used for controlling different applications. Two of such applications are also presented in this work; the first example uses face position to determine the viewpoint, and the second example enables an intuitive way of browsing large images. © 2009 IEEE

    Microscopic Modeling of the Growth of Order in an Alloy: Nucleated and Continuous Ordering

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    We study the early-stages of ordering in Cu3AuCu_3 Au using a model Hamiltonian derived from the effective medium theory of cohesion in metals: an approach providing a microscopic description of interatomic interactions in alloys. Our simulations show a crossover from a nucleated growth regime to a region where the ordering does not follow any simple growth laws. This mirrors the experimental observations in Cu3AuCu_3 Au. The kinetics of growth, obtained from the simulations, is in semi-quantitative agreement with experiments. The real-space structures observed in our simulations offer some insight into the nature of early-stage kineticsComment: 13 pages, Revtex, 3 postscript figures in a second file

    Glassy Dynamics in a Frustrated Spin System: Role of Defects

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    In an effort to understand the glass transition, the kinetics of a spin model with frustration but no quenched randomness has been analyzed. The phenomenology of the spin model is remarkably similiar to that of structural glasses. Analysis of the model suggests that defects play a major role in dictating the dynamics as the glass transition is approached.Comment: 9 pages, 5 figures, accepted in J. Phys.: Condensed Matter, proceedings of the Trieste workshop on "Unifying Concepts in Glass Physics

    Effective Field Theory of the Zero-Temperature Triangular-Lattice Antiferromagnet: A Monte Carlo Study

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    Using a Monte Carlo coarse-graining technique introduced by Binder et al., we have explicitly constructed the continuum field theory for the zero-temperature triangular Ising antiferromagnet. We verify the conjecture that this is a gaussian theory of the height variable in the interface representation of the spin model. We also measure the height-height correlation function and deduce the stiffness constant. In addition, we investigate the nature of defect-defect interactions at finite temperatures, and find that the two-dimensional Coulomb gas scenario applies at low temperatures.Comment: 26 pages, 9 figure

    The X-ray invisible Universe. A look into the halos undetected by eROSITA

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    The paper presents the analysis of GAMA spectroscopic groups and clusters detected and undetected in the SRG/eROSITA X-ray map of the eFEDS (eROSITA Final Equatorial Depth Survey) area, in the halo mass range 10135x101410^{13}-5x10^{14} MM_{\odot} and at z<0.2z < 0.2. We compare the X-ray surface brightness profiles of the eROSITA detected groups with the mean stacked profile of the undetected low-mass halos. Overall, we find that the undetected groups exhibit less concentrated X-ray surface brightness, dark matter, and galaxy distributions with respect to the X-ray detected halos. Consistently with the low mass concentration, the magnitude gap indicates that these are younger systems. The later assembly time is confirmed by the bluer average color of the BCG and of the galaxy population with respect to the detected systems. They reside with a higher probability in filaments while X-ray detected low-mass halos favor the nodes of the Cosmic Web. Because of the suppressed X-ray central emission, the undetected systems tend to be X-ray under-luminous at fixed halo mass, and to lie below the LXMhaloL_X-M_{halo} relation. Interestingly, the X-ray detected systems inhabiting the nodes scatter the less around the relation, while those in filaments tend to lie below it. We do not observe any strong relation between the properties of detected and undetected systems with the AGN activity. The fraction of optically selected AGN in the galaxy population is consistent in the two samples. More interestingly, the probability that the BCG hosts a radio AGN is lower in the undetected groups. We, thus, argue that the observed differences between X-ray detected and undetected groups are ascribable to the Cosmic Web, and its role in the halo assembly bias. Our results suggest that the X-ray selection is biased to favor the most concentrated and old systems located in the nodes of the Cosmic Web.Comment: 15 pages, 13 figures, Submitted to MNRA
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