Abstract: Raga, as the soul and base, is a distinctive musical entity, in the music system, with unique structure on its construction of srutis (musical sounds) and application. One of the essential components of the music system is the ‘tala’ that defines the rhythm of a song. There are seven basic swaras (notes) Sa, Ri, Ga, Ma, Pa, Da and Ni in the carnatic music system that are analogous to the C, D, E, F, G, A and B of the western system. The carnatic music further builds on conscious use of microtones, gamakams (oscillation) and rendering styles. It has basic 72 ragas known as melakarta ragas, and a plethora of ragas have been developed from them with permutations and combinations of the basic swaras. Among them, some ragas derived from a same melakarta raga are distinctly different from each other and could evoke a profound difference in the raga bhava (emotion) during rendering. Although these could bear similar arohana and avarohana swaras, their quintessential differences in the gamakas usage and srutis present therein offer varied melodic feelings; variations in the intonation and stress given to certain swara phrases are the root causes. This article enlightens a group of such allied ragas (AR) from the perspectives of their schema and raga alapana (improvisation), ranjaka prayogas (signature phrases), differences in rendering tempo, gamakas and delicate srutis along with the range of sancharas (musical phrases). The intricate differences on the sruti frequencies and use of AR in composing kritis (musical compositions) toward emotive accomplishments such as mood of valor, kindness, love, humor, anger, mercy to name few, have also been explored. A brief review on the existing scientific research on the music therapy on some of the Carnatic ragas is presented. Studying and comprehending the AR, indeed, enable the music aspirants to gain a thorough knowledge on the subtle nuances among the ragas. Such knowledge helps leave a long-lasting melodic impression on the listeners and enable further research on the music therapy.
Abstract: Real-time shadow generation in virtual environments
and Augmented Reality (AR) was always a hot topic in the last
three decades. Lots of calculation for shadow generation among AR
needs a fast algorithm to overcome this issue and to be capable of
implementing in any real-time rendering. In this paper, a silhouette
detection algorithm is presented to generate shadows for AR systems.
Δ+ algorithm is presented based on extending edges of occluders
to recognize which edges are silhouettes in the case of real-time
rendering. An accurate comparison between the proposed algorithm
and current algorithms in silhouette detection is done to show the
reduction calculation by presented algorithm. The algorithm is tested
in both virtual environments and AR systems. We think that this
algorithm has the potential to be a fundamental algorithm for shadow
generation in all complex environments.
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: 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: 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: 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 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: Brain ArterioVenous Malformation (BAVM) is an abnormal tangle of brain blood vessels where arteries shunt directly into veins with no intervening capillary bed which causes high pressure and hemorrhage risk. The success of treatment by embolization in interventional neuroradiology is highly dependent on the accuracy of the vessels visualization. In this paper the performance of clustering techniques on vessel segmentation from 3- D rotational angiography (3DRA) images is investigated and a new technique of segmentation is proposed. This method consists in: preprocessing step of image enhancement, then K-Means (KM), Fuzzy C-Means (FCM) and Expectation Maximization (EM) clustering are used to separate vessel pixels from background and artery pixels from vein pixels when possible. A post processing step of removing false-alarm components is applied before constructing a three-dimensional volume of the vessels. The proposed method was tested on six datasets along with a medical assessment of an expert. Obtained results showed encouraging segmentations.
Abstract: We describe a work with an evolutionary computing
algorithm for non photo–realistic rendering of a target image. The
renderings are produced by genetic programming. We have used two
different types of strokes: “empty triangle" and “filled triangle" in
color level. We compare both empty and filled triangular strokes to
find which one generates more aesthetic pleasing images. We found
the filled triangular strokes have better fitness and generate more
aesthetic images than empty triangular strokes.
Abstract: This paper proposes a method for speckle reduction in
medical ultrasound imaging while preserving the edges with the
added advantages of adaptive noise filtering and speed. A nonlinear
image diffusion method that incorporates local image parameter,
namely, scatterer density in addition to gradient, to weight the
nonlinear diffusion process, is proposed. The method was tested for
the isotropic case with a contrast detail phantom and varieties of
clinical ultrasound images, and then compared to linear and some
other diffusion enhancement methods. Different diffusion parameters
were tested and tuned to best reduce speckle noise and preserve
edges. The method showed superior performance measured both
quantitatively and qualitatively when incorporating scatterer density
into the diffusivity function. The proposed filter can be used as a
preprocessing step for ultrasound image enhancement before
applying automatic segmentation, automatic volumetric calculations,
or 3D ultrasound volume rendering.
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 is exploited for either an individual element or a set of consecutive elements in a Web document and 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 SMC, enabling the development of mobility applications and services according to a channel model based on the principles of Services Oriented Architecture (SOA). It then goes on to describe the potential for integration with the Semantic Web through a novel framework of external semantic annotation that prescribes a scheme for representing semantic markup files and a way of associating Web documents with these external annotations. 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. Semantic Web content adaptation is a way of adding value to Web contents and facilitates repurposing of Web contents (enhanced browsing, Web Services location and access, etc).