Image processing is a type of signal processing , the input for image processor is an image or video frame and the output will be an image or subset of image [ 1 ] . Computer graphics and computer vision process uses an image processing techniques . Image processing systems are used in various environments like medical fields , computer-aided design ( CAD ) , research fields , crime investigation fields and military fields . Computer graphics applications require efficient tools to model geometric objects and their transformations . Clifford algebra ( also known as geometric algebra ) is receiving a growing attention in many research fields , such as computer graphics , machine vision and robotics , as a new , interesting computational paradigm that offers a natural and intuitive way to perform geometric calculations . At the same time , compute-intensive graphics algorithms require the execution of million Clifford operations . Light reflection models for computer graphics have been developed over the past several decades . For real paint surfaces , it is possible to model their bidirectional reflectance distribution function with simple models . Without readily available implementations the design of GKS will remain a theoretical exercise . Only if complete , efficient , and correct implementations exist for the major programming languages , for most operating systems and for most graphical devices , GKS will have the desired impact on the practise of computer graphics programming . It has been already employed in various applications as well as many researches are going on to incorporate the concept in various other fields . There are various fields where the systems are employed ranging from ease of accessibility of computing systems [ 1 ] to performance of computer graphics processing by the method of foveated rendering [ 2 ] and as well as digital marketing analysis [ 3 ] . The application of eye gaze trackers is still limited due to its lack of availability as well as the cost of the eye gaze trackers which makes them still a scarce resource for majority of the population . Furthermore , the refined path is parametrically interpolated by cubic splines via a physical centripetal model , introducing the dynamic constraints of mobile robots ' motion to the path construction . The method has been implemented both in a computer graphics simulation and on a real mobile robot cruising at indoor environments . Planned paths on several configurations are presented . Abstract The impact which computer graphics can have on engineering education is illustrated in this paper by considering the subject area of kinematics . Details of the mathematical modeling needed to support the generation of motion curves and computer graphics simulation for kinematic analysis are given , and a comparison is made with the current popular methods of analysis . Several results of computer graphic displays are given to illustrate the wide variety of situations where computer graphics can add to the teaching and understanding of kinematics . This paper presents a method for modeling spiral phyllotaxis based on detecting and eliminating collisions between the organs while optimizing their packing . In contrast to geometric models previously used for computer graphics purposes , the new method arranges organs of varying sizes on arbitrary surfaces of revolution . Consequently , it can be applied to synthesize a wide range of natural plant structures . We represent each recorded texture vibration with a low-order auto-regressive moving-average ( ARMA ) model , and we optimize this set of models for a specific tool-surface pairing ( plastic stylus and textured ABS plastic ) using metrics that depend on spectral match , final prediction error , and model order . For rendering , we stably resample the texture models at the desired output rate , and we derive a new texture model at each time step using bilinear interpolation on the line spectral frequencies of the resampled models adjacent to the user 's current force and speed . These refined processes enable our TexturePad system to generate a stable and spectrally accurate vibration waveform in real time , moving us closer to the goal of virtual textures that are indistinguishable from their real counterparts . Using selective transmission , we are able to stream continuously plenoptic video with ( 256/spl times/256 ) resolution at a rate of 15 f/s over the network . For rendering from raw data on the hard disk , real-time rendering can be achieved with a resolution of ( 720/spl times/480 ) and a rate of 15 f/s . A new compression algorithm using both temporal and spatial predictions is also proposed for the efficient compression of the plenoptic videos . Free-Viewpoint Video of Human Actors allows photo-realistic rendering of real-world people under novel viewing conditions . Dynamic Reflectometry extends the concept of free-view point video and allows rendering in addition under novel lighting conditions . In this work , we present an enhanced method for capturing human shape and motion as well as dynamic surface reflectance properties from a sparse set of input video streams . Depth information is an indispensable element in depth image-based rendering ( DIBR ) for three-dimensional ( 3-D ) display . In this paper , we propose a novel depth sensation enhancement method to address the problems in multiple virtual view rendering . First , as the depth sensation is decreased when rendering intermediate multiple virtual views , the basic principle of depth sensation enhancement is derived according to the number of rendering views . In this paper , we propose a single‐layer post‐processing method for real‐time depth‐of‐field rendering that uses single‐layer composition . In the proposed method , blurring is achieved by gathering background pixels and scattering foreground pixels . In this paper , we propose a single-layer post-processing method for real-time depth-of-field rendering that uses single-layer composition . In the proposed method , blurring is achieved by gathering ... These data were acquired when sliding a fingertip across 120 kinds of fabrics . We illustrate the application of the database through one example of haptic texture modeling and rendering , which allows users to feel virtual haptic texture on an electrostatic tactile display . In the end , we envision and exploit several potential applications for the database . Visibility Determination Introduction Back-face Elimination List Priority Algorithms Binary Space Partition Trees Summary 12 Rendering Polygons Introduction Polygon Rasterization Summary 13 Image Space Rendering and Texturing Introduction The Z-buffer Visibility Algorithm Smooth Shading TexturingVRML97 Examples Summary PART 3 FROM REAL - TIME TO REALISM14 Shadows : Many haptic rendering problems can be expressed in terms of constraints on the motion of a proxy within a virtual environment . This principle is well established for surface rendering , and can also be applied to other types of haptic interaction . In this paper , we explore a crucial issue of the technology , which is buildi ng a proper adaptive architecture for an interactive client-server based system with a particular emphasis on rendering aspect s. We identify the most probable scenarios of executing modell ing and rendering in terms of server-client communications and associated decision making , and then describe a number of ca sestudies , which allowed us to experiment with different rendering techniques in the context of various task distribution and communications mode of the adaptive interactive client-serve r based system . Finally , we present and analyse the results and sugg est a number of practical recommendations . The perception of virtual sound trajectories surrounding untrained subjects ( n=23 ) was evaluated using a new method based on a drawing-augmented multiple-choice questionnaire . In the spherical loudspeaker array used in this study , VBAP proved to be a robust spatialization technique for sound trajectory rendering in terms of trajectory recognition and height perception . In basic-decoded HOA , subjects exhibited far more disparate trajectory recognition and height perception performances but performed better in perceiving sound source movement homogeneity . Volume rendering is the direct rendering of data represented as 3D scalar fields . Such data may come from several sources especially from the computed tomography ( CT ) , Magnetic Resonance Imaging ( MRI ) and ultra-sound . This paper studies the design of LOD based on quad-tree algorithm , aiming at real-time rendering issues of large scale terrain in 3DGIS.First , the paper established a simple and effective node evaluation system and cutting frustum system . Then the paper presents a feasible solution to the problem that may be occurred in the process of grid rendering , and how to guarantee the legitimacy of the quad-tree and selecting appropriate node . Finally , the result of the program ’s performance shows that the algorithm can be a good solution to the performance issues of large scale terrain rendering in 3DGIS , and the paper analyses the deficiencies of the algorithm ’s implementation and gives some recommendations . In our case , we can render images where we have access to the true mesh coordinates used to render a pixel . We thereby directly compare the true position used during rendering and the one estimated by annotators , rather than first estimating a ’ consensus ’ landmark location among multiple human annotators . In particular , we provide annotators with synthetic images generated through the exact same surface model as the one we use in our ground - truth annotation , exploiting the rendering system and textures of . This is due to the applied Chamfer loss acting like a regression loss which gives too much degree of freedom to the point cloud . N3MR produces very rough shape , which might be sufficient for some rendering tasks , however can not recover complicated objects such as chairs and tables . In contrast , our model does not suffer from these issues by leveraging a mesh representation , integration of perceptual feature , and carefully defined losses during the training . Traditional face alignment aims to locate face fiducial points like “ eye corner ” , “ nose tip ” and “ chin center ” , based on which the face image can be normalized . It is an essential preprocessing step for many face analysis tasks , e.g. , face recognition , expression recognition and inverse rendering . The researches in face alignment can be divided into two categories : the analysis - by - synthesis based and regression based . As a result , our rendered image can enjoy the convenience of applying the adversarial loss , which is shown to be critical in improving the quality of synthetic texture . Another design for rendering layer is image warping based on the spline interpolation , as in . However , this warping is continuous : every pixel in the input will map to the output . Also , includes two fully connected layers with - dim intermediate representation with eLU activation . The entire network is end - to - end trained to reconstruct the input images , with the loss function : where the reconstruction loss enforces the rendered image to be similar to the input , the adversarial loss favors realistic rendering , and the landmark loss enforces geometry constraint . Adversarial Loss . The sequential nature of this model limits its computational efficiency . For example , its sampling procedure is sequential and non - parallelizable , which can become cumbersome in applications like speech and music synthesis , or real - time rendering .. Additionally , there is no natural latent representation associated with autoregressive models , and they have not yet been shown to be useful for semi - supervised learning . Some recently addressed faces in particular , though their methods are designed to estimate 2D landmarks along with 3D face shapes . Unlike our proposed pose estimation , they regress poses by using iterative methods which involve computationally costly face rendering . We regress 6DoF directly from image intensities without such rendering steps . Following [ reference ] , we use 40 basis from the Basel Face Model ( BFM ) [ reference ] to generate the face shape component and 10 basis from the Face Warehouse dataset [ reference ] to generate the facial expression component . The rendering of a 3D face shape is thus formulated as : where S ∈ R 3N is the mean shape , For this evaluation , we used the ground truth 2D object center to avoid the influence of the detection . Using refinement improves the results on average by 4.5 % and 6.3 % for the mask and color rendering respectively . Using a color rendering systematically yields the best results , but using the binary mask yields already a significant improvement , showing that an untextured model can be used . Simulating large-scale fluid based on physical model in real-time is a big challenge . To solve this problem , a integrated al-gorithm based on SPH for fluid simulation is presented . In order to both reduce the number of particles in need of simulation and enhance simulation speed , the function of fineness is used to make decision in non-uniform particle sampling process . Many researches in DFC use Graphics Processor Unity ( GPU ) to simulate fluids , forgiving the existence of the CPU , which became idle most time during the simulation . Due the presented fact , we propose a method for using GPU and CPU together during the fluid simulation . Fluid simulation in this work is based on Smoothed Particle Hydrodynamics ( SPH ) , a mesh free Newtonian method for fluid simulation . Abstract The adjoint method is a useful tool for finding gradients of design objectives with respect to system parameters for fluid dynamics simulations . But the utility of this method is hampered by the difficulty in writing an efficient implementation for the adjoint flow solver , especially one that scales to thousands of cores . In addition , we propose a new solid boundary handling method to solve a pressure Poisson equation in a unified manner . We demonstrate that our method can handle general fluid simulation scenarios including two‐way fluid‐solid coupling , and the computational cost of this new solver scales nearly linearly with respect to the number of unknowns , unlike previous solvers for particle‐based methods . Both the input ( fluid surface mesh and velocity field ) and the output ( texture atlas ) of our approach make it easy to integrate into a typical production pipeline . We tested our approach on several types of fluid simulation scenarios , including splashes , rotational flows , and viscous fluids . The resulting animations of textured fluids are free from temporal artifacts and popping , and show a limited amount of distortion , blurring , and discontinuity . Fluid simulating is one of the most difficult problems in computer graphics . On the other hand , water appears in our life very frequently . As a truly mesh-free particle method based upon the Lagrangian formulation , SPH has been applied to a variety of different areas in science , computer graphics and engineering . It has been established as a popular technique for fluid based simulations , and has been extended to successfully simulate various phenomena such as multi-phase flows , rigid and elastic solids , and fluid features such as air bubbles and foam . Various aspects of the method will be discussed : Similarities , advantages and disadvantages in comparison to Eulerian methods ; Fundamentals of the SPH method ; The use of SPH in fluid simulation ; The current trends in SPH . Smooth Particle Hydrodynamics ( SPH ) is an accurate method in fluid numerical simulation . In this paper we introduce a calculating algorithm based on the SPH , and propose an interactive method to simulate fluids with free surfaces . Certain aspects of the visual system must be considered to identify the perceptual effects that a realistic rendering system must achieve in order to reproduce effectively a similar visual response to a real scene . This paper outlines the manner in which knowledge about visual perception is increasingly appearing in state‐of‐the‐art realistic image synthesis . After a brief overview of the HVS , this paper is organized into four sections , each exploring the use of perception in realistic image synthesis , each with slightly different emphasis and application . Real-time realistic image synthesis for virtual environments has been one of the most actively researched areas in computer graphics for over a decade . Images that display physically correct illumination of an environment can be simulated by evaluating a multi-dimensional integral equation , called the rendering equation , over the surfaces of the environment . Global illumination models have recently received a considerable amount of attention in realistic image synthesis research . Especially radiosity methods for realizing the illumination in scenes exhibiting global Lambertian diffuse reflection have been reported upon . Realistic image synthesis research involves the simulation of visible light propagation within an environment with a view to computing an image that evokes a similar visual response to that perceived by an observer of that environment . This has involved the use of both sophisticated camera response and human visual system response models . The performance of this new approach is evaluated using both synthetic images and real images . As an application , we use it as a tool to determine light sources in real image synthesis . The experimental results show that this technique can be used to superimpose synthetic objects with a real scene . In recent years , generative adversarial network ( GAN ) has attracted great attention due to its impressive performance and potential numerous applications , such as data augmentation , real-like image synthesis , image compression improvement , etc . The generator in GAN learns the density of the distribution from real data in order to generate high fidelity fake samples from latent space and deceive the discriminator . Also , the system allows observers to share experiences by providing them virtual synthetic images from a third person perspective including a user after filming the user in the real space with a camcorder on which motion tracking markers are attached . For this , the system provides the functions of marker‐based motion tracking , recognition of users ’ motions , real time actual image synthesis , and multi‐view to realize a method to simulate more intuitive and natural virtual space interactions , which can be used for the construction of motion‐based realistic/experiencing systems , which increasingly attract interest . A database for storing and searching spectral curves is presented . The database gives the user of a synthetic imaging system a means to select spectral reflectance , emittance , transmittance , and absorptance curves for use in the realistic image synthesis process . This provides an alternative to the usual RGB and HSV interfaces that are typically used for image color selection and specification . Generative Adversarial Networks ( GANs ) , proposed in and Variational auto - encoders ( VAEs ) , proposed in , are some of the most popular and important frameworks that have emerged from improvements in generative modelling . Successful adaptation of these frameworks range from a focus in natural language and speech processing to realistic image synthesis , yielding promising , positive results . Nevertheless , very little work , outside of , has focused on modeling 3D objects , where generative architectures could be used to learn probabilistic embeddings . The rapid development of information technology has built a new foundation for digital users with application of 3D computer graphics technology , virtual reality technology and augmented reality technology . Augmented reality technology is the technology that extracts particular regions from the input image of camera , composes virtual digital contents in the extracted region . Reducing the required memory bandwidth is a main issue in 3D computer graphics . PN triangle solves the memory bandwidth problem by using curved surface representation and tessellation . The development of large-scale virtual environments is the new grand challenge in computing . New breakthroughs in 3D computer graphics and networking enable us to perceive and share virtual worlds in new and familiar ways . There is a natural desire to make these environments both large and detailed . The OpcnGL Graphics System provides a well-specified , widelyaccepted dataflow for 3D graphics and imaging . OpenGL is an UTclrirechaa ; nn OpenGL-capable computer is a hardware manifestation or ir ,~ plenrentution of that architecture . Who this book is for : This book is for developers who are familiar with Java and interested in learning how to develop games and graphic applications using JME3 . Readers who are interested in understanding both the mechanics of 3D graphics and game design will find this a useful and rewarding book . In this book : Learn how to develop 3D games using Java and JME3 Discover how to create and manipulate scene graphs Learn how to use lighting and materials to create gripping graphics Create first-class landscapes and models Explore JME 's physics engine to develop realistic worlds Learn how to support multiple players and embed AI techniques Develop a space-based game that illustrates the techniques presented across the book Masses of Code . One important message of this paper is that vision research is highly relevant to 3D graphics technology and that modern electronic graphical systems can and soon will strongly stimulate the further development of vision science . First an outline is given of ecological optics , the discipline trying to describe the visual information available to an active ( mobile , structure-seeking ) observer . 3D mesh compression technology acts as an important role in 3D graphics processing and network transmission . The single-rate mesh compression algorithm encodes and compresses geometry data and topological connectivity data separately . GROOP is an object-oriented toolkit for creating 3D computer graphics applications . It is designed for application developers who are not familiar with computer graphics , but are familiar with object-oriented programming . We will show alternative algorithms that take advantage of the features of FPGA architecture can yield impressive performance and very small area requirements . We also describe efficient architectures for designing pipelined floating point units for addition/subtraction , multiplication and division that were used for 3D computer graphics applications in FPGAs . By exploiting the intrinsic architecture of such devices , and overcoming the limitations of VHDL and synthesis tools , these pipelined arithmetic units allow the use of multiple floating point units on the same device . Recent advances in virtual reality , 3d computer generated graphics and computer vision are making the goal of producing a compelling interactive 3d face to face communication system more tractable . The problem with producing such a system is reconstructing the 3d geometry of the users in real-time . IMAGE BASED DIGITIZING : 3D Rendering tasks are now made easier thanks to the numerous 3D graphics cards available on the marketplace . But automatic 3D objects digitizing is the key challenge for today 3D computer graphics development . The goal of this paper is to present research results and new avenues towards direct 3D digitizing with multi-views cameras , in order to design 3D objects as simply as 2D scanning . As a consequence of this line of thought , this paper is an attempt to reconsider some kernels in a graphics processor to obtain implementations that are potentially more scalable than just replicating the modules used in conventional implementations . We present the formulation of representative 3D computer graphics operations in terms of CORDIC-type primitives . Then , we briefly outline a stream processor based on CORDIC-type modules to efficiently implement these graphic operations . The method also fits in RAM and does not need disk storage . Instead of 3D discrete line traversal , a new algorithm is described to perform visibility computation . The voxel-based radiosity equation assumes the ideal diffuse case and uses solid angles similarly to the hemicube . In this paper , we describe in detail our scanning hardware , the tools we use to minimize the acquisition artifacts in the 3D scans , the procedure to register the scans to each other , and how to map colors from a photograph to a scan . We also present a sequential , out-of-core rendering approach that uses multiple threads to overlap rendering , visibility computation , and disk operations . Finally , we show how to use the sequential rendering approach as a building block for a parallel rendering system that uses a cluster of PCs to drive a high-resolution , multi-projector display wall . Many algorithms have been developed for visibility computation . In this paper , we propose a novel method of visibility computation , called synthetic visual plane ( SVP ) , to achieve better performance with respect to efficiency , accuracy , or both . The method uses a global horizon , which is a synthesis of line-of-sight information of all nearer points , to determine the visibility of a point , which makes it an accurate visibility method . In the field of Computer Graphics ( CG ) , applications such as movies and games benefit from realistic visualizations of atmospheric phenomena because realistic visualizations increase applications ' attractiveness . Among the atmospheric phenomena , auroras are some of the most beautiful phenomena , which makes their visualization highly desirable for such applications . Texture acquisition of a large scale scene is one of the critical research areas in computer vision and can be used in other application areas such as computer graphics ( CG ) , the intelligent transportation system ( ITS ) and the 3D geographic information system ( GIS ) . Moreover , to acquire texture without noise ( e.g. , a shadow , an obstacle body ) is vital for such work . This paper describes a new approach that generates a higher resolution curved surface of an object from fewer three-dimensional ( 3D ) measurement points compared with conventional approaches . In computer graphics ( CG ) field , an object is often expressed as the cluster of the polygons , which are converted from the 3D position data . However , if the 3D position data of an object is small in number , it is difficult to accurately reconstruct the object . Graphic editing programs such as Adobe Photoshop can change the appearances of object surfaces in a scene while maintaining reality ; however , the reasons are not well understood . We aim to reveal an appearance element that maintains reality and reflects the element in computer graphics ( CG ) applications such as augmented reality . This report focuses on realistic clothes surfaces because clothes are frequently used in applications . 3D printing is becoming a more common technology and has a growing number of applications . Although 3D compression algorithms have been studied in the computer graphics ( CG ) community for decades , the quality of the compressed 3D models are discussed only in the CG space . In this paper , we discuss the relationship between the PSNR of the compressed 3D models and the human perception to the printed objects . IP/IV uses both horizontally and vertically varying directional information and thus produces a full parallax image , making it a promising method for creating 3D autostereoscopic displays . The use of autostereoscopic display for computer graphics ( CG ) displaying is a technological innovation because it augments the image depth for 3D display without use of any supplementary glasses or tracking devices . In this study , we present an object based image rendering and image synthesis method for increasing the image depth and the quality of IV image . For example , wave propagation on a typical engine block is complex because of its intricate shape with variations and discontinuities in thickness and surface curvature . In contrast to much of the reported work in computer graphics ( CG ) literature that models the transmission of sound in rooms and buildings , this paper reports the development of a ray firing procedure to model the transmission of rays both across the surface and through the interior of a complex mechanical solid . The attenuation rate is proportional to the AE path length so the challenge of modelling the physical phenomena involves calculating the path lengths between the sensor and the source . Photorealistic terrain rendering has long been an active research topic in computer graphic and 3D GIS . If they are global scale detailed , digital terrains can represent a huge amount of data and therefore of graphical primitives to render in real-time .
Image processing is a type of signal processing , the input for image processor is an image or video frame and the output will be an image or subset of image [ 1 ] . Computer graphics and computer vision process uses an image processing techniques . Image processing systems are used in various environments like medical fields , computer-aided design ( CAD ) , research fields , crime investigation fields and military fields .
Computer graphics applications require efficient tools to model geometric objects and their transformations . Clifford algebra ( also known as geometric algebra ) is receiving a growing attention in many research fields , such as computer graphics , machine vision and robotics , as a new , interesting computational paradigm that offers a natural and intuitive way to perform geometric calculations . At the same time , compute-intensive graphics algorithms require the execution of million Clifford operations .
Light reflection models for computer graphics have been developed over the past several decades . For real paint surfaces , it is possible to model their bidirectional reflectance distribution function with simple models .
Without readily available implementations the design of GKS will remain a theoretical exercise . Only if complete , efficient , and correct implementations exist for the major programming languages , for most operating systems and for most graphical devices , GKS will have the desired impact on the practise of computer graphics programming .
It has been already employed in various applications as well as many researches are going on to incorporate the concept in various other fields . There are various fields where the systems are employed ranging from ease of accessibility of computing systems [ 1 ] to performance of computer graphics processing by the method of foveated rendering [ 2 ] and as well as digital marketing analysis [ 3 ] . The application of eye gaze trackers is still limited due to its lack of availability as well as the cost of the eye gaze trackers which makes them still a scarce resource for majority of the population .
Furthermore , the refined path is parametrically interpolated by cubic splines via a physical centripetal model , introducing the dynamic constraints of mobile robots ' motion to the path construction . The method has been implemented both in a computer graphics simulation and on a real mobile robot cruising at indoor environments . Planned paths on several configurations are presented .
Abstract The impact which computer graphics can have on engineering education is illustrated in this paper by considering the subject area of kinematics . Details of the mathematical modeling needed to support the generation of motion curves and computer graphics simulation for kinematic analysis are given , and a comparison is made with the current popular methods of analysis . Several results of computer graphic displays are given to illustrate the wide variety of situations where computer graphics can add to the teaching and understanding of kinematics .
This paper presents a method for modeling spiral phyllotaxis based on detecting and eliminating collisions between the organs while optimizing their packing . In contrast to geometric models previously used for computer graphics purposes , the new method arranges organs of varying sizes on arbitrary surfaces of revolution . Consequently , it can be applied to synthesize a wide range of natural plant structures .
We represent each recorded texture vibration with a low-order auto-regressive moving-average ( ARMA ) model , and we optimize this set of models for a specific tool-surface pairing ( plastic stylus and textured ABS plastic ) using metrics that depend on spectral match , final prediction error , and model order . For rendering , we stably resample the texture models at the desired output rate , and we derive a new texture model at each time step using bilinear interpolation on the line spectral frequencies of the resampled models adjacent to the user 's current force and speed . These refined processes enable our TexturePad system to generate a stable and spectrally accurate vibration waveform in real time , moving us closer to the goal of virtual textures that are indistinguishable from their real counterparts .
Using selective transmission , we are able to stream continuously plenoptic video with ( 256/spl times/256 ) resolution at a rate of 15 f/s over the network . For rendering from raw data on the hard disk , real-time rendering can be achieved with a resolution of ( 720/spl times/480 ) and a rate of 15 f/s . A new compression algorithm using both temporal and spatial predictions is also proposed for the efficient compression of the plenoptic videos .
Free-Viewpoint Video of Human Actors allows photo-realistic rendering of real-world people under novel viewing conditions . Dynamic Reflectometry extends the concept of free-view point video and allows rendering in addition under novel lighting conditions . In this work , we present an enhanced method for capturing human shape and motion as well as dynamic surface reflectance properties from a sparse set of input video streams .
Depth information is an indispensable element in depth image-based rendering ( DIBR ) for three-dimensional ( 3-D ) display . In this paper , we propose a novel depth sensation enhancement method to address the problems in multiple virtual view rendering . First , as the depth sensation is decreased when rendering intermediate multiple virtual views , the basic principle of depth sensation enhancement is derived according to the number of rendering views .
In this paper , we propose a single‐layer post‐processing method for real‐time depth‐of‐field rendering that uses single‐layer composition . In the proposed method , blurring is achieved by gathering background pixels and scattering foreground pixels .
In this paper , we propose a single-layer post-processing method for real-time depth-of-field rendering that uses single-layer composition . In the proposed method , blurring is achieved by gathering ...
These data were acquired when sliding a fingertip across 120 kinds of fabrics . We illustrate the application of the database through one example of haptic texture modeling and rendering , which allows users to feel virtual haptic texture on an electrostatic tactile display . In the end , we envision and exploit several potential applications for the database .
Visibility Determination Introduction Back-face Elimination List Priority Algorithms Binary Space Partition Trees Summary 12 Rendering Polygons Introduction Polygon Rasterization Summary 13 Image Space Rendering and Texturing Introduction The Z-buffer Visibility Algorithm Smooth Shading TexturingVRML97 Examples Summary PART 3 FROM REAL - TIME TO REALISM14 Shadows :
Many haptic rendering problems can be expressed in terms of constraints on the motion of a proxy within a virtual environment . This principle is well established for surface rendering , and can also be applied to other types of haptic interaction .
In this paper , we explore a crucial issue of the technology , which is buildi ng a proper adaptive architecture for an interactive client-server based system with a particular emphasis on rendering aspect s. We identify the most probable scenarios of executing modell ing and rendering in terms of server-client communications and associated decision making , and then describe a number of ca sestudies , which allowed us to experiment with different rendering techniques in the context of various task distribution and communications mode of the adaptive interactive client-serve r based system . Finally , we present and analyse the results and sugg est a number of practical recommendations .
The perception of virtual sound trajectories surrounding untrained subjects ( n=23 ) was evaluated using a new method based on a drawing-augmented multiple-choice questionnaire . In the spherical loudspeaker array used in this study , VBAP proved to be a robust spatialization technique for sound trajectory rendering in terms of trajectory recognition and height perception . In basic-decoded HOA , subjects exhibited far more disparate trajectory recognition and height perception performances but performed better in perceiving sound source movement homogeneity .
Volume rendering is the direct rendering of data represented as 3D scalar fields . Such data may come from several sources especially from the computed tomography ( CT ) , Magnetic Resonance Imaging ( MRI ) and ultra-sound .
This paper studies the design of LOD based on quad-tree algorithm , aiming at real-time rendering issues of large scale terrain in 3DGIS.First , the paper established a simple and effective node evaluation system and cutting frustum system . Then the paper presents a feasible solution to the problem that may be occurred in the process of grid rendering , and how to guarantee the legitimacy of the quad-tree and selecting appropriate node . Finally , the result of the program ’s performance shows that the algorithm can be a good solution to the performance issues of large scale terrain rendering in 3DGIS , and the paper analyses the deficiencies of the algorithm ’s implementation and gives some recommendations .
In our case , we can render images where we have access to the true mesh coordinates used to render a pixel . We thereby directly compare the true position used during rendering and the one estimated by annotators , rather than first estimating a ’ consensus ’ landmark location among multiple human annotators . In particular , we provide annotators with synthetic images generated through the exact same surface model as the one we use in our ground - truth annotation , exploiting the rendering system and textures of .
This is due to the applied Chamfer loss acting like a regression loss which gives too much degree of freedom to the point cloud . N3MR produces very rough shape , which might be sufficient for some rendering tasks , however can not recover complicated objects such as chairs and tables . In contrast , our model does not suffer from these issues by leveraging a mesh representation , integration of perceptual feature , and carefully defined losses during the training .
Traditional face alignment aims to locate face fiducial points like “ eye corner ” , “ nose tip ” and “ chin center ” , based on which the face image can be normalized . It is an essential preprocessing step for many face analysis tasks , e.g. , face recognition , expression recognition and inverse rendering . The researches in face alignment can be divided into two categories : the analysis - by - synthesis based and regression based .
As a result , our rendered image can enjoy the convenience of applying the adversarial loss , which is shown to be critical in improving the quality of synthetic texture . Another design for rendering layer is image warping based on the spline interpolation , as in . However , this warping is continuous : every pixel in the input will map to the output .
Also , includes two fully connected layers with - dim intermediate representation with eLU activation . The entire network is end - to - end trained to reconstruct the input images , with the loss function : where the reconstruction loss enforces the rendered image to be similar to the input , the adversarial loss favors realistic rendering , and the landmark loss enforces geometry constraint . Adversarial Loss .
The sequential nature of this model limits its computational efficiency . For example , its sampling procedure is sequential and non - parallelizable , which can become cumbersome in applications like speech and music synthesis , or real - time rendering .. Additionally , there is no natural latent representation associated with autoregressive models , and they have not yet been shown to be useful for semi - supervised learning .
Some recently addressed faces in particular , though their methods are designed to estimate 2D landmarks along with 3D face shapes . Unlike our proposed pose estimation , they regress poses by using iterative methods which involve computationally costly face rendering . We regress 6DoF directly from image intensities without such rendering steps .
Following [ reference ] , we use 40 basis from the Basel Face Model ( BFM ) [ reference ] to generate the face shape component and 10 basis from the Face Warehouse dataset [ reference ] to generate the facial expression component . The rendering of a 3D face shape is thus formulated as : where S ∈ R 3N is the mean shape ,
For this evaluation , we used the ground truth 2D object center to avoid the influence of the detection . Using refinement improves the results on average by 4.5 % and 6.3 % for the mask and color rendering respectively . Using a color rendering systematically yields the best results , but using the binary mask yields already a significant improvement , showing that an untextured model can be used .
Simulating large-scale fluid based on physical model in real-time is a big challenge . To solve this problem , a integrated al-gorithm based on SPH for fluid simulation is presented . In order to both reduce the number of particles in need of simulation and enhance simulation speed , the function of fineness is used to make decision in non-uniform particle sampling process .
Many researches in DFC use Graphics Processor Unity ( GPU ) to simulate fluids , forgiving the existence of the CPU , which became idle most time during the simulation . Due the presented fact , we propose a method for using GPU and CPU together during the fluid simulation . Fluid simulation in this work is based on Smoothed Particle Hydrodynamics ( SPH ) , a mesh free Newtonian method for fluid simulation .
Abstract The adjoint method is a useful tool for finding gradients of design objectives with respect to system parameters for fluid dynamics simulations . But the utility of this method is hampered by the difficulty in writing an efficient implementation for the adjoint flow solver , especially one that scales to thousands of cores .
In addition , we propose a new solid boundary handling method to solve a pressure Poisson equation in a unified manner . We demonstrate that our method can handle general fluid simulation scenarios including two‐way fluid‐solid coupling , and the computational cost of this new solver scales nearly linearly with respect to the number of unknowns , unlike previous solvers for particle‐based methods .
Both the input ( fluid surface mesh and velocity field ) and the output ( texture atlas ) of our approach make it easy to integrate into a typical production pipeline . We tested our approach on several types of fluid simulation scenarios , including splashes , rotational flows , and viscous fluids . The resulting animations of textured fluids are free from temporal artifacts and popping , and show a limited amount of distortion , blurring , and discontinuity .
Fluid simulating is one of the most difficult problems in computer graphics . On the other hand , water appears in our life very frequently .
As a truly mesh-free particle method based upon the Lagrangian formulation , SPH has been applied to a variety of different areas in science , computer graphics and engineering . It has been established as a popular technique for fluid based simulations , and has been extended to successfully simulate various phenomena such as multi-phase flows , rigid and elastic solids , and fluid features such as air bubbles and foam . Various aspects of the method will be discussed : Similarities , advantages and disadvantages in comparison to Eulerian methods ; Fundamentals of the SPH method ; The use of SPH in fluid simulation ; The current trends in SPH .
Smooth Particle Hydrodynamics ( SPH ) is an accurate method in fluid numerical simulation . In this paper we introduce a calculating algorithm based on the SPH , and propose an interactive method to simulate fluids with free surfaces .
Certain aspects of the visual system must be considered to identify the perceptual effects that a realistic rendering system must achieve in order to reproduce effectively a similar visual response to a real scene . This paper outlines the manner in which knowledge about visual perception is increasingly appearing in state‐of‐the‐art realistic image synthesis . After a brief overview of the HVS , this paper is organized into four sections , each exploring the use of perception in realistic image synthesis , each with slightly different emphasis and application .
Real-time realistic image synthesis for virtual environments has been one of the most actively researched areas in computer graphics for over a decade . Images that display physically correct illumination of an environment can be simulated by evaluating a multi-dimensional integral equation , called the rendering equation , over the surfaces of the environment .
Global illumination models have recently received a considerable amount of attention in realistic image synthesis research . Especially radiosity methods for realizing the illumination in scenes exhibiting global Lambertian diffuse reflection have been reported upon .
Realistic image synthesis research involves the simulation of visible light propagation within an environment with a view to computing an image that evokes a similar visual response to that perceived by an observer of that environment . This has involved the use of both sophisticated camera response and human visual system response models .
The performance of this new approach is evaluated using both synthetic images and real images . As an application , we use it as a tool to determine light sources in real image synthesis . The experimental results show that this technique can be used to superimpose synthetic objects with a real scene .
In recent years , generative adversarial network ( GAN ) has attracted great attention due to its impressive performance and potential numerous applications , such as data augmentation , real-like image synthesis , image compression improvement , etc . The generator in GAN learns the density of the distribution from real data in order to generate high fidelity fake samples from latent space and deceive the discriminator .
Also , the system allows observers to share experiences by providing them virtual synthetic images from a third person perspective including a user after filming the user in the real space with a camcorder on which motion tracking markers are attached . For this , the system provides the functions of marker‐based motion tracking , recognition of users ’ motions , real time actual image synthesis , and multi‐view to realize a method to simulate more intuitive and natural virtual space interactions , which can be used for the construction of motion‐based realistic/experiencing systems , which increasingly attract interest .
A database for storing and searching spectral curves is presented . The database gives the user of a synthetic imaging system a means to select spectral reflectance , emittance , transmittance , and absorptance curves for use in the realistic image synthesis process . This provides an alternative to the usual RGB and HSV interfaces that are typically used for image color selection and specification .
Generative Adversarial Networks ( GANs ) , proposed in and Variational auto - encoders ( VAEs ) , proposed in , are some of the most popular and important frameworks that have emerged from improvements in generative modelling . Successful adaptation of these frameworks range from a focus in natural language and speech processing to realistic image synthesis , yielding promising , positive results . Nevertheless , very little work , outside of , has focused on modeling 3D objects , where generative architectures could be used to learn probabilistic embeddings .
The rapid development of information technology has built a new foundation for digital users with application of 3D computer graphics technology , virtual reality technology and augmented reality technology . Augmented reality technology is the technology that extracts particular regions from the input image of camera , composes virtual digital contents in the extracted region .
Reducing the required memory bandwidth is a main issue in 3D computer graphics . PN triangle solves the memory bandwidth problem by using curved surface representation and tessellation .
The development of large-scale virtual environments is the new grand challenge in computing . New breakthroughs in 3D computer graphics and networking enable us to perceive and share virtual worlds in new and familiar ways . There is a natural desire to make these environments both large and detailed .
The OpcnGL Graphics System provides a well-specified , widelyaccepted dataflow for 3D graphics and imaging . OpenGL is an UTclrirechaa ; nn OpenGL-capable computer is a hardware manifestation or ir ,~ plenrentution of that architecture .
Who this book is for : This book is for developers who are familiar with Java and interested in learning how to develop games and graphic applications using JME3 . Readers who are interested in understanding both the mechanics of 3D graphics and game design will find this a useful and rewarding book . In this book : Learn how to develop 3D games using Java and JME3 Discover how to create and manipulate scene graphs Learn how to use lighting and materials to create gripping graphics Create first-class landscapes and models Explore JME 's physics engine to develop realistic worlds Learn how to support multiple players and embed AI techniques Develop a space-based game that illustrates the techniques presented across the book Masses of Code .
One important message of this paper is that vision research is highly relevant to 3D graphics technology and that modern electronic graphical systems can and soon will strongly stimulate the further development of vision science . First an outline is given of ecological optics , the discipline trying to describe the visual information available to an active ( mobile , structure-seeking ) observer .
3D mesh compression technology acts as an important role in 3D graphics processing and network transmission . The single-rate mesh compression algorithm encodes and compresses geometry data and topological connectivity data separately .
GROOP is an object-oriented toolkit for creating 3D computer graphics applications . It is designed for application developers who are not familiar with computer graphics , but are familiar with object-oriented programming .
We will show alternative algorithms that take advantage of the features of FPGA architecture can yield impressive performance and very small area requirements . We also describe efficient architectures for designing pipelined floating point units for addition/subtraction , multiplication and division that were used for 3D computer graphics applications in FPGAs . By exploiting the intrinsic architecture of such devices , and overcoming the limitations of VHDL and synthesis tools , these pipelined arithmetic units allow the use of multiple floating point units on the same device .
Recent advances in virtual reality , 3d computer generated graphics and computer vision are making the goal of producing a compelling interactive 3d face to face communication system more tractable . The problem with producing such a system is reconstructing the 3d geometry of the users in real-time .
IMAGE BASED DIGITIZING : 3D Rendering tasks are now made easier thanks to the numerous 3D graphics cards available on the marketplace . But automatic 3D objects digitizing is the key challenge for today 3D computer graphics development . The goal of this paper is to present research results and new avenues towards direct 3D digitizing with multi-views cameras , in order to design 3D objects as simply as 2D scanning .
As a consequence of this line of thought , this paper is an attempt to reconsider some kernels in a graphics processor to obtain implementations that are potentially more scalable than just replicating the modules used in conventional implementations . We present the formulation of representative 3D computer graphics operations in terms of CORDIC-type primitives . Then , we briefly outline a stream processor based on CORDIC-type modules to efficiently implement these graphic operations .
The method also fits in RAM and does not need disk storage . Instead of 3D discrete line traversal , a new algorithm is described to perform visibility computation . The voxel-based radiosity equation assumes the ideal diffuse case and uses solid angles similarly to the hemicube .
In this paper , we describe in detail our scanning hardware , the tools we use to minimize the acquisition artifacts in the 3D scans , the procedure to register the scans to each other , and how to map colors from a photograph to a scan . We also present a sequential , out-of-core rendering approach that uses multiple threads to overlap rendering , visibility computation , and disk operations . Finally , we show how to use the sequential rendering approach as a building block for a parallel rendering system that uses a cluster of PCs to drive a high-resolution , multi-projector display wall .
Many algorithms have been developed for visibility computation . In this paper , we propose a novel method of visibility computation , called synthetic visual plane ( SVP ) , to achieve better performance with respect to efficiency , accuracy , or both . The method uses a global horizon , which is a synthesis of line-of-sight information of all nearer points , to determine the visibility of a point , which makes it an accurate visibility method .
In the field of Computer Graphics ( CG ) , applications such as movies and games benefit from realistic visualizations of atmospheric phenomena because realistic visualizations increase applications ' attractiveness . Among the atmospheric phenomena , auroras are some of the most beautiful phenomena , which makes their visualization highly desirable for such applications .
Texture acquisition of a large scale scene is one of the critical research areas in computer vision and can be used in other application areas such as computer graphics ( CG ) , the intelligent transportation system ( ITS ) and the 3D geographic information system ( GIS ) . Moreover , to acquire texture without noise ( e.g. , a shadow , an obstacle body ) is vital for such work .
This paper describes a new approach that generates a higher resolution curved surface of an object from fewer three-dimensional ( 3D ) measurement points compared with conventional approaches . In computer graphics ( CG ) field , an object is often expressed as the cluster of the polygons , which are converted from the 3D position data . However , if the 3D position data of an object is small in number , it is difficult to accurately reconstruct the object .
Graphic editing programs such as Adobe Photoshop can change the appearances of object surfaces in a scene while maintaining reality ; however , the reasons are not well understood . We aim to reveal an appearance element that maintains reality and reflects the element in computer graphics ( CG ) applications such as augmented reality . This report focuses on realistic clothes surfaces because clothes are frequently used in applications .
3D printing is becoming a more common technology and has a growing number of applications . Although 3D compression algorithms have been studied in the computer graphics ( CG ) community for decades , the quality of the compressed 3D models are discussed only in the CG space . In this paper , we discuss the relationship between the PSNR of the compressed 3D models and the human perception to the printed objects .
IP/IV uses both horizontally and vertically varying directional information and thus produces a full parallax image , making it a promising method for creating 3D autostereoscopic displays . The use of autostereoscopic display for computer graphics ( CG ) displaying is a technological innovation because it augments the image depth for 3D display without use of any supplementary glasses or tracking devices . In this study , we present an object based image rendering and image synthesis method for increasing the image depth and the quality of IV image .
For example , wave propagation on a typical engine block is complex because of its intricate shape with variations and discontinuities in thickness and surface curvature . In contrast to much of the reported work in computer graphics ( CG ) literature that models the transmission of sound in rooms and buildings , this paper reports the development of a ray firing procedure to model the transmission of rays both across the surface and through the interior of a complex mechanical solid . The attenuation rate is proportional to the AE path length so the challenge of modelling the physical phenomena involves calculating the path lengths between the sensor and the source .
Photorealistic terrain rendering has long been an active research topic in computer graphic and 3D GIS . If they are global scale detailed , digital terrains can represent a huge amount of data and therefore of graphical primitives to render in real-time .
A Document Imaging Technique for Implementing Electronic Loan Approval Process A New Embedded Coprocessor for Clifford Algebra Based Software Intensive Systems Model Evaluation for Computer Graphics Renderings of Artist Paint Surfaces GKS Implementations Overview Second Edition A comparative study of different eye tracking system algorithms The Approximate Cell Decomposition with Local Node Refinement Global Path Planning Method: Path Nodes Refinement and Curve Parametric Interpolation Kinematics with computer graphics A collision-based model of spiral phyllotaxis Refined methods for creating realistic haptic virtual textures from tool-mediated contact acceleration data The plenoptic video Enhanced dynamic reflectometry for relightable free-viewpoint video Depth Sensation Enhancement for Multiple Virtual View Rendering Real‐time depth‐of‐field rendering using single‐layer composition Real-time depth-of-field rendering using single-layer composition HapTex: A Database of Fabric Textures for Surface Tactile Display Computer graphics and virtual environments - from realism to real-time A Constraint Equation Algebra as a Basis for Haptic Rendering 3D Web-Based Shape Modelling: Building up an Adaptive Architecture Perception of Surrounding Sound Source Trajectories in the Horizontal Plane: A Comparison of VBAP and Basic-Decoded HOA Dualing cubes Study on the 3DGIS of the Large Scale Terrain Real-time Rendering Technology DenseReg: Fully Convolutional Dense Shape Regression In-the-Wild Pixel2Mesh: Generating 3D Mesh Models from Single RGB Images Face Alignment Across Large Poses: A 3D Solution Nonlinear 3D Face Morphable Model Density estimation using Real NVP FacePoseNet: Making a Case for Landmark-Free Face Alignment Joint 3D Face Reconstruction and Dense Face Alignment from A Single Image with 2D-Assisted Self-Supervised Learning BB8: A Scalable, Accurate, Robust to Partial Occlusion Method for Predicting the 3D Poses of Challenging Objects without Using Depth Fluid simulation of non-uniform particle Fluid simulation with rigid body triangle accuracy collision using an heterogeneous GPU/CPU hardware system A two-level computational graph method for the adjoint of a finite volume based compressible unsteady flow solver A Multilevel SPH Solver with Unified Solid Boundary Handling Dynamic lapped texture for fluid simulations Water Simulating in Computer Graphics Fluid Simulation by the Smoothed Particle Hydrodynamics Method: A Survey SPH-based visual simulation of fluid Visual Perception in Realistic Image Synthesis A graphics processing unit based method for dynamic real-time global illumination Parallel Processing in Radiosity Calculations Reconstructing the Visual Field of Compound Eyes Multiple Illuminant Direction Detection with Application to Image Synthesis Differentially Private Functional Mechanism for Generative Adversarial Networks Immersive Real‐Acting Space with Gesture Tracking Sensors Spectral database for realistic image synthesis Learning a Hierarchical Latent-Variable Model of 3D Shapes IR Marker Extraction and Image Registration using Stereo Camera A PN triangle generation unit for fast and simple tessellation hardware Data compression in distributed virtual environments Realizing OpenGL: two implementations of one architecture jMonkeyEngine 3.0 Game Development: A Practical Guide Vision and the graphical simulation of spatial structure Survey of Techniques for Single-Rate Compression of Three-Dimensional Mesh GROOP: an object-oriented toolkit for animated 3D graphics Pipelined Floating Point Arithmetic Optimized for FPGA Architectures Real time sub-pixel space-time stereo on the GPU New advances in Neuro - Biological Simulation of the Visual Cortex for Real World Computing,3D Image Analysis and 3D object Digitization High-throughput CORDIC-based geometry operations for 3D computer graphics A Low Complexity Discrete Radiosity Method Towards point-based acquisition and rendering of large real-world environments A synthetic visual plane algorithm for visibility computation in consideration of accuracy and efficiency Modeling of aurora borealis using the observed data Shadow free texture acquisition of a large scale scene for city modeling Reconstruction of an Object using both Position Data and Orientation Data of an Object Surface Psychophysical experiment exploring appearance element for realistic clothes A prediction model on 3D model compression and its printed quality based on subjective study Object based image rendering and synthesis for computer generated integral videography Predicting AE attenuation in structures by geometric analysis GPU Based Rendering of Global Scale Terrain Data
ca321b924dd73406ad4b0254fc859e1e77a34f02 62cda80ca73360f0adf2cf0984e6549952b199d4 40c8aefd235010f0ac8b4051fc3291577494cd31 95262334eefd9388375b4637bfe059af77482ba0 dfeb42d1ba266c3e638c9c7be4b9cc007fc720f8 e49a57acea9ab6873cc5143f0e41656c0d5d9cad b1920f320a82abf31f6e709871e15969633cae31 07c057a5fcc1d3d52f544b3a9ffc4c00bd6c54a2 97a7500217baf737e08e790bd771cf8ddced4d44 07bcba18b971e429852d0d7c29fa17b82abfef4e 2721c0576656ddf76cf88a6585c66b32c9a63601 51dd1dc8966f4230b4e695a5da5699773905aea6 10563dfa54f423aa576b19e2467b5da893b23e44 eb2e9b1d90c6295ba492a862c173a1480eafee06 94be140f101732a949c9f58b1acc68b9f967cfec 47c89177ed6e6c96945ca6aa2864cf53370d01b4 7db782b66a93c8243de1ddfa73cde372b3422725 b2686ffec443eb1251b1d60937bd53ecd35de020 ae2458363b9eea6ec99636e8ac08a496c73fb963 85124218f3d739b8116de82848d34503d21129e2 0c936105e24c2500ab3bade17701db153ffc819f 8ef50551da05b4772352fc05933db73379beb482 1255d5f30f0aa1120dfb04b1622dd2693d3b017e 9d1972f7c4a121d863e78671e6b00200262359f2 34014da44cc9b3cb48c037e890a8d6d182373ff5 26145e30064954dcbcdc1f2d755fb9f12f1f12d5 906b8591105c42219fc0779bb73b8d9273bdef5f 80541cb2d6951e48fb648f8ce160871e0ab2e3ce 5fe03dbf3d4ed1317ae90ef6ec9c664aa27279fc f79e821c74b1ffefc8150d06e03bf176a0e0bc67 d5cfa361bdec2de5770869f221b3efbb7295db3e 9540a6df791d9142eb993c2686bddd487475c8c6 b4ecb7608d283a6bd6bfd503be50d33dce00dee0 cf91cea71a2363211bc4d001e7163293d2357425 3413f622b05289ec35fc1772cddd2f28aaced44f 1fb011bb401a2a83d60d17e57a06b32e59fdf830 298b541813a7ff0defaafa4459a625005ef3ebb1 5fe0a026419d8ea4f43730aec669b790ebb80bb5 a9a7f783efa57d2486612d51e6d78c4a267559eb 41c08ed958f89fd0ea21ea708c19f59df27af617 b55a35d009ae07832ad9cc91704172c3db45ee17 b99f3bad0e954f22763c5d59b650dc9c4ee0d4c8 67931a7960127fa4adc4957d247fc68d4f8f1c07 7616a5902a5a47f5cc3f21870c60410295e79b36 330fadbffc3b261b38f38025404ab5a875bfc769 9003efd5aa30074e0a59e8f183bdbc39e75c18cf bcdff0a3297594e7711448afea7c6447f1d2fb2f 1c7ecc91b02832baf96e33c64f2b6d2864208ffe adbd51d82565f6d83a420a51ba7cf2931ada3d58 c3818c9b677ada653c21a02c17258e495e282b16 b8b4858515795264ec5bc6b1b4189995819fb983 2b0515c8d4abf772588523abcddde0d8e904efe8 916baf6af145a474693824a46a6c4fc5915dc884 0d8c480d9f89b4e2984642a1a881707cf0cb2810 a38a7dd068c4f80fefd9d662a0f2661ccf6e6e2d b9696cddadde1e51a04a2e8a4245210356b3f5aa 70b3bfe76336ba6e7006872ed584553447e20dbe 871b64e93f4f4f022dadd5488ab4545ac6d64671 c9620bf27d9467462d627cad325d250a68262681 cdcdd1afbf9cd2cebd9040a4063d1199f50fce5b
["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science","Mathematics"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Mathematics"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Geology","Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science"] ["Computer Science","Physics"] ["Computer Science"]
2015 2011 2007 1984 2019 1998 1981 1992 2012 2005 2006 2015 2014 2014 2019 2001 2001 2014 2018 1999 2012 2017 2018 2016 2018 2017 2017 2019 2017 2011 2010 2019 2016 2016 2007 2016 2009 2001 2012 1993 1997 2001 2019 2013 1991 2018 2011 2003 1996 1997 2015 1987 2008 1993 1999 2013 1998 2005 2005 2002 2017 2011 2004 2006 2013 2015 2006 2005 2018
CISIS Color Imaging Conference SIGGRAPH HAPTICS WHC 2017 IEEE Conference on Computer Vision and Pattern Recognition (CVPR) ECCV 2016 IEEE Conference on Computer Vision and Pattern Recognition (CVPR) 2018 IEEE/CVF Conference on Computer Vision and Pattern Recognition ICLR 2017 IEEE International Conference on Computer Vision Workshops (ICCVW) ArXiv 2017 IEEE International Conference on Computer Vision (ICCV) VISIGRAPP (1: GRAPP) Rendering Techniques GLOBECOM 2018 International Conference on 3D Vision (3DV) ISCAS (2) Workshop on Graphics Hardware OOPSLA DGCI SIBGRAPI SIGGRAPH ASIA Posters SIGGRAPH Posters SIGGRAPH Research Posters SMI
https://api.semanticscholar.org/ca321b924dd73406ad4b0254fc859e1e77a34f02 https://api.semanticscholar.org/62cda80ca73360f0adf2cf0984e6549952b199d4 https://api.semanticscholar.org/40c8aefd235010f0ac8b4051fc3291577494cd31 https://api.semanticscholar.org/95262334eefd9388375b4637bfe059af77482ba0 https://api.semanticscholar.org/dfeb42d1ba266c3e638c9c7be4b9cc007fc720f8 https://api.semanticscholar.org/e49a57acea9ab6873cc5143f0e41656c0d5d9cad https://api.semanticscholar.org/b1920f320a82abf31f6e709871e15969633cae31 https://api.semanticscholar.org/07c057a5fcc1d3d52f544b3a9ffc4c00bd6c54a2 https://api.semanticscholar.org/97a7500217baf737e08e790bd771cf8ddced4d44 https://api.semanticscholar.org/07bcba18b971e429852d0d7c29fa17b82abfef4e https://api.semanticscholar.org/2721c0576656ddf76cf88a6585c66b32c9a63601 https://api.semanticscholar.org/51dd1dc8966f4230b4e695a5da5699773905aea6 https://api.semanticscholar.org/10563dfa54f423aa576b19e2467b5da893b23e44 https://api.semanticscholar.org/eb2e9b1d90c6295ba492a862c173a1480eafee06 https://api.semanticscholar.org/94be140f101732a949c9f58b1acc68b9f967cfec https://api.semanticscholar.org/47c89177ed6e6c96945ca6aa2864cf53370d01b4 https://api.semanticscholar.org/7db782b66a93c8243de1ddfa73cde372b3422725 https://api.semanticscholar.org/b2686ffec443eb1251b1d60937bd53ecd35de020 https://api.semanticscholar.org/ae2458363b9eea6ec99636e8ac08a496c73fb963 https://api.semanticscholar.org/85124218f3d739b8116de82848d34503d21129e2 https://api.semanticscholar.org/0c936105e24c2500ab3bade17701db153ffc819f https://www.semanticscholar.org/paper/3d5bab25ff8e2c47a07851977635ae8c290d6e14 https://www.semanticscholar.org/paper/3aa21de1a7c97e0458e10ed5730ce160bb436caa https://www.semanticscholar.org/paper/f79332fce3c3cc641c50d777454b1dd4debd3c5a https://www.semanticscholar.org/paper/09ec60f2eea5d43792b2bc9da63b1c9b7719f666 https://www.semanticscholar.org/paper/09879f7956dddc2a9328f5c1472feeb8402bcbcf https://www.semanticscholar.org/paper/0a34fe39e9938ae8c813a81ae6d2d3a325600e5c https://www.semanticscholar.org/paper/080a951a56cf75a971357e82816f7bd75f015b0c https://www.semanticscholar.org/paper/fe25d4c99e39ce28107b56adaa3b5a43219a3a8a https://api.semanticscholar.org/8ef50551da05b4772352fc05933db73379beb482 https://api.semanticscholar.org/1255d5f30f0aa1120dfb04b1622dd2693d3b017e https://api.semanticscholar.org/9d1972f7c4a121d863e78671e6b00200262359f2 https://api.semanticscholar.org/34014da44cc9b3cb48c037e890a8d6d182373ff5 https://api.semanticscholar.org/26145e30064954dcbcdc1f2d755fb9f12f1f12d5 https://api.semanticscholar.org/906b8591105c42219fc0779bb73b8d9273bdef5f https://api.semanticscholar.org/80541cb2d6951e48fb648f8ce160871e0ab2e3ce https://api.semanticscholar.org/5fe03dbf3d4ed1317ae90ef6ec9c664aa27279fc https://api.semanticscholar.org/f79e821c74b1ffefc8150d06e03bf176a0e0bc67 https://api.semanticscholar.org/d5cfa361bdec2de5770869f221b3efbb7295db3e https://api.semanticscholar.org/9540a6df791d9142eb993c2686bddd487475c8c6 https://api.semanticscholar.org/b4ecb7608d283a6bd6bfd503be50d33dce00dee0 https://api.semanticscholar.org/cf91cea71a2363211bc4d001e7163293d2357425 https://api.semanticscholar.org/3413f622b05289ec35fc1772cddd2f28aaced44f https://api.semanticscholar.org/1fb011bb401a2a83d60d17e57a06b32e59fdf830 https://api.semanticscholar.org/298b541813a7ff0defaafa4459a625005ef3ebb1 https://www.semanticscholar.org/paper/3a8d537bcec370d37990d39eab01c729496ad057 https://api.semanticscholar.org/5fe0a026419d8ea4f43730aec669b790ebb80bb5 https://api.semanticscholar.org/a9a7f783efa57d2486612d51e6d78c4a267559eb https://api.semanticscholar.org/41c08ed958f89fd0ea21ea708c19f59df27af617 https://api.semanticscholar.org/b55a35d009ae07832ad9cc91704172c3db45ee17 https://api.semanticscholar.org/b99f3bad0e954f22763c5d59b650dc9c4ee0d4c8 https://api.semanticscholar.org/67931a7960127fa4adc4957d247fc68d4f8f1c07 https://api.semanticscholar.org/7616a5902a5a47f5cc3f21870c60410295e79b36 https://api.semanticscholar.org/330fadbffc3b261b38f38025404ab5a875bfc769 https://api.semanticscholar.org/9003efd5aa30074e0a59e8f183bdbc39e75c18cf https://api.semanticscholar.org/bcdff0a3297594e7711448afea7c6447f1d2fb2f https://api.semanticscholar.org/1c7ecc91b02832baf96e33c64f2b6d2864208ffe https://api.semanticscholar.org/adbd51d82565f6d83a420a51ba7cf2931ada3d58 https://api.semanticscholar.org/c3818c9b677ada653c21a02c17258e495e282b16 https://api.semanticscholar.org/b8b4858515795264ec5bc6b1b4189995819fb983 https://api.semanticscholar.org/2b0515c8d4abf772588523abcddde0d8e904efe8 https://api.semanticscholar.org/916baf6af145a474693824a46a6c4fc5915dc884 https://api.semanticscholar.org/0d8c480d9f89b4e2984642a1a881707cf0cb2810 https://api.semanticscholar.org/a38a7dd068c4f80fefd9d662a0f2661ccf6e6e2d https://api.semanticscholar.org/b9696cddadde1e51a04a2e8a4245210356b3f5aa https://api.semanticscholar.org/70b3bfe76336ba6e7006872ed584553447e20dbe https://api.semanticscholar.org/871b64e93f4f4f022dadd5488ab4545ac6d64671 https://api.semanticscholar.org/c9620bf27d9467462d627cad325d250a68262681 https://api.semanticscholar.org/cdcdd1afbf9cd2cebd9040a4063d1199f50fce5b