Computer Vision,Imaging and Computer Graphics

Data-Driven Progressive Mesh Compression Using Associated Properties (Computer Vision,Imaging and Computer Graphics) Part 1

Abstract. Many 3D models carry associated properties, such as normals or colors, with the geometry and connectivity data. Existing progressive mesh compression techniques usually do not take these properties into account during compression, missing the quality improvement of the intermediate decompression meshes. In this work, we propose a novel progressive compression algorithm that uses the […]

Data-Driven Progressive Mesh Compression Using Associated Properties (Computer Vision,Imaging and Computer Graphics) Part 2

Plane Coding Two extra values need to be encoded for each non-empty cell in order to recover the cutting planes during the decompression process: the dimension to which the cutting plane is orthogonal to, and the index of the cutting plane among the discrete set of planes of that dimension of the cell. The dimension […]

Interactive Rigid Body Dynamics Using a Projected Gauss-Seidel Subspace Minimization Method (Computer Vision,Imaging and Computer Graphics) Part 1

Abstract. Interactive rigid body simulation is important for robot simulation and virtual design. A vital part of the simulation is the computation of contact forces. This paper addresses the contact force problem, as used in interactive simulation. Contact forces are applied to prevent rigid bodies from penetrating and to control slipping between bodies. Accurate contact […]

Interactive Rigid Body Dynamics Using a Projected Gauss-Seidel Subspace Minimization Method (Computer Vision,Imaging and Computer Graphics) Part 2

The Projected Gauss-Seidel Subspace Minimization Method We will present a Projected Gauss-Seidel Subspace Minimization (PGS-SM) method, specifically tailored for the nonlinear complementarity problem formulation of the contact force problem. Unlike previous work, which is limited to the linear complementarity problem formulation, our method is more general and further specialized for interactive usage. The PGS-SM method […]

Change-Point Detection on the Lie Group SE(3) (Computer Vision,Imaging and Computer Graphics) Part 1

Abstract. This paper presents a novel method for discovering change-points in a time series of elements in the set of rigid-body motion in space SE(3). Although numerous change-points detection techniques are available for dealing with scalar, or vector, time series, the generalization of these techniques to more complex structures may require overcoming difficult challenges. The […]

Change-Point Detection on the Lie Group SE(3) (Computer Vision,Imaging and Computer Graphics) Part 2

Proposed Method for Detecting Change-Point Overview of the Method Letbe    a    time    series.    A simple, but efficient and quite robust technique for  discovering the change-points is the difference of means method [6], which is performed only by means of linear operations. The principle is, for each point Xi, to calculate the mean of the N […]

Change-Point Detection on the Lie Group SE(3) (Computer Vision,Imaging and Computer Graphics) Part 3

Results In this section, we attempt to evaluate our method. First, we assess the method based on simulation study. Then, we conduct a set of experiments using real data acquired via a motion capture device. It follows from the previous section that one of the important step of the detection process consists in finding the […]

Slab-Based Raycasting: Exploiting GPU Computing for Volume Visualization (Computer Vision,Imaging and Computer Graphics) Part 1

Abstract. The ray traversal in GPU-based volume raycasting is usually implemented in a fragment shader, utilizing the hardware in a way that was not originally intended. New programming interfaces for GPU computing, such as CUDA or OpenCL, support a more general programming model and the use of additional device features, which are not accessible through […]

Slab-Based Raycasting: Exploiting GPU Computing for Volume Visualization (Computer Vision,Imaging and Computer Graphics) Part 2

Slab-Based Raycasting Approach Since the bricking described in Sect. 3.2 is an object-order technique that is not well suited for a CUDA implementation because of the irregular memory pattern, we introduce an alternative caching mechanism that can be used in image-order by dividing the volume into slabs. In contrast to bricking, rays instead of voxels […]

Non-linear Particle Systems for Scalable Simulation of Deformable Models (Computer Vision,Imaging and Computer Graphics) Part 1

Abstract. In this paper we present a new method for simulating deformable models that interact with external forces of large scale. The proposed method comprises an intuitive approximation of non-linear dynamics based on a full cubic polynomial formulation of the inter-particle force. This formulation is a nonphysical extension of the well known St Venant Kirchhoff […]