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WINDOWS 10 MOBILE AND
DISTRIBUTED GRAPHICS
JIŘÍ DANIHELKA
11.12.2015 11:00
 Motivation
 Rendering of Facial Models
 Collaborative Device-to-Device Video Streaming
 Virtual Cities on Mobile Devices
 Conclusion
OVERVIEW
Jiří Danihelka - Distributed Mobile Graphics2
MOTIVATION
11.12.2015 11:00 4
Research Interest
Jiří Danihelka - Distributed Mobile Graphics
Computer
Graphics
Communication
Distributed mobile graphics
11.12.2015 11:00
 limited resources available
(memory, CPU, battery)
 unstable and paid wireless
network connection
 sandbox environment for
applications – limited
access to hardware
 different usage scenarios –
in use while on the move
 additional sensors
(accelerometer, GPS,
camera)
5
Mobile Graphics
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00
GOALS:
1. Bring previously not possible graphical scenarios
to mobile devices despite their limited resources
2. Focus on advanced wireless communication
architectures for mobile graphics
METHODOLOGY:
 Use validation using mathematical proof,
implementations and measurements
6
Goals
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00
 Mobile computing is a mass market
 Still limited resources (bandwidth, memory, …)
 Challenge for collaborative applications
Mobile Graphics - Characteristics
Jiří Danihelka - Distributed Mobile Graphics7
New technologies emerge
2005: Embedded systems 2010: Smartphones 2015: Wearables
Published 3 technical papers about wearables since
submission of my thesis
RENDERING OF FACIAL MODELS
11.12.2015 11:00 9 Jiří Danihelka - Distributed Mobile Graphics
Key-frame interpolation animation
 Key-frame models in face animation = visemes
11.12.2015 11:00 10
Traditional reduction methods
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00 11 Jiří Danihelka - Distributed Mobile Graphics
Viseme reduction
 How does it work
– find similar visemes
(e.g. “f” and “th”)
– merge them together
 Problems
– How to find similar visemes?
– How to merge them optimally?
11.12.2015 11:00 12 Jiří Danihelka - Distributed Mobile Graphics
How to find similar visemes?
 Define a metric for visemes
– distance between two models A and B
vA,1
vA,2
vA,3
vB,1
vB,2
vB,3
11.12.2015 11:00 (13) Jiří Danihelka - Distributed Mobile Graphics
Semantic Reduction of Face Models
 Proof that outputs of both our algoritms
– viseme merging algorithm
– viseme reduction (clustering) algorithm
are optimal for selected metrics
 Reduced resources
– saved 38% memory
– 2.25 times faster startup
COLLABORATIVE DEVICE-TO-
DEVICE VIDEO STREAMING
11.12.2015 11:00 15
Saving cellular data
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00
 collaborative downloading can save
– up to 40% data for video streaming, 25% on average
(real-life experiment at ETH Zurich)
– even more for less time-sensitive data (updates, RSS feeds)
16
Video dissemination strategy
Jiří Danihelka - Distributed Mobile Graphics
playing buffered partially buffered not buffered
VIRTUAL CITIES ON MOBILE DEVICES
11.12.2015 11:00 18
Generating on demand
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00 19
Generating on demand
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00 20
Generating on demand
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00
 Traditionally
– generators have to respect previous results
– geometry generated so far
– state of the other generators
 Our approach
– generators share only the initial seed
– they do not have to synchronize their states
– that is why we call the method Stateless generation
– delivers consistent results regardless of the starting position
– generated cities have no size limits – pseudo-infinite
21
Stateless generation
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00
 Delaunay triangulation
22
Our approach
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00
 Lot generation
23
Stateless generation
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00
 Variations of street layout
24
Stateless generation
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00 25 Jiří Danihelka - Distributed Mobile Graphics
Final result
CONCLUSIONS
11.12.2015 11:00
 Bring previously not possible graphical scenarios
to mobile devices despite their limited resources
– Viseme-reduction reduces
memory requirements
– Stateless-generation generates
only visible buildings
– Stateless-generation creates buildings
locally on clients and greatly reduces
data download
27
Conclusions
Jiří Danihelka - Distributed Mobile Graphics
11.12.2015 11:00
 Focus on advanced wireless communication
architectures for mobile graphics
– Discuss and compare architecture
for 3D head applications
– Proposed distributed collaborative
video streaming
– Architecture used in stateless-generation
method allows synchronization of
generated cities
(even when not always connected)
28
Conclusions
Jiří Danihelka - Distributed Mobile Graphics
Thanks for your attention!
Jiří Danihelka
danihelka@live.com
Jiří Danihelka - Distributed Mobile Graphics29

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Windows 10 Mobile and Distributed Graphics

  • 1. WINDOWS 10 MOBILE AND DISTRIBUTED GRAPHICS JIŘÍ DANIHELKA
  • 2. 11.12.2015 11:00  Motivation  Rendering of Facial Models  Collaborative Device-to-Device Video Streaming  Virtual Cities on Mobile Devices  Conclusion OVERVIEW Jiří Danihelka - Distributed Mobile Graphics2
  • 4. 11.12.2015 11:00 4 Research Interest Jiří Danihelka - Distributed Mobile Graphics Computer Graphics Communication Distributed mobile graphics
  • 5. 11.12.2015 11:00  limited resources available (memory, CPU, battery)  unstable and paid wireless network connection  sandbox environment for applications – limited access to hardware  different usage scenarios – in use while on the move  additional sensors (accelerometer, GPS, camera) 5 Mobile Graphics Jiří Danihelka - Distributed Mobile Graphics
  • 6. 11.12.2015 11:00 GOALS: 1. Bring previously not possible graphical scenarios to mobile devices despite their limited resources 2. Focus on advanced wireless communication architectures for mobile graphics METHODOLOGY:  Use validation using mathematical proof, implementations and measurements 6 Goals Jiří Danihelka - Distributed Mobile Graphics
  • 7. 11.12.2015 11:00  Mobile computing is a mass market  Still limited resources (bandwidth, memory, …)  Challenge for collaborative applications Mobile Graphics - Characteristics Jiří Danihelka - Distributed Mobile Graphics7 New technologies emerge 2005: Embedded systems 2010: Smartphones 2015: Wearables Published 3 technical papers about wearables since submission of my thesis
  • 9. 11.12.2015 11:00 9 Jiří Danihelka - Distributed Mobile Graphics Key-frame interpolation animation  Key-frame models in face animation = visemes
  • 10. 11.12.2015 11:00 10 Traditional reduction methods Jiří Danihelka - Distributed Mobile Graphics
  • 11. 11.12.2015 11:00 11 Jiří Danihelka - Distributed Mobile Graphics Viseme reduction  How does it work – find similar visemes (e.g. “f” and “th”) – merge them together  Problems – How to find similar visemes? – How to merge them optimally?
  • 12. 11.12.2015 11:00 12 Jiří Danihelka - Distributed Mobile Graphics How to find similar visemes?  Define a metric for visemes – distance between two models A and B vA,1 vA,2 vA,3 vB,1 vB,2 vB,3
  • 13. 11.12.2015 11:00 (13) Jiří Danihelka - Distributed Mobile Graphics Semantic Reduction of Face Models  Proof that outputs of both our algoritms – viseme merging algorithm – viseme reduction (clustering) algorithm are optimal for selected metrics  Reduced resources – saved 38% memory – 2.25 times faster startup
  • 15. 11.12.2015 11:00 15 Saving cellular data Jiří Danihelka - Distributed Mobile Graphics
  • 16. 11.12.2015 11:00  collaborative downloading can save – up to 40% data for video streaming, 25% on average (real-life experiment at ETH Zurich) – even more for less time-sensitive data (updates, RSS feeds) 16 Video dissemination strategy Jiří Danihelka - Distributed Mobile Graphics playing buffered partially buffered not buffered
  • 17. VIRTUAL CITIES ON MOBILE DEVICES
  • 18. 11.12.2015 11:00 18 Generating on demand Jiří Danihelka - Distributed Mobile Graphics
  • 19. 11.12.2015 11:00 19 Generating on demand Jiří Danihelka - Distributed Mobile Graphics
  • 20. 11.12.2015 11:00 20 Generating on demand Jiří Danihelka - Distributed Mobile Graphics
  • 21. 11.12.2015 11:00  Traditionally – generators have to respect previous results – geometry generated so far – state of the other generators  Our approach – generators share only the initial seed – they do not have to synchronize their states – that is why we call the method Stateless generation – delivers consistent results regardless of the starting position – generated cities have no size limits – pseudo-infinite 21 Stateless generation Jiří Danihelka - Distributed Mobile Graphics
  • 22. 11.12.2015 11:00  Delaunay triangulation 22 Our approach Jiří Danihelka - Distributed Mobile Graphics
  • 23. 11.12.2015 11:00  Lot generation 23 Stateless generation Jiří Danihelka - Distributed Mobile Graphics
  • 24. 11.12.2015 11:00  Variations of street layout 24 Stateless generation Jiří Danihelka - Distributed Mobile Graphics
  • 25. 11.12.2015 11:00 25 Jiří Danihelka - Distributed Mobile Graphics Final result
  • 27. 11.12.2015 11:00  Bring previously not possible graphical scenarios to mobile devices despite their limited resources – Viseme-reduction reduces memory requirements – Stateless-generation generates only visible buildings – Stateless-generation creates buildings locally on clients and greatly reduces data download 27 Conclusions Jiří Danihelka - Distributed Mobile Graphics
  • 28. 11.12.2015 11:00  Focus on advanced wireless communication architectures for mobile graphics – Discuss and compare architecture for 3D head applications – Proposed distributed collaborative video streaming – Architecture used in stateless-generation method allows synchronization of generated cities (even when not always connected) 28 Conclusions Jiří Danihelka - Distributed Mobile Graphics
  • 29. Thanks for your attention! Jiří Danihelka danihelka@live.com Jiří Danihelka - Distributed Mobile Graphics29