LINUX Cluster Possibilities in 3-D PHOTO Quality Imaging and Animation

In this paper we present the PC cluster built at R.V. College of Engineering (with great help from the Department of Computer Science and Electrical Engineering). The structure of the cluster is described and the performance is evaluated by rendering of complex 3D Persistence of Vision (POV) images by the Ray-Tracing algorithm. Here, we propose an unexampled method to render such images, distributedly on a low cost scalable.

Highly Efficient White Light-emitting Diodes Based on Layered Quantum Dot-Phosphor Nanocomposites as Converting Materials

This paper reports on the enhanced photoluminescence (PL) of nanocomposites through the layered structuring of phosphor and quantum dot (QD). Green phosphor of Sr2SiO4:Eu, red QDs of CdSe/CdS/CdZnS/ZnS core-multishell, and thermo-curable resin were used for this study. Two kinds of composite (layered and mixed) were prepared, and the schemes for optical energy transfer between QD and phosphor were suggested and investigated based on PL decay characteristics. It was found that the layered structure is more effective than the mixed one in the respects of PL intensity, PL decay and thermal loss. When this layered nanocomposite (QDs on phosphor) is used to make white light emitting diode (LED), the brightness is increased by 37 %, and the color rendering index (CRI) value is raised to 88.4 compared to the mixed case of 80.4.

A Reliable FPGA-based Real-time Optical-flow Estimation

Optical flow is a research topic of interest for many years. It has, until recently, been largely inapplicable to real-time applications due to its computationally expensive nature. This paper presents a new reliable flow technique which is combined with a motion detection algorithm, from stationary camera image streams, to allow flow-based analyses of moving entities, such as rigidity, in real-time. The combination of the optical flow analysis with motion detection technique greatly reduces the expensive computation of flow vectors as compared with standard approaches, rendering the method to be applicable in real-time implementation. This paper describes also the hardware implementation of a proposed pipelined system to estimate the flow vectors from image sequences in real time. This design can process 768 x 576 images at a very high frame rate that reaches to 156 fps in a single low cost FPGA chip, which is adequate for most real-time vision applications.

Efficient CT Image Volume Rendering for Diagnosis

Volume rendering is widely used in medical CT image visualization. Applying 3D image visualization to diagnosis application can require accurate volume rendering with high resolution. Interpolation is important in medical image processing applications such as image compression or volume resampling. However, it can distort the original image data because of edge blurring or blocking effects when image enhancement procedures were applied. In this paper, we proposed adaptive tension control method exploiting gradient information to achieve high resolution medical image enhancement in volume visualization, where restored images are similar to original images as much as possible. The experimental results show that the proposed method can improve image quality associated with the adaptive tension control efficacy.

3D Rendering of American Sign Language Finger-Spelling: A Comparative Study of Two Animation Techniques

In this paper we report a study aimed at determining the most effective animation technique for representing ASL (American Sign Language) finger-spelling. Specifically, in the study we compare two commonly used 3D computer animation methods (keyframe animation and motion capture) in order to ascertain which technique produces the most 'accurate', 'readable', and 'close to actual signing' (i.e. realistic) rendering of ASL finger-spelling. To accomplish this goal we have developed 20 animated clips of fingerspelled words and we have designed an experiment consisting of a web survey with rating questions. 71 subjects ages 19-45 participated in the study. Results showed that recognition of the words was correlated with the method used to animate the signs. In particular, keyframe technique produced the most accurate representation of the signs (i.e., participants were more likely to identify the words correctly in keyframed sequences rather than in motion captured ones). Further, findings showed that the animation method had an effect on the reported scores for readability and closeness to actual signing; the estimated marginal mean readability and closeness was greater for keyframed signs than for motion captured signs. To our knowledge, this is the first study aimed at measuring and comparing accuracy, readability and realism of ASL animations produced with different techniques.

A Robust Redundant Residue Representation in Residue Number System with Moduli Set(rn-2,rn-1,rn)

The residue number system (RNS), due to its properties, is used in applications in which high performance computation is needed. The carry free nature, which makes the arithmetic, carry bounded as well as the paralleling facility is the reason of its capability of high speed rendering. Since carry is not propagated between the moduli in this system, the performance is only restricted by the speed of the operations in each modulus. In this paper a novel method of number representation by use of redundancy is suggested in which {rn- 2,rn-1,rn} is the reference moduli set where r=2k+1 and k =1, 2,3,.. This method achieves fast computations and conversions and makes the circuits of them much simpler.

Using the Semantic Web in Ubiquitous and Mobile Computing: the Morfeo Experience

With the advent of emerging personal computing paradigms such as ubiquitous and mobile computing, Web contents are becoming accessible from a wide range of mobile devices. Since these devices do not have the same rendering capabilities, Web contents need to be adapted for transparent access from a variety of client agents. Such content adaptation results in better rendering and faster delivery to the client device. Nevertheless, Web content adaptation sets new challenges for semantic markup. This paper presents an advanced components platform, called MorfeoSMC, enabling the development of mobility applications and services according to a channel model based on Services Oriented Architecture (SOA) principles. It then goes on to describe the potential for integration with the Semantic Web through a novel framework of external semantic annotation of mobile Web contents. The role of semantic annotation in this framework is to describe the contents of individual documents themselves, assuring the preservation of the semantics during the process of adapting content rendering, as well as to exploit these semantic annotations in a novel user profile-aware content adaptation process. Semantic Web content adaptation is a way of adding value to and facilitates repurposing of Web contents (enhanced browsing, Web Services location and access, etc).

LOD Exploitation and Fast Silhouette Detection for Shadow Volumes

Shadows add great amount of realism to a scene and many algorithms exists to generate shadows. Recently, Shadow volumes (SVs) have made great achievements to place a valuable position in the gaming industries. Looking at this, we concentrate on simple but valuable initial partial steps for further optimization in SV generation, i.e.; model simplification and silhouette edge detection and tracking. Shadow volumes (SVs) usually takes time in generating boundary silhouettes of the object and if the object is complex then the generation of edges become much harder and slower in process. The challenge gets stiffer when real time shadow generation and rendering is demanded. We investigated a way to use the real time silhouette edge detection method, which takes the advantage of spatial and temporal coherence, and exploit the level-of-details (LOD) technique for reducing silhouette edges of the model to use the simplified version of the model for shadow generation speeding up the running time. These steps highly reduce the execution time of shadow volume generations in real-time and are easily flexible to any of the recently proposed SV techniques. Our main focus is to exploit the LOD and silhouette edge detection technique, adopting them to further enhance the shadow volume generations for real time rendering.

Experimental Parallel Architecture for Rendering 3D Model into MPEG-4 Format

This paper will present the initial findings of a research into distributed computer rendering. The goal of the research is to create a distributed computer system capable of rendering a 3D model into an MPEG-4 stream. This paper outlines the initial design, software architecture and hardware setup for the system. Distributed computing means designing and implementing programs that run on two or more interconnected computing systems. Distributed computing is often used to speed up the rendering of graphical imaging. Distributed computing systems are used to generate images for movies, games and simulations. A topic of interest is the application of distributed computing to the MPEG-4 standard. During the course of the research, a distributed system will be created that can render a 3D model into an MPEG-4 stream. It is expected that applying distributed computing principals will speed up rendering, thus improving the usefulness and efficiency of the MPEG-4 standard

Mechanical Design and Theoretical Analysis of a Four Fingered Prosthetic Hand Incorporating Embedded SMA Bundle Actuators

The psychological and physical trauma associated with the loss of a human limb can severely impact on the quality of life of an amputee rendering even the most basic of tasks very difficult. A prosthetic device can be of great benefit to the amputee in the performance of everyday human tasks. This paper outlines a proposed mechanical design of a 12 degree-of-freedom SMA actuated artificial hand. It is proposed that the SMA wires be embedded intrinsically within the hand structure which will allow for significant flexibility for use either as a prosthetic hand solution, or as part of a complete lower arm prosthetic solution. A modular approach is taken in the design facilitating ease of manufacture and assembly, and more importantly, also allows the end user to easily replace SMA wires in the event of failure. A biomimetric approach has been taken during the design process meaning that the artificial hand should replicate that of a human hand as far as is possible with due regard to functional requirements. The proposed design has been exposed to appropriate loading through the use of finite element analysis (FEA) to ensure that it is structurally sound. Theoretical analysis of the mechanical framework was also carried out to establish the limits of the angular displacement and velocity of the finger tip as well finger tip force generation. A combination of various polymers and Titanium, which are suitably lightweight, are proposed for the manufacture of the design.

Implementation of Terrain Rendering on Mobile Device

Recently, there are significant improvements in the capabilities of mobile devices; rendering large terrain is tedious because of the constraint in resources of mobile devices. This paper focuses on the implementation of terrain rendering on mobile device to observe some issues and current constraints occurred. Experiments are performed using two datasets with results based on rendering speed and appearance to ascertain both the issues and constraints. The result shows a downfall of frame rate performance because of the increase of triangles. Since the resolution between computer and mobile device is different, the terrain surface on mobile device looks more unrealistic compared to on a computer. Thus, more attention in the development of terrain rendering on mobile devices is required. The problems highlighted in this paper will be the focus of future research and will be a great importance for 3D visualization on mobile device.

Simulation and Optimization of Mechanisms made of Micro-molded Components

The Institute of Product Development is dealing with the development, design and dimensioning of micro components and systems as a member of the Collaborative Research Centre 499 “Design, Production and Quality Assurance of Molded micro components made of Metallic and Ceramic Materials". Because of technological restrictions in the miniaturization of conventional manufacturing techniques, shape and material deviations cannot be scaled down in the same proportion as the micro parts, rendering components with relatively wide tolerance fields. Systems that include such components should be designed with this particularity in mind, often requiring large clearance. On the end, the output of such systems results variable and prone to dynamical instability. To save production time and resources, every study of these effects should happen early in the product development process and base on computer simulation to avoid costly prototypes. A suitable method is proposed here and exemplary applied to a micro technology demonstrator developed by the CRC499. It consists of a one stage planetary gear train in a sun-planet-ring configuration, with input through the sun gear and output through the carrier. The simulation procedure relies on ordinary Multi Body Simulation methods and subsequently adds other techniques to further investigate details of the system-s behavior and to predict its response. The selection of the relevant parameters and output functions followed the engineering standards for regular sized gear trains. The first step is to quantify the variability and to reveal the most critical points of the system, performed through a whole-mechanism Sensitivity Analysis. Due to the lack of previous knowledge about the system-s behavior, different DOE methods involving small and large amount of experiments were selected to perform the SA. In this particular case the parameter space can be divided into two well defined groups, one of them containing the gear-s profile information and the other the components- spatial location. This has been exploited to explore the different DOE techniques more promptly. A reduced set of parameters is derived for further investigation and to feed the final optimization process, whether as optimization parameters or as external perturbation collective. The 10 most relevant perturbation factors and 4 to 6 prospective variable parameters are considered in a new, simplified model. All of the parameters are affected by the mentioned production variability. The objective functions of interest are based on scalar output-s variability measures, so the problem becomes an optimization under robustness and reliability constrains. The study shows an initial step on the development path of a method to design and optimize complex micro mechanisms composed of wide tolerated elements accounting for the robustness and reliability of the systems- output.

3D Dynamic Representation System for the Human Head

The human head representations usually are based on the morphological – structural components of a real model. Over the time became more and more necessary to achieve full virtual models that comply very rigorous with the specifications of the human anatomy. Still, making and using a model perfectly fitted with the real anatomy is a difficult task, because it requires large hardware resources and significant times for processing. That is why it is necessary to choose the best compromise solution, which keeps the right balance between the details perfection and the resources consumption, in order to obtain facial animations with real-time rendering. We will present here the way in which we achieved such a 3D system that we intend to use as a base point in order to create facial animations with real-time rendering, used in medicine to find and to identify different types of pathologies.

A Study of the Variability of Very Low Resolution Characters and the Feasibility of Their Discrimination Using Geometrical Features

Current OCR technology does not allow to accurately recognizing small text images, such as those found in web images. Our goal is to investigate new approaches to recognize very low resolution text images containing antialiased character shapes. This paper presents a preliminary study on the variability of such characters and the feasibility to discriminate them by using geometrical features. In a first stage we analyze the distribution of these features. In a second stage we present a study on the discriminative power for recognizing isolated characters, using various rendering methods and font properties. Finally we present interesting results of our evaluation tests leading to our conclusion and future focus.

A Standalone WebGL Supporting Architecture

WebGL is typically used with web browsers. In this paper, we represent a standalone WebGL execution environment, where the original WebGL source codes show the same result to those of WebGL-capable web browsers. This standalone environment enables us to run WebGL programs without web browsers and/or internet connections. Our implementation shows the same rendering results with typical web browser outputs. This standalone environment is suitable for low-tier devices and/or debugging purposes.

On Constructing Approximate Convex Hull

The algorithms of convex hull have been extensively studied in literature, principally because of their wide range of applications in different areas. This article presents an efficient algorithm to construct approximate convex hull from a set of n points in the plane in O(n + k) time, where k is the approximation error control parameter. The proposed algorithm is suitable for applications preferred to reduce the computation time in exchange of accuracy level such as animation and interaction in computer graphics where rapid and real-time graphics rendering is indispensable.

Experimental Analysis on Electrical and Photometric Performances of Commercially Available Integrated Compact Fluorescent Lamp

Lighting upgrades involve relatively lower costs which allow the benefits to be spread more widely than is possible with any other energy efficiency measure. In order to popularize the adoption of CFL in Taiwan, the authority proposes to implement a new energy efficient lamp comparative label system. The current study was accordingly undertaken to investigate the factors affecting the performance and the deviation of actual and labeled performance of commercially available integrated CFLs. In this paper, standard test methods to determine the electrical and photometric performances of CFL were developed based on CIE 84-1989 and CIE 60901-1987, then 55 selected CFLs from market were tested. The results show that with higher color temperature of CFLs lower efficacy are achieved. It was noticed that the most packaging of CFL often lack the information of Color Rendering Index. Also, there was no correlation between price and performance of the CFLs was indicated in this work. The results of this paper might help consumers to make more informed CFL-purchasing decisions.

GPU-Based Volume Rendering for Medical Imagery

We present a method for fast volume rendering using graphics hardware (GPU). To our knowledge, it is the first implementation on the GPU. Based on the Shear-Warp algorithm, our GPU-based method provides real-time frame rates and outperforms the CPU-based implementation. When the number of slices is not sufficient, we add in-between slices computed by interpolation. This improves then the quality of the rendered images. We have also implemented the ray marching algorithm on the GPU. The results generated by the three algorithms (CPU-based and GPU-based Shear- Warp, GPU-based Ray Marching) for two test models has proved that the ray marching algorithm outperforms the shear-warp methods in terms of speed up and image quality.

Territorial Availability of Social and Economic Infrastructure in Kazakhstan: Comparative Analysis of Urban and Rural Households

The market transformation in Kazakhstan during the last two decades has essentially strengthened a gap between development of urban and rural areas. Implementation of market institutes, transition from public financing to paid rendering of social services, change of forms of financing of social and economic infrastructure have led to strengthening of an economic inequality of social groups, including growth of stratification of the city and the village. Sociological survey of urban and rural households in Almaty city and villages of Almaty region has been carried out within the international research project “Livelihoods Strategies of Private Households in Central Asia: A Rural–Urban Comparison in Kazakhstan and Kyrgyzstan" (Germany, Kazakhstan, Kyrgyzstan). The analysis of statistical data and results of sociological research of urban and rural households allows us to reveal issues of territorial development, to investigate an availability of medical, educational and other services in the city and the village, to reveal an evaluation urban and rural dwellers of living conditions, to compare economic strategies of households in the city and the village.

Context Generation with Image Based Sensors: An Interdisciplinary Enquiry on Technical and Social Issues and their Implications for System Design

Image data holds a large amount of different context information. However, as of today, these resources remain largely untouched. It is thus the aim of this paper to present a basic technical framework which allows for a quick and easy exploitation of context information from image data especially by non-expert users. Furthermore, the proposed framework is discussed in detail concerning important social and ethical issues which demand special requirements in system design. Finally, a first sensor prototype is presented which meets the identified requirements. Additionally, necessary implications for the software and hardware design of the system are discussed, rendering a sensor system which could be regarded as a good, acceptable and justifiable technical and thereby enabling the extraction of context information from image data.