46 research outputs found
A model for adapting 3D graphics based on scalable coding, real-time simplification and remote rendering
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)
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
info:eu-repo/semantics/publishe
Visual and complexity analysis of the extended loop subdivision scheme
info:eu-repo/semantics/publishe
Measurements and Modeling of Resource Consumption in Wireless Video Streaming: The Decoder Case
info:eu-repo/semantics/publishe
The Local Wavelet Transform: a memory-efficient, high-speed architecture optimized to a region-oriented Zero-Tree coder
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
Terminal QoS: Advanced Resource Management for Cost-Effective Multimedia Applications in Dynamic Contexts
info:eu-repo/semantics/publishe