43 research outputs found

    A tutorial on the implementations of linear image filters in CPU and GPU

    Get PDF
    This article presents an overview of the implementation of linear image filters in CPU and GPU. The main goal is to present a self contained discussion of different implementations and their background using tools from digital signal processing. First, using signal processing tools, we discuss different algorithms and estimate their computational cost. Then, we discuss the implementation of these filters in CPU and GPU. It is very common to find in the literature that GPUs can easity reduce computational times in many algorithms (straightforward implementations). In this work we show that GPU implementations not always reduce the computational time but also not all algorithms are suited for GPUs. We beleive this is a review that can help researchers and students working in this area. Although the experimental results are not meant to show which is the best implementation (in terms of running time), the main results can be extrapolated to CPUs and GPUs of different capabilities.XV Workshop de Computación Gráfica, Imágenes y Visualización (WCGIV).Red de Universidades con Carreras en Informática (RedUNCI

    Temporal light field reconstruction for rendering distribution effects

    Get PDF
    Traditionally, effects that require evaluating multidimensional integrals for each pixel, such as motion blur, depth of field, and soft shadows, suffer from noise due to the variance of the high-dimensional integrand. In this paper, we describe a general reconstruction technique that exploits the anisotropy in the temporal light field and permits efficient reuse of samples between pixels, multiplying the effective sampling rate by a large factor. We show that our technique can be applied in situations that are challenging or impossible for previous anisotropic reconstruction methods, and that it can yield good results with very sparse inputs. We demonstrate our method for simultaneous motion blur, depth of field, and soft shadows

    Zika virus infection in pregnancy and infant growth, body composition in the first three months of life: a cohort study.

    Get PDF
    The implications of Zika Virus exposure in pregnancy for early infant growth remains poorly described. The main goal of this study is to compare the growth, body composition, and feeding modality of infants in the first three months of life by prenatal Zika Virus exposure status. We selected an analytical cohort of 115 infants born without microcephaly, comprising 56 infants with qRT-PCR confirmed exposure to ZIKV during gestation and 59 infants born to women with presumptively no evidence of ZIKV in pregnancy. Infants were evaluated at birth, 1 and 3 months of age in terms of anthropometrics, body composition All the results were adjusted by maternal age, maternal BMI and gestational age. We observe no differences between anthropometric measurements at birth. Mothers in exposed group showed higher BMI. At 1 month and 3 months of age there were differences in mid arm circumference, arm muscle circumference and fat free mass. Weight and length was less in the ZIKV exposed in pregnancy infants and statistically different at 3 month of age. The findings of this investigation provide new evidence that ZIKV exposure in pregnancy may be associated with differences in body composition

    Robust Poisson Surface Reconstruction

    Full text link
    Abstract. We propose a method to reconstruct surfaces from oriented point clouds with non-uniform sampling and noise by formulating the problem as a convex minimization that reconstructs the indicator func-tion of the surface’s interior. Compared to previous models, our recon-struction is robust to noise and outliers because it substitutes the least-squares fidelity term by a robust Huber penalty; this allows to recover sharp corners and avoids the shrinking bias of least squares. We choose an implicit parametrization to reconstruct surfaces of unknown topology and close large gaps in the point cloud. For an efficient representation, we approximate the implicit function by a hierarchy of locally supported basis elements adapted to the geometry of the surface. Unlike ad-hoc bases over an octree, our hierarchical B-splines from isogeometric analysis locally adapt the mesh and degree of the splines during reconstruction. The hi-erarchical structure of the basis speeds-up the minimization and efficiently represents clustered data. We also advocate for convex optimization, in-stead isogeometric finite-element techniques, to efficiently solve the min-imization and allow for non-differentiable functionals. Experiments show state-of-the-art performance within a more flexible framework.

    Image-guided ToF depth upsampling: a survey

    Get PDF
    Recently, there has been remarkable growth of interest in the development and applications of time-of-flight (ToF) depth cameras. Despite the permanent improvement of their characteristics, the practical applicability of ToF cameras is still limited by low resolution and quality of depth measurements. This has motivated many researchers to combine ToF cameras with other sensors in order to enhance and upsample depth images. In this paper, we review the approaches that couple ToF depth images with high-resolution optical images. Other classes of upsampling methods are also briefly discussed. Finally, we provide an overview of performance evaluation tests presented in the related studies

    Photometric Stereo for Dynamic Surface Orientations

    No full text

    Accelerating real-time shading with reverse reprojection caching

    No full text
    Evaluating pixel shaders consumes a growing share of the computational budget for real-time applications. However, the significant temporal coherence in visible surface regions, lighting conditions, and camera location allows reusing computationally-intensive shading calculations between frames to achieve significant performance improvements at little degradation in visual quality. This paper investigates a caching scheme based on reverse reprojection which allows pixel shaders to store and reuse calculations performed at visible surface points. We provide guidelines to help programmers select appropriate values to cache and present several policies for keeping cached entries up-to-date. Our results confirm this approach offers substantial performance gains for many common real-time effects, including precomputed global lighting effects, stereoscopic rendering, motion blur, depth of field, and shadow mapping. Copyright © 2007 by the Association for Computing Machinery, Inc
    corecore