Classification of Computer Generated Images from Photographic Images Using Convolutional Neural Networks

This paper presents a deep-learning mechanism for classifying computer generated images and photographic images. The proposed method accounts for a convolutional layer capable of automatically learning correlation between neighbouring pixels. In the current form, Convolutional Neural Network (CNN) will learn features based on an image's content instead of the structural features of the image. The layer is particularly designed to subdue an image's content and robustly learn the sensor pattern noise features (usually inherited from image processing in a camera) as well as the statistical properties of images. The paper was assessed on latest natural and computer generated images, and it was concluded that it performs better than the current state of the art methods.

A Review on Light Shafts Rendering for Indoor Scenes

Rendering light shafts is one of the important topics in computer gaming and interactive applications. The methods and models that are used to generate light shafts play crucial role to make a scene more realistic in computer graphics. This article discusses the image-based shadows and geometric-based shadows that contribute in generating volumetric shadows and light shafts, depending on ray tracing, radiosity, and ray marching technique. The main aim of this study is to provide researchers with background on a progress of light scattering methods so as to make it available for them to determine the technique best suited to their goals. It is also hoped that our classification helps researchers find solutions to the shortcomings of each method.

Group Learning for the Design of Human Resource Development for Enterprise

In order to understand whether there is a better than the learning function of learning methods and improve the CAD Courses for enterprise’s design human resource development, this research is applied in learning practical learning computer graphics software. In this study, Revit building information model for learning content, design of two different modes of learning curriculum to learning, learning functions, respectively, and project learning. Via a post-test, questionnaires and student interviews, etc., to study the effectiveness of a comparative analysis of two different modes of learning. Students participate in a period of three weeks after a total of nine-hour course, and finally written and hands-on test. In addition, fill in the questionnaire response by the student learning, a total of fifteen questionnaire title, problem type into the base operating software, application software and software-based concept features three directions. In addition to the questionnaire, and participants were invited to two different learning methods to conduct interviews to learn more about learning students the idea of two different modes. The study found that the ad hoc short-term courses in learning, better learning outcomes. On the other hand, functional style for the whole course students are more satisfied, and the ad hoc style student is difficult to accept the ad hoc style of learning.

GPU-Accelerated Triangle Mesh Simplification Using Parallel Vertex Removal

We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a quadric error metric to calculate an error value for each vertex of the mesh and order all vertices based on this value. This step is followed by the parallel removal of a number of vertices with the lowest calculated error values. To allow for the parallel removal of multiple vertices we use a set of per-vertex boundaries that prevent mesh foldovers even when simplification operations are performed on neighbouring vertices. We execute multiple iterations of the calculation of the vertex errors, ordering of the error values and removal of vertices until either a desired number of vertices remains in the mesh or a minimum error value is reached. This parallel approach is used to speed up the simplification process while maintaining mesh topology and avoiding foldovers at every step of the simplification.

Information Tree - Establishment of Lifestyle-Based IT Visual Model

Traditional service channel is losing its edge due to emerging service technology. To establish interaction with the clients, the service industry is using effective mechanism to give clients direct access to services with emerging technologies. Thus, as service science receives attention, special and unique consumption pattern evolves; henceforth, leading to new market mechanism and influencing attitudes toward life and consumption patterns. The market demand for customized services is thus valued due to the emphasis of personal value, and is gradually changing the demand and supply relationship in the traditional industry. In respect of interior design service, in the process of traditional interior design, a designer converts to a concrete form the concept generated from the ideas and needs dictated by a user (client), by using his/her professional knowledge and drawing tool. The final product is generated through iterations of communication and modification, which is a very time-consuming process. Although this process has been accelerated with the help of computer graphics software today, repeated discussions and confirmations with users are still required to complete the task. In consideration of what is addressed above a space user’s life model is analyzed with visualization technique to create an interaction system modeled after interior design knowledge. The space user document intuitively personal life experience in a model requirement chart, allowing a researcher to analyze interrelation between analysis documents, identify the logic and the substance of data conversion. The repeated data which is documented are then transformed into design information for reuse and sharing. A professional interior designer may sort out the correlation among user’s preference, life pattern and design specification, thus deciding the critical design elements in the process of service design.

3DARModeler: a 3D Modeling System in Augmented Reality Environment

This paper describes a 3D modeling system in Augmented Reality environment, named 3DARModeler. It can be considered a simple version of 3D Studio Max with necessary functions for a modeling system such as creating objects, applying texture, adding animation, estimating real light sources and casting shadows. The 3DARModeler introduces convenient, and effective human-computer interaction to build 3D models by combining both the traditional input method (mouse/keyboard) and the tangible input method (markers). It has the ability to align a new virtual object with the existing parts of a model. The 3DARModeler targets nontechnical users. As such, they do not need much knowledge of computer graphics and modeling techniques. All they have to do is select basic objects, customize their attributes, and put them together to build a 3D model in a simple and intuitive way as if they were doing in the real world. Using the hierarchical modeling technique, the users are able to group several basic objects to manage them as a unified, complex object. The system can also connect with other 3D systems by importing and exporting VRML/3Ds Max files. A module of speech recognition is included in the system to provide flexible user interfaces.

Rotation Invariant Fusion of Partial Image Parts in Vista Creation using Missing View Regeneration

The automatic construction of large, high-resolution image vistas (mosaics) is an active area of research in the fields of photogrammetry [1,2], computer vision [1,4], medical image processing [4], computer graphics [3] and biometrics [8]. Image stitching is one of the possible options to get image mosaics. Vista Creation in image processing is used to construct an image with a large field of view than that could be obtained with a single photograph. It refers to transforming and stitching multiple images into a new aggregate image without any visible seam or distortion in the overlapping areas. Vista creation process aligns two partial images over each other and blends them together. Image mosaics allow one to compensate for differences in viewing geometry. Thus they can be used to simplify tasks by simulating the condition in which the scene is viewed from a fixed position with single camera. While obtaining partial images the geometric anomalies like rotation, scaling are bound to happen. To nullify effect of rotation of partial images on process of vista creation, we are proposing rotation invariant vista creation algorithm in this paper. Rotation of partial image parts in the proposed method of vista creation may introduce some missing region in the vista. To correct this error, that is to fill the missing region further we have used image inpainting method on the created vista. This missing view regeneration method also overcomes the problem of missing view [31] in vista due to cropping, irregular boundaries of partial image parts and errors in digitization [35]. The method of missing view regeneration generates the missing view of vista using the information present in vista itself.

Computer Graphics and Understanding Semiotics in Design

The objective of the paper was to understand the use of an important element of design, namely color in a Semiotic system. Semiotics is the study of signs and sign processes, it is often divided into three branches namely (i) Semantics that deals with the relation between signs and the things to which they refer to mean, (ii) Syntactics which addresses the relations among signs in formal structures and (iii) Pragmatics that relates between signs and its effects on they have on the people who use them to create a plan for an object or a system referred to as design. Cubism with its versatility was the key design tool prevalent across the 20th century. In order to analyze the user's understanding of interaction and appreciation of color through the movement of Cubism, an exercise was undertaken in Dept. of Design, IIT Guwahati. This included tasks to design a composition using color and sign process to the theme 'Between the Lines' on a given tessellation where the users relate their work to the world they live in, which in this case was the college campus of IIT Guwahati. The findings demonstrate impact of the key design element color on the principles of visual perception based on image analysis of specific compositions.

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.

Real-Time Visual Simulation and Interactive Animation of Shadow Play Puppets Using OpenGL

This paper describes a method of modeling to model shadow play puppet using sophisticated computer graphics techniques available in OpenGL in order to allow interactive play in real-time environment as well as producing realistic animation. This paper proposes a novel real-time method is proposed for modeling of puppet and its shadow image that allows interactive play of virtual shadow play using texture mapping and blending techniques. Special effects such as lighting and blurring effects for virtual shadow play environment are also developed. Moreover, the use of geometric transformations and hierarchical modeling facilitates interaction among the different parts of the puppet during animation. Based on the experiments and the survey that were carried out, the respondents involved are very satisfied with the outcomes of these techniques.

A Hybrid Approach for Color Image Quantization Using K-means and Firefly Algorithms

Color Image quantization (CQ) is an important problem in computer graphics, image and processing. The aim of quantization is to reduce colors in an image with minimum distortion. Clustering is a widely used technique for color quantization; all colors in an image are grouped to small clusters. In this paper, we proposed a new hybrid approach for color quantization using firefly algorithm (FA) and K-means algorithm. Firefly algorithm is a swarmbased algorithm that can be used for solving optimization problems. The proposed method can overcome the drawbacks of both algorithms such as the local optima converge problem in K-means and the early converge of firefly algorithm. Experiments on three commonly used images and the comparison results shows that the proposed algorithm surpasses both the base-line technique k-means clustering and original firefly algorithm.

A New Vision of Fractal Geometry with Triangulati on Algorithm

L-system is a tool commonly used for modeling and simulating the growth of fractal plants. The aim of this paper is to join some problems of the computational geometry with the fractal geometry by using the L-system technique to generate fractal plant in 3D. L-system constructs the fractal structure by applying rewriting rules sequentially and this technique depends on recursion process with large number of iterations to get different shapes of 3D fractal plants. Instead, it was reiterated a specific number of iterations up to three iterations. The vertices generated from the last stage of the Lsystem rewriting process are used as input to the triangulation algorithm to construct the triangulation shape of these vertices. The resulting shapes can be used as covers for the architectural objects and in different computer graphics fields. The paper presents a gallery of triangulation forms which application in architecture creates an alternative for domes and other traditional types of roofs.

A PIM (Processor-In-Memory) for Computer Graphics : Data Partitioning and Placement Schemes

The demand for higher performance graphics continues to grow because of the incessant desire towards realism. And, rapid advances in fabrication technology have enabled us to build several processor cores on a single die. Hence, it is important to develop single chip parallel architectures for such data-intensive applications. In this paper, we propose an efficient PIM architectures tailored for computer graphics which requires a large number of memory accesses. We then address the two important tasks necessary for maximally exploiting the parallelism provided by the architecture, namely, partitioning and placement of graphic data, which affect respectively load balances and communication costs. Under the constraints of uniform partitioning, we develop approaches for optimal partitioning and placement, which significantly reduce search space. We also present heuristics for identifying near-optimal placement, since the search space for placement is impractically large despite our optimization. We then demonstrate the effectiveness of our partitioning and placement approaches via analysis of example scenes; simulation results show considerable search space reductions, and our heuristics for placement performs close to optimal – the average ratio of communication overheads between our heuristics and the optimal was 1.05. Our uniform partitioning showed average load-balance ratio of 1.47 for geometry processing and 1.44 for rasterization, which is reasonable.

3-D Reconstruction of Objects Using Digital Fringe Projection: Survey and Experimental Study

Three-dimensional reconstruction of small objects has been one of the most challenging problems over the last decade. Computer graphics researchers and photography professionals have been working on improving 3D reconstruction algorithms to fit the high demands of various real life applications. Medical sciences, animation industry, virtual reality, pattern recognition, tourism industry, and reverse engineering are common fields where 3D reconstruction of objects plays a vital role. Both lack of accuracy and high computational cost are the major challenges facing successful 3D reconstruction. Fringe projection has emerged as a promising 3D reconstruction direction that combines low computational cost to both high precision and high resolution. It employs digital projection, structured light systems and phase analysis on fringed pictures. Research studies have shown that the system has acceptable performance, and moreover it is insensitive to ambient light. This paper presents an overview of fringe projection approaches. It also presents an experimental study and implementation of a simple fringe projection system. We tested our system using two objects with different materials and levels of details. Experimental results have shown that, while our system is simple, it produces acceptable results.

Image Magnification Using Adaptive Interpolationby Pixel Level Data-Dependent Geometrical Shapes

World has entered in 21st century. The technology of computer graphics and digital cameras is prevalent. High resolution display and printer are available. Therefore high resolution images are needed in order to produce high quality display images and high quality prints. However, since high resolution images are not usually provided, there is a need to magnify the original images. One common difficulty in the previous magnification techniques is that of preserving details, i.e. edges and at the same time smoothing the data for not introducing the spurious artefacts. A definitive solution to this is still an open issue. In this paper an image magnification using adaptive interpolation by pixel level data-dependent geometrical shapes is proposed that tries to take into account information about the edges (sharp luminance variations) and smoothness of the image. It calculate threshold, classify interpolation region in the form of geometrical shapes and then assign suitable values inside interpolation region to the undefined pixels while preserving the sharp luminance variations and smoothness at the same time. The results of proposed technique has been compared qualitatively and quantitatively with five other techniques. In which the qualitative results show that the proposed method beats completely the Nearest Neighbouring (NN), bilinear(BL) and bicubic(BC) interpolation. The quantitative results are competitive and consistent with NN, BL, BC and others.

A Usability Testing Approach to Evaluate User-Interfaces in Business Administration

This interdisciplinary study is an investigation to evaluate user-interfaces in business administration. The study is going to be implemented on two computerized business administration systems with two distinctive user-interfaces, so that differences between the two systems can be determined. Both systems, a commercial and a prototype developed for the purpose of this study, deal with ordering of supplies, tendering procedures, issuing purchase orders, controlling the movement of the stocks against their actual balances on the shelves and editing them on their tabulations. In the second suggested system, modern computer graphics and multimedia issues were taken into consideration to cover the drawbacks of the first system. To highlight differences between the two investigated systems regarding some chosen standard quality criteria, the study employs various statistical techniques and methods to evaluate the users- interaction with both systems. The study variables are divided into two divisions: independent representing the interfaces of the two systems, and dependent embracing efficiency, effectiveness, satisfaction, error rate etc.