46 research outputs found

    A model for adapting 3D graphics based on scalable coding, real-time simplification and remote rendering

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    Most current multiplayer 3D games can only be played on dedicated platforms, requiring specifically designed content and communication over a predefined network. To overcome these limitations, the OLGA (On-Line GAming) consortium has devised a framework to develop distributive, multiplayer 3D games. Scalability at the level of content, platforms and networks is exploited to achieve the best trade-offs between complexity and quality

    Proceedings of the second "international Traveling Workshop on Interactions between Sparse models and Technology" (iTWIST'14)

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    The implicit objective of the biennial "international - Traveling Workshop on Interactions between Sparse models and Technology" (iTWIST) is to foster collaboration between international scientific teams by disseminating ideas through both specific oral/poster presentations and free discussions. For its second edition, the iTWIST workshop took place in the medieval and picturesque town of Namur in Belgium, from Wednesday August 27th till Friday August 29th, 2014. The workshop was conveniently located in "The Arsenal" building within walking distance of both hotels and town center. iTWIST'14 has gathered about 70 international participants and has featured 9 invited talks, 10 oral presentations, and 14 posters on the following themes, all related to the theory, application and generalization of the "sparsity paradigm": Sparsity-driven data sensing and processing; Union of low dimensional subspaces; Beyond linear and convex inverse problem; Matrix/manifold/graph sensing/processing; Blind inverse problems and dictionary learning; Sparsity and computational neuroscience; Information theory, geometry and randomness; Complexity/accuracy tradeoffs in numerical methods; Sparsity? What's next?; Sparse machine learning and inference.Comment: 69 pages, 24 extended abstracts, iTWIST'14 website: http://sites.google.com/site/itwist1

    Computer Generated Holography with Depth-based View Synthesis

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    info:eu-repo/semantics/publishe

    Arithmetic complexity of Motion Estimation Algorithms

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    info:eu-repo/semantics/publishe

    The Local Wavelet Transform: a memory-efficient, high-speed architecture optimized to a region-oriented Zero-Tree coder

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    The memory required for the implementation of the 2D wavelet transform typically incurs relatively high power consumption and limits the speed performances. In this paper we propose an optimized architecture of the 1D/2D wavelet transform, that reduces the memory size cost with one order of magnitude compared to classical implementation styles. This so-called Local Wavelet Transform also minimizes the memory access cost, thanks to its spatially localized processing. Furthermore, the proposed architecture introduces concurrency in the data transfer mechanism, resulting in speed performances that are not limited by data transfer delays to/from main (off-chip) memory. Finally, the production of parent-children trees in indivisible clusters, makes an easy interfacing to Zero-Tree encoder modules possible, while keeping Region-of-Interest functionalities. Practica
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