This document presents an approach for interactively rendering complex 3D treemaps with over 600,000 items. It generates geometry for treemap items using a GPU-based approach, representing each item as an attributed point cloud. This enables efficient rendering while using less memory than CPU-based approaches. The method culls invisible geometry, applies thematic mappings, and uses post-processing for styling. It outperforms existing techniques in rendering speed and memory usage. Future work could improve readability, apply new visualization techniques, and generalize the approach.
2.5D Clip-Surfaces for Technical VisualizationMatthias Trapp
The concept of clipping planes is well known in computer graphics and can be used to create cut-away views. But clipping against just analytical defined planes is not always suitable for communicating every aspect of such visualization. For example, in hand-drawn technical illustrations, artists tend to communicate the difference between a cut and a model feature by using non-regular, sketchy cut lines instead of straight ones. To enable this functionality in computer graphics, this paper presents a technique for applying 2.5D clip-surfaces in real-time. Therefore, the clip plane equation is extended with an additional offset map, which can be represented by a texture map that contains height values. Clipping is then performed by varying the clip plane equation with respect to such an offset map. Further, a capping technique is proposed that enables the rendering of caps onto the clipped area to convey the impression of solid material. It avoids a re-meshing of a solid polygonal mesh after clipping is performed. Our approach is pixel precise, applicable in real-time, and takes fully advantage of graphics accelerators.
High-quality rendering of 3D virtual environments typically depends on high-quality 3D models with significant geometric complexity and texture data. One major bottleneck for real-time image-synthesis represents the number of state changes, which a specific rendering API has to perform. To improve performance, batching can be used to group and sort geometric primitives into batches to reduce the number of required state changes, whereas the size of the batches determines the number of required draw-calls, and therefore, is critical for rendering performance. For example, in the case of texture atlases, which provide an approach for efficient texture management, the batch size is limited by the efficiency of the texture-packing algorithm and the texture resolution itself. This paper presents a pre-processing approach and rendering technique that overcomes these limitations by further grouping textures or texture atlases and thus enables the creation of larger geometry batches. It is based on texture arrays in combination with an additional indexing schema that is evaluated at run-time using shader programs. This type of texture management is especially suitable for real-time rendering of large-scale texture-rich 3D virtual environments, such as virtual city and landscape models.
Interactive Rendering and Stylization of Transportation Networks Using Distan...Matthias Trapp
Transportation networks, such as streets, railroads or metro systems, constitute primary elements in cartography for reckoning and navigation. In recent years, they have become an increasingly important part of 3D virtual environments for the interactive analysis and communication of complex hierarchical information, for example in routing, logistics optimization, and disaster management. A variety of rendering techniques have been proposed that deal with integrating transportation networks within these environments, but have so far neglected the many challenges of an interactive design process to adapt their spatial and thematic granularity (i.e., level-of-detail and level-of-abstraction) according to a user's context. This paper presents an efficient real-time rendering technique for the view-dependent rendering of geometrically complex transportation networks within 3D virtual environments. Our technique is based on distance fields using deferred texturing that shifts the design process to the shading stage for real-time stylization. We demonstrate and discuss our approach by means of street networks using cartographic design principles for context-aware stylization, including view-dependent scaling for clutter reduction, contour-lining to provide figure-ground, handling of street crossings via shading-based blending, and task-dependent colorization. Finally, we present potential usage scenarios and applications together with a performance evaluation of our implementation.
Build Your Own 3D Scanner: 3D Scanning with Structured LightingDouglas Lanman
Build Your Own 3D Scanner:
3D Scanning with Structured Lighting
http://mesh.brown.edu/byo3d/
SIGGRAPH 2009 Courses
Douglas Lanman and Gabriel Taubin
This course provides a beginner with the necessary mathematics, software, and practical details to leverage projector-camera systems in their own 3D scanning projects. An example-driven approach is used throughout; each new concept is illustrated using a practical scanner implemented with off-the-shelf parts. The course concludes by detailing how these new approaches are used in rapid prototyping, entertainment, cultural heritage, and web-based applications.
(Paper Review)3D shape reconstruction from sketches via multi view convolutio...MYEONGGYU LEE
review date: 2019/03/20 (by Meyong-Gyu.LEE @Soongsil Univ.)
Korean review of '3D Shape Reconstruction from Sketches via Multi-view Convolutional Networks'(CVPR 2017)
This document discusses modifications to B-spline interpolation formulations. It begins by describing B-splines and their use in interpolation. It notes that constant, linear, quadratic, and cubic interpolation correspond to B-spline orders of 1, 2, 3, and 4, respectively. It then presents a modified relation where a shifted B-spline is used, with the shift determined by the interpolation order. For example, with linear interpolation the shift is 1. Graphs demonstrate how this modified relation gives nearer points higher weight. The document concludes by discussing constant interpolation in 2D images.
2.5D Clip-Surfaces for Technical VisualizationMatthias Trapp
The concept of clipping planes is well known in computer graphics and can be used to create cut-away views. But clipping against just analytical defined planes is not always suitable for communicating every aspect of such visualization. For example, in hand-drawn technical illustrations, artists tend to communicate the difference between a cut and a model feature by using non-regular, sketchy cut lines instead of straight ones. To enable this functionality in computer graphics, this paper presents a technique for applying 2.5D clip-surfaces in real-time. Therefore, the clip plane equation is extended with an additional offset map, which can be represented by a texture map that contains height values. Clipping is then performed by varying the clip plane equation with respect to such an offset map. Further, a capping technique is proposed that enables the rendering of caps onto the clipped area to convey the impression of solid material. It avoids a re-meshing of a solid polygonal mesh after clipping is performed. Our approach is pixel precise, applicable in real-time, and takes fully advantage of graphics accelerators.
High-quality rendering of 3D virtual environments typically depends on high-quality 3D models with significant geometric complexity and texture data. One major bottleneck for real-time image-synthesis represents the number of state changes, which a specific rendering API has to perform. To improve performance, batching can be used to group and sort geometric primitives into batches to reduce the number of required state changes, whereas the size of the batches determines the number of required draw-calls, and therefore, is critical for rendering performance. For example, in the case of texture atlases, which provide an approach for efficient texture management, the batch size is limited by the efficiency of the texture-packing algorithm and the texture resolution itself. This paper presents a pre-processing approach and rendering technique that overcomes these limitations by further grouping textures or texture atlases and thus enables the creation of larger geometry batches. It is based on texture arrays in combination with an additional indexing schema that is evaluated at run-time using shader programs. This type of texture management is especially suitable for real-time rendering of large-scale texture-rich 3D virtual environments, such as virtual city and landscape models.
Interactive Rendering and Stylization of Transportation Networks Using Distan...Matthias Trapp
Transportation networks, such as streets, railroads or metro systems, constitute primary elements in cartography for reckoning and navigation. In recent years, they have become an increasingly important part of 3D virtual environments for the interactive analysis and communication of complex hierarchical information, for example in routing, logistics optimization, and disaster management. A variety of rendering techniques have been proposed that deal with integrating transportation networks within these environments, but have so far neglected the many challenges of an interactive design process to adapt their spatial and thematic granularity (i.e., level-of-detail and level-of-abstraction) according to a user's context. This paper presents an efficient real-time rendering technique for the view-dependent rendering of geometrically complex transportation networks within 3D virtual environments. Our technique is based on distance fields using deferred texturing that shifts the design process to the shading stage for real-time stylization. We demonstrate and discuss our approach by means of street networks using cartographic design principles for context-aware stylization, including view-dependent scaling for clutter reduction, contour-lining to provide figure-ground, handling of street crossings via shading-based blending, and task-dependent colorization. Finally, we present potential usage scenarios and applications together with a performance evaluation of our implementation.
Build Your Own 3D Scanner: 3D Scanning with Structured LightingDouglas Lanman
Build Your Own 3D Scanner:
3D Scanning with Structured Lighting
http://mesh.brown.edu/byo3d/
SIGGRAPH 2009 Courses
Douglas Lanman and Gabriel Taubin
This course provides a beginner with the necessary mathematics, software, and practical details to leverage projector-camera systems in their own 3D scanning projects. An example-driven approach is used throughout; each new concept is illustrated using a practical scanner implemented with off-the-shelf parts. The course concludes by detailing how these new approaches are used in rapid prototyping, entertainment, cultural heritage, and web-based applications.
(Paper Review)3D shape reconstruction from sketches via multi view convolutio...MYEONGGYU LEE
review date: 2019/03/20 (by Meyong-Gyu.LEE @Soongsil Univ.)
Korean review of '3D Shape Reconstruction from Sketches via Multi-view Convolutional Networks'(CVPR 2017)
This document discusses modifications to B-spline interpolation formulations. It begins by describing B-splines and their use in interpolation. It notes that constant, linear, quadratic, and cubic interpolation correspond to B-spline orders of 1, 2, 3, and 4, respectively. It then presents a modified relation where a shifted B-spline is used, with the shift determined by the interpolation order. For example, with linear interpolation the shift is 1. Graphs demonstrate how this modified relation gives nearer points higher weight. The document concludes by discussing constant interpolation in 2D images.
Mask R-CNN extends Faster R-CNN by adding a branch for predicting segmentation masks in parallel with bounding box recognition and classification. It introduces a new layer called RoIAlign to address misalignment issues in the RoIPool layer of Faster R-CNN. RoIAlign improves mask accuracy by 10-50% by removing quantization and properly aligning extracted features. Mask R-CNN runs at 5fps with only a small overhead compared to Faster R-CNN.
Build Your Own 3D Scanner:
Conclusion
http://mesh.brown.edu/byo3d/
SIGGRAPH 2009 Courses
Douglas Lanman and Gabriel Taubin
This course provides a beginner with the necessary mathematics, software, and practical details to leverage projector-camera systems in their own 3D scanning projects. An example-driven approach is used throughout; each new concept is illustrated using a practical scanner implemented with off-the-shelf parts. The course concludes by detailing how these new approaches are used in rapid prototyping, entertainment, cultural heritage, and web-based applications.
Texture mapping is a process that maps a 2D texture image onto a 3D object's surface. This allows the 3D object to take on the visual characteristics of the 2D texture. The document discusses key aspects of texture mapping like how textures are represented as arrays of texels, how texture coordinates are assigned to map textures onto object surfaces, and techniques like mipmapping, filtering and wrapping that are used to render textures properly at different distances and orientations. OpenGL functions like glTexImage2D and glTexCoord are used to specify textures and texture coordinates for 3D rendering with texture mapping.
Object Detection Beyond Mask R-CNN and RetinaNet IIIWanjin Yu
This document provides an overview of fine-grained image analysis. It begins with background on computer vision, deep learning, and traditional image recognition/retrieval. It then introduces fine-grained image analysis, distinguishing it from generic image recognition through examples. Challenges of fine-grained analysis are discussed, including small inter-class variance and large intra-class variance. Real-world applications of fine-grained analysis are presented across domains like species identification.
Double patterning lithography is a technique used to overcome the limitations of optical lithography. It works by splitting the mask pattern into two separate exposures to reduce feature density. The document describes the key techniques used in their software to solve the layout splitting problem, including a novel polygon cutting algorithm, dynamic priority search trees, and representing the problem as a tri-connected graph to decompose it into independent subproblems. Experimental results showed their method achieved a 3-10x speedup over other approaches.
The document discusses double patterning lithography (DPL) as a technique to overcome limitations of optical lithography at smaller feature sizes. It presents an algorithm for DPL layout splitting that involves: (1) decomposing the conflict graph into tri-connected components, (2) solving each component independently, and (3) merging the solutions. Experimental results showed the algorithm achieved a 3-10x speedup over previous approaches.
CS 354 Transformation, Clipping, and CullingMark Kilgard
This document summarizes a lecture on graphics transformations, clipping, and culling. It discusses how vertex positions are transformed from object space to normalized device coordinates space using the modelview and projection matrices. It also covers generalized clipping against the view frustum and user-defined clip planes, as well as back face culling. The lecture provides examples of translation, rotation, scaling, orthographic, and perspective transformations.
Parallel implementation of geodesic distance transform with application in su...Tuan Q. Pham
This poster presents a parallel implementation of geodesic distance transform using OpenMP. This work forms part of a C implementation for geodesic superpixel segmentation of natural images. Presented at DICTA 2013 conference
t-SNE is a modern visualization algorithm that presents high-dimensional data in 2 or 3 dimensions according to some desired distances. If you have some data and you can measure their pairwise differences, t-SNE visualization can help you identify various clusters.
This document discusses t-Distributed Stochastic Neighbor Embedding (t-SNE), a technique for visualizing high-dimensional data. It begins by overviewing dimension reduction techniques before focusing on t-SNE. t-SNE is an improvement on Stochastic Neighbor Embedding (SNE) that converts similarities between data points to joint probabilities and minimizes the divergence between a high-dimensional and low-dimensional distribution. The document explains how t-SNE addresses issues like the "crowding problem" to better separate clusters in low dimensions. Optimization methods for t-SNE are also covered.
https://telecombcn-dl.github.io/2018-dlcv/
Deep learning technologies are at the core of the current revolution in artificial intelligence for multimedia data analysis. The convergence of large-scale annotated datasets and affordable GPU hardware has allowed the training of neural networks for data analysis tasks which were previously addressed with hand-crafted features. Architectures such as convolutional neural networks, recurrent neural networks and Q-nets for reinforcement learning have shaped a brand new scenario in signal processing. This course will cover the basic principles and applications of deep learning to computer vision problems, such as image classification, object detection or image captioning.
The document proposes a view-dependent texture atlas approach for rendering 3D objects. It recomputes the texture atlas parameterization and packing per frame based on the projected 3D shape approximations. This reduces memory footprint and texture management compared to using individual textures for each object. The approach is suitable for real-time rendering of static meshes and can be implemented in a single rendering pass. It works by projecting 3D boundary representations, sorting and clipping coordinates, performing rectangular packing on the CPU, and applying a screen space vertex displacement using geometry shaders. The results show it is faster than traditional render-to-texture for a small number of objects and has lower setup cost for higher numbers of objects.
DynamicFusion is a method for reconstructing and tracking non-rigid scenes in real-time by extending KinectFusion. It uses a volumetric truncated signed distance function (TSDF) to integrate depth maps from multiple viewpoints into a global reconstruction. Live depth frames are aligned to a dense surface prediction generated by raycasting the TSDF. This closes the loop between mapping and localization for tracking dynamic, non-rigid scenes.
High Dimensional Data Visualization using t-SNEKai-Wen Zhao
Review of the t-SNE algorithm which helps visualizing the high dimensional data on manifold by projecting them onto 2D or 3D space with metric preserving.
Point cloud mesh-investigation_report-lihangLihang Li
This document discusses surface reconstruction methods for point clouds captured using Kinect. It describes meshing methods used in RTABMAP and RGBDMapping including greedy projection triangulation and moving least squares smoothing. Popular surface reconstruction pipelines generally involve subsampling, normal estimation, surface reconstruction using methods like Poisson surface reconstruction, and recovering original colors. Key steps are filtering noise, estimating surface normals, reconstructing implicit surfaces, and transferring attributes back to original points.
Texture mapping is a technique used to add surface detail to 3D graphics. It involves mapping a 2D texture image onto a 3D object's surface. Originally, surface detail required complex geometry, but texture mapping allows using simpler geometry while incorporating texture patterns. It works by applying an image to geometry at the rasterization stage. This allows "complex" textures without increasing geometric complexity. Common techniques include 2D, environment, and bump mapping.
A Framework of Secured and Bio-Inspired Image Steganography Using Chaotic Enc...Varun Ojha
This document proposes a novel secured image steganography technique called CEGAO that uses chaotic encryption and genetic algorithm optimization. It encrypts a secret image using a logistic map before embedding it in the least significant bits of cover images. To extract the secret image, the recipient decrypts and retrieves the secret image blocks from the stego image using the same logistic map. The technique achieves PSNR values up to 48.55 dB and SSIM values over 0.99, outperforming conventional LSB techniques. While performance is encouraging, the authors aim to further improve resistance against statistical attacks and optimize other aspects of the algorithm.
Hashing has witnessed an increase in popularity over the
past few years due to the promise of compact encoding and fast query
time. In order to be effective hashing methods must maximally preserve
the similarity between the data points in the underlying binary representation.
The current best performing hashing techniques have utilised
supervision. In this paper we propose a two-step iterative scheme, Graph
Regularised Hashing (GRH), for incrementally adjusting the positioning
of the hashing hypersurfaces to better conform to the supervisory signal:
in the first step the binary bits are regularised using a data similarity
graph so that similar data points receive similar bits. In the second
step the regularised hashcodes form targets for a set of binary classifiers
which shift the position of each hypersurface so as to separate opposite
bits with maximum margin. GRH exhibits superior retrieval accuracy to
competing hashing methods.
A Novel Background Subtraction Algorithm for Dynamic Texture ScenesIJMER
International Journal of Modern Engineering Research (IJMER) is Peer reviewed, online Journal. It serves as an international archival forum of scholarly research related to engineering and science education.
This document describes research on using near-infrared spectroscopy to measure pH levels in atherosclerotic plaque via a fiber optic catheter. Previous studies showed plaque pH heterogeneity and that inflamed regions have lower pH. The researchers collected human carotid plaques and used a 3Fr fiber optic catheter prototype to obtain optical reflectance spectra of 17 tissue sites, which were then calibrated to pH readings from micro-electrodes. A partial least squares model achieved a determination coefficient of 0.63 and root mean squared deviation of 0.14 pH units. Further work aims to increase sample size under physiological conditions to better identify vulnerable plaque based on pH levels in vivo.
El documento describe brevemente la vida del autor. Nació en Itagüí, Antioquia en circunstancias difíciles debido a problemas durante el parto. Asistió a la escuela primaria en Belén Ciudadela y la Escuela Román Gómez, donde jugaba fútbol y otros deportes con sus amigos. Más tarde estudió en el Colegio La Industrial de Marinilla, el cual disfrutó debido a la calidad de los profesores y las especialidades ofrecidas. Finalmente, se graduó de la Universidad de Antioquia y ahora
Mask R-CNN extends Faster R-CNN by adding a branch for predicting segmentation masks in parallel with bounding box recognition and classification. It introduces a new layer called RoIAlign to address misalignment issues in the RoIPool layer of Faster R-CNN. RoIAlign improves mask accuracy by 10-50% by removing quantization and properly aligning extracted features. Mask R-CNN runs at 5fps with only a small overhead compared to Faster R-CNN.
Build Your Own 3D Scanner:
Conclusion
http://mesh.brown.edu/byo3d/
SIGGRAPH 2009 Courses
Douglas Lanman and Gabriel Taubin
This course provides a beginner with the necessary mathematics, software, and practical details to leverage projector-camera systems in their own 3D scanning projects. An example-driven approach is used throughout; each new concept is illustrated using a practical scanner implemented with off-the-shelf parts. The course concludes by detailing how these new approaches are used in rapid prototyping, entertainment, cultural heritage, and web-based applications.
Texture mapping is a process that maps a 2D texture image onto a 3D object's surface. This allows the 3D object to take on the visual characteristics of the 2D texture. The document discusses key aspects of texture mapping like how textures are represented as arrays of texels, how texture coordinates are assigned to map textures onto object surfaces, and techniques like mipmapping, filtering and wrapping that are used to render textures properly at different distances and orientations. OpenGL functions like glTexImage2D and glTexCoord are used to specify textures and texture coordinates for 3D rendering with texture mapping.
Object Detection Beyond Mask R-CNN and RetinaNet IIIWanjin Yu
This document provides an overview of fine-grained image analysis. It begins with background on computer vision, deep learning, and traditional image recognition/retrieval. It then introduces fine-grained image analysis, distinguishing it from generic image recognition through examples. Challenges of fine-grained analysis are discussed, including small inter-class variance and large intra-class variance. Real-world applications of fine-grained analysis are presented across domains like species identification.
Double patterning lithography is a technique used to overcome the limitations of optical lithography. It works by splitting the mask pattern into two separate exposures to reduce feature density. The document describes the key techniques used in their software to solve the layout splitting problem, including a novel polygon cutting algorithm, dynamic priority search trees, and representing the problem as a tri-connected graph to decompose it into independent subproblems. Experimental results showed their method achieved a 3-10x speedup over other approaches.
The document discusses double patterning lithography (DPL) as a technique to overcome limitations of optical lithography at smaller feature sizes. It presents an algorithm for DPL layout splitting that involves: (1) decomposing the conflict graph into tri-connected components, (2) solving each component independently, and (3) merging the solutions. Experimental results showed the algorithm achieved a 3-10x speedup over previous approaches.
CS 354 Transformation, Clipping, and CullingMark Kilgard
This document summarizes a lecture on graphics transformations, clipping, and culling. It discusses how vertex positions are transformed from object space to normalized device coordinates space using the modelview and projection matrices. It also covers generalized clipping against the view frustum and user-defined clip planes, as well as back face culling. The lecture provides examples of translation, rotation, scaling, orthographic, and perspective transformations.
Parallel implementation of geodesic distance transform with application in su...Tuan Q. Pham
This poster presents a parallel implementation of geodesic distance transform using OpenMP. This work forms part of a C implementation for geodesic superpixel segmentation of natural images. Presented at DICTA 2013 conference
t-SNE is a modern visualization algorithm that presents high-dimensional data in 2 or 3 dimensions according to some desired distances. If you have some data and you can measure their pairwise differences, t-SNE visualization can help you identify various clusters.
This document discusses t-Distributed Stochastic Neighbor Embedding (t-SNE), a technique for visualizing high-dimensional data. It begins by overviewing dimension reduction techniques before focusing on t-SNE. t-SNE is an improvement on Stochastic Neighbor Embedding (SNE) that converts similarities between data points to joint probabilities and minimizes the divergence between a high-dimensional and low-dimensional distribution. The document explains how t-SNE addresses issues like the "crowding problem" to better separate clusters in low dimensions. Optimization methods for t-SNE are also covered.
https://telecombcn-dl.github.io/2018-dlcv/
Deep learning technologies are at the core of the current revolution in artificial intelligence for multimedia data analysis. The convergence of large-scale annotated datasets and affordable GPU hardware has allowed the training of neural networks for data analysis tasks which were previously addressed with hand-crafted features. Architectures such as convolutional neural networks, recurrent neural networks and Q-nets for reinforcement learning have shaped a brand new scenario in signal processing. This course will cover the basic principles and applications of deep learning to computer vision problems, such as image classification, object detection or image captioning.
The document proposes a view-dependent texture atlas approach for rendering 3D objects. It recomputes the texture atlas parameterization and packing per frame based on the projected 3D shape approximations. This reduces memory footprint and texture management compared to using individual textures for each object. The approach is suitable for real-time rendering of static meshes and can be implemented in a single rendering pass. It works by projecting 3D boundary representations, sorting and clipping coordinates, performing rectangular packing on the CPU, and applying a screen space vertex displacement using geometry shaders. The results show it is faster than traditional render-to-texture for a small number of objects and has lower setup cost for higher numbers of objects.
DynamicFusion is a method for reconstructing and tracking non-rigid scenes in real-time by extending KinectFusion. It uses a volumetric truncated signed distance function (TSDF) to integrate depth maps from multiple viewpoints into a global reconstruction. Live depth frames are aligned to a dense surface prediction generated by raycasting the TSDF. This closes the loop between mapping and localization for tracking dynamic, non-rigid scenes.
High Dimensional Data Visualization using t-SNEKai-Wen Zhao
Review of the t-SNE algorithm which helps visualizing the high dimensional data on manifold by projecting them onto 2D or 3D space with metric preserving.
Point cloud mesh-investigation_report-lihangLihang Li
This document discusses surface reconstruction methods for point clouds captured using Kinect. It describes meshing methods used in RTABMAP and RGBDMapping including greedy projection triangulation and moving least squares smoothing. Popular surface reconstruction pipelines generally involve subsampling, normal estimation, surface reconstruction using methods like Poisson surface reconstruction, and recovering original colors. Key steps are filtering noise, estimating surface normals, reconstructing implicit surfaces, and transferring attributes back to original points.
Texture mapping is a technique used to add surface detail to 3D graphics. It involves mapping a 2D texture image onto a 3D object's surface. Originally, surface detail required complex geometry, but texture mapping allows using simpler geometry while incorporating texture patterns. It works by applying an image to geometry at the rasterization stage. This allows "complex" textures without increasing geometric complexity. Common techniques include 2D, environment, and bump mapping.
A Framework of Secured and Bio-Inspired Image Steganography Using Chaotic Enc...Varun Ojha
This document proposes a novel secured image steganography technique called CEGAO that uses chaotic encryption and genetic algorithm optimization. It encrypts a secret image using a logistic map before embedding it in the least significant bits of cover images. To extract the secret image, the recipient decrypts and retrieves the secret image blocks from the stego image using the same logistic map. The technique achieves PSNR values up to 48.55 dB and SSIM values over 0.99, outperforming conventional LSB techniques. While performance is encouraging, the authors aim to further improve resistance against statistical attacks and optimize other aspects of the algorithm.
Hashing has witnessed an increase in popularity over the
past few years due to the promise of compact encoding and fast query
time. In order to be effective hashing methods must maximally preserve
the similarity between the data points in the underlying binary representation.
The current best performing hashing techniques have utilised
supervision. In this paper we propose a two-step iterative scheme, Graph
Regularised Hashing (GRH), for incrementally adjusting the positioning
of the hashing hypersurfaces to better conform to the supervisory signal:
in the first step the binary bits are regularised using a data similarity
graph so that similar data points receive similar bits. In the second
step the regularised hashcodes form targets for a set of binary classifiers
which shift the position of each hypersurface so as to separate opposite
bits with maximum margin. GRH exhibits superior retrieval accuracy to
competing hashing methods.
A Novel Background Subtraction Algorithm for Dynamic Texture ScenesIJMER
International Journal of Modern Engineering Research (IJMER) is Peer reviewed, online Journal. It serves as an international archival forum of scholarly research related to engineering and science education.
This document describes research on using near-infrared spectroscopy to measure pH levels in atherosclerotic plaque via a fiber optic catheter. Previous studies showed plaque pH heterogeneity and that inflamed regions have lower pH. The researchers collected human carotid plaques and used a 3Fr fiber optic catheter prototype to obtain optical reflectance spectra of 17 tissue sites, which were then calibrated to pH readings from micro-electrodes. A partial least squares model achieved a determination coefficient of 0.63 and root mean squared deviation of 0.14 pH units. Further work aims to increase sample size under physiological conditions to better identify vulnerable plaque based on pH levels in vivo.
El documento describe brevemente la vida del autor. Nació en Itagüí, Antioquia en circunstancias difíciles debido a problemas durante el parto. Asistió a la escuela primaria en Belén Ciudadela y la Escuela Román Gómez, donde jugaba fútbol y otros deportes con sus amigos. Más tarde estudió en el Colegio La Industrial de Marinilla, el cual disfrutó debido a la calidad de los profesores y las especialidades ofrecidas. Finalmente, se graduó de la Universidad de Antioquia y ahora
La creatividad es la capacidad de crear cosas nuevas y resolver problemas de forma original. Implica llegar a conclusiones nuevas de manera intencionada para lograr un objetivo. Puede expresarse a través de formas artísticas u otras adaptaciones originales.
El documento habla sobre los materiales contaminantes como metales pesados que se encuentran en los computadores y cómo estos afectan el medio ambiente cuando se convierten en desperdicios electrónicos. Menciona que monitores y otros productos electrónicos contienen plomo, mercurio y cadmio que contaminan el agua, el aire y el suelo y traen consecuencias para la salud humana como daños celulares cuando son desechados. También incluye un resumen de los efectos específicos de estos tres metales pesados en el agua, a
Este documento explica cómo guardar archivos de Excel y las diferentes opciones disponibles, como guardar con un nuevo nombre, guardar con el mismo nombre o guardar con una ubicación diferente. También cubre conceptos básicos de Excel como libros de trabajo, hojas y celdas.
Santiago nació en 1998 en Rionegro, Colombia. Tuvo una infancia feliz compartiendo juguetes y aventuras con su hermana gemela. Disfrutaba ir al parque con sus padres en su bicicleta. Más adelante, hizo buenos amigos en la escuela y conoció su primer amor. Su sueño es jugar para la selección de fútbol de Colombia y ser el jugador más destacado en un mundial, representando con orgullo a su país.
El documento describe lo que es Internet, cómo surgió y cómo funciona. Internet es una red mundial de computadoras conectadas que permite el intercambio de información a través de protocolos como TCP/IP. Se originó en 1969 como un proyecto del gobierno de EE.UU. para comunicaciones militares y luego evolucionó a una red comercial mundial gracias a la World Wide Web y los navegadores como Mosaic, Netscape y Explorer. Las páginas web utilizan el lenguaje HTML y la información se transmite entre servidores locales, regionales y nacionales hasta
La madre del autor quedó embarazada de su hermano cuando tenía 22 años, y sus padres se casaron rápidamente. Nueve meses después nació su hermano, y a los tres años nació el autor. En su niñez, el autor ayudaba a su padre en una granja y jugaba con su hermano. Asistió a la escuela primaria, donde hizo muchos amigos. Más tarde, su familia se mudó a otra ciudad, lo que obligó al autor a despedirse de sus amigos y adaptarse a un nuevo colegio. Ahora a los 13
Pacto de convivencia sala de informatica estebanIE Simona Duque
Este documento presenta una serie de reglas y normas para el uso adecuado de la sala de informática en una institución educativa. Se especifican aspectos como el cuidado de los equipos, el trabajo responsable de acuerdo con las instrucciones del docente, la prohibición de actividades no autorizadas como juegos o el uso de redes sociales, y las sanciones por incumplimiento de las normas.
What is IRS Form 8949 | IRS Form 8949 InstructionsScott Wright
Form 8949 is where details of your sales and exchanges are shown, allowing you and the IRS to reconcile amounts that were reported to you and the IRS on Form.
Este documento tiene cuatro objetivos específicos: 1) Conseguir información sobre el conflicto, sus causas y formas de mediación; 2) Reconocer los espacios donde ocurren conflictos entre estudiantes y docentes; 3) Identificar los derechos y deberes de estudiantes y docentes; 4) Promover la prevención de conflictos y la mediación dialogada en la comunidad educativa.
El documento presenta un resumen de los siete capítulos de un libro sobre el liderazgo. El Capítulo I define el liderazgo y diferencia entre poder y autoridad. El Capítulo II discute la importancia del respeto y la apertura al cambio. El Capítulo III enfatiza servir a otros para desarrollar autoridad. Los capítulos restantes cubren temas como el amor, el entorno, la toma de decisiones y los resultados de ser un líder que se enfoca en los demás.
Este documento describe las propiedades y usos de la planta Genciana. Es una planta amarga que se usa para mejorar el apetito, ayudar con la digestión, y tratar problemas del hígado y estómago. También tiene propiedades como depurativo de la sangre, para aumentar la energía, y para prevenir infecciones. Se usa comúnmente en licores y como ingrediente en la cerveza.
El documento describe las innovaciones en el mouse y el teclado a través de la historia. Se menciona que el primer mouse fue comercializado en 1970 y funcionaba con engranajes, mientras que los primeros mouses de Xerox en 1973 tenían tres botones y funcionamiento mecánico. En 1983, Apple lanzó el mouse de Lisa con una esfera de metal en lugar de una bola de goma.
The document discusses using layered depth images (LDIs) on GPUs to enable real-time volumetric tests of 3D points. LDIs represent polygonal shapes as a series of depth maps stored in a 3D texture. A volumetric parity test can then determine if a point is inside or outside the volume by ray-marching through the LDI's depth maps. The technique enables applications like collision detection and hybrid rendering styles in real-time. Limitations include memory usage and potential sampling artifacts that could be addressed in future work.
Dia dos Pais - Website - Baterias MouraCésar Mafra
A ação criou um site para que filhos personalizassem um paper toy do carro do pai, resgatando memórias. Os usuários escolhiam detalhes do carro e do pai e compartilhavam o brinquedo no Dia dos Pais. A estratégia obteve grande alcance orgânico e engajamento, com milhares de cartões criados e compartilhados.
El documento describe la epidemiología y factores de riesgo asociados al suicidio, así como su abordaje en atención primaria. Cada año aproximadamente 1 millón de personas se suicidan en el mundo, siendo la tasa global del 2%. Los trastornos mentales como la depresión son un factor clave, así como la disponibilidad de medios letales. El clínico debe realizar una evaluación integral considerando factores sociodemográficos, psicológicos y contextuales para establecer un plan de tratamiento y prevención a
Los pies reflejan nuestra personalidad y emociones. Cada dedo representa un elemento, chakra y emoción. La forma, tamaño y posición de los dedos pueden indicar rasgos de la personalidad. El dolor en los pies está vinculado a tensiones mentales y emocionales sobre cómo nos movamos en las relaciones y enfrentemos el mundo. Las piernas representan nuestra capacidad de movimiento relacional, y los pies nuestra posición y criterios de vida. El dolor en diferentes partes de los pies puede revelar desconcierto o desasos
Este proyecto busca concientizar a las personas sobre los daños que causa la contaminación auditiva en el mundo a través de hechos. Se llevará a cabo en 4 meses e involucrará a estudiantes de la Institución Educativa Técnica Industrial Simona Duque. El proyecto ayudará a prevenir graves problemas de salud en el futuro y podría dar soluciones técnicas a cada caso particular de contaminación auditiva.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
Advanced Game Development with the Mobile 3D Graphics APITomi Aarnio
This document provides an overview of the Mobile 3D Graphics API (M3G), which was designed for 3D graphics on mobile devices. It discusses why developers should use M3G and highlights some of its key features, including scene graphs, dynamic meshes, animation, textures, and more. The document also provides code examples for common tasks like setting up a camera, rendering a rotating cube, and creating animated keyframe sequences.
The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU''s compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.
Video here: http://on-demand.gputechconf.com/gtc/2013/video/S3032-Advanced-Scenegraph-Rendering-Pipeline.mp4
OpenGL 4.4 provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.
Video presentation here: http://on-demand.gputechconf.com/gtc/2014/video/S4379-opengl-44-scene-rendering-techniques.mp4
1. The document provides an introduction to 3D computer graphics and graphics programming, covering fundamental concepts like pixels, 2D and 3D coordinate systems, and transformations.
2. It discusses rendering concepts such as lighting models, texture mapping, and shaders. Modern GPUs allow for programmable shading through languages like Cg, GLSL, and HLSL.
3. Advanced techniques like ray tracing are also introduced, which trace the path of light in a scene to realistically render 3D graphics.
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth ThomasAMD Developer Central
The document discusses faster particle rendering using DirectCompute. It describes using the GPU for particle simulation by taking advantage of its parallel processing capabilities. It discusses using compute shaders to simulate particle behavior, handle collisions via the depth buffer, sort particles using bitonic sort, and render particles in tiles via DirectCompute to avoid overdraw from large particles. Tiled rendering involves culling particles, building per-tile particle indices, and sorting particles within each tile before shading them in parallel threads to composite onto the scene.
Interactive Editing of Signed Distance FieldsMatthias Trapp
Presentation of paper "Interactive Editing of Voxel-Based Signed Distance Fields" presented at the 30th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG 2022).
The document proposes a method for efficiently representing layered depth images (LDIs) to enable real-time volumetric tests on 3D meshes. The method involves creating an LDI of the mesh using depth peeling, calculating its bounding box, cropping the LDI, and compressing it in a lossless two-phase process. A volumetric parity test is developed that can determine if a point is inside or outside the volume by ray marching through the compressed LDI texture. Performance results show the compression achieves ratios of 1:2-3 with little overhead and enables real-time volumetric queries.
This document discusses 5 ways to improve LiDAR workflows using FME software. It begins with an overview of LiDAR and point clouds before addressing each of the 5 ways: 1) simplifying point cloud transformations with FME transformers, 2) preparing data, 3) automating surface model creation, 4) visualizing solutions through 3D city modeling, and 5) expanding tools with FME Hub and third party tools like LAStools. The presentation concludes by emphasizing how FME can help simplify and scale LiDAR workflows.
This document discusses techniques for 3D image visualization. It begins with an introduction and covers topics like rendering techniques, MATLAB visualization, volume rendering, isocontouring, hole detection, and applications of stereoscopic visualization. The document outlines various methods for 3D output like projection and OpenGL libraries. It discusses advantages like hardware support for 3D graphics and disadvantages such as objects being drawn as 2D. The conclusion states that while techniques exist, more research is still needed for innovative 3D visualization of diverse data types.
WebGL allows for 3D graphics rendering within web browsers using JavaScript and standard web technologies. It provides an API for accessing a computer's GPU similarly to Canvas for 2D drawing. THREE.js makes WebGL programming easier by abstracting away complexities like shader programming and matrix computations. A simple example creates a 3D cube in THREE.js with just a few lines of code versus the longer WebGL example. THREE.js provides high-level objects for cameras, lights, materials and more to build 3D scenes efficiently in the browser.
Cascading talk in Etsy (http://www.meetup.com/cascading/events/169390262/)Jyotirmoy Sundi
AdMobius is a mobile audience management platform that uses Cascading for complex data aggregation and processing in its tech stack. Cascading allows AdMobius to easily write custom aggregators and workflows for tasks like device graph building, scoring, and profiling audiences at scale across billions of mobile devices. Some key benefits of using Cascading include its support for custom joins, taps for various data sources, and best practices like checkpointing and compression to optimize performance.
As the amount of metrics, software that produce and process them, and people involved in them continue to increase, we need better ways to organize them, to make them self-describing, and do so in a way that is consistent. Leveraging this, we can then automatically build graphs and dashboards, given a query that represents an information need, even for complicated cases. We can build richer visualizations, alerting and fault detection. This talk will introduce the concepts and related tools, demonstrate possibilities using the Graph-Explorer interface, and lay the groundwork for future work.
DDGK: Learning Graph Representations for Deep Divergence Graph Kernelsivaderivader
This document summarizes a research paper on learning graph representations for deep divergence graph kernels (DDGK). DDGK learns graph representations without supervision or domain knowledge by using a node-to-edges encoder and isomorphism attention. The isomorphism attention provides a bidirectional mapping between nodes in two graphs. DDGK then calculates a divergence score between the source and target graphs as a measure of their (dis)similarity. Experimental results showed DDGK produces representations competitive with other graph kernel baselines. The paper proposes several extensions, including different graph encoders and attention mechanisms, as well as improved regularization and scalability.
3D Reconstruction from Multiple uncalibrated 2D Images of an ObjectAnkur Tyagi
3D reconstruction is the process of capturing the shape and appearance of real objects. In this project we are using passive methods which only use sensors to measure the radiance reflected or emitted by the objects surface to infer its 3D structure.
High-Quality Server Side Rendering using the OGC’s 3D Portrayal Service – App...Martin Christen
This document discusses high-quality server side rendering using the OGC's 3D Portrayal Service. It summarizes work using the service to render 3D buildings from OpenStreetMap data, generate depth maps and other outputs. Caching was added to improve performance. A JavaScript API allows rendering outputs on clients. Future work includes using GPU raytracing to generate outputs in one pass and combining server rendering with interactive graphics. The author believes the 3D Portrayal Service has potential for fast visualization of large 3D datasets on the web.
This document discusses algorithms for real-time 3D graphics rendering. It describes the goal of simulating a realistic 3D world in real-time with high frame rates. The main challenge is determining what graphics are visible. The document outlines common 3D primitives and three algorithms to solve visibility - the painter's algorithm, binary space partitioning (BSP), and portal rendering. It proposes combining these algorithms by using portals for static rooms/sectors, BSP trees for complex static objects, and the painter's algorithm for dynamic objects, to achieve an efficient overall rendering approach.
Similar to Rendering of Complex 3D Treemaps (GRAPP 2013) (20)
Interactive Control over Temporal Consistency while Stylizing Video StreamsMatthias Trapp
Presentation of the research paper "Interactive Control over Temporal Consistency while Stylizing Video Streams" at the 34th Eurographics Symposium on Rendering (EGSR 2023) in Delft, Netherlands.
A Framework for Art-directed Augmentation of Human Motion in Videos on Mobile...Matthias Trapp
Presentation of the research contribution "A Framework for Art directed Augmentation of Human Motion in Videos on Mobile Devices" at the 31. International Conference on Computer Graphics, Visualization and Computer Vision (WSCG 2023).
A Framework for Interactive 3D Photo Stylization Techniques on Mobile DevicesMatthias Trapp
Presentation of paper "Trios - A Framework for Interactive 3D Photo Stylization on Mobile Devices" presented at the International Conference on Graphics and Interaction (IGCI 2022) in Aveiro, Portugal.
ALIVE-Adaptive Chromaticity for Interactive Low-light Image and Video Enhance...Matthias Trapp
Presentation of the research contribution "ALIVE: Adaptive Chromaticity for Interactive Low-light Image and Video Enhancement" at the 31. International Conference on Computer Graphics, Visualization and Computer Vision (WSCG 2023).
A Service-based Preset Recommendation System for Image Stylization ApplicationsMatthias Trapp
Presentation of research paper "A Service-based Preset Recommendation System for Image Stylization Applications" at the "7th International Conference on Human-Computer Interaction Theory and Applications (HUCAPP 2023)".
Design Space of Geometry-based Image Abstraction Techniques with Vectorizatio...Matthias Trapp
Presentation of paper "Design Space of Geometry-based Image Abstraction Techniques with Vectorization Applications" presented at the 30th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG 2022).
A Benchmark for the Use of Topic Models for Text Visualization Tasks - Online...Matthias Trapp
Presentation of research paper "A Benchmark for the Use of Topic Models for Text Visualization Tasks" at the 15th International Symposium on Visual Information Communication and Interaction in Chur, Switzerland.
Efficient GitHub Crawling using the GraphQL APIMatthias Trapp
This document discusses efficient crawling of GitHub data using the GraphQL API compared to traditional REST APIs. It presents the Prometheus system, which uses a microservices architecture and event-driven approach to split GraphQL queries and import response data into a database. An experiment shows the Prometheus system is over 3 times faster than an existing crawler when retrieving issues data from GitHub repositories. The document concludes the GraphQL API enables better performance for crawling but query structure also impacts efficiency.
CodeCV - Mining Expertise of GitHub Users from Coding Activities - Online.pdfMatthias Trapp
Presentation of research paper "CodeCV: Mining Expertise of GitHub Users from Coding Activities" at the 22nd IEEE International Working Conference on Source Code Analysis and Manipulation in Limassol, Cyprus.
Interactive Close-Up Rendering for Detail+Overview Visualization of 3D Digita...Matthias Trapp
Presentation of Research Paper "Interactive Close-Up Rendering for Detail+Overview Visualization of 3D Digital Terrain Models" at 23rd International Conference on Information Visualisation (IV 2019) in Paris, France.
Visualization of Knowledge Distribution across Development Teams using 2.5D S...Matthias Trapp
1) The document presents a method for visualizing knowledge distribution across software development teams using 2.5D semantic maps. It mines developer expertise from source code commit histories using natural language processing and latent Dirichlet allocation.
2) Developer expertise is represented as probability distributions over extracted topics. Developers are placed in a 2D reference space based on these distributions, with distances representing semantic relatedness.
3) An interactive visualization is created where developer expertise levels in different concepts are represented through 3D glyphs, allowing analysis of knowledge distributions across teams.
Real-time Screen-space Geometry Draping for 3D Digital Terrain ModelsMatthias Trapp
Presentation of Research Paper "Real-time Screen-space Geometry Draping for 3D Digital Terrain Models" at 23rd International Conference on Information Visualisation (IV 2019) in Paris, France.
FERMIUM - A Framework for Real-time Procedural Point Cloud Animation & MorphingMatthias Trapp
Presentation of research paper FERMIUM: A Framework for Real-time Procedural Point Cloud Animation & Morphing at 26th International Symposium on Vision, Modeling, and Visualization (VMV 2021).
Integration of Image Processing Techniques into the Unity Game EngineMatthias Trapp
Presentation of the research paper "Integration of Image Processing Techniques into the Unity Game Engine" at the 1st International Conference on Image Processing and Vision Engineering (IMPROVE 2021).
Interactive GPU-based Image Deformation for Mobile DevicesMatthias Trapp
Presentation of research paper "Interactive GPU-based Image Deformation for Mobile Devices" at Computer Graphics and Visual Computing (CGVC 2016) in Bournemouth University, United Kingdom.
Interactive Photo Editing on Smartphones via Intrinsic DecompositionMatthias Trapp
Presentation of research paper "Interactive Photo Editing on Smartphones via Intrinsic Decomposition" presented at 42nd Annual Conference of the European Association for Computer Graphics (Eurographics’2021).
Service-based Analysis and Abstraction for Content Moderation of Digital ImagesMatthias Trapp
Presentation of research paper "Service-based Analysis and Abstraction for Content Moderation of Digital Images" presented at Graphics Interface (GI 2021).
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
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How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
1. Interactive Rendering
of Complex 3D-Treemaps
Matthias Trapp, Sebastian Schmechel, Jürgen Döllner
Hasso-Plattner-Institute, University of Potsdam, Germany
2. Agenda
I. Motivation
II. Conceptual Overview
III. Implementation Details
IV. Results & Discussion
V. Future Work & Conclusions
02/22/2013 Interactive Rendering of Complex 3D Treemaps :: Matthias Trapp 2
5. Related Work
2D Treemaps [Shneiderman ’92, Bederson ’02]:
Common technique for space restricted hierarchy
visualization
Various layouting algorithms available
3D Treemap / StepTree [Bladh, 2004]
Can be used to map additional attributes of the data items
Significantly better performance in interpreting the
hierarchical structure
Preserve performance in interpretational/navigational
tasks
02/22/2013 Rendering of Complex 3D Treemaps :: Matthias Trapp 5
6. Image-Synthesis of a 3D Treemap
Computation of 2D Treemap Layout
Mapping of Thematic Data to Treemap Items
Generation of 3D Rendering Primitives
Rendering/Rasterization of 3D Rendering Primitives
02/22/2013 Interactive Rendering of Complex 3D Treemaps :: Matthias Trapp 6
7. 3D Treemap >600k Items
02/22/2013 Rendering of Complex 3D Treemaps :: Matthias Trapp 7
8. 3D Treemap Item
Additional dimension =
additional complexity
Observation: 3D treemap = 2.5D virtual
environment
3-5 times more geometry required than 2D case
Attributes for thematic mappings vary per item
Number of items determines update performance
02/22/2013 Rendering of Complex 3D Treemaps :: Matthias Trapp 8
9. Challenges for Complex 3D Treemaps
3D Treemap ~ geometrical complex
representation:
High memory footprint in VRAM
High run-time complexity for item updates
High run-time complexity for layout
Efficient rendering depends on/is determined by:
Rendering run-time complexity
Update run-time complexity
Client/Server memory consumption/space
complexity
Goal: Reduction ofComplex 3D Treemaps :: Matthias Trapp complexity
02/22/2013 Rendering of space and time 9
11. Treemap Item :: Parameterization
Goals:
1. Provide a small-as-possible memory footprint on client
2. Support fast client-server updates
Layout-dependent attributes:
2D item position & size (X, Y, W, H)
Mapping-dependent attributes:
Item color & item identity (R, G, B, ID)
Item depth & Z-position (D, Z)
Hierarchy Level (L)
Binary flags, e.g., isLeaf, isVisible, isSelected,… (F)
02/22/2013 Rendering of Complex 3D Treemaps :: Matthias Trapp 11
12. Treemap Item :: Buffer Mapping
Assumption:
mapping and layout are often modified separately
Two separate buffers: layout and mapping buffer
Can be updated separately and saves bandwidth
02/22/2013 Rendering of Complex 3D Treemaps :: Matthias Trapp 12
13. Approach :: Overview
Three-stage deferred rendering process:
1. Generate and render attributed point cloud
2. Generate primitives & rasterize to G-Buffer (1 pass)
3. Apply post-processing techniques (1 pass)
02/22/2013 Rendering of Complex 3D Treemaps :: Matthias Trapp 13
14. Approach :: Attributed Point Cloud
02/22/2013 Interactive Rendering of Complex 3D Treemaps :: Matthias Trapp 14
15. Approach :: Generated Primitives
02/22/2013 Interactive Rendering of Complex 3D Treemaps :: Matthias Trapp 15
16. Approach :: Thematic Mapping
02/22/2013 Interactive Rendering of Complex 3D Treemaps :: Matthias Trapp 16
17. Approach :: Post Processing
02/22/2013 Interactive Rendering of Complex 3D Treemaps :: Matthias Trapp 17
18. Approach :: Summary
Fully GPU accelerated shape generation
Render attributed point cloud and generate triangles
Enables a compact representation of treemaps
02/22/2013 Rendering of Complex 3D Treemaps :: Matthias Trapp 18
22. Culling Strategies
Backface Culling:
Goal: omit rasterization of back-facing primitives
Performed using fixed-function pipeline feature
Overhead if performed in geometry shader
View-frustum Culling:
Goal: omit shape generation for items outside the frustum
Performed per-item in vertex shader
Size Culling:
Goal: omit rasterization of small treemap items
Performed per-item in vertex shader
02/22/2013 Rendering of Complex 3D Treemaps :: Matthias Trapp 22
23. Size–Culling using a Screen-Space Metric
a max p0 x ,, p7 x min p0 x ,, p7 x b max p0 y ,, p7 y min p0 y ,, p7 y
true a b
passSizeCulling
false otherwise
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24. Culling Implementation
bool passCulling(const in mat4 mvp, const in vec4 vertex, const in vec4 dimensions,
const in bool applyViewFrustumCulling, const in bool applySizeCulling)
{ float cPMaxX=-10000.0;float cPMinX=10000.0;float cPMaxY=-10000.0;float cPMinY=10000.0;
bool passCulling = true;
if(useViewFrustumCulling)
{ // 1. Do conservative culling and test only center of item
vec4 V = mvp * vertex;
passCulling=((-V.w<V.x)&&(V.x<V.w))&&((-V.w<V.y)&&(V.y<V.w))&&((-V.w<V.z)&&(V.z<V.w));
if(!passCulling)
{ // 2. Perform precise culling if item center is not in frustum
vec4 AABB[8];
for (int i = 0; i < 8; i++){
AABB[i] = mvp * (vertex + VERTEX[i] * dimensions);
vec4 p = AABB[i] / AABB[i].w;
p.xy = (p.xy + 1.0) * (viewport.zw * 0.5) + viewport.xy;
cPMaxX = max(cPMaxX, p.x); cPMinX = min(cPMinX, p.x);
cPMaxY = max(cPMaxY, p.y); cPMinY = min(cPMinY, p.y);
} //endfor
// 2. Perform precise culling if item center is not in frustum
int bounds[6] = int[6](0,0,0,0,0,0);
for(int i = 0; i < 8; i++){
if(AABB[i].x>AABB[i].w) bounds[0]++; if(AABB[i].x<-AABB[i].w) bounds[1]++;
if(AABB[i].y>AABB[i].w) bounds[2]++; if(AABB[i].y<-AABB[i].w) bounds[3]++;
if(AABB[i].z>AABB[i].w) bounds[4]++; if(AABB[i].z<-AABB[i].w) bounds[5]++;
}//endfor
for(int i = 0; i < 6; i++) if(bounds[i]==8) passCulling = false;
}//endif }//endif
// 3. Apply size culling if enable to every visible item
if(passCulling && applyViewFrustumCulling && useSizeCulling)
passCulling = ((abs(cPMaxX)-abs(cPMinX))*(abs(cPMaxY)-abs(cPMinY)))
> float(pixelSizeThreshold);
return passCulling;
}
02/22/2013 Interactive Rendering of Complex 3D Treemaps :: Matthias Trapp 24
25. Deferred Stylization :: Overview
Performed in post-processing: low per-fragment cost
Can be customized to user demands/rendering
speed
Rendering overhead: ca. 1-3 ms @ 720p
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26. Deferred Stylization :: Variances
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28. Comparison of Approaches
Difference: Geometry generation on CPU vs. GPU
Utilized stage/approach has impact on:
Bandwidth required (CPU GPU)
Main (CPU) and video (GPU) memory footprints
Number of draw calls issued
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29. Existing Approaches
Vertex Buffer Objects (VBO):
Generate geometry for each treemap item
client-side (CPU) and push to server (GPU)
Index variant has low memory footprint and
leverage post-transform cache (~32 vertices)
CPU bound for frequent treemap updates
Geometry Instancing (Pseudo, UBO, TBO)
Encoding of per-instance-data (PID) is bottleneck:
Pseudo-Instancing: encode PID in shader constant
registers
Uniform-Buffer Instancing: encode PID to L1-Cache
(~64K)
Texture-Buffer Instancing:3Dencode PID to texture
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31. Memory Footprint :: Metric
#Bytes for n treemap items with a attributes
compression ratios for VRAM consumption:
1:2.5 over indexed vertex representations
1:3.75 over non-index vertex representations
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33. Discussion
Outperforms all existing rendering techniques:
Pseudo & UBO Instancing are CPU bound
TBO instancing is bound by L2-Cache performance
VBOs probably transform bound
Indexed VBO leverage post-transform cache
Generation and instancing have similar memory footprint
All approaches are not fill-limited
Theoretical limits of the presented approach:
~2.5 million 3D treemap items at ~20 frames-per-second
Equals 1 pixel-per-item at full HD resolution (1920x1080)
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35. Future Work :: Reduce Overdraw
high overdraw low overdraw
02/22/2013 Interactive Rendering of Complex 3D Treemaps :: Matthias Trapp 35
36. Future Work :: Reduce Overdraw
Independent Representation Interdependent Representation
A B
L2
Item Origin
L1
L0
Unnecessary Item Overdraw L ~ Hierachy Level of Item
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37. Future Work :: Improve Readability
02/22/2013 Interactive Rendering of Complex 3D Treemaps :: Matthias Trapp 37
38. Future Work :: Concept Transfer
02/22/2013 Rendering of Complex 3D Treemaps :: Matthias Trapp 38
39. Future Work :: Summary
Foundation for advanced visualization techniques:
Animated transition between 3D treemap states
Application of interactive focus+context lenses
Multi-perspective views of 3D treemaps
Generalize approach for other treemap types:
3D Voronoi treemaps
Classical 2D (Voronoi) treemaps
02/22/2013 Rendering of Complex 3D Treemaps :: Matthias Trapp 39
40. Conclusions
Rendering technique for complex 3D treemaps
Outperforms existing approaches w.r.t.:
Rendering speed
Memory requirements (client & server)
Building block for GPU framework for 3D treemaps
Stylization possibilities are limited (e.g.
,transparency)
Potentials for future work
02/22/2013 Interactive Rendering of Complex 3D Treemaps :: Matthias Trapp 40
41. Questions & Comments
Contact:
www.4dndvis.de
Matthias Trapp
matthias.trapp@hpi.uni-potsdam.de
Sebastian Schmechel
sebastian.schmechel@hpi.uni-potsdam.de
Jürgen Döllner
juergen.doellner@hpi.uni-potsdam.de
Publications:
http://www.hpi.uni-potsdam.de/doellner/4dndvis/publikationen.html
This work was funded by the Federal Ministry of Education and Research
(BMBF), Germany within the InnoProfile Transfer research group "4DnD-Vis".
07/23/2012 Rendering of Complex 3D Treemaps :: Matthias Trapp 41
Editor's Notes
Domain: Software Visualization- Different metricaremappedtothetreemaplayout, item sizeandcolor
Squarified, Slice & Dice, Strip, andVoronio
Visualizationof massive datausing 3D treemapsFullyhardwareaccleratedlayoutingandrenderinginteractivefiltering,Animatedtransitions,Automatic generalizationoftreemaps
As mostofyouknow, theapplicationofcullingstrategiesampliedtheperformanceof an redneringtechnique
References
Despite intermediate mode:
CPU: Single threadedForothermachinespleaseread-up in thepaperThe rendering technique was tested using four datasets of different geometric complexity: 35.089,96.658, 365.645, and 614.929 items. The performancetests are conducted on three different test platformswith different GPU generations: (1) NVIDIAGeForce GTX 460 GPU with 1024MB video memoryon an Intel Xeon W3530 CPU with 2,8GHz and6GB of main memory; (2) NVIDIA GeForce GTX480 with 1.5GB video memory on an Intel XeonW3520 2.67GHz and 24GB of main memory; and (3)NVIDIA GeForce GTX 560 Ti with 2GB video memoryon an Intel Xeon W3550 3.07GHz and 6GB ofmainmemory.The test application runs in windowed mode athigh-definition resolution of 1280720 pixels. Thecomplete scene is visible in the view frustum, thusview-frustum culling is not applied. Further backfaceculling is activated and size culling is deactivated.For each rendering technique, a total of 5000consecutive frames are rendered and the respectiverun-time performance in milliseconds is tracked. Afterperformance tracking, all records are averaged. Todetermine to update performance, the time requiredbetween committing a new data set to the renderingtechniques and the next frames rendered is measuredin milliseconds. Styling is turned off to measure
Logarithmicscale
- Transfer conceptsofcartographicgeneralizationto 3D Treemaps