62 research outputs found

    Dyadic Splines

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    Dyadic splines are a simple and efficient function representation that supports multiresolution design and analysis. These splines are defined as limits of a process that alternately doubles and perturbs a sequence of points, using B-spline subdivision to smoothly perform the doubling. An interval-query algorithm is presented that efficiently and flexibly evaluates a limit function for points and intervals. Methods are given for fitting these functions to input data, and for minimizing the energy and redundancy of the representation. Several methods are given for designing dyadic splines by controlling the perturbations of the limit process. Several applications are explored, including shape design, synthesis of terrain and other natural forms, and compression

    Streaming Aerial Video Textures

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    We present a streaming compression algorithm for huge time-varying aerial imagery. New airborne optical sensors are capable of collecting billion-pixel images at multiple frames per second. These images must be transmitted through a low-bandwidth pipe requiring aggressive compression techniques. We achieve such compression by treating foreground portions of the imagery separately from background portions. Foreground information consists of moving objects, which form a tiny fraction of the total pixels. Background areas are compressed effectively over time using streaming wavelet analysis to compute a compact video texture map that represents several frames of raw input images. This map can be rendered efficiently using an algorithm amenable to GPU implementation. The core algorithmic contributions of this work are methods for fast, low-memory streaming wavelet compression and efficient display of wavelet video textures resulting from such compression

    Multiresolution Techniques for Interactive Texture-Based Rendering of Arbitrarily Oriented Cutting Planes

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    We present a multiresolution technique for interactive texture based rendering of arbitrarily oriented cutting planes for very large data sets. This method uses an adaptive scheme that renders the data along a cutting plane at different resolutions: higher resolution near the point-of-interest and lower resolution away from the point-of-interest. The algorithm is based on the segmentation of texture space into an octree, where the leaves of the tree define the original data and the internal nodes define lower-resolution versions. Rendering is done adaptively by selecting high-resolution versions. Rendering is done adaptively by selecting high-resolution cells close to a center of attention and low-resolution cells away from it. We limit the artifacts introduced by this method by blending between different levels of resolution to produce a smooth image. This techinique can be used to produce a viewpoint-dependent renderings

    A Selective Refinement Approach for Computing the Distance Functions of Curves

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    Abstract. We present an adaptive signed distance transform algorithm for curves in the plane. A hierarchy of bounding boxes is required for the input curves. We demonstrate the algorithm on the isocontours of a turbulence simulation. The al-gorithm provides guaranteed error bounds with a selective refinement approach. The domain over which the signed distance function is desired is adaptively triangulated and piecewise discontinuous linear approximations are constructed within each triangle. The resulting transform performs work only where requested and does not rely on a preset sampling rate or other constraints.
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