Outdoor Light Scattering Sample Update

Size: px
Start display at page:

Download "Outdoor Light Scattering Sample Update"

Transcription

1 Intoduction Outdoo Light Scatteing Sample Update Ego Yusov This document descibes an update to the peviously published Outdoo Light Scatteing sample 1. The following new featues wee implemented: Multiple scatteing of sun light in the atmosphee. o Multiple scatteing has subtle effect duing the day time, but makes the sky look much moe natual. o Duing the twilight, multiple scatteing has highe impotance add impoves ealism significantly (Figue 1). o Light adiance due to multiple scatteing is pe-computed fo all possible locations and diections duing initialization and stoed in a 4-dimensional look-up table. Faste method fo endeing light shafts using pe-computed look-up table. o Since light adiance is pe-computed, this new method do not pefom numeical integation of ai light integal, but only computes total length of the illuminated ay faction and distance to the fist lit point. Two look-ups into the scatteing look-up table ae then pefomed. o This method is faste than numeical integation, but causes some atifacts due to significant non-lineaity of the data stoed in the look-up table. Physically-based shades fo endeing Eath suface using coect sun light extinction and pecomputed ambient skylight look-up table. o The sun light extinction due to the atmosphee is evaluated fo each vetex of the Eath mesh; pe-computed ambient skylight textue is used to estimate ambient light. Vaious tone mapping opeatos. o The sample implements a numbe of diffeent tone mapping opeatos that pefom HDR to LDR convesion. 1

2 Figue 1. Twilight sky endeed with single scatteing (left) and multiple scatteing (ight). Multiple Scatteing Multiple scatteing is the most impotant new featue implemented in the sample update. The implementation follows the method descibed in [Buneton and Neyet 08]. The main idea of this method is that the light adiance due to multiple scatteing ( C, v, l ) at point C when looking in diection v and sun is in diection l can be pe-computed and stoed in a 4-dimensional look-up table. In ou implementation, we use simplified pe-computation algoithm which ignoes Eath suface eflection. It can be summaized as follows: (1) 1. Compute single scatteing ( C, v, l ) with tapezoidal integation, fo all possible C v l,,. L In 2. Fo evey highe ode scatteing n fom 2 to N: ( ) a. Compute ode n scatteed light adiance J n ( C, v, l ) at evey point of space C and all diections v and l by integating pevious ode scatteing L M In L ove the whole set of diections ω: ( n) s h / H s h / H ( n 1) R M J ( C, v, l ) = β e p ( ω l ) + β e p ( ω l ) L ( C, ω, l ) dω, (1) 4π ( ) R whee h is the height of point C above sea level. R b. Compute ode n in-scatteing adiance fo evey point of space, view diection and light M (n) diection by integating scatteed adiance J along the view ay: X T ( n) T ( P( s) C ) ( n) L ( C, v, l ) e J ( P( s), v, l ) ds, (2) In = C M ( n 1) In whee P( s) = C+ v s, and X T is the point whee the ay C+ v s teminates, i.e. hits the top of the atmosphee o the Eath suface. c. Add ode n in-scatteing to the total highe ode-scatteing look-up table: L = L + L. H In H In (n) In In

3 3. Compute multiple scatteing look-up table as the sum of single and highe ode scatteing: LMIn = LHIn + L(In1). In ou implementation we suppot thee look-up tables: tex3dsinglescatteing stoes single scatteing only ( LIn ); tex3dhighodescatteing stoes highe ode scatteing only ( LIn ); tex3dmultiplescatteing stoes multiple scatteing ( LIn ). (1) H M Afte multiple scatteing look-up table LMIn is eady, we compute one-dimensional ambient sky light look-up table accoding to the following equation: E Sky (ϕ ) = LMIn (C, ω, l (ϕ )) (ω N Eath ) dω, (3) 2π whee integation is pefomed ove the uppe hemisphee, and ϕ is the angle between light diection l and the Eath nomal N Eath (note that any vecto l which makes angle ϕ with N Eath can be used in the equation). The camea C is assumed to be located on the gound. Look-up table paameteization As shown by Buneton and Neyet [Buneton and Neyet 08], the look-up table can be paameteized by 4 vaiables: height of the point above sea level (altitude), and cosine of thee angles: the angle between the view diection ( v ) and zenith ( N Eath ), the diection on sun ( l ) and zenith, and the angle between view and sun diections. We will denote these paametes by h, cα = cosα = ( v N Eath ), cϕ = cos ϕ = (l N Eath ) and cθ = cosθ = ( v l ). Unfotunately, simple linea scaling of these paametes esults in sevee atifacts nea hoizon (Figue 2, left). Buneton and Neyet [Buneton and Neyet 08] poposed a moe efficient non-linea paameteization which eliminates most of the atifacts. We howeve found that some issues still emain when sun is close to hoizon (Figue 2, ight). Figue 2. Atifacts nea hoizon when using linea paameteization (left) and Buneton and Neyet s non-linea paameteization (ight).

4 We thus use a diffeent paameteization ( u h, u α, u ϕ, u θ ) descibed below: 0.5 h u h =, (4) HAtm whee H = is the height of the top of the atmosphee. Atm u α 0.2 c α ch , cα > c 1 ch = 0.2 c h cα 0.5, cα ch ch ( 1) h (5) whee c h = h (2R R Eath Eath + h + h) is the cosine of the hoizon angle fo altitude h. We use the same paameteization fo c ϕ as in Buneton s implementation: (, ) tan( )) /1.1+ ( ) ) u ϕ 0.5 actan(max( c = ϕ Finally, paameteization fo c θ is as follows: ( 2 ( γ 0.5) ) ( 2 (0.5 γ )). (6) , γ 0.5 u θ = (7) , γ < 0.5 accos(cθ ) θ whee γ = =. π π Figue 3 depicts the above non-linea paameteization ( u α is given fo h = 20000).

5 Figue 3. Non-linea paameteization. This paameteization helps eliminate atifacts at the hoizon, as shown in Figue 4. Figue 4. Ou paameteization does not exhibit appaent atifacts. It must be noted that due to substantial non-lineaity of the adiance data stoed in the look-up table, all the atifacts can be fixed only by impactical incease of the look-up table esolution. In ou implementation, we use 32x128x64x16 16-bit float look-up tables equiing 32 MB of video memoy. Lowe esolution tables can be used to tead mino quality degadation fo educed memoy consumption.

6 Pefoming Look-ups into the Table Since 4D textues ae not natively suppoted by the cuent gaphics hadwae, ou 4D look-up table is packed into a 3D textue. Consequently, manual linea intepolation fo the fouth coodinate is equied. The souce code of the function that pefoms one look-up into the povided table is given in Listing 1. float3 LookUpPecomputedScatteing(float3 f3statpoint, float3 f3viewdi, float3 f3eathcente, float3 f3dionlight, in Textue3D<float3> tex3dscatteinglut, inout float4 f4uvwq) { float3 f3eathcentetopointdi = f3statpoint - f3eathcente; float fdisttoeathcente = length(f3eathcentetopointdi); f3eathcentetopointdi /= fdisttoeathcente; float fheightabovesuface = fdisttoeathcente - EARTH_RADIUS; float fcosviewzenithangle = dot( f3eathcentetopointdi, f3viewdi ); float fcossunzenithangle = dot( f3eathcentetopointdi, f3dionlight ); float fcossunviewangle = dot( f3viewdi, f3dionlight ); // Povide pevious look-up coodinates f4uvwq = WoldPaams2InsctLUTCoods(fHeightAboveSuface, fcosviewzenithangle, fcossunzenithangle, fcossunviewangle, f4uvwq); float3 f3uvw0; f3uvw0.xy = f4uvwq.xy; float fq0slice = floo(f4uvwq.w * PRECOMPUTED_SCTR_LUT_DIM.w - 0.5); fq0slice = clamp(fq0slice, 0, PRECOMPUTED_SCTR_LUT_DIM.w-1); float fqweight = (f4uvwq.w * PRECOMPUTED_SCTR_LUT_DIM.w - 0.5) - fq0slice; fqweight = max(fqweight, 0); float2 f2sliceminmaxz = float2(fq0slice, fq0slice+1)/precomputed_sctr_lut_dim.w + float2(0.5,-0.5) / (PRECOMPUTED_SCTR_LUT_DIM.z*PRECOMPUTED_SCTR_LUT_DIM.w); f3uvw0.z = (fq0slice + f4uvwq.z) / PRECOMPUTED_SCTR_LUT_DIM.w; f3uvw0.z = clamp(f3uvw0.z, f2sliceminmaxz.x, f2sliceminmaxz.y); float fq1slice = min(fq0slice+1, PRECOMPUTED_SCTR_LUT_DIM.w-1); float fnextsliceoffset = (fq1slice - fq0slice) / PRECOMPUTED_SCTR_LUT_DIM.w; float3 f3uvw1 = f3uvw0 + float3(0,0,fnextsliceoffset); float3 f3insct0 = tex3dscatteinglut.samplelevel(samlineaclamp, f3uvw0, 0); float3 f3insct1 = tex3dscatteinglut.samplelevel(samlineaclamp, f3uvw1, 0); float3 f3inscatteing = lep(f3insct0, f3insct1, fqweight); etun f3inscatteing; } Listing 1. Souce code of the function pefoming one look-up into the pe-computed scatteing textue. The function fist computes wold space attibutes of the cuent point, namely fheightabovesuface (h), fcosviewzenithangle ( c α ), fcossunzenithangle ( c ϕ ), and fcossunviewangle ( c θ). It then calls WoldPaams2InsctLUTCoods() function (which implements equations (4)-(7)) to tansfom these attibutes into the look-up table coodinates f4uvwq ( u h, u α, u ϕ, u θ ). Afte that the function computes

7 intepolation weight fo the fouth coodinate, pefoms two linea fetches fom the 3D textue and intepolates the esulting values accodingly. Handling of the u α coodinate equies special cae, because it has discontinuity at the hoizon. Thus when pefoming look-ups into the scatteing textue, it is vey impotant that all the look-ups ae consistent with espect to the hoizon, othewise atifacts will appea (Figue 5). Figue 5. Atifacts at the hoizon due to inconsistent look-ups. To avoid the above poblem, we must guaantee that that if the fist look-up fo the view ay is above (below) hoizon, then all subsequent look-ups ae also above (below) hoizon. We use the pevious textue coodinate to find out if the pevious look-up was above o below hoizon. Fo the fist look-up, the textue coodinate is negative. The function given in Listing 2 computes u α accounting fo the pevious look-up. float ZenithAngle2TexCood(float fcoszenithangle, float fheight, float ftexdim, float powe, float fpevtexcood) { fcoszenithangle = fcoszenithangle; float ftexcood; float fcoshozangle = GetCosHoizonAnlge(fHeight); // We use pevious textue coodinate, if it is povided, to find out if pevious look-up // was above o below hoizon. If textue coodinate is negative, then this is the fist // look-up bool bisabovehoizon = fpevtexcood >= 0.5; bool bisbelowhoizon = 0 <= fpevtexcood && fpevtexcood < 0.5; if( bisabovehoizon!bisbelowhoizon && (fcoszenithangle > fcoshozangle) ) { // Scale to [0,1] ftexcood = satuate( (fcoszenithangle - fcoshozangle) / (1 - fcoshozangle) ); ftexcood = pow(ftexcood, powe); // Now emap textue coodinate to the uppe half of the textue. // To avoid filteing acoss discontinuity at 0.5, we must map // the textue coodinate to [ /fTexDim, 1-0.5/fTexDim] ftexcood = 0.5f + 0.5f / ftexdim + ftexcood * (ftexdim/2-1) / ftexdim; } else

8 { } ftexcood = satuate( (fcoshozangle - fcoszenithangle) / (fcoshozangle - (-1)) ); ftexcood = pow(ftexcood, powe); // Now emap textue coodinate to the lowe half of the textue. // To avoid filteing acoss discontinuity at 0.5, we must map // the textue coodinate to [0.5, /fTexDim] ftexcood = 0.5f / ftexdim + ftexcood * (ftexdim/2-1) / ftexdim; etun ftexcood; } Listing 2. Computing textue coodinate u α. Computing Single Scatteing (1) Pe-computation of single scatteing adiance ( C, v, l ) L In fo all possible positions C, view diections v and diections on sun l is implemented by a pixel shade given in Listing 3. float3 PecomputeSingleScatteingPS(SSceenSizeQuadVSOutput In) : SV_Taget { // Get attibutes fo the cuent point float2 f2uv = PojToUV(In.m_f2PosPS); float fheight, fcosviewzenithangle, fcossunzenithangle, fcossunviewangle; InsctLUTCoods2WoldPaams(float4(f2UV, g_miscpaams.f2wq), fheight, fcosviewzenithangle, fcossunzenithangle, fcossunviewangle ); float3 f3eathcente = - float3(0,1,0) * EARTH_RADIUS; float3 f3raystat = float3(0, fheight, 0); float3 f3viewdi = ComputeViewDi(fCosViewZenithAngle); float3 f3dionlight = ComputeLightDi(f3ViewDi, fcossunzenithangle, fcossunviewangle); // Intesect view ay with the top of the atmosphee and the Eath float4 f4isecs; GetRaySpheeIntesection2( f3raystat, f3viewdi, f3eathcente, float2(earth_radius, ATM_TOP_RADIUS), f4isecs); float2 f2rayeathisecs = f4isecs.xy; float2 f2rayatmtopisecs = f4isecs.zw; if(f2rayatmtopisecs.y <= 0) etun 0; // This is just a sanity check and should neve happen // as the stat point is always unde the top of the // atmosphee (look at InsctLUTCoods2WoldPaams()) // Set the ay length to the distance to the top of the atmosphee float fraylength = f2rayatmtopisecs.y; // If ay hits Eath, limit the length by the distance to the suface if(f2rayeathisecs.x > 0) fraylength = min(fraylength, f2rayeathisecs.x); float3 f3rayend = f3raystat + f3viewdi * fraylength; // Integate single-scatteing float3 f3inscatteing, f3extinction; float fnumsteps = 100; IntegateUnshadowedInscatteing(f3RayStat, f3rayend, f3viewdi,

9 f3eathcente, f3dionlight, fnumsteps, f3inscatteing, f3extinction); etun f3inscatteing; } Listing 3. Shade implementation of single-scatteing adiance pe-computation. The shade fist tansfoms input coodinates uvwq ( u h, u α, u ϕ, u θ ) into the wold space attibutes fheight (h), fcosviewzenithangle ( c α ), fcossunzenithangle ( c ϕ ), and fcossunviewangle ( c θ) by inveting equations (4)-(7). It then intesects the view ay with the top of the atmosphee o the Eath suface and computes the closest intesection point. Finally, it pefoms numeical integation of the single scatteing along the ay. Computing Scatteed Light Radiance Evaluation of equation (1) is pefomed by a pixel shade shown in Listing 4. float3 ComputeSctRadiancePS(SSceenSizeQuadVSOutput In) : SV_Taget { // Get attibutes fo the cuent point float2 f2uv = PojToUV(In.m_f2PosPS); float fheight, fcosviewzenithangle, fcossunzenithangle, fcossunviewangle; InsctLUTCoods2WoldPaams( float4(f2uv, g_miscpaams.f2wq), fheight, fcosviewzenithangle, fcossunzenithangle, fcossunviewangle ); float3 f3eathcente = - float3(0,1,0) * EARTH_RADIUS; float3 f3raystat = float3(0, fheight, 0); float3 f3viewdi = ComputeViewDi(fCosViewZenithAngle); float3 f3dionlight = ComputeLightDi(f3ViewDi, fcossunzenithangle, fcossunviewangle); // Compute paticle density scale facto float2 f2paticledensity = exp( -fheight / PARTICLE_SCALE_HEIGHT ); float3 f3sctradiance = 0; // Go though a numbe of samples andomly distibuted ove the sphee fo(int isample = 0; isample < NUM_RANDOM_SPHERE_SAMPLES; ++isample) { // Get andom diection float3 f3randomdi = nomalize( g_tex2dspheerandomsampling.load(int3(isample,0,0)) ); // Get the pevious ode in-scatteed light when looking in diection f3randomdi // (the light thus goes in diection -f3randomdi) float4 f4uvwq = -1; float3 f3pevodesct = LookUpPecomputedScatteing(f3RayStat, f3randomdi, f3eathcente, f3dionlight.xyz, g_tex3dpevioussctode, f4uvwq); // Apply phase functions fo each type of paticles // Note that total scatteing coefficients ae baked into the angula // scatteing coeffs float3 f3drlghinsct = f2paticledensity.x * f3pevodesct; float3 f3dmieinsct = f2paticledensity.y * f3pevodesct; float fcostheta = dot(f3viewdi, f3randomdi); ApplyPhaseFunctions(f3DRlghInsct, f3dmieinsct, fcostheta); f3sctradiance += f3drlghinsct + f3dmieinsct;

10 } // Since we tested N andom samples, each sample coveed 4*Pi / N solid angle // Note that ou phase function is nomalized to 1 ove the sphee. Fo instance, // unifom phase function would be p(theta) = 1 / (4*Pi). // Notice that fo unifom intensity I if we get N samples, we must obtain exactly I afte // numeic integation etun f3sctradiance * 4*PI / NUM_RANDOM_SPHERE_SAMPLES; } Listing 4. Pixel shade fo computing ode n scatteed light adiance. Like the pevious one, the shade fist tansfoms input coodinates uvwq into the wold space attibutes by inveting equations (4)-(7). It then computes Rayleigh and Mie paticle density scale factos f2paticledensity fo the cuent point. Afte that it samples NUM_RANDOM_SPHERE_SAMPLES andom diections, loads pevious ode scatteing adiance f3pevodesct fom each diection, computes integand of equation (1) and accumulates it in f3sctradiance vaiable. The esulting net adiance is then multiplied by 4π / N whee N is the numbe of samples, as each sample coves 1/N faction of the entie sphee, which is 4 π. Computing Multiple Scatteing Ode The shade given in Listing 5 implements numeical integation of equation (2). float3 ComputeScatteingOdePS(SSceenSizeQuadVSOutput In) : SV_Taget { // Get attibutes fo the cuent point float2 f2uv = PojToUV(In.m_f2PosPS); float fheight, fcosviewzenithangle, fcossunzenithangle, fcossunviewangle; InsctLUTCoods2WoldPaams(float4(f2UV, g_miscpaams.f2wq), fheight, fcosviewzenithangle, fcossunzenithangle, fcossunviewangle ); float3 f3eathcente = - float3(0,1,0) * EARTH_RADIUS; float3 f3raystat = float3(0, fheight, 0); float3 f3viewdi = ComputeViewDi(fCosViewZenithAngle); float3 f3dionlight = ComputeLightDi(f3ViewDi, fcossunzenithangle, fcossunviewangle); // Intesect the ay with the atmosphee and Eath float4 f4isecs; GetRaySpheeIntesection2( f3raystat, f3viewdi, f3eathcente, float2(earth_radius, ATM_TOP_RADIUS), f4isecs); float2 f2rayeathisecs = f4isecs.xy; float2 f2rayatmtopisecs = f4isecs.zw; if(f2rayatmtopisecs.y <= 0) etun 0; // This is just a sanity check and should neve happen // as the stat point is always unde the top of the // atmosphee (look at InsctLUTCoods2WoldPaams()) float fraylength = f2rayatmtopisecs.y; if(f2rayeathisecs.x > 0) fraylength = min(fraylength, f2rayeathisecs.x); float3 f3rayend = f3raystat + f3viewdi * fraylength; const float fnumsamples = 64; float fsteplen = fraylength / fnumsamples; float4 f4uvwq = -1;

11 float3 f3pevsctradiance = LookUpPecomputedScatteing(f3RayStat, f3viewdi, f3eathcente, f3dionlight.xyz, g_tex3dpointwisesctradiance, f4uvwq); float2 f2pevpaticledensity = exp( -fheight / PARTICLE_SCALE_HEIGHT ); float2 f2netpaticledensityfomcam = 0; float3 f3inscatteing = 0; fo(float fsample=1; fsample <= fnumsamples; ++fsample) { float3 f3pos = lep(f3raystat, f3rayend, fsample/fnumsamples); float fcuheight = length(f3pos - f3eathcente) - EARTH_RADIUS; float2 f2paticledensity = exp( -fcuheight / PARTICLE_SCALE_HEIGHT ); f2netpaticledensityfomcam += (f2pevpaticledensity + f2paticledensity) * (fsteplen / 2.f); f2pevpaticledensity = f2paticledensity; // Get optical depth float3 f3rlghopticaldepth = g_mediapaams.f4rayleighextinctioncoeff.gb * f2netpaticledensityfomcam.x; float3 f3mieopticaldepth = g_mediapaams.f4mieextinctioncoeff.gb * f2netpaticledensityfomcam.y; // Compute extinction fom the camea fo the cuent integation point: float3 f3extinctionfomcam = exp( -(f3rlghopticaldepth + f3mieopticaldepth) ); } // Get attenuated scatteed light adiance in the cuent point float4 f4uvwq = -1; float3 f3sctradiance = f3extinctionfomcam * LookUpPecomputedScatteing(f3Pos, f3viewdi, f3eathcente, f3dionlight.xyz, g_tex3dpointwisesctradiance, f4uvwq); // Update in-scatteing integal f3inscatteing += (f3sctradiance + f3pevsctradiance) * (fsteplen/2.f); f3pevsctradiance = f3sctradiance; etun f3inscatteing; } Listing 5. Pixel shade fo computing ode n in-scatteed light adiance. Like the shade given in Listing 3, this shade fist tansfoms input coodinates uvwq into the wold space attibutes and econstucts the view ay fom camea to the top of the atmosphee o intesection with the Eath, whicheve is close. It then pefoms tapezoidal integation of equation (2). At each step the shade updates extinction fom the camea f3extinctionfomcam and computes diffeential amount of light f3sctradiance in-scatteed fom the unit length ay section at cuent point. The total inscatteed light is accumulated in f3inscatteing. Computing Ambient Sky Light Pe-computation of the ambient sky light accoding to equation (3) is pefomed by the shade shown in Listing 6. float3 PecomputeAmbientSkyLightPS(SSceenSizeQuadVSOutput In) : SV_Taget { float fu = PojToUV(In.m_f2PosPS).x;

12 float3 f3raystat = float3(0,20,0); float3 f3eathcente = -float3(0,1,0) * EARTH_RADIUS; float fcoszenithangle = clamp(fu * 2-1, -1, +1); float3 f3dionlight = float3(sqt(satuate(1 - fcoszenithangle*fcoszenithangle)), fcoszenithangle, 0); float3 f3skylight = 0; // Go though a numbe of andom diections on the sphee fo(int isample = 0; isample < NUM_RANDOM_SPHERE_SAMPLES; ++isample) { // Get andom diection float3 f3randomdi = nomalize( g_tex2dspheerandomsampling.load(int3(isample,0,0)) ); // Reflect diections fom the lowe hemisphee f3randomdi.y = abs(f3randomdi.y); // Get multiple scatteed light adiance when looking in diection f3randomdi // (the light thus goes in diection -f3randomdi) float4 f4uvwq = -1; float3 f3sct = LookUpPecomputedScatteing(f3RayStat, f3randomdi, f3eathcente, f3dionlight.xyz, g_tex3dpevioussctode, f4uvwq); // Accumulate ambient iadiance though the hoizontal plane f3skylight += f3sct * dot(f3randomdi, float3(0,1,0)); } // Each sample coves 2 * PI / NUM_RANDOM_SPHERE_SAMPLES solid angle // (integation is pefomed ove uppe hemisphee) etun f3skylight * 2 * PI / NUM_RANDOM_SPHERE_SAMPLES; } Listing 6. Pe-computing ambient sky light. The shade fist computes cosine of the sun zenith angle fcoszenithangle and econstucts sun light diection. It then samples NUM_RANDOM_SPHERE_SAMPLES andom diections on the uppe hemisphee, loads multiple scatteing adiance intensity fom each diection, computes integand of equation (3) and accumulates it in f3skylight vaiable. The esulting iadiance is then multiplied by 2π / N whee N is the numbe of samples, as each sample coves 1/N faction of the uppe hemisphee, which is 2 π. Light Shafts Calculation Using Scatteing Look-up Table Since multiple scatteing adiance ( C, v, l ) is pe-computed, we can evaluate in-scatteing L M In contibution between any two points P 1 and P 2 on the view ay using the following equation: L T ( C P,, ) 1 ) M T ( C P2 ) M P P l e L ( P, v, l ) e L ( P, v, l = ). (8) In ( 1 2 In 1 In 2 Evaluating the above equation at each step of the ay maching loop would be pohibitively expensive. In oiginal method Buneton and Neyet compute total length of the ay faction which is lit by the sun and then apply equation (8) assuming that the faction is continuous and stats diectly at the camea [Buneton and Neyet 08]. When camea is located in shadow (Figue 6, left) this method gives too bight scatteing. In ou method we take advantage of the ay maching pocess not only to evaluate total lit length D Lit, but also to compute distance D Stat to the fist lit point on the view ay (Figue 6).

13 D Lit D Lit D Stat = 0 D Stat Figue 6. Total length D Lit of the illuminated ay faction and distance D Stat to the fist lit point. Afte the ay maching loop is completed, we use D Lit and D Stat to compute stat and end points of the lit ay faction and apply equation (8) as show in the code snippet below: float3 f3litsectionend = f3litsectionstat + ftotallitlength * f3viewdi; float3 f3extinctiontostat = GetExtinctionUnveified(f3RestainedCameaPos, f3litsectionstat, f3viewdi, f3eathcente); float4 f4uvwq = -1; f3multiplescatteing = f3extinctiontostat * LookUpPecomputedScatteing(f3LitSectionStat, f3viewdi, f3eathcente, g_lightattibs.f4dionlight.xyz, tex3dsctlut, f4uvwq); float3 f3extinctiontoend = GetExtinctionUnveified(f3RestainedCameaPos, f3litsectionend, f3viewdi, f3eathcente); f3multiplescatteing -= f3extinctiontoend * LookUpPecomputedScatteing(f3LitSectionEnd, f3viewdi, f3eathcente, g_lightattibs.f4dionlight.xyz, tex3dsctlut, f4uvwq); f3insctintegal += max(f3multiplescatteing, 0); In the code fagment above, GetExtinctionUnveified() function evaluates extinction between two points without checking if the points ae inside the atmosphee. f3restainedcameapos vaiable contains camea position esticted by the top of the atmosphee. Impotant aspect to notice is that textue coodinates f4uvwq etuned fom the fist call to LookUpPecomputedScatteing() function ae passed to the second call to assue consistent sampling with espect to hoizon. Occluded vs unoccluded highe ode scatteing Highe ode scatteing is vey difficult to model pecisely because the path a photon can each the camea can be vey complicated. Some simplifications ae necessay to make multiple scatteing feasible fo eal-time endeing. Buneton and Neyet in thei wok account fo multiple scatteing contibution fom the same illuminated ay faction only [Buneton and Neyet 08]. The esulting sky could look too dak when camea is located in Eath s shadow, which is especially noticeable duing the twilight (Figue 7, left top). We believe that moe plausible esults could be obtained if highe ode scatteing is consideed unoccluded and is thus always added to the esulting scatteing adiance. The easoning behind this appoach is that highe ode scatteing is caused by the adiance coming fom the whole

14 hemisphee. With the exception of some cases, usually most of the points on the ay ae not occluded fom the sky dome adiance, making significant contibution to highe ode scatteing. The image endeed with this method looks significantly moe ealistic (Figue 7, ight top). To implement this appoach, we use two look-up tables. Fist, afte completing the ay maching, we pefom two look-ups into the single scatteing look-up table (tex3dsinglescatteing) as descibed above. Afte that we do anothe two look-ups into the highe ode look-up table (tex3dhighodescatteing) to get unoccluded highe ode scatteing contibution fom the whole ay. Figue 7. Occluded highe ode scatteing (left column) vs unoccluded highe ode scatteing (ight column). Though the method descibed above impoves twilight sky damatically, it esults in some false glow in the sun diection when sun is actually occluded (Figue 7, bottom ow). We howeve believe that this mino dawback can be teaded fo the impoved twilight sky. Teain shades Teain shades compute sun light extinction due to the atmosphee and account fo the ambient sky light. Sun light extinction and ambient sky light ae evaluated in the vetex shade as shown in the following code snippet: void GetSunLightExtinctionAndSkyLight(in float3 f3posws, out float3 f3extinction, out float3 f3ambientskylight) { float3 f3eathcente = float3(0, -g_mediapaams.feathradius, 0); float3 f3difomeathcente = f3posws - f3eathcente; float fdisttocente = length(f3difomeathcente);

15 f3difomeathcente /= fdisttocente; float fheightabovesuface = fdisttocente - g_mediapaams.feathradius; float fcoszenithangle = dot(f3difomeathcente, g_lightattibs.f4dionlight.xyz); float frelativeheightabovesuface = fheightabovesuface / g_mediapaams.fatmtopheight; float2 f2paticledensitytoatmtop = g_tex2doccludednetdensitytoatmtop.samplelevel(samlineaclamp, float2(frelativeheightabovesuface, fcoszenithangle* ), 0).xy; float3 f3rlghopticaldepth = g_mediapaams.f4rayleighextinctioncoeff.gb * f2paticledensitytoatmtop.x; float3 f3mieopticaldepth = g_mediapaams.f4mieextinctioncoeff.gb * f2paticledensitytoatmtop.y; // And total extinction fo the cuent integation point: f3extinction = exp( -(f3rlghopticaldepth + f3mieopticaldepth) ); } f3ambientskylight = g_tex2dambientskylight.samplelevel( samlineaclamp, float2(fcoszenithangle* , 0.5), 0); Intepolated extinction and ambient sky light ae then passed to the pixel shade, which uses them to attenuate sun light intensity and appoximate ambient light as shown in the following code snippet: // Attenuate extateestial sun colo with the extinction facto float3 f3sunlight = g_lightattibs.f4extateestialsuncolo.gb * In.f3SunLightExtinction; // Ambient sky light is not pe-multiplied with the sun intensity float3 f3ambientskylight = g_lightattibs.f4extateestialsuncolo.gb * In.f3AmbientSkyLight; // Account fo occlusion by the gound plane f3ambientskylight *= satuate((1 + dot(eathnomal, f3nomal))/2.f); Tone mapping The sample suppots a numbe of diffeent tone mapping opeatos, namely: Exp simple exponential tone mapping opeato; Reinhad basic Reinhad tone mapping opeato [Reinhad et al 02]; Modified Reinhad modified Reinhad tone mapping opeato [Reinhad et al 02]; Unchated 2 tone mapping opeato fom Unchated 2 [Hable 10]; Filmic ALU filmic tone mapping opeato [Hable 10]; Logaithmic logaithmic tone mapping opeato [Dago et al 03]; Adaptive log adaptive logaithmic tone mapping opeato [Dago et al 03]. To estimate aveage scene luminance, we unwap the scene into the low-esolution (64x64) buffe, outputting luminance only, and geneate the whole mipmap chain. The coasest level then contains aveage value. Pefomance Results and Discussion Pefomance of diffeent stages of the algoithm on Intel HD gaphics 5000 is given in the Figue 8. Fou diffeent modes wee evaluated:

16 SS-Int single scatteing computed with the numeical integation, no highe ode scatteing; SS-Int+MS-UnO single scatteing computed with the numeical integation plus unoccluded highe ode scatteing; SS-LUT+MS-UnO single scatteing plus unoccluded highe ode scatteing both computed using two look-up tables; SS-LUT+MS-Occ single and occluded highe ode scatteing computed with the two look-ups into single table. Figue 8. Pefomance of diffeent stages of the algoithm on Intel HD gaphics 5000 (1280x720 esolution). It can be seen that most of the stages take the same time in all modes except fo the endeing coase inscatteing and the ay maching. Both stages take the most time in SS-Int+MS-UnO mode because in this case besides evaluating single scatteing integal with the numeical integation, additional look-up into the scatteing look-up table is pefomed. With this additional look-up, ay maching becomes 24% slowe (3.17 ms vs 2.55 ms). Meanwhile, oveall slowdown due adding highe-ode scatteing is modest 10.1%, ising the total time fom 11.3 to 12.4 ms. It must be noted that this mode geneates the most convincing visual esults, so additional pefomance cost seems to be justified. In the two emaining modes, SS-LUT+MS-UnO and SS-LUT+MS-Occ, numeical integation of single scatteing is not pefomed and only total lit length and distance to the fist point in light is computed. This makes ay maching loop significantly simple and faste, as Figue 8 eveals. It can be seen that the diffeence between two modes is in fact insignificant despite the fact that in SS-LUT+MS-UnO mode, fou look-ups into two tables ae pefomed, while two look-ups into one table ae pefomed in SS- LUT+MS-Occ mode. The ay maching time goes down by 36% fom 2.5 ms to 1.6 ms. Computing coase inscatteing is also much faste in this case, because instead of pefoming tapezoidal integation, only two look-ups into the table ae pefomed. The time goes down fom 1.05 ms to 0.81 ms. Oveall speedup compaed to numeical integation only (SS-Int mode) is 10% (11.3 ms vs 10.0 ms). Contols w,s,a,d,q,e - move camea

17 GUI shift acceleate left mouse button otate camea ight mouse button otate light F1 show/hide help text F8 ebuild shades (could be used to modify shades and see the effect at un time) The sample GUI has thee panels, which can be selected using the top most dop-down list: basic, additional and tone mapping. Basic contols Figue 4. Left to ight: basic, additional and tone mapping contol sets. Full sceen button toggles the full sceen mode. VSync checkbox toggles vetical synchonization at 60 fps.

18 Enable light scatteing checkbox enables o disables the light scatteing effect. Enable light shafts checkbox enables o disables endeing shafts of light. If this option is disabled, simple algoithm is used to compute scatteing integal which ignoes shadows. Scatteing technique selection dop-down list has two options: o Epipola sampling calculate scatteing effect using epipola sampling; o Bute foce ay maching calculate scatteing effect fo each sceen pixel without 1D min/max binay tee optimization. This mode can be used to geneate the efeence gound tuth image and compae the quality with the epipola sampling. Shadow map esolution dop down list enables selecting the esolution fom 512x512 up to 4096x4096. Note that the numbe of cascades can be selected on the Additional contols panel. Num integation steps slide sets the numbe of steps pefomed when computing single scatteing integal. This contol is only enabled when Enable light shafts checkbox is not maked and when Single sct: integation is selected on the Additional contols panel. Epipola slices slide selects the numbe of slices in the ange fom 32 to The moe epipola slice, the highe visual quality and the highe computational cost. Good visual esults can be obtained when numbe of slices is at least half the maximum sceen esolution (fo 1280x720 esolution, good esults ae obtained fo slices).

19 64 slices 256 slices Total samples in slice slide enables selecting the numbe of samples in the ange fom 32 to Convincing visual esults ae geneated when numbe of samples is at least half the maximum sceen esolution (fo 1280x720 esolution, good esults ae obtained fo samples). Initial sample step slide sets the step fo the initial ay maching samples. The lowe the step, the moe initial ay maching samples will be placed along each epipola line and the highe image quality will be obtained. Initial ay maching samples ae seen as ectangles/cicles going away fom the epipole at egula steps. Initial step: 16 Initial step: 64 Epipole sampling density slide contols additional incease of the initial ay maching sampling density nea the epipole, which could be equied to account fo high fequency light vaiations due to stong fowad Mie scatteing. Refinement theshold slide contols the efinement accuacy. Smalle theshold causes moe ay maching samples to be placed at discontinuities of light intensity and poduces highe quality endeing. Scatteing scale slide contols the intensity of the scatteing effect (note that this option has almost no effect when tone mapping with automatic exposue is enabled). Show sampling check box toggles visualization of the epipola sampling stuctue. Thick ed dots denote ay maching samples, thin ed dots epesent intepolation samples.

20 1D Min/Max optimization check box enables/disables using 1-D min/max binay tees to acceleate ay maching. Optimize sample locations checkbox enables an option to fix ovesampling along shot epipola lines. Optimized locations Non-optimized locations Coection at depth beaks checkbox toggles additional fix-up pass fo coecting these samples, fo which scatteed light cannot be pecisely computed by unwaping epipola scatteing image. Duing this pass, ay maching algoithm is executed fo these pixels. 1D min/max binay tee acceleation cannot be used at this time, because the pixels do not belong to any epipola line. Thus ay maching is much less efficient in this case. Fo typical teain scene, usually only a vey few pixels (if any) equie coection (see pictue below). So this option can be safely disabled without noticeable loss of visual quality. Show depth beaks checkbox enables visualizing (in geen) these pixels, fo which coection pass is pefomed. This option has effect only when Coection at depth beaks checkbox is maked.

21 Lighting only checkbox toggles showing the light scatteing effects only. Additional contols Single scatteing mode dop-down list has the following options: o Singl sct: none do not compute single scatteing. o Singl sct: integation compute single scatteing with the numeical integation duing ay maching. o Singl sct: LUT compute single scatteing using look-up table. If this option is enabled, only total length of the illuminated potion of the ay is evaluated duing ay mached and distance to the fist lit section is stoed. Afte that two look-ups ae pefomed to get single scatteing contibution along the ay. Multiple scatteing mode dop-down list has the following options: o Mult sct: none do not compute multiple scatteing. o Mult sct: occluded account fo multiple scatteing contibution only fom the illuminated pat of the ay. This is implemented by pefoming look-ups into the highe ode scatteing textue, if single scatteing mode is none o integation. If single scatteing mode is LUT, then single and highe ode scatteing ae computed by pefoming look-ups into the multiple scatteing look-up textue. o Mult sct: unoccluded add highe ode scatteing contibution fom the whole view ay. This is implemented by pefoming two look-ups into the highe ode scatteing look-up textue.

22 SS-none + MS-unoccluded SS-none + MS-occluded SS-integation + MS-none SS-LUT + MS-unoccluded Num cascades dop down enables selecting the numbe of shadow cascades in the ange fom 1 to 8. Show cascades checkbox toggles visualization of shadow map cascades. Smooth shadows checkbox enables softening shadow edges by aveaging 5 PCF samples. Best cascade seach checkbox enables impoving shadow quality by finding the smallest cascade the point pojects into instead of elying on cascade z ange. Patitioning facto slide contols the atio between linea and logaithmic cascade distibution. Cascade pocessing mode dop down contains the following options:

23 o Single pass all cascades ae pocessed by a single daw call. The shade loops though all the cascades; o Multi pass each cascade is pocessed by a sepaate daw call. The scatteing contibution fom each cascade is accumulated in a scatteing textue using alpha blending; o Multi pass inst woks in the same way as Multi pass, but single instanced daw call is issued. Fist cascade to ay mach dopdown enables selecting the smallest cascade which will be consideed duing ay maching. Usually one o two smallest cascades can be safely skipped without affecting visual quality. Extinction evaluation mode dopdown enables selecting one of the following two modes: o Epipola ende epipola extinction textue duing coase scatteing integal calculation pass and use it at the final unwaping stage to get extinction fo each pixel. o Pe pixel use analytical expession to evaluate extinction individually fo each pixel. Selecting one of these two options does not affect visual quality. Epipola mode howeve is much faste. Refinement citeion dopdown enables selecting one of the following two inscatteing efinement citeions: o Depth use diffeence in depth as a efinement citeion. o Inscatteing use diffeence in coase unshadowed inscatteing integal as the efinement citeion. This citeion is much moe appopiate than depth citeion as significant diffeences in scatteed light is what we need to find to efine sampling. The advantages of this citeion become appaent fo oute space views whee depth does not exhibit any changes while scatteed light vaies significantly. As a esult, depth citeion geneates evident banding atifacts nea epipole, while inscatteing citeion does not suffe fom this poblem.

24 Refinement citeion - depth Refinement citeion - inscatteing Min/max fomat dop down enables selecting fomat of the textue stoing 1D min/max binay tees. Two options ae available: 16-bit unom and 32-bit float. This option has no visual effect, but selecting 16-bit unom fomat impoves pefomance a bit. Use custom sct coeffs check box enables setting custom Rayleigh and Mie scatteing coefficients. This option enables Set Rayleigh colo and Set Mie Colo buttons which selects coesponding scatteing coefficients. Note that changing one of these options takes some time because all the look-up tables need to be e-computed. Aeosol density and Aeosol absoption slides contols the appopiate paametes. Note that changing eithe paamete takes some time because all the look-up tables need to be ecomputed. Animate sun checkbox toggles sun animation. Tone mapping contols Middle gay (Key) slide contols the tone of the scene. Default value is Lage values make the scene look bighte, smalle values make it look dimme. White point slide selects the white point value fo some tone mapping opeatos (Reinhad Mod, Unchated 2, Logaithmic and Adaptive log). Luminance satuation slide contols additional colo satuation fo Exp, Reinhad, Reinhad mod, Logaithmic and Adaptive log tone mapping opeatos.

25 Auto exposue enables computing logaithmic aveage luminance of the scene to automatically adjust exposue. Tone mapping opeato povides selection of one of the following modes: o Exp exponential tone mapping opeato; o Reinhad basic Reinhad tone mapping opeato; o Reinhad mod modified Reinhad tone mapping opeato; o Unchated 2 tone mapping opeato fom Unchated 2; o Filmic ALU filmic tone mapping opeato; o Logaithmic logaithmic tone mapping opeato; o Adaptive log adaptive logaithmic tone mapping opeato. Light adaptation checkbox enables simulation of tempoal light adaptation. Refeences [Buneton and Neyet 08] Eic Buneton and Fabice Neyet. Pecomputed Atmospheic Scatteing. Comput. Gaph. Foum 27:4 (2008), Special Issue: Poceedings of the 19th Euogaphics Symposium on Rendeing [Reinhad et al 02] E. Reinhad, M. Stak, P. Shiley, and J. Feweda. Photogaphic Tone Repoduction fo Digital Images. ACM Tansactions on Gaphics, 21(3): , Available online ( [Dago et al 03] F. Dago, K. Myszkowski, T. Annen, and N. Chiba. Adaptive logaithmic mapping fo displaying high contast scenes. Compute Gaphics Foum, vol. 22, no. 3, Available online ( [Hable 10] John Hable. Unchated 2: HDR Lighting" In Poceedings Game Develope Confeence, Available online ( HDR_Lighting).

26 Notices INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE, EXPRESS OR IMPLIED, BY ESTOPPEL OR OTHERWISE, TO ANY INTELLECTUAL PROPERTY RIGHTS IS GRANTED BY THIS DOCUMENT. EXCEPT AS PROVIDED IN INTEL'S TERMS AND CONDITIONS OF SALE FOR SUCH PRODUCTS, INTEL ASSUMES NO LIABILITY WHATSOEVER AND INTEL DISCLAIMS ANY EXPRESS OR IMPLIED WARRANTY, RELATING TO SALE AND/OR USE OF INTEL PRODUCTS INCLUDING LIABILITY OR WARRANTIES RELATING TO FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABILITY, OR INFRINGEMENT OF ANY PATENT, COPYRIGHT OR OTHER INTELLECTUAL PROPERTY RIGHT. UNLESS OTHERWISE AGREED IN WRITING BY INTEL, THE INTEL PRODUCTS ARE NOT DESIGNED NOR INTENDED FOR ANY APPLICATION IN WHICH THE FAILURE OF THE INTEL PRODUCT COULD CREATE A SITUATION WHERE PERSONAL INJURY OR DEATH MAY OCCUR. Intel may make changes to specifications and poduct desciptions at any time, without notice. Designes must not ely on the absence o chaacteistics of any featues o instuctions maked "eseved" o "undefined." Intel eseves these fo futue definition and shall have no esponsibility whatsoeve fo conflicts o incompatibilities aising fom futue changes to them. The infomation hee is subject to change without notice. Do not finalize a design with this infomation. The poducts descibed in this document may contain design defects o eos known as eata which may cause the poduct to deviate fom published specifications. Cuent chaacteized eata ae available on equest. Contact you local Intel sales office o you distibuto to obtain the latest specifications and befoe placing you poduct ode. Copies of documents which have an ode numbe and ae efeenced in this document, o othe Intel liteatue, may be obtained by calling , o go to: Softwae and wokloads used in pefomance tests may have been optimized fo pefomance only on Intel micopocessos. Pefomance tests, such as SYSmak* and MobileMak*, ae measued using specific compute systems, components, softwae, opeations, and functions. Any change to any of those factos may cause the esults to vay. You should consult othe infomation and pefomance tests to assist you in fully evaluating you contemplated puchases, including the pefomance of that poduct when combined with othe poducts. Any softwae souce code epinted in this document is funished unde a softwae license and may only be used o copied in accodance with the tems of that license. Intel, the Intel logo, and Ultabook ae tademaks of Intel Copoation in the US and/o othe counties. Copyight 2013 Intel Copoation. All ights eseved. *Othe names and bands may be claimed as the popety of othes.

10/29/2010. Rendering techniques. Global Illumination. Local Illumination methods. Today : Global Illumination Modules and Methods

10/29/2010. Rendering techniques. Global Illumination. Local Illumination methods. Today : Global Illumination Modules and Methods Rendeing techniques Compute Gaphics Lectue 10 Can be classified as Local Illumination techniques Global Illumination techniques Global Illumination 1: Ray Tacing and Radiosity Taku Komua 1 Local Illumination

More information

Topic -3 Image Enhancement

Topic -3 Image Enhancement Topic -3 Image Enhancement (Pat 1) DIP: Details Digital Image Pocessing Digital Image Chaacteistics Spatial Spectal Gay-level Histogam DFT DCT Pe-Pocessing Enhancement Restoation Point Pocessing Masking

More information

Image Enhancement in the Spatial Domain. Spatial Domain

Image Enhancement in the Spatial Domain. Spatial Domain 8-- Spatial Domain Image Enhancement in the Spatial Domain What is spatial domain The space whee all pixels fom an image In spatial domain we can epesent an image by f( whee x and y ae coodinates along

More information

Journal of World s Electrical Engineering and Technology J. World. Elect. Eng. Tech. 1(1): 12-16, 2012

Journal of World s Electrical Engineering and Technology J. World. Elect. Eng. Tech. 1(1): 12-16, 2012 2011, Scienceline Publication www.science-line.com Jounal of Wold s Electical Engineeing and Technology J. Wold. Elect. Eng. Tech. 1(1): 12-16, 2012 JWEET An Efficient Algoithm fo Lip Segmentation in Colo

More information

Monte Carlo Techniques for Rendering

Monte Carlo Techniques for Rendering Monte Calo Techniques fo Rendeing CS 517 Fall 2002 Compute Science Conell Univesity Announcements No ectue on Thusday Instead, attend Steven Gotle, Havad Upson Hall B17, 4:15-5:15 (efeshments ealie) Geomety

More information

Lecture # 04. Image Enhancement in Spatial Domain

Lecture # 04. Image Enhancement in Spatial Domain Digital Image Pocessing CP-7008 Lectue # 04 Image Enhancement in Spatial Domain Fall 2011 2 domains Spatial Domain : (image plane) Techniques ae based on diect manipulation of pixels in an image Fequency

More information

Segmentation of Casting Defects in X-Ray Images Based on Fractal Dimension

Segmentation of Casting Defects in X-Ray Images Based on Fractal Dimension 17th Wold Confeence on Nondestuctive Testing, 25-28 Oct 2008, Shanghai, China Segmentation of Casting Defects in X-Ray Images Based on Factal Dimension Jue WANG 1, Xiaoqin HOU 2, Yufang CAI 3 ICT Reseach

More information

Introduction to Medical Imaging. Cone-Beam CT. Introduction. Available cone-beam reconstruction methods: Our discussion:

Introduction to Medical Imaging. Cone-Beam CT. Introduction. Available cone-beam reconstruction methods: Our discussion: Intoduction Intoduction to Medical Imaging Cone-Beam CT Klaus Muelle Available cone-beam econstuction methods: exact appoximate Ou discussion: exact (now) appoximate (next) The Radon tansfom and its invese

More information

Illumination methods for optical wear detection

Illumination methods for optical wear detection Illumination methods fo optical wea detection 1 J. Zhang, 2 P.P.L.Regtien 1 VIMEC Applied Vision Technology, Coy 43, 5653 LC Eindhoven, The Nethelands Email: jianbo.zhang@gmail.com 2 Faculty Electical

More information

Prof. Feng Liu. Fall /17/2016

Prof. Feng Liu. Fall /17/2016 Pof. Feng Liu Fall 26 http://www.cs.pdx.edu/~fliu/couses/cs447/ /7/26 Last time Compositing NPR 3D Gaphics Toolkits Tansfomations 2 Today 3D Tansfomations The Viewing Pipeline Mid-tem: in class, Nov. 2

More information

A Novel Automatic White Balance Method For Digital Still Cameras

A Novel Automatic White Balance Method For Digital Still Cameras A Novel Automatic White Balance Method Fo Digital Still Cameas Ching-Chih Weng 1, Home Chen 1,2, and Chiou-Shann Fuh 3 Depatment of Electical Engineeing, 2 3 Gaduate Institute of Communication Engineeing

More information

Satellite Image Analysis

Satellite Image Analysis Satellite Image Analysis Chistian Melsheime Apil 25, 2012 The lab on satellite image analysis deals with a vey typical application, the extaction of land use infomation. Stating point is an image ecoded

More information

Optical Flow for Large Motion Using Gradient Technique

Optical Flow for Large Motion Using Gradient Technique SERBIAN JOURNAL OF ELECTRICAL ENGINEERING Vol. 3, No. 1, June 2006, 103-113 Optical Flow fo Lage Motion Using Gadient Technique Md. Moshaof Hossain Sake 1, Kamal Bechkoum 2, K.K. Islam 1 Abstact: In this

More information

Environment Mapping. Overview

Environment Mapping. Overview Envionment Mapping 1 Oveview Intoduction Envionment map constuction sphee mapping Envionment mapping applications distant geomety eflections 2 1 Oveview Intoduction Envionment map constuction sphee mapping

More information

Any modern computer system will incorporate (at least) two levels of storage:

Any modern computer system will incorporate (at least) two levels of storage: 1 Any moden compute system will incopoate (at least) two levels of stoage: pimay stoage: andom access memoy (RAM) typical capacity 32MB to 1GB cost pe MB $3. typical access time 5ns to 6ns bust tansfe

More information

Extended Perspective Shadow Maps (XPSM) Vladislav Gusev, ,

Extended Perspective Shadow Maps (XPSM)   Vladislav Gusev, , Extended Pespective Shadow Maps (XPSM) http://xpsm.og Vladislav Gusev,.8.27, xmvlad@gmail.com Figue : XPSM esults (~4 objects in a scene, 536x536 shadow map). Intoduction Shadows ae one of the most impotant

More information

A Memory Efficient Array Architecture for Real-Time Motion Estimation

A Memory Efficient Array Architecture for Real-Time Motion Estimation A Memoy Efficient Aay Achitectue fo Real-Time Motion Estimation Vasily G. Moshnyaga and Keikichi Tamau Depatment of Electonics & Communication, Kyoto Univesity Sakyo-ku, Yoshida-Honmachi, Kyoto 66-1, JAPAN

More information

Goal. Rendering Complex Scenes on Mobile Terminals or on the web. Rendering on Mobile Terminals. Rendering on Mobile Terminals. Walking through images

Goal. Rendering Complex Scenes on Mobile Terminals or on the web. Rendering on Mobile Terminals. Rendering on Mobile Terminals. Walking through images Goal Walking though s -------------------------------------------- Kadi Bouatouch IRISA Univesité de Rennes I, Fance Rendeing Comple Scenes on Mobile Teminals o on the web Rendeing on Mobile Teminals Rendeing

More information

Haptic Glove. Chan-Su Lee. Abstract. This is a final report for the DIMACS grant of student-initiated project. I implemented Boundary

Haptic Glove. Chan-Su Lee. Abstract. This is a final report for the DIMACS grant of student-initiated project. I implemented Boundary Physically Accuate Haptic Rendeing of Elastic Object fo a Haptic Glove Chan-Su Lee Abstact This is a final epot fo the DIMACS gant of student-initiated poject. I implemented Bounday Element Method(BEM)

More information

ADDING REALISM TO SOURCE CHARACTERIZATION USING A GENETIC ALGORITHM

ADDING REALISM TO SOURCE CHARACTERIZATION USING A GENETIC ALGORITHM ADDING REALISM TO SOURCE CHARACTERIZATION USING A GENETIC ALGORITHM Luna M. Rodiguez*, Sue Ellen Haupt, and Geoge S. Young Depatment of Meteoology and Applied Reseach Laboatoy The Pennsylvania State Univesity,

More information

IP Network Design by Modified Branch Exchange Method

IP Network Design by Modified Branch Exchange Method Received: June 7, 207 98 IP Netwok Design by Modified Banch Method Kaiat Jaoenat Natchamol Sichumoenattana 2* Faculty of Engineeing at Kamphaeng Saen, Kasetsat Univesity, Thailand 2 Faculty of Management

More information

Detection and Recognition of Alert Traffic Signs

Detection and Recognition of Alert Traffic Signs Detection and Recognition of Alet Taffic Signs Chia-Hsiung Chen, Macus Chen, and Tianshi Gao 1 Stanfod Univesity Stanfod, CA 9305 {echchen, macuscc, tianshig}@stanfod.edu Abstact Taffic signs povide dives

More information

Color Correction Using 3D Multiview Geometry

Color Correction Using 3D Multiview Geometry Colo Coection Using 3D Multiview Geomety Dong-Won Shin and Yo-Sung Ho Gwangju Institute of Science and Technology (GIST) 13 Cheomdan-gwagio, Buk-ku, Gwangju 500-71, Republic of Koea ABSTRACT Recently,

More information

Computer Graphics. - Shading - Hendrik Lensch. Computer Graphics WS07/08 Light Transport

Computer Graphics. - Shading - Hendrik Lensch. Computer Graphics WS07/08 Light Transport Compute Gaphics - Shading - Hendik Lensch Compute Gaphics WS07/08 Light Tanspot Oveview So fa Nuts and bolts of ay tacing Today Reflectance Reflection models Compute Gaphics WS07/08 Light Tanspot Mateial

More information

Module 6 STILL IMAGE COMPRESSION STANDARDS

Module 6 STILL IMAGE COMPRESSION STANDARDS Module 6 STILL IMAE COMPRESSION STANDARDS Lesson 17 JPE-2000 Achitectue and Featues Instuctional Objectives At the end of this lesson, the students should be able to: 1. State the shotcomings of JPE standad.

More information

Obstacle Avoidance of Autonomous Mobile Robot using Stereo Vision Sensor

Obstacle Avoidance of Autonomous Mobile Robot using Stereo Vision Sensor Obstacle Avoidance of Autonomous Mobile Robot using Steeo Vision Senso Masako Kumano Akihisa Ohya Shin ichi Yuta Intelligent Robot Laboatoy Univesity of Tsukuba, Ibaaki, 35-8573 Japan E-mail: {masako,

More information

4.2. Co-terminal and Related Angles. Investigate

4.2. Co-terminal and Related Angles. Investigate .2 Co-teminal and Related Angles Tigonometic atios can be used to model quantities such as

More information

Positioning of a robot based on binocular vision for hand / foot fusion Long Han

Positioning of a robot based on binocular vision for hand / foot fusion Long Han 2nd Intenational Confeence on Advances in Mechanical Engineeing and Industial Infomatics (AMEII 26) Positioning of a obot based on binocula vision fo hand / foot fusion Long Han Compute Science and Technology,

More information

A Mathematical Implementation of a Global Human Walking Model with Real-Time Kinematic Personification by Boulic, Thalmann and Thalmann.

A Mathematical Implementation of a Global Human Walking Model with Real-Time Kinematic Personification by Boulic, Thalmann and Thalmann. A Mathematical Implementation of a Global Human Walking Model with Real-Time Kinematic Pesonification by Boulic, Thalmann and Thalmann. Mashall Badley National Cente fo Physical Acoustics Univesity of

More information

Augmented Reality. Integrating Computer Graphics with Computer Vision Mihran Tuceryan. August 16, 1998 ICPR 98 1

Augmented Reality. Integrating Computer Graphics with Computer Vision Mihran Tuceryan. August 16, 1998 ICPR 98 1 Augmented Reality Integating Compute Gaphics with Compute Vision Mihan Tuceyan August 6, 998 ICPR 98 Definition XCombines eal and vitual wolds and objects XIt is inteactive and eal-time XThe inteaction

More information

Towards Adaptive Information Merging Using Selected XML Fragments

Towards Adaptive Information Merging Using Selected XML Fragments Towads Adaptive Infomation Meging Using Selected XML Fagments Ho-Lam Lau and Wilfed Ng Depatment of Compute Science and Engineeing, The Hong Kong Univesity of Science and Technology, Hong Kong {lauhl,

More information

a Not yet implemented in current version SPARK: Research Kit Pointer Analysis Parameters Soot Pointer analysis. Objectives

a Not yet implemented in current version SPARK: Research Kit Pointer Analysis Parameters Soot Pointer analysis. Objectives SPARK: Soot Reseach Kit Ondřej Lhoták Objectives Spak is a modula toolkit fo flow-insensitive may points-to analyses fo Java, which enables expeimentation with: vaious paametes of pointe analyses which

More information

A Two-stage and Parameter-free Binarization Method for Degraded Document Images

A Two-stage and Parameter-free Binarization Method for Degraded Document Images A Two-stage and Paamete-fee Binaization Method fo Degaded Document Images Yung-Hsiang Chiu 1, Kuo-Liang Chung 1, Yong-Huai Huang 2, Wei-Ning Yang 3, Chi-Huang Liao 4 1 Depatment of Compute Science and

More information

MapReduce Optimizations and Algorithms 2015 Professor Sasu Tarkoma

MapReduce Optimizations and Algorithms 2015 Professor Sasu Tarkoma apreduce Optimizations and Algoithms 2015 Pofesso Sasu Takoma www.cs.helsinki.fi Optimizations Reduce tasks cannot stat befoe the whole map phase is complete Thus single slow machine can slow down the

More information

A modal estimation based multitype sensor placement method

A modal estimation based multitype sensor placement method A modal estimation based multitype senso placement method *Xue-Yang Pei 1), Ting-Hua Yi 2) and Hong-Nan Li 3) 1),)2),3) School of Civil Engineeing, Dalian Univesity of Technology, Dalian 116023, China;

More information

RANDOM IRREGULAR BLOCK-HIERARCHICAL NETWORKS: ALGORITHMS FOR COMPUTATION OF MAIN PROPERTIES

RANDOM IRREGULAR BLOCK-HIERARCHICAL NETWORKS: ALGORITHMS FOR COMPUTATION OF MAIN PROPERTIES RANDOM IRREGULAR BLOCK-HIERARCHICAL NETWORKS: ALGORITHMS FOR COMPUTATION OF MAIN PROPERTIES Svetlana Avetisyan Mikayel Samvelyan* Matun Kaapetyan Yeevan State Univesity Abstact In this pape, the class

More information

Layered Animation using Displacement Maps

Layered Animation using Displacement Maps Layeed Animation using Displacement Maps Raymond Smith, Wei Sun, Adian Hilton and John Illingwoth Cente fo Vision, Speech and Signal Pocessing Univesity of Suey, Guildfod GU25XH, UK a.hilton@suey.ac.uk

More information

Computer Graphics and Animation 3-Viewing

Computer Graphics and Animation 3-Viewing Compute Gaphics and Animation 3-Viewing Pof. D. Chales A. Wüthich, Fakultät Medien, Medieninfomatik Bauhaus-Univesität Weima caw AT medien.uni-weima.de Ma 5 Chales A. Wüthich Viewing Hee: Viewing in 3D

More information

= dv 3V (r + a 1) 3 r 3 f(r) = 1. = ( (r + r 2

= dv 3V (r + a 1) 3 r 3 f(r) = 1. = ( (r + r 2 Random Waypoint Model in n-dimensional Space Esa Hyytiä and Joma Vitamo Netwoking Laboatoy, Helsinki Univesity of Technology, Finland Abstact The andom waypoint model (RWP) is one of the most widely used

More information

HISTOGRAMS are an important statistic reflecting the

HISTOGRAMS are an important statistic reflecting the JOURNAL OF L A T E X CLASS FILES, VOL. 14, NO. 8, AUGUST 2015 1 D 2 HistoSketch: Disciminative and Dynamic Similaity-Peseving Sketching of Steaming Histogams Dingqi Yang, Bin Li, Laua Rettig, and Philippe

More information

Extract Object Boundaries in Noisy Images using Level Set. Final Report

Extract Object Boundaries in Noisy Images using Level Set. Final Report Extact Object Boundaies in Noisy Images using Level Set by: Quming Zhou Final Repot Submitted to Pofesso Bian Evans EE381K Multidimensional Digital Signal Pocessing May 10, 003 Abstact Finding object contous

More information

Lecture 5: Rendering Equation Chapter 2 in Advanced GI

Lecture 5: Rendering Equation Chapter 2 in Advanced GI Lectue 5: Rendeing Equation Chapte in Advanced GI Fall 004 Kavita Bala Compute Science Conell Univesity Radiomety Radiomety: measuement of light enegy Defines elation between Powe Enegy Radiance Radiosity

More information

ANALYTIC PERFORMANCE MODELS FOR SINGLE CLASS AND MULTIPLE CLASS MULTITHREADED SOFTWARE SERVERS

ANALYTIC PERFORMANCE MODELS FOR SINGLE CLASS AND MULTIPLE CLASS MULTITHREADED SOFTWARE SERVERS ANALYTIC PERFORMANCE MODELS FOR SINGLE CLASS AND MULTIPLE CLASS MULTITHREADED SOFTWARE SERVERS Daniel A Menascé Mohamed N Bennani Dept of Compute Science Oacle, Inc Geoge Mason Univesity 1211 SW Fifth

More information

A New and Efficient 2D Collision Detection Method Based on Contact Theory Xiaolong CHENG, Jun XIAO a, Ying WANG, Qinghai MIAO, Jian XUE

A New and Efficient 2D Collision Detection Method Based on Contact Theory Xiaolong CHENG, Jun XIAO a, Ying WANG, Qinghai MIAO, Jian XUE 5th Intenational Confeence on Advanced Mateials and Compute Science (ICAMCS 2016) A New and Efficient 2D Collision Detection Method Based on Contact Theoy Xiaolong CHENG, Jun XIAO a, Ying WANG, Qinghai

More information

An Extension to the Local Binary Patterns for Image Retrieval

An Extension to the Local Binary Patterns for Image Retrieval , pp.81-85 http://x.oi.og/10.14257/astl.2014.45.16 An Extension to the Local Binay Pattens fo Image Retieval Zhize Wu, Yu Xia, Shouhong Wan School of Compute Science an Technology, Univesity of Science

More information

Lecture 27: Voronoi Diagrams

Lecture 27: Voronoi Diagrams We say that two points u, v Y ae in the same connected component of Y if thee is a path in R N fom u to v such that all the points along the path ae in the set Y. (Thee ae two connected components in the

More information

(a, b) x y r. For this problem, is a point in the - coordinate plane and is a positive number.

(a, b) x y r. For this problem, is a point in the - coordinate plane and is a positive number. Illustative G-C Simila cicles Alignments to Content Standads: G-C.A. Task (a, b) x y Fo this poblem, is a point in the - coodinate plane and is a positive numbe. a. Using a tanslation and a dilation, show

More information

Lecture 3: Rendering Equation

Lecture 3: Rendering Equation Lectue 3: Rendeing Equation CS 660, Sping 009 Kavita Bala Compute Science Conell Univesity Radiomety Radiomety: measuement of light enegy Defines elation between Powe Enegy Radiance Radiosity 1 Hemispheical

More information

Introduction To Pipelining. Chapter Pipelining1 1

Introduction To Pipelining. Chapter Pipelining1 1 Intoduction To Pipelining Chapte 6.1 - Pipelining1 1 Mooe s Law Mooe s Law says that the numbe of pocessos on a chip doubles about evey 18 months. Given the data on the following two slides, is this tue?

More information

dc - Linux Command Dc may be invoked with the following command-line options: -V --version Print out the version of dc

dc - Linux Command Dc may be invoked with the following command-line options: -V --version Print out the version of dc - CentOS 5.2 - Linux Uses Guide - Linux Command SYNOPSIS [-V] [--vesion] [-h] [--help] [-e sciptexpession] [--expession=sciptexpession] [-f sciptfile] [--file=sciptfile] [file...] DESCRIPTION is a evese-polish

More information

View Synthesis using Depth Map for 3D Video

View Synthesis using Depth Map for 3D Video View Synthesis using Depth Map fo 3D Video Cheon Lee and Yo-Sung Ho Gwangju Institute of Science and Technology (GIST) 1 Oyong-dong, Buk-gu, Gwangju, 500-712, Republic of Koea E-mail: {leecheon, hoyo}@gist.ac.k

More information

2D Transformations. Why Transformations. Translation 4/17/2009

2D Transformations. Why Transformations. Translation 4/17/2009 4/7/9 D Tansfomations Wh Tansfomations Coodinate sstem tansfomations Placing objects in the wold Move/animate the camea fo navigation Dawing hieachical chaactes Animation Tanslation + d 5,4 + d,3 d 4,

More information

17/5/2009. Introduction

17/5/2009. Introduction 7/5/9 Steeo Imaging Intoduction Eample of Human Vision Peception of Depth fom Left and ight eye images Diffeence in elative position of object in left and ight eyes. Depth infomation in the views?? 7/5/9

More information

Controlled Information Maximization for SOM Knowledge Induced Learning

Controlled Information Maximization for SOM Knowledge Induced Learning 3 Int'l Conf. Atificial Intelligence ICAI'5 Contolled Infomation Maximization fo SOM Knowledge Induced Leaning Ryotao Kamimua IT Education Cente and Gaduate School of Science and Technology, Tokai Univeisity

More information

5 4 THE BERNOULLI EQUATION

5 4 THE BERNOULLI EQUATION 185 CHATER 5 the suounding ai). The fictional wok tem w fiction is often expessed as e loss to epesent the loss (convesion) of mechanical into themal. Fo the idealied case of fictionless motion, the last

More information

An Unsupervised Segmentation Framework For Texture Image Queries

An Unsupervised Segmentation Framework For Texture Image Queries An Unsupevised Segmentation Famewok Fo Textue Image Queies Shu-Ching Chen Distibuted Multimedia Infomation System Laboatoy School of Compute Science Floida Intenational Univesity Miami, FL 33199, USA chens@cs.fiu.edu

More information

Configuring RSVP-ATM QoS Interworking

Configuring RSVP-ATM QoS Interworking Configuing RSVP-ATM QoS Intewoking Last Updated: Januay 15, 2013 This chapte descibes the tasks fo configuing the RSVP-ATM QoS Intewoking featue, which povides suppot fo Contolled Load Sevice using RSVP

More information

A Full-mode FME VLSI Architecture Based on 8x8/4x4 Adaptive Hadamard Transform For QFHD H.264/AVC Encoder

A Full-mode FME VLSI Architecture Based on 8x8/4x4 Adaptive Hadamard Transform For QFHD H.264/AVC Encoder 20 IEEE/IFIP 9th Intenational Confeence on VLSI and System-on-Chip A Full-mode FME VLSI Achitectue Based on 8x8/ Adaptive Hadamad Tansfom Fo QFHD H264/AVC Encode Jialiang Liu, Xinhua Chen College of Infomation

More information

Multi-azimuth Prestack Time Migration for General Anisotropic, Weakly Heterogeneous Media - Field Data Examples

Multi-azimuth Prestack Time Migration for General Anisotropic, Weakly Heterogeneous Media - Field Data Examples Multi-azimuth Pestack Time Migation fo Geneal Anisotopic, Weakly Heteogeneous Media - Field Data Examples S. Beaumont* (EOST/PGS) & W. Söllne (PGS) SUMMARY Multi-azimuth data acquisition has shown benefits

More information

Cardiac C-Arm CT. SNR Enhancement by Combining Multiple Retrospectively Motion Corrected FDK-Like Reconstructions

Cardiac C-Arm CT. SNR Enhancement by Combining Multiple Retrospectively Motion Corrected FDK-Like Reconstructions Cadiac C-Am CT SNR Enhancement by Combining Multiple Retospectively Motion Coected FDK-Like Reconstuctions M. Pümme 1, L. Wigstöm 2,3, R. Fahig 2, G. Lauitsch 4, J. Honegge 1 1 Institute of Patten Recognition,

More information

Dense pointclouds from combined nadir and oblique imagery by object-based semi-global multi-image matching

Dense pointclouds from combined nadir and oblique imagery by object-based semi-global multi-image matching Dense pointclouds fom combined nadi and oblique imagey by object-based semi-global multi-image matching Y X Thomas Luhmann, Folkma Bethmann & Heidi Hastedt Jade Univesity of Applied Sciences, Oldenbug,

More information

A Shape-preserving Affine Takagi-Sugeno Model Based on a Piecewise Constant Nonuniform Fuzzification Transform

A Shape-preserving Affine Takagi-Sugeno Model Based on a Piecewise Constant Nonuniform Fuzzification Transform A Shape-peseving Affine Takagi-Sugeno Model Based on a Piecewise Constant Nonunifom Fuzzification Tansfom Felipe Fenández, Julio Gutiéez, Juan Calos Cespo and Gacián Tiviño Dep. Tecnología Fotónica, Facultad

More information

Color Interpolation for Single CCD Color Camera

Color Interpolation for Single CCD Color Camera Colo Intepolation fo Single CCD Colo Camea Yi-Ming Wu, Chiou-Shann Fuh, and Jui-Pin Hsu Depatment of Compute Science and Infomation Engineeing, National Taian Univesit, Taipei, Taian Email: 88036@csie.ntu.edu.t;

More information

Several algorithms exist to extract edges from point. system. the line is computed using a least squares method.

Several algorithms exist to extract edges from point. system. the line is computed using a least squares method. Fast Mapping using the Log-Hough Tansfomation B. Giesle, R. Gaf, R. Dillmann Institute fo Pocess Contol and Robotics (IPR) Univesity of Kalsuhe D-7618 Kalsuhe, Gemany fgieslejgafjdillmanng@ia.uka.de C.F.R.

More information

Development and Analysis of a Real-Time Human Motion Tracking System

Development and Analysis of a Real-Time Human Motion Tracking System Development and Analysis of a Real-Time Human Motion Tacking System Jason P. Luck 1,2 Chistian Debunne 1 William Hoff 1 Qiang He 1 Daniel E. Small 2 1 Coloado School of Mines 2 Sandia National Labs Engineeing

More information

Cellular Neural Network Based PTV

Cellular Neural Network Based PTV 3th Int Symp on Applications of Lase Techniques to Fluid Mechanics Lisbon, Potugal, 6-9 June, 006 Cellula Neual Netwok Based PT Kazuo Ohmi, Achyut Sapkota : Depatment of Infomation Systems Engineeing,

More information

EYE DIRECTION BY STEREO IMAGE PROCESSING USING CORNEAL REFLECTION ON AN IRIS

EYE DIRECTION BY STEREO IMAGE PROCESSING USING CORNEAL REFLECTION ON AN IRIS EYE DIRECTION BY STEREO IMAGE PROCESSING USING CORNEAL REFLECTION ON AN IRIS Kumiko Tsuji Fukuoka Medical technology Teikyo Univesity 4-3-14 Shin-Katsutachi-Machi Ohmuta Fukuoka 836 Japan email: c746g@wisdomcckyushu-uacjp

More information

Elliptic Generation Systems

Elliptic Generation Systems 4 Elliptic Geneation Systems Stefan P. Spekeijse 4.1 Intoduction 4.1 Intoduction 4.2 Two-Dimensional Gid Geneation Hamonic Maps, Gid Contol Maps, and Poisson Systems Discetization and Solution Method Constuction

More information

2. PROPELLER GEOMETRY

2. PROPELLER GEOMETRY a) Fames of Refeence 2. PROPELLER GEOMETRY 10 th Intenational Towing Tank Committee (ITTC) initiated the pepaation of a dictionay and nomenclatue of ship hydodynamic tems and this wok was completed in

More information

Fifth Wheel Modelling and Testing

Fifth Wheel Modelling and Testing Fifth heel Modelling and Testing en Masoy Mechanical Engineeing Depatment Floida Atlantic Univesity Boca aton, FL 4 Lois Malaptias IFMA Institut Fancais De Mechanique Advancee ampus De lemont Feand Les

More information

Monte Carlo Simulation for the ECAT HRRT using GATE

Monte Carlo Simulation for the ECAT HRRT using GATE Monte Calo Simulation fo the ECAT HRRT using GATE F. Bataille, C. Comtat, Membe, IEEE, S. Jan, and R. Tébossen Abstact The ECAT HRRT (High Resolution Reseach Tomogaph, CPS Innovations, Knoxville, TN, U.S.A.)

More information

Gravitational Shift for Beginners

Gravitational Shift for Beginners Gavitational Shift fo Beginnes This pape, which I wote in 26, fomulates the equations fo gavitational shifts fom the elativistic famewok of special elativity. Fist I deive the fomulas fo the gavitational

More information

Heterogeneous Isotropic BRDFs. Homogeneous BRDF. Spatially Varying BRDF. Approaches - Sampling. Approaches - Illumination

Heterogeneous Isotropic BRDFs. Homogeneous BRDF. Spatially Varying BRDF. Approaches - Sampling. Approaches - Illumination Couse 0 Realistic Mateials in Compute Gaphics Heteogeneous Isotopic s Henik P.A. Lensch Stanfo Univesity Homogeneous Spatially Vaying Appoaches - Sampling Appoaches - Illumination ense sampling fo each

More information

Lecture 8 Introduction to Pipelines Adapated from slides by David Patterson

Lecture 8 Introduction to Pipelines Adapated from slides by David Patterson Lectue 8 Intoduction to Pipelines Adapated fom slides by David Patteson http://www-inst.eecs.bekeley.edu/~cs61c/ * 1 Review (1/3) Datapath is the hadwae that pefoms opeations necessay to execute pogams.

More information

ART GALLERIES WITH INTERIOR WALLS. March 1998

ART GALLERIES WITH INTERIOR WALLS. March 1998 ART GALLERIES WITH INTERIOR WALLS Andé Kündgen Mach 1998 Abstact. Conside an at galley fomed by a polygon on n vetices with m pais of vetices joined by inteio diagonals, the inteio walls. Each inteio wall

More information

High Performance Computing on GPU for Electromagnetic Logging

High Performance Computing on GPU for Electromagnetic Logging Intenational Confeence "Paallel and Distiuted Computing Systems" High Pefomance Computing on GPU fo lectomagnetic Logging Glinskikh V.N. Kontoovich A.. pov M.I. Tofimuk Institute of Petoleum Geology and

More information

A New Finite Word-length Optimization Method Design for LDPC Decoder

A New Finite Word-length Optimization Method Design for LDPC Decoder A New Finite Wod-length Optimization Method Design fo LDPC Decode Jinlei Chen, Yan Zhang and Xu Wang Key Laboatoy of Netwok Oiented Intelligent Computation Shenzhen Gaduate School, Habin Institute of Technology

More information

DEADLOCK AVOIDANCE IN BATCH PROCESSES. M. Tittus K. Åkesson

DEADLOCK AVOIDANCE IN BATCH PROCESSES. M. Tittus K. Åkesson DEADLOCK AVOIDANCE IN BATCH PROCESSES M. Tittus K. Åkesson Univesity College Boås, Sweden, e-mail: Michael.Tittus@hb.se Chalmes Univesity of Technology, Gothenbug, Sweden, e-mail: ka@s2.chalmes.se Abstact:

More information

POMDP: Introduction to Partially Observable Markov Decision Processes Hossein Kamalzadeh, Michael Hahsler

POMDP: Introduction to Partially Observable Markov Decision Processes Hossein Kamalzadeh, Michael Hahsler POMDP: Intoduction to Patially Obsevable Makov Decision Pocesses Hossein Kamalzadeh, Michael Hahsle 2019-01-02 The R package pomdp povides an inteface to pomdp-solve, a solve (witten in C) fo Patially

More information

Modelling, simulation, and performance analysis of a CAN FD system with SAE benchmark based message set

Modelling, simulation, and performance analysis of a CAN FD system with SAE benchmark based message set Modelling, simulation, and pefomance analysis of a CAN FD system with SAE benchmak based message set Mahmut Tenuh, Panagiotis Oikonomidis, Peiklis Chachalakis, Elias Stipidis Mugla S. K. Univesity, TR;

More information

Multiview plus depth video coding with temporal prediction view synthesis

Multiview plus depth video coding with temporal prediction view synthesis 1 Multiview plus depth video coding with tempoal pediction view synthesis Andei I. Puica, Elie G. Moa, Beatice Pesquet-Popescu, Fellow, IEEE, Maco Cagnazzo, Senio Membe, IEEE and Bogdan Ionescu, Senio

More information

DYNAMIC STORAGE ALLOCATION. Hanan Samet

DYNAMIC STORAGE ALLOCATION. Hanan Samet ds0 DYNAMIC STORAGE ALLOCATION Hanan Samet Compute Science Depatment and Cente fo Automation Reseach and Institute fo Advanced Compute Studies Univesity of Mayland College Pak, Mayland 07 e-mail: hjs@umiacs.umd.edu

More information

A Novel Image-Based Rendering System With A Longitudinally Aligned Camera Array

A Novel Image-Based Rendering System With A Longitudinally Aligned Camera Array EUOGAPHICS 2 / A. de Sousa, J.C. Toes Shot Pesentations A Novel Image-Based endeing System With A Longitudinally Aligned Camea Aay Jiang Li, Kun Zhou, Yong Wang and Heung-Yeung Shum Micosoft eseach, China

More information

Frequency Domain Approach for Face Recognition Using Optical Vanderlugt Filters

Frequency Domain Approach for Face Recognition Using Optical Vanderlugt Filters Optics and Photonics Jounal, 016, 6, 94-100 Published Online August 016 in SciRes. http://www.scip.og/jounal/opj http://dx.doi.og/10.436/opj.016.68b016 Fequency Domain Appoach fo Face Recognition Using

More information

Physical simulation for animation

Physical simulation for animation Physical simulation fo animation Case study: The jello cube The Jello Cube Mass-Sping System Collision Detection Integatos Septembe 17 2002 1 Announcements Pogamming assignment 3 is out. It is due Tuesday,

More information

AUTOMATED LOCATION OF ICE REGIONS IN RADARSAT SAR IMAGERY

AUTOMATED LOCATION OF ICE REGIONS IN RADARSAT SAR IMAGERY AUTOMATED LOCATION OF ICE REGIONS IN RADARSAT SAR IMAGERY Chistophe Waceman (1), William G. Pichel (2), Pablo Clement-Colón (2) (1) Geneal Dynamics Advanced Infomation Systems, P.O. Box 134008 Ann Abo

More information

Motion Estimation. Yao Wang Tandon School of Engineering, New York University

Motion Estimation. Yao Wang Tandon School of Engineering, New York University Motion Estimation Yao Wang Tandon School of Engineeing, New Yok Univesity Outline 3D motion model 2-D motion model 2-D motion vs. optical flow Optical flow equation and ambiguity in motion estimation Geneal

More information

Slotted Random Access Protocol with Dynamic Transmission Probability Control in CDMA System

Slotted Random Access Protocol with Dynamic Transmission Probability Control in CDMA System Slotted Random Access Potocol with Dynamic Tansmission Pobability Contol in CDMA System Intaek Lim 1 1 Depatment of Embedded Softwae, Busan Univesity of Foeign Studies, itlim@bufs.ac.k Abstact In packet

More information

t [ Background removed

t [ Background removed HANDS-ON > HOE1 Taining 1 Pictues You decide to ceate a memoies slide show fo you siste and he husband, who wee ecently maied. You include thei high school Sweetheat Ball image, engagement and wedding

More information

Statistics of Images. Ioannis Rekleitis

Statistics of Images. Ioannis Rekleitis Statistics of Images Ioannis Rekleitis Some Basic Intensity Tansfoma2on Func2ons Thesholding Logistic function Log tansfomation Powe-law (Gamma coection) Piecewise-linea tansfomation Histogam pocessing

More information

CSE 165: 3D User Interaction

CSE 165: 3D User Interaction CSE 165: 3D Use Inteaction Lectue #6: Selection Instucto: Jugen Schulze, Ph.D. 2 Announcements Homewok Assignment #2 Due Fiday, Januay 23 d at 1:00pm 3 4 Selection and Manipulation 5 Why ae Selection and

More information

Structured Light Stereoscopic Imaging with Dynamic Pseudo-random Patterns

Structured Light Stereoscopic Imaging with Dynamic Pseudo-random Patterns Stuctued Light Steeoscopic Imaging with Dynamic Pseudo-andom Pattens Piee Payeu and Danick Desjadins Univesity of Ottawa, SITE, 800 King Edwad, Ottawa, ON, Canada, K1N 6N5 {ppayeu,ddesjad}@site.uottawa.ca

More information

A VECTOR PERTURBATION APPROACH TO THE GENERALIZED AIRCRAFT SPARE PARTS GROUPING PROBLEM

A VECTOR PERTURBATION APPROACH TO THE GENERALIZED AIRCRAFT SPARE PARTS GROUPING PROBLEM Accepted fo publication Intenational Jounal of Flexible Automation and Integated Manufactuing. A VECTOR PERTURBATION APPROACH TO THE GENERALIZED AIRCRAFT SPARE PARTS GROUPING PROBLEM Nagiza F. Samatova,

More information

A Neural Network Model for Storing and Retrieving 2D Images of Rotated 3D Object Using Principal Components

A Neural Network Model for Storing and Retrieving 2D Images of Rotated 3D Object Using Principal Components A Neual Netwok Model fo Stong and Reteving 2D Images of Rotated 3D Object Using Pncipal Components Tsukasa AMANO, Shuichi KUROGI, Ayako EGUCHI, Takeshi NISHIDA, Yasuhio FUCHIKAWA Depatment of Contol Engineeng,

More information

Accurate Diffraction Efficiency Control for Multiplexed Volume Holographic Gratings. Xuliang Han, Gicherl Kim, and Ray T. Chen

Accurate Diffraction Efficiency Control for Multiplexed Volume Holographic Gratings. Xuliang Han, Gicherl Kim, and Ray T. Chen Accuate Diffaction Efficiency Contol fo Multiplexed Volume Hologaphic Gatings Xuliang Han, Gichel Kim, and Ray T. Chen Micoelectonic Reseach Cente Depatment of Electical and Compute Engineeing Univesity

More information

Reader & ReaderT Monad (11A) Young Won Lim 8/20/18

Reader & ReaderT Monad (11A) Young Won Lim 8/20/18 Copyight (c) 2016-2018 Young W. Lim. Pemission is ganted to copy, distibute and/o modify this document unde the tems of the GNU Fee Documentation License, Vesion 1.2 o any late vesion published by the

More information

Keith Dalbey, PhD. Sandia National Labs, Dept 1441 Optimization & Uncertainty Quantification

Keith Dalbey, PhD. Sandia National Labs, Dept 1441 Optimization & Uncertainty Quantification SAND 0-50 C Effective & Efficient Handling of Ill - Conditioned Coelation atices in Kiging & adient Enhanced Kiging Emulatos hough Pivoted Cholesky Factoization Keith Dalbey, PhD Sandia National Labs,

More information

Conservation Law of Centrifugal Force and Mechanism of Energy Transfer Caused in Turbomachinery

Conservation Law of Centrifugal Force and Mechanism of Energy Transfer Caused in Turbomachinery Poceedings of the 4th WSEAS Intenational Confeence on luid Mechanics and Aeodynamics, Elounda, Geece, August 1-3, 006 (pp337-34) Consevation Law of Centifugal oce and Mechanism of Enegy Tansfe Caused in

More information

Survey of Various Image Enhancement Techniques in Spatial Domain Using MATLAB

Survey of Various Image Enhancement Techniques in Spatial Domain Using MATLAB Suvey of Vaious Image Enhancement Techniques in Spatial Domain Using MATLAB Shailenda Singh Negi M.Tech Schola G. B. Pant Engineeing College, Paui Gahwal Uttaahand, India- 46194 ABSTRACT Image Enhancement

More information

Comparisons of Transient Analytical Methods for Determining Hydraulic Conductivity Using Disc Permeameters

Comparisons of Transient Analytical Methods for Determining Hydraulic Conductivity Using Disc Permeameters Compaisons of Tansient Analytical Methods fo Detemining Hydaulic Conductivity Using Disc Pemeametes 1,,3 Cook, F.J. 1 CSRO Land and Wate, ndoooopilly, Queensland The Univesity of Queensland, St Lucia,

More information