Rendering is the process of converting 3D graphics into 2D images. There are several common rendering methods. Rasterization is commonly used in games and works by determining which triangles in a 3D scene will be visible from a given perspective. Ray tracing creates photorealistic images by simulating the paths of light in a scene, allowing for accurate reflections and refractions, but is difficult to implement in real-time games. Radiosity focuses on global lighting and shadows by tracking how light spreads throughout an environment.
study Active Refocusing Of Images And VideosChiamin Hsu
This document summarizes a study on active refocusing of images and videos using a single-image depth estimation technique. It presents an active illumination method using projected dot patterns to estimate depth. Camera images of projected dots focused at different depths are analyzed to compute a dense depth map. Segmentation and dot removal are used to complete the depth map. Realistic refocusing is achieved by applying aperture effects based on the depth map while handling partial occlusions. The method produces high resolution refocused images and videos without hardware modifications. Limitations include issues with translucent objects and strong sunlight. Future work involves incorporating the technique into digital cameras.
The document discusses 3D animation settings in Blender for faking a horizon. It describes the World settings panel which allows modification of environmental values like the sky, ambient occlusion, lighting, and mist. It explains the different types of skies including paper sky, blend sky, and real sky and how they are rendered based on camera orientation. It also covers ambient occlusion, gather settings, environmental lighting, indirect lighting, and adding mist and stars to a scene.
This document discusses an experiment to determine whether shadow rendering or stereoscopic 3D provides better depth cues and is more aesthetically pleasing. The experiment asks users to identify which of two objects is nearer the camera and to compare scenes rendered with different techniques. For depth cue identification, users performed better with both shadows and stereo, with stereo showing a slightly larger improvement. Aesthetically, shadows were preferred overall but stereo performed far better when combined with shadows. The document provides background on shadow mapping and stereo rendering techniques.
This document discusses compressive displays and related technologies for reducing the bandwidth requirements of multi-view and light field displays. It describes several technologies including layered 3D displays, polarization field displays, and high-rank 3D displays that decompose 4D light fields into lower dimensional representations. It also discusses using mathematical techniques like non-negative matrix factorization for further compressing display data. The document promotes open collaboration through the proposed Compressive Display Consortium to advance next generation displays.
The document discusses global illumination techniques in 3D graphics and CAD modeling. Global illumination algorithms simulate how light interacts between surfaces to produce more photorealistic renderings compared to local illumination. Specific global illumination methods covered include radiosity, which models diffuse light reflection throughout a scene; ray tracing, which traces light paths; photon mapping, which stores light intensity; and final gathering, which adds details missed by other techniques. These global illumination settings allow for highly realistic rendered images similar to photographs.
Maya creates virtual cameras that simulate properties of real cameras like depth of field, focal length, and film gate size. These camera properties can be adjusted through settings like the F-stop to control depth of field, and focal length to control image distortion and scale. Scene scale also affects how lighting and simulations work, so it's important to consider. HDRI lighting uses panoramic images to cast realistic lighting, while ambient occlusion fakes indirect lighting for more accurate shadows. Render noise like fireflies can occur without enough light samples and passes, which can be addressed by increasing certain shader sample values in the render settings.
This document discusses illumination and shading in computer graphics. It defines key terms like illumination, lighting, and shading. It describes different types of light sources like ambient, directional, and point lights. It explains the physics of reflection including diffuse and specular reflection. It also discusses empirical and physically-based illumination models as well as the Phong reflectance model.
Rendering is the process of converting 3D graphics into 2D images. There are several common rendering methods. Rasterization is commonly used in games and works by determining which triangles in a 3D scene will be visible from a given perspective. Ray tracing creates photorealistic images by simulating the paths of light in a scene, allowing for accurate reflections and refractions, but is difficult to implement in real-time games. Radiosity focuses on global lighting and shadows by tracking how light spreads throughout an environment.
study Active Refocusing Of Images And VideosChiamin Hsu
This document summarizes a study on active refocusing of images and videos using a single-image depth estimation technique. It presents an active illumination method using projected dot patterns to estimate depth. Camera images of projected dots focused at different depths are analyzed to compute a dense depth map. Segmentation and dot removal are used to complete the depth map. Realistic refocusing is achieved by applying aperture effects based on the depth map while handling partial occlusions. The method produces high resolution refocused images and videos without hardware modifications. Limitations include issues with translucent objects and strong sunlight. Future work involves incorporating the technique into digital cameras.
The document discusses 3D animation settings in Blender for faking a horizon. It describes the World settings panel which allows modification of environmental values like the sky, ambient occlusion, lighting, and mist. It explains the different types of skies including paper sky, blend sky, and real sky and how they are rendered based on camera orientation. It also covers ambient occlusion, gather settings, environmental lighting, indirect lighting, and adding mist and stars to a scene.
This document discusses an experiment to determine whether shadow rendering or stereoscopic 3D provides better depth cues and is more aesthetically pleasing. The experiment asks users to identify which of two objects is nearer the camera and to compare scenes rendered with different techniques. For depth cue identification, users performed better with both shadows and stereo, with stereo showing a slightly larger improvement. Aesthetically, shadows were preferred overall but stereo performed far better when combined with shadows. The document provides background on shadow mapping and stereo rendering techniques.
This document discusses compressive displays and related technologies for reducing the bandwidth requirements of multi-view and light field displays. It describes several technologies including layered 3D displays, polarization field displays, and high-rank 3D displays that decompose 4D light fields into lower dimensional representations. It also discusses using mathematical techniques like non-negative matrix factorization for further compressing display data. The document promotes open collaboration through the proposed Compressive Display Consortium to advance next generation displays.
The document discusses global illumination techniques in 3D graphics and CAD modeling. Global illumination algorithms simulate how light interacts between surfaces to produce more photorealistic renderings compared to local illumination. Specific global illumination methods covered include radiosity, which models diffuse light reflection throughout a scene; ray tracing, which traces light paths; photon mapping, which stores light intensity; and final gathering, which adds details missed by other techniques. These global illumination settings allow for highly realistic rendered images similar to photographs.
Maya creates virtual cameras that simulate properties of real cameras like depth of field, focal length, and film gate size. These camera properties can be adjusted through settings like the F-stop to control depth of field, and focal length to control image distortion and scale. Scene scale also affects how lighting and simulations work, so it's important to consider. HDRI lighting uses panoramic images to cast realistic lighting, while ambient occlusion fakes indirect lighting for more accurate shadows. Render noise like fireflies can occur without enough light samples and passes, which can be addressed by increasing certain shader sample values in the render settings.
This document discusses illumination and shading in computer graphics. It defines key terms like illumination, lighting, and shading. It describes different types of light sources like ambient, directional, and point lights. It explains the physics of reflection including diffuse and specular reflection. It also discusses empirical and physically-based illumination models as well as the Phong reflectance model.
The document proposes a gradient-based image fusion technique to enhance nighttime videos with context from daytime imagery. It uses gradient fields from multiple images to reconstruct an output that maintains subtle details while mixing dissimilar inputs. This allows enhancing night videos with daytime backgrounds or creating surreal videos. The technique solves a Poisson equation to find an image matching the mixed gradients. It handles issues like boundary conditions and color shifts. Examples demonstrate context enhancement of traffic camera footage and surreal time-lapse effects.
This document describes SURF (Speeded Up Robust Features), a feature detection and description algorithm. SURF approximates or outperforms previous schemes in terms of repeatability, distinctiveness, and robustness, while being faster to compute. It relies on integral images for image convolutions and combines a Hessian matrix-based detector with a distribution-based descriptor. Experimental results show SURF outperforms SIFT, GLOH, and other descriptors in object recognition tasks under various image conditions, while being significantly faster to compute.
The purpose of this project was to make an interactive floor. We used the projector for projection on the floor on a specific area . When any object will entered in projected area then floor will interact virtually .Floor is fully designed with our desired type of animation. Designed like produce waves in water, spreading leaves or flowers etc.
The document discusses various 3D animation and modeling workflows and file formats, including OBJ, FBX, Collada, and Alembic formats. It also covers motion capture techniques from low to high budget options as well as cleaning up motion capture data. The document then discusses the free and open source 3D software Blender and its Cycles renderer. It also mentions the Luxrender, Radeon Pro, Unity, and Unreal game engines.
3 d display-methods-in-computer-graphics(For DIU)Rajon rdx
3D computer graphics use three-dimensional representations of geometric data stored in a computer to render 2D images for later display or real-time viewing. This document discusses several 3D display methods in computer graphics including parallel projection, perspective projection, and depth cueing. Parallel projection projects points onto a plane along parallel lines, maintaining proportions but not producing realistic views. Perspective projection uses lines converging at a center point to give a more realistic impression of depth. Depth cueing varies the intensity of displayed objects based on distance to convey depth information.
The document discusses key optical concepts such as magnification, power of a lens, focal length, and the magnifying power of simple and compound microscopes.
It defines magnification as the ratio of the size of the image to the size of the object. Lens power is defined as the ability of a lens to converge or diverge rays passing through it, and can also be defined as the reciprocal of the focal length.
The document also provides formulas to calculate the magnifying power of simple microscopes and compound microscopes in different cases depending on where the image is formed relative to the object and eye.
Neural Radiance Fields (NeRF) generates novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views. NeRF describes a continuous scene as a 5D vector-valued function that takes in a 3D location and 2D viewing direction, and outputs color and density. To render a novel view, NeRF marches camera rays through the scene to sample points, feeds those points into a neural network to produce colors and densities, and uses volume rendering to accumulate these properties into an image. In summary, NeRF reconstructs scenes by feeding multiple input images into a neural network that predicts color and density values used to render new views via volume rendering.
The document describes how to build and use a zone dial to simplify the process of zone placement when using the Zone System for film exposure. It provides instructions to create a custom zone dial for the Pentax Digital Spotmeter as well as a standard zone dial that works with any lightmeter. The standard zone dial uses two disks labeled with EV values, film zones, and aperture/shutter speed combinations to allow photographers to easily determine the necessary exposure settings or film development adjustments to place tones within desired zones.
This document discusses various 3D display methods in computer graphics. It describes parallel projection, which preserves proportions but not realistic views, and perspective projection, which produces realistic views but not proportions. Perspective projection has three types: one point, two point, and three point. Depth cueing and visible line identification help convey depth information. Surface rendering sets surface intensity based on lighting conditions and surface characteristics to generate realism.
3D films and TVs provide depth perception by showing two slightly different perspectives that are interpreted by the brain as a 3D image. There are several technologies for producing and displaying 3D content, including anaglyph, polarization, and interference filtering systems. 3D TVs use technologies like eclipse filtering glasses or lenticular displays to show different images to each eye and create the 3D effect without glasses in some cases. Broadcasting 3D content involves generating, compressing, transmitting, and displaying the left and right perspectives in an alternating sequence.
ANURAG TYAGI CLASSES (ATC) is an organisation destined to orient students into correct path to achieve
success in IIT-JEE, AIEEE, PMT, CBSE & ICSE board classes. The organisation is run by a competitive staff comprising of Ex-IITians. Our goal at ATC is to create an environment that inspires students to recognise and explore their own potentials and build up confidence in themselves.ATC was founded by Mr. ANURAG TYAGI on 19 march, 2001.
MEET US AT:
www.anuragtyagiclasses.com
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
Machine learning for high-speed corner detectionbutest
This document describes research into developing a machine learning approach for high-speed corner detection in images and video. The researchers:
1) Train a decision tree classifier on sample image corners to learn rules for fast corner detection, achieving detection speeds over 7x faster than existing methods like Harris.
2) Evaluate the learned detector against existing detectors using a criterion that corresponding corners should be detected across different views of the same 3D scene.
3) Show that despite being designed for speed, the learned detector outperforms other detectors according to this evaluation criterion.
This document discusses spectral imaging techniques. It begins by describing the spectral data cube and how it can be obtained through spatial scanning with a 2D sensor or spectral scanning. It then covers various multiplexing techniques like image slicers that allow obtaining the spectral data cube instantaneously. Diffractive and computational imaging spectrometers are presented as ways to achieve snapshot spectral imaging. Applications discussed include white balancing, tracking, analyzing paintings, and satellite-based remote sensing.
Interactive Refractions And Caustics Using Image Space Techniquescodevania
The document describes image-space techniques for approximating refraction and caustics in real-time graphics. It presents an algorithm for refraction that finds the initial intersection and refracted direction, then approximates the distance to the second intersection using depth maps. For caustics, it renders photons from the light and stores them in a caustic map, then applies the map during rendering to simulate light focusing. Examples and optimizations are discussed to improve performance and image quality.
The document discusses light field imaging principles and applications. It covers how light field cameras capture information about the direction of light rays in a scene to allow refocusing and changing perspectives in images. Applications discussed include virtual and augmented reality displays, as light field techniques can help reduce issues like vergence-accommodation conflict. It also describes research areas like improving light field storage and representation, capturing light fields with camera arrays, using microlens arrays in plenoptic cameras, and developing light field processing and rendering methods.
The document describes using the Scale Invariant Feature Transform (SIFT) algorithm for sub-image matching. It discusses rejecting the chain code algorithm and instead using SIFT. It then explains the various steps of SIFT including creating scale-space and Difference of Gaussian pyramids, extrema detection, noise elimination, orientation assignment, descriptor computation, and keypoints matching.
Sergey A. Sukhanov, "3D content production"Mikhail Vink
There are three main approaches to creating 3D content: live camera capture using stereo cameras, computer generated imagery, and converting 2D video to 3D. Converting 2D video involves using depth maps and depth image based rendering (DIBR) to generate additional views and turn a single 2D video into a 3D stereoscopic video. DIBR uses depth maps generated through block matching and color segmentation to warp pixels between views and fill holes and occlusions. While effective, this 2D to 3D conversion method has high computational requirements that make it unsuitable for real-time applications.
This document discusses tele-immersion technology, which allows users in different locations to interact in a simulated holographic environment. It provides a history of the concept dating back to 1965, and describes how tele-immersion works using camera clusters to capture 3D environments, reconstruct 3D models, compress the data, transmit it over networks, and allow remote users to interact in the virtual space in real-time. Basic requirements like high-performance displays, computers, tracking sensors and networks are needed to support the technology. Potential applications include remote collaboration and future developments may enable touch interactions through haptic sensors.
The document proposes a gradient-based image fusion technique to enhance nighttime videos with context from daytime imagery. It uses gradient fields from multiple images to reconstruct an output that maintains subtle details while mixing dissimilar inputs. This allows enhancing night videos with daytime backgrounds or creating surreal videos. The technique solves a Poisson equation to find an image matching the mixed gradients. It handles issues like boundary conditions and color shifts. Examples demonstrate context enhancement of traffic camera footage and surreal time-lapse effects.
This document describes SURF (Speeded Up Robust Features), a feature detection and description algorithm. SURF approximates or outperforms previous schemes in terms of repeatability, distinctiveness, and robustness, while being faster to compute. It relies on integral images for image convolutions and combines a Hessian matrix-based detector with a distribution-based descriptor. Experimental results show SURF outperforms SIFT, GLOH, and other descriptors in object recognition tasks under various image conditions, while being significantly faster to compute.
The purpose of this project was to make an interactive floor. We used the projector for projection on the floor on a specific area . When any object will entered in projected area then floor will interact virtually .Floor is fully designed with our desired type of animation. Designed like produce waves in water, spreading leaves or flowers etc.
The document discusses various 3D animation and modeling workflows and file formats, including OBJ, FBX, Collada, and Alembic formats. It also covers motion capture techniques from low to high budget options as well as cleaning up motion capture data. The document then discusses the free and open source 3D software Blender and its Cycles renderer. It also mentions the Luxrender, Radeon Pro, Unity, and Unreal game engines.
3 d display-methods-in-computer-graphics(For DIU)Rajon rdx
3D computer graphics use three-dimensional representations of geometric data stored in a computer to render 2D images for later display or real-time viewing. This document discusses several 3D display methods in computer graphics including parallel projection, perspective projection, and depth cueing. Parallel projection projects points onto a plane along parallel lines, maintaining proportions but not producing realistic views. Perspective projection uses lines converging at a center point to give a more realistic impression of depth. Depth cueing varies the intensity of displayed objects based on distance to convey depth information.
The document discusses key optical concepts such as magnification, power of a lens, focal length, and the magnifying power of simple and compound microscopes.
It defines magnification as the ratio of the size of the image to the size of the object. Lens power is defined as the ability of a lens to converge or diverge rays passing through it, and can also be defined as the reciprocal of the focal length.
The document also provides formulas to calculate the magnifying power of simple microscopes and compound microscopes in different cases depending on where the image is formed relative to the object and eye.
Neural Radiance Fields (NeRF) generates novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views. NeRF describes a continuous scene as a 5D vector-valued function that takes in a 3D location and 2D viewing direction, and outputs color and density. To render a novel view, NeRF marches camera rays through the scene to sample points, feeds those points into a neural network to produce colors and densities, and uses volume rendering to accumulate these properties into an image. In summary, NeRF reconstructs scenes by feeding multiple input images into a neural network that predicts color and density values used to render new views via volume rendering.
The document describes how to build and use a zone dial to simplify the process of zone placement when using the Zone System for film exposure. It provides instructions to create a custom zone dial for the Pentax Digital Spotmeter as well as a standard zone dial that works with any lightmeter. The standard zone dial uses two disks labeled with EV values, film zones, and aperture/shutter speed combinations to allow photographers to easily determine the necessary exposure settings or film development adjustments to place tones within desired zones.
This document discusses various 3D display methods in computer graphics. It describes parallel projection, which preserves proportions but not realistic views, and perspective projection, which produces realistic views but not proportions. Perspective projection has three types: one point, two point, and three point. Depth cueing and visible line identification help convey depth information. Surface rendering sets surface intensity based on lighting conditions and surface characteristics to generate realism.
3D films and TVs provide depth perception by showing two slightly different perspectives that are interpreted by the brain as a 3D image. There are several technologies for producing and displaying 3D content, including anaglyph, polarization, and interference filtering systems. 3D TVs use technologies like eclipse filtering glasses or lenticular displays to show different images to each eye and create the 3D effect without glasses in some cases. Broadcasting 3D content involves generating, compressing, transmitting, and displaying the left and right perspectives in an alternating sequence.
ANURAG TYAGI CLASSES (ATC) is an organisation destined to orient students into correct path to achieve
success in IIT-JEE, AIEEE, PMT, CBSE & ICSE board classes. The organisation is run by a competitive staff comprising of Ex-IITians. Our goal at ATC is to create an environment that inspires students to recognise and explore their own potentials and build up confidence in themselves.ATC was founded by Mr. ANURAG TYAGI on 19 march, 2001.
MEET US AT:
www.anuragtyagiclasses.com
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
Machine learning for high-speed corner detectionbutest
This document describes research into developing a machine learning approach for high-speed corner detection in images and video. The researchers:
1) Train a decision tree classifier on sample image corners to learn rules for fast corner detection, achieving detection speeds over 7x faster than existing methods like Harris.
2) Evaluate the learned detector against existing detectors using a criterion that corresponding corners should be detected across different views of the same 3D scene.
3) Show that despite being designed for speed, the learned detector outperforms other detectors according to this evaluation criterion.
This document discusses spectral imaging techniques. It begins by describing the spectral data cube and how it can be obtained through spatial scanning with a 2D sensor or spectral scanning. It then covers various multiplexing techniques like image slicers that allow obtaining the spectral data cube instantaneously. Diffractive and computational imaging spectrometers are presented as ways to achieve snapshot spectral imaging. Applications discussed include white balancing, tracking, analyzing paintings, and satellite-based remote sensing.
Interactive Refractions And Caustics Using Image Space Techniquescodevania
The document describes image-space techniques for approximating refraction and caustics in real-time graphics. It presents an algorithm for refraction that finds the initial intersection and refracted direction, then approximates the distance to the second intersection using depth maps. For caustics, it renders photons from the light and stores them in a caustic map, then applies the map during rendering to simulate light focusing. Examples and optimizations are discussed to improve performance and image quality.
The document discusses light field imaging principles and applications. It covers how light field cameras capture information about the direction of light rays in a scene to allow refocusing and changing perspectives in images. Applications discussed include virtual and augmented reality displays, as light field techniques can help reduce issues like vergence-accommodation conflict. It also describes research areas like improving light field storage and representation, capturing light fields with camera arrays, using microlens arrays in plenoptic cameras, and developing light field processing and rendering methods.
The document describes using the Scale Invariant Feature Transform (SIFT) algorithm for sub-image matching. It discusses rejecting the chain code algorithm and instead using SIFT. It then explains the various steps of SIFT including creating scale-space and Difference of Gaussian pyramids, extrema detection, noise elimination, orientation assignment, descriptor computation, and keypoints matching.
Sergey A. Sukhanov, "3D content production"Mikhail Vink
There are three main approaches to creating 3D content: live camera capture using stereo cameras, computer generated imagery, and converting 2D video to 3D. Converting 2D video involves using depth maps and depth image based rendering (DIBR) to generate additional views and turn a single 2D video into a 3D stereoscopic video. DIBR uses depth maps generated through block matching and color segmentation to warp pixels between views and fill holes and occlusions. While effective, this 2D to 3D conversion method has high computational requirements that make it unsuitable for real-time applications.
This document discusses tele-immersion technology, which allows users in different locations to interact in a simulated holographic environment. It provides a history of the concept dating back to 1965, and describes how tele-immersion works using camera clusters to capture 3D environments, reconstruct 3D models, compress the data, transmit it over networks, and allow remote users to interact in the virtual space in real-time. Basic requirements like high-performance displays, computers, tracking sensors and networks are needed to support the technology. Potential applications include remote collaboration and future developments may enable touch interactions through haptic sensors.
This document provides an overview of computer graphics systems and models. It discusses the applications of computer graphics, including display, design, simulation, and user interfaces. It then describes the basic components of a graphics system, including the processor, memory, frame buffer, and input/output devices. Several camera models are introduced, including the pinhole camera and synthetic camera model. The document also discusses graphics application programming interfaces, the modeling-rendering paradigm, and the geometric pipeline for computer graphics processing.
The document outlines the course objectives, outcomes, examination scheme, and units of a Computer Graphics course. The course aims to acquaint students with basic concepts, algorithms, and techniques of computer graphics through understanding, applying, and creating graphics using OpenGL. Students will learn about primitives, transformations, projections, lighting, shading, animation and gaming. The course assessment includes a mid-semester test, end-semester test, and covers topics ranging from graphics primitives to fractals and animation.
Build Your Own 3D Scanner: 3D Scanning with Swept-PlanesDouglas Lanman
Build Your Own 3D Scanner:
3D Scanning with Swept-Planes
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.
Stereo Correspondence Algorithms for Robotic Applications Under Ideal And Non...CSCJournals
The use of visual information in real time applications such as in robotic pick, navigation, obstacle avoidance etc. has been widely used in many sectors for enabling them to interact with its environment. Robotics require computationally simpler and easy to implement stereo vision algorithms that will provide reliable and accurate results under real time constraint. Stereo vision is a less expensive, passive sensing technique, for inferring the three dimensional position of objects from two or more simultaneous views of a scene and there is no interference with other sensing devices if multiple robots are present in the same environment. Stereo correspondence aims at finding matching points in the stereo image pair based on Lambertian criteria to obtain disparity. The correspondence algorithm will provide high resolution disparity maps of the scene by comparing two views of the scene under the study. By using the principle of triangulation and with the help of camera parameters, depth information can be extracted from this disparity .Since the focus is on real-time application, only the local stereo correspondence algorithms are considered. A comparative study based on error and computational costs are done between two area based algorithms. Evaluation of Sum of absolute Difference algorithm, which is less computationally expensive, suitable for ideal lightening condition and a more accurate adaptive binary support window algorithm that can handle of non-ideal lighting conditions are taken for this study. To simplify the correspondence search, rectified stereo image pairs are used as inputs.
Shadow Mapping with Today's OpenGL HardwareMark Kilgard
The document discusses shadow mapping, a technique for real-time shadow generation in 3D graphics. Shadow mapping works by rendering the scene from the point of view of the light to generate a depth map, then using that depth map to determine whether surfaces are in shadow during the main rendering pass from the camera's point of view. Hardware support for shadow mapping allows efficient shadow tests by comparing depth map values to fragment depths.
Stereo vision uses two cameras to capture 3D information by processing two images of the same scene taken from slightly different angles. The seminar discussed concepts of stereo vision and its potential use for a virtual touch screen. Requirements for such a system include using two cameras for stereo vision capabilities, mouse input replacement with touch, and GUI modification for touch events. Challenges like correspondence and calibration problems were also covered, along with solutions like correlation-based algorithms. Applications of stereo vision include robotics, surveillance and 3D mapping.
This document describes the concept of dual photography, which uses Helmholtz reciprocity to interchange lights and cameras in a scene. It discusses how the transposed transport matrix can be used to generate virtual captured images from virtual projected patterns. It also describes different methods used to capture the transport matrix, including fixed pattern scanning and adaptive multiplexed illumination. Limitations discussed include scenes with significant global illumination effects and situations where the camera and projector are at a large angle.
This document is a seminar report on digital image processing submitted by a student, N.Ch. Karthik, in partial fulfillment of a Bachelor of Technology degree. It discusses correcting raw images by subtracting dark current and bias, flat fielding for pixel sensitivity variations, and displaying images by limiting histograms, using transfer functions, and histogram equalization. The report also covers mathematical image manipulations and references other works.
This document discusses techniques for achieving visual realism in geometric modeling. It covers topics like hidden line removal, hidden surface determination, shading models, transparency, reflection, and camera models. The goal of visual realism is to generate images that capture effects of light interacting with physical objects similarly to how we see the real world. This involves modeling objects and lighting conditions, determining visible surfaces, assigning color to pixels, and creating animated sequences. Realistic images find applications in simulation, design, entertainment, research, and control.
Shadow Techniques for Real-Time and Interactive Applicationsstefan_b
This document summarizes various shadow techniques for real-time and interactive computer graphics applications. It discusses algorithms for computing hard shadows like shadow mapping and shadow volumes. It also covers approaches for real-time soft shadows using techniques like soft shadow maps and single sample soft shadows. The document analyzes the advantages and limitations of different shadow algorithms and discusses optimizations for hardware-accelerated real-time rendering.
This document summarizes an interactive touch board that uses an infrared camera and infrared stylus. It can turn any projected display into an interactive surface. The system uses a low-cost infrared camera to detect the position of an infrared light from the stylus tip. An image processing algorithm analyzes the camera image to determine the stylus coordinates and move the mouse cursor accordingly. The algorithm was implemented using NI LabVIEW. Experimental results found average accuracy of 98.9% and latency of 0.28 seconds at a resolution of 800x600 pixels. This low-cost design could enable interactive whiteboard applications in education.
The document discusses the history and technology of 3D television. It begins with the basics of how 3D TV provides separate images to each eye to create depth perception. It then explains several technologies currently used for 3D TV displays like anaglyph, polarization, and parallax barriers. Potential applications of 3D TV include medicine, education, entertainment and gaming. However, health issues and the need for glasses are disadvantages that need further research.
This document describes a laser distance measurement system using a webcam. It consists of a laser transmitter and webcam receiver. The laser pulse is reflected off an object and received by the webcam. Software calculates the distance based on the time of flight. The system achieves high accuracy of ±3cm. It calibrates the system using test measurements to determine the relationship between pixel location of the laser dot and actual distance. This allows accurate distance measurements within a few percent of error out to over 2 meters. Potential improvements discussed are using a laser line instead of dot for more data points and a green laser for better visibility.
This document discusses 3D technology and its uses. It is used in films, television, cameras, computer graphics, and various industries like engineering. It works by creating separate images for the left and right eyes to create the illusion of depth. The document outlines several methods for creating and displaying 3D content and discusses challenges and applications in different fields. It predicts that future 3D technology may not require glasses and could allow interacting with 3D images.
Automatic 2D to 3D Video Conversion For 3DTV'sRishikese MR
The seminar discuss about a little old technology still a main topic. Automatic 2D to 3D Video Conversion for 3DTV's. the slides have about 3Dtv, Need of 3Dtv, Various approaches to convert 2D to 3D, Extraction of scene depth information, Advantages & Disadvantages, Application of 3D TV, etc.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Introducing Milvus Lite: Easy-to-Install, Easy-to-Use vector database for you...Zilliz
Join us to introduce Milvus Lite, a vector database that can run on notebooks and laptops, share the same API with Milvus, and integrate with every popular GenAI framework. This webinar is perfect for developers seeking easy-to-use, well-integrated vector databases for their GenAI apps.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.