Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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).
Abstract: 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.
Abstract: 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
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.