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1
Content available remote Pupil detection methods for eye tracking
EN
The theory that pupillary changes can reflect human psychophysical character was confirmed in several conducted studies. Authors of those studies have used devices called eye trackers in order to measure pupillary changes, blinking rate, eye movement patterns or even a gaze position. The main goal of those apparatuses is to locate the pupil on a given image using implemented pupil detection algorithms. In this paper the main focus will be set on several states of art pupil detection methods. All represent different approaches to performing the same tasks in diffcult situations for ex.: low/high condition, low image resolutions or low contrast.
2
Content available remote Affective pathfinding in video games
EN
To allow player submerge in created environment of a video game, agents called Non-Player Characters (NPCs) should act believably. One of the most vital aspect, in case of NPCs is pathfinding. There are a few methods that allow change path finding algorithms to become more human-like. Yet, those are not considering many vital aspects of human decisions regarding path choosing. The main purpose of this paper is to present known approaches and show example of a new approach that wider considers psychological aspects of decision making in case of choosing a path.
EN
In this paper, we present the streamed photon mapping method for enhancing the rendering of caustics. In order to achieve a realistic caustic effect, global illumination methods require additional data, which are gathered by creating a caustic map or increasing the number of samples used for rendering. Our method employs a stream of photons with a varying luminance level depending on the material properties of the surface. The application of a concentrated photon stream provides the ability to render caustics effectively without increasing the number of photons in a photon map. Such an approach increases visibility of results, while also allowing for faster computations.
4
Content available remote Rendering participating media with streamed photon mapping
EN
The research on Streamed Photon Mapping method has shown its efficiency and potential. Significant caustic effects without an additional caustic map are its undeniable advantage. The method assumed that light spreads in a vacuum; however, such approach excluded the visualization of such phenomena as fog, smoke, or clouds. This paper presents a modification of the basic method of rendering with the help of photon streams, taking into account the simulation of light in dense mediums. The specifics of stream structure and the applied solutions allow to eliminate multiple assessment of the same photons as it occurred in the case of standard Volumetric Photon Mapping.
EN
Medical rehabilitation treatment is of vital importance to all those who have experienced limb impairments due to unexpected accidents or geriatric dysfunctions. However, due to extensive government savings, the access to regular rehabilitation services is becoming increasingly difficult. This paper presents a low-cost, immersive augmented reality passive medical rehabilitation system exploiting depth-based limb joint tracking, supported with the Microsoft Kinect controller. Depth-based augmented reality solutions, though hardware affordable, suffer from miscellaneous problems. Duality of reference coordinate systems for RGB and depth sensors entails imprecision of limb joint positions measurement, whereas reliable limbs rehabilitation and their motility supervision require precise joints positioning and reliable visual feedback from the system. The present solution proposes the use of visual markers overlaid on the patient's image as an interface layer and two complementary sensors for depth-based spatial limbs tracking. It organizes the visual aspect of the rehabilitation stand, helps to immerse the patients into the rehabilitation process by providing them with a way to follow their achievements, while also monitoring the correctness of exercise performance.
6
Content available remote An effective client-side object detection method on the android platform
EN
This paper presents the analysis of methods for client-side object detection on the Android platform. It describes a phased scheme of the object detection process, identifying its elementary tasks, namely keypoint detection, feature extraction and binary pattern matching. This is followed by a brief overview of the algorithms applied to those tasks in the Android mobile environment. A comparative analysis of those algorithms is performed, with respect to efficiency and object detection quality. The results of this study provide the ability to determine the best possible configuration of object detection algorithms for the Android platform.
7
Content available Stereoscopic image visual perception
EN
Stereoscopic films and interactive presentations are extensively popularized whereas their perceived quality still dissatisfies viewers. The reasons are shared between hardware inconsistencies and stereo image producers unawareness concerning factors influencing depth perception quality. This paper reviews aspects influencing 3D image perception visual comfort, presents visual comfort estimation methods and suggests how to measure image perception quality. It also comprises results of researches conducted on dedicated CinemaVision Movie Diagnostics work stand.
8
Content available remote Markerless assisted rehabilitation system
EN
The project focuses on the use of modern technology to analyze human movement. This analysis turns out to be useful aid for physicians in rehabilitation of patients with limb injuries. This method is more precise than simple observation of the patient through the organ of sight. The proposed system allows markerless determination of deviations between the selected bones and joints, and as a result do not require specialized and expensive equipment. The implemented application presents instructional animation of the exercises and verify the correctness of its performance in real time. The equipment that meets the requirements of the project is the Microsoft Kinect, which is nowadays widely used in the medical field.
9
Content available remote Interactive visualization of magnetic fields
EN
In this paper, we present an interactive method for visualizing three-dimensional nonlinear, unsteady vector fields. Visualization of three-dimensional electromagnetic fields is a difficult issue because the user has to be able to assess the distribution of the vector in the context of complex geometry. The authors propose a novel scheme to visualize the flow of vectors.
10
Content available remote Visualization method of magnetic fields with dynamic particle systems
EN
In this paper we present an interactive method for visualizing three-dimensional vector fields. We decided to apply dynamic particle system, which is directly connected with the values of magnetic field. We introduce a GPU implementation for the simulation stage and rendering stage of a dynamically magnetic fields particle system. The geometry of the machine can be represented as a mesh, giving the possibility to explore the distribution of particle fields in real time.
PL
W niniejszym artykule zaprezentowana została interaktywna metoda wizualizacji trójwymiarowych pól wektorowych. W celu osiągnięcia zamierzonego celu zastosowano dynamiczny system cząstkowy, gdzie cząstki są bezpośrednio związane z wartościami pola magnetycznego. Wykorzystanie procesora graficznego - GPU na etapie symulacji i etapie renderingu pozwoliła na możliwość zbadania rozkładu pola cząstek w czasie rzeczywistym.
EN
In this paper, we present a new solution for Global Illumination – an extended photon mapping algorithm. Our technique replaces samples technique in traditional photon mapping as well as the manner of photon map construction. Our approach avoids emitting unneeded photons and decreased computation time. The proposed approach allows one to reduce the number of comparisons when searching for neighbouring photons in order to calculate the final colour of the pixel.
EN
This paper gives a concise overview of the techniques we have used to find out the degree of measuring the quality of rendered images and a level of noise in particular. First part of the paper presents designed and conducted psychophysical experiment involving human subjective judgment. Then, two of the existing numerical image comparison methods are considered in the context of assessing the level of noise produced by global illuminations algorithms. The results of the participants’ subjective responses are correlated with the data obtained from objective mathematical metrics. The main goal of research was to determine the objective and perceptual measure of quality for images with fixed sampling strategy. The results will help to establish the measures of identifying the human perception in the assessment of images generated with global illumination algorithms.
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