211 research outputs found

    Interactive rendering of massive geometric models

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    Booklet2005-02Conference held in Pisa, ItalyTutorial notes, Eurographics Italy. Conference held in Pisa, Italy, February 17--18, CDROM Proceedings, February 200

    On the Three Primordial Numbers

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    Cosmological observations have provided us with the measurement of just three numbers that characterize the very early universe: 1ns 1-n_{s} , N N and lnΔR2\ln\Delta_R^2. Although each of the three numbers individually carries limited information about the physics of inflation, one may hope to extract non-trivial information from relations among them. Invoking minimality, namely the absence of ad hoc large numbers, we find two viable and mutually exclusive inflationary scenarios. The first is the well-known inverse relation between 1ns1- n_{s} and N N . The second implies a new relation between 1ns 1-n_{s} and lnΔR2\ln\Delta_R^2, which might provide us with a handle on the beginning of inflation and predicts the intriguing lower\textit{lower} bound on the tensor-to-scalar ratio r>0.006 r> 0.006 (95% 95\% CL).Comment: 5 pages, 3 figure

    Time-critical multiresolution rendering of large complex models

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    Very large and geometrically complex scenes, exceeding millions of polygons and hundreds of objects, arise naturally in many areas of interactive computer graphics. Time-critical rendering of such scenes requires the ability to trade visual quality with speed. Previous work has shown that this can be done by representing individual scene components as multiresolution triangle meshes, and performing at each frame a convex constrained optimization to choose the mesh resolutions that maximize image quality while meeting timing constraints. In this paper we demonstrate that the nonlinear optimization problem with linear constraints associated to a large class of quality estimation heuristics is efficiently solved using an active-set strategy. By exploiting the problem structure, Lagrange multipliers estimates and equality constrained problem solutions are computed in linear time. Results show that our algorithms and data structures provide low memory overhead, smooth level-of-detail control, and guarantee, within acceptable limits, a uniform, bounded frame rate even for widely changing viewing conditions. Implementation details are presented along with the results of tests for memory needs, algorithm timing, and efficacy.785-803Pubblicat

    WebVideo: simple web tools for video viewing and browsing

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    Poster SessionsIn this paper, we describe WebVideo, a library of simple tools for video browsing and viewing. The library offers a solid basis for developing web applications to view and browse video sequences and slide sets, as well as for distributing videos and images from real-time video sources. Since video transmission is based on a de-facto standard technology, the server-push method, remote users do not need any specific hardware or software in addition to a web browser. The tools offer an adequate support for applications where image quality and simplicity of use are more important than high frame rates and perfect audio synchronization. WebVideo is available in the public domain and has been used for over one year in applications such as distance learning, slides presentations, and Internet TV broadcasting.1997-04Santa Clara, CA, USASixth International World Wide Web Conferenc

    Exploring virtual prototypes using time-critical rendering techniques

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    Scientists at CRS4, the Center for Advanced Studies, Research and Development in Cagliari, Sardinia, Italy, have developed a time-critical rendering algorithm that relies upon a scene description in which objects are represented as multiresolution meshes. In collaboration with other European partners, this technique has been applied to the visual and collaborative exploration of large digital mock-ups.Pubblicat

    Ricostruzione e visualizzazione 3D di un cervello da acquisizioni manuali di sezioni istologiche

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    In questo lavoro presentiamo il sistema di visualizzazione da noi sviluppato per la rappresentazione tridimensionale di dati medici, ricavati da acquisizioni manuali di un insieme di sezioni parallele di un cervello di primate. Le due principali tecniche discusse sono la ricostruzione della geometria nello spazio 3D e lo studio dei metodi di visualizzazione per poterla rappresentare insieme alle strutture sottocorticali (nel nostro caso cellule neuronali di diversa tipologia). Il lavoro è organizzato come segue: nella prima sezione delineiamo le problematiche che si riscontrano in una vasta classe di esperimenti di neurofisiologia e le ragioni che ci inducono a cercare una risposta ad alcuni di tali problemi. Nella sezione seguente indichiamo i metodi e le strategie utilizzati per la ricostruzione della geometria e la visualizzazione dell'intero complesso dei dati. Successivamente indichiamo i risultati finora raggiunti, supportati da alcune immagini esemplificatrici, e infine indichiamo quali sono le possibili e più interessanti linee di sviluppo futuro, soprattutto per quanto riguarda il modello di ricostruzione delle superfici

    TOM: totally ordered mesh. A multiresolution data structure for time-critical graphics applications

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    Tridimensional interactive applications are confronted to situations where very large databases have to be animated, transmitted and displayed in very short bounded times. As it is generally impossible to handle the complete graphics description while meeting timing constraint, techniques enabling the extraction and manipulation of a significant part of the geometric database have been the focus of many research works in the field of computer graphics. Multiresolution representations of 3D models provide access to 3D objects at arbitrary resolutions while minimizing appearance degradation. Several kinds of data structures have been recently proposed for dealing with polygonal or parametric representations, but where not generally optimized for time-critical applications. We describe the TOM (Totally Ordered Mesh), a multiresolution triangle mesh structure tailored to the support of time-critical adaptive rendering. The structure grants high speed access to the continuous levels of detail of a mesh and allows very fast traversal of the list of triangles at arbitrary resolution so that bottlenecks in the graphic pipeline are avoided. Moreover, and without specific compression, the memory footprint of the TOM is small (about 108% of the single resolution object in face-vertex form) so that large scenes can be effectively handled. The TOM structure also supports storage of per vertex (or per corner of triangle) attributes such as colors, normals, texture coordinates or dynamic properties. Implementation details are presented along with the results of tests for memory needs, approximation quality, timing and efficacy

    Survey of semi-regular multiresolution models for interactive terrain rendering

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    Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accurac

    3D User Interfaces for General-Purpose 3D Animation

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    Draft submission, Appeared as "3D User Interfaces for General-Purpose 3D Animation"Modern 3D animation systems let a growing number of people generate increasingly sophisticated animated movies, frequently for tutorials or multimedia documents. However, although these tasks are inherently three dimensional, these systems' user interfaces are still predominantly two dimensional. This makes it difficult to interactively input complex animated 3D movements. We have developed Virtual Studio, an inexpensive and easy-to-use 3D animation environment in which animators can perform all interaction directly in three dimensions. Animators can use 3D devices to specify complex 3D motions. Virtual tools are visible mediators that provide interaction metaphors to control application objects. An underlying constraint solver lets animators tightly couple application and interface objects. Users define animation by recording the effect of their manipulations on models. Virtual Studio applies data-reduction techniques to generate editable representations of each animated element that is manipulated.71-78Pubblicat

    VB2: an architecture for interaction in synthetic worlds

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    This paper describes the VB2 architecture for the construction of three-dimensional interactive applications. The system's state and behavior are uniformly represented as a network of interrelated objects. Dynamic components are modeled by active variables, while multi-way relations are modeled by hierarchical constraints. Daemons are used to sequence between system states in reaction to changes in variable values. The constraint network is efficiently maintained by an incremental constraint solver based on an enhancement of SkyBlue. Multiple devices are used to interact with the synthetic world through the use of various interaction paradigms, including immersive environments with visual and audio feedback. Interaction techniques range from direct manipulation, to gestural input and three-dimensional virtual tools. Adaptive pattern recognition is used to increase input device expressiveness by enhancing sensor data with classification information. Virtual tools, which are encapsulations of visual appearance and behavior, present a selective view of manipulated models' information and offer an interaction metaphor to control it. Since virtual tools are first class objects, they can be assembled into more complex tools, much in the same way that simple tools are built on top of a modeling hierarchy. The architecture is currently being used to build a virtual reality animation system.167-17
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