905 resultados para Computer Graphics Interattiva, Maya 3D, Unity 3D.
Resumo:
Recent growth in the shape-from-shading psychophysics literature has been paralled by an increasing availability of computer graphics hardware and software, to the extent that most psychophysical studies in this area now employ computer lighting algorithms. The most widely used of algorithms is shape-from-shading psychophysics is the Phong lighting model. This model, and other shading models of its genre, produce readily ineterpretable imiages of three-dimensional scenes. However, such algorithms are only approximations of how light interacts with real objects in the natural environment. Nevertheless, the results from psychophysical experiments using these techniques have been used to infer the processes underlying the perception of shape-from-shading in natural environments. It is important to establish whether this substitution is ever valid. We report a series of experiments investigating whether two recently reported illusions seen computer-generated, Phond shaded images occur for solid objects under real illuminants. The two illusions investigated are three-dimensional curvature contrast and the illuminant-position effect on perceived curvature. We show that both effects do occur for solid objects, and that the magnitude of these effects are equivalent regardless of whether subjects are presented with ray traced or solid objects.
Resumo:
A BSP (Bulk Synchronous Parallelism) computation is characterized by the generation of asynchronous messages in packages during independent execution of a number of processes and their subsequent delivery at synchronization points. Bundling messages together represents a significant departure from the traditional ‘one communication at a time’ approach. In this paper the semantic consequences of communication packaging are explored. In particular, the BSP communication structure is identified with a general form of substitution—predicate substitution. Predicate substitution provides a means of reasoning about the synchronized delivery of asynchronous communications when the immediate programming context does not explicitly refer to the variables that are to be updated (unlike traditional operations, such as the assignment $x := e$, where the names of the updated variables can be extracted from the context). Proofs of implementations of Newton's root finding method and prefix sum are used to illustrate the practical application of the proposed approach.
Resumo:
This study describes a study of 14 software companies, on how they initiate and pre-plan software projects. The aim was to obtain an indication of the range of planning activities carried out. The study, using a convenience sample, was carried out using structured interviews, with questions about early software project planning activities. The study offers evidence that an iterative and incremental development process presents extra difficulties in the case of fixed-contract projects. The authors also found evidence that feasibility studies were common, but generally informal in nature. Documentation of the planning process, especially for project scoping, was variable. For incremental and iterative development projects, an upfront decision on software architecture was shown to be preferred over allowing the architecture to just ‘emerge’. There is also evidence that risk management is recognised but often performed incompletely. Finally appropriate future research arising from the study is described.
Resumo:
Karaoke singing is a popular form of entertainment in several parts of the world. Since this genre of performance attracts amateurs, the singing often has artifacts related to scale, tempo, and synchrony. We have developed an approach to correct these artifacts using cross-modal multimedia streams information. We first perform adaptive sampling on the user's rendition and then use the original singer's rendition as well as the video caption highlighting information in order to correct the pitch, tempo and the loudness. A method of analogies has been employed to perform this correction. The basic idea is to manipulate the user's rendition in a manner to make it as similar as possible to the original singing. A pre-processing step of noise removal due to feedback and huffing also helps improve the quality of the user's audio. The results are described in the paper which shows the effectiveness of this multimedia approach.
Resumo:
In this paper, the compression of multispectral images is addressed. Such 3-D data are characterized by a high correlation across the spectral components. The efficiency of the state-of-the-art wavelet-based coder 3-D SPIHT is considered. Although the 3-D SPIHT algorithm provides the obvious way to process a multispectral image as a volumetric block and, consequently, maintain the attractive properties exhibited in 2-D (excellent performance, low complexity, and embeddedness of the bit-stream), its 3-D trees structure is shown to be not adequately suited for 3-D wavelet transformed (DWT) multispectral images. The fact that each parent has eight children in the 3-D structure considerably increases the list of insignificant sets (LIS) and the list of insignificant pixels (LIP) since the partitioning of any set produces eight subsets which will be processed similarly during the sorting pass. Thus, a significant portion from the overall bit-budget is wastedly spent to sort insignificant information. Through an investigation based on results analysis, we demonstrate that a straightforward 2-D SPIHT technique, when suitably adjusted to maintain the rate scalability and carried out in the 3-D DWT domain, overcomes this weakness. In addition, a new SPIHT-based scalable multispectral image compression algorithm is used in the initial iterations to exploit the redundancies within each group of two consecutive spectral bands. Numerical experiments on a number of multispectral images have shown that the proposed scheme provides significant improvements over related works.