15970244
Truly Selective Refinement of Progressive Meshes
This paper presents a novel selective refinement scheme of progressive meshes. In previous schemes, topology information in the neighborhood of a collapsed edge is stored in the analysis phase. A vertex split or edge collapse transformation is possible in the synthesis phase only if the configuration of neighborhood vertices in the current mesh corresponds to the stored topology information. In contrast, the proposed scheme makes it possible to apply a vertex split or an edge collapse to any selected vertex or edge in the current mesh without a precondition. Our main observation is that the concept of a dual piece can be used to clearly enumerate and visualize the set of all possible selectively refined meshes for a given mesh. Our refinement scheme is truly selective in the sense that each vertex split or edge collapse can be performed without incurring additional vertex split and/or edge collapse transformations.
9314363
Feature sensitive mesh segmentation with mean shift
Feature sensitive mesh segmentation is important for many computer graphics and geometric modeling applications. In this paper, we develop a mesh segmentation method, which is capable of producing high-quality shape partitioning. It respects fine shape features and works well on various types of shapes, including natural shapes and mechanical parts. The method combines a procedure for clustering mesh normals with a modification of the mesh clarification technique. For clustering of mesh normals, we adopt Mean Shift, a powerful general purpose technique for clustering scattered data. We demonstrate advantages of our method by comparing it with two state-of-the-art mesh segmentation techniques.
8933894
Out-of-Core Remeshing of Large Polygonal Meshes
We propose an out-of-core method for creating semi-regular surface representations from large input surface meshes. Our approach is based on a streaming implementation of the MAPS remesher of Lee et al. Our remeshing procedure consists of two stages. First, a simplification process is used to obtain the base domain. During simplification, we maintain the mapping information between the input and the simplified meshes. The second stage of remeshing uses the mapping information to produce samples of the output semi-regular mesh. The out-of-core operation of our method is enabled by the synchronous streaming of a simplified mesh and the mapping information stored at the original vertices. The synchronicity of two streaming buffers is maintained using a specially designed write strategy for each buffer. Experimental results demonstrate the remeshing performance of the proposed method, as well as other applications that use the created mapping between the simplified and the original surface representations
28687567
Motion retargeting and evaluation for VR-based training of free motions
Virtual reality (VR) has emerged as one of the important and effective tools for education and training. Most VR-based training systems are situation based, where the trainees are trained for discrete decision making in special situations presented by the VR environments. In contrast, this paper discusses the application of VR to a different class of training, for learning free motion, often required in sports and the arts. We propose a VR-based motion-training framework that contains an intuitive motion-guiding interface, posture-oriented motion retargeting, and an evaluation and advice scheme for corrective feedback. Applications of the proposed framework to simple fencing training and a dance imitation game are demonstrated .
7108445
Mesh parameterization with a virtual boundary
Parameterization of a 3D triangular mesh is a fundamental problem in various applications of meshes. The convex combination approach is widely used for parameterization because of its good properties, such as fast computation and one-to-one embedding. However, the approach has a drawback: most boundary triangles have high distortion in the embedding compared with interior ones. In this paper, we present an extension of the convex combination approach that resolves the drawback by using a virtual boundary. Since the virtual boundary is fixed onto a given convex polygon instead of the real boundary, the real boundary triangles can better reflect the shape of the corresponding 3D triangles. The proposedapproach obtains a parameterization of a 3D mesh with less d istortion than with the original convex combination approach. r 2002 Elsevier Science Ltd. All rights reserved.
10508365
Motif analysis of noisy regular textures
Abstract A regular texture contains a periodic arrangement of a determinable pattern. Motifs of a regular texture are the minimal parallelogrammic sub-regions that can reproduce the texture by tiling. A motif extracted from a regular texture can be used for texture reproduction, texture recognition, and texture compression. However, it is not simple to accurately capture a motif of a regular texture, as the motif may be non-rectangular or arranged in an arbitrary direction. Moreover, when the texture contains additive noises, such as are created by the scanning process, motif analysis becomes more difficult. In this paper, we present an algorithm to obtain a motif of a noisy regular texture in O( mn log mn ) time, where m × n is the size of the texture. The analysis examples demonstrate that the proposed algorithm can robustly derive motifs of noisy regular textures.
52820553
Context Adaptive Self-configuration System
This paper suggests a context adaptive self-configuration system, in which the system itself is aware of its available resources, and executes a configuration suitable for each system and the characteristics of each user. A great deal of time and effort is required to manually manage computing systems, which are becoming increasingly larger and complicated. Many studies have dealt with these problems but most unfortunately have focused on ‘automation’, which do not reflect the system specifications that differ between systems. Therefore, this paper proposes an adaptive self-configuration system that collects diverse context information for a user and its system, reflects it to an auto-response file and executes the detail parameter setting automatically. A prototype was developed to evaluate the system and compare the results with the conventional methods of manual configuration and MS-IBM systems. The results confirmed the effectiveness of the proposed system.
32056587
Improving aggregated channel performance through decentralized channel monitoring
Aggregating low-speed WAN links into a higher-speed logical link promises to improve data-transfer rates to collaborating communities of wireless mobile multihomed devices. Such bandwidth aggregation systems must adapt to link dynamics as the number of links and the channel conditions vary with time due to mobility, power dissipation, and channel interference. A monitoring architecture that accurately measures the link dynamics and promptly feeds this information to the system is vital to realize significant bandwidth aggregation performance gains. In this paper we present various architectural design alternatives for such a monitoring system, and evaluate them using both analysis and simulation. We show that a properly-designed monitoring system can accurately measure and quickly respond to changes in communication link performance while minimizing the control overhead.
14022203
An arbitration look-ahead scheme for reducing end-to-end latency in networks on chip
With the increasing complexity of system-on-chips, networks on chip (NoC) using multi-hop switching require low end-to-end latency for QoS guarantees. An arbitration look-ahead scheme is proposed to reduce the end-to-end packet latency in the NoC. Its packet arbitration at each switch is completed a few cycles in advance of the packet arrival. As a result, a packet bypasses the switch without the latency of input queuing and arbitration. This scheme is analyzed on a 4/spl times/4 mesh topology. A maximum 65% and average 26% latency reduction are obtained under random traffic. Latency reduction up to 36% is achieved under multimedia traffic.
41191663
Contention free embedding of complete binary trees into 3D meshes in half and full-duplexed network models
We consider the problem of dimension-ordered embedding of complete binary trees into 3-dimensional meshes without link contention. In this paper, the embedding problems are studied under two different network models: half-duplexed networks and full-duplexed networks. Gibbons and Paterson showed that a complete binary tree T/sub p/ could be disjointedly embedded into a full-duplexed 2-dimensional mesh of optimum size without dimension-ordered routing. Using the dimension-ordered routing, the authors showed that T/sub p/ could be embedded into a 3-dimensional mesh of optimum size with link congestion two. This paper presents the dimension-ordered embedding algorithms of the complete binary trees into the wormhole routed 3-dimensional meshes without link contention achieving expansion of no larger than 1.125 of optimum in half-duplexed network model and optimum in full-duplexed network model.
3585229
Observing effects of attention on presence with fMRI
Presence is one of the goals of many virtual reality systems. Historically, in the context of virtual reality, the concept of presence has been associated much with spatial perception (bottom up process) as its informal definition of "feeling of being there" suggests. However, recent studies in presence have challenged this view and attempted to widen the concept to include psychological immersion, thus linking more high level elements (processed in a top down fashion) to presence such as story and plots, flow, attention and focus, identification with the characters, emotion, etc. In this paper, we experimentally studied the relationship between two content elements, each representing the two axis of the presence dichotomy, perceptual cues for spatial presence and sustained attention for (psychological) immersion. Our belief was that spatial perception or presence and a top down processed concept such as voluntary attention have only a very weak relationship, thus our experimental hypothesis was that sustained attention would positively affect spatial presence in a virtual environment with impoverished perceptual cues, but have no effect in an environment rich in them. In order to confirm the existence of the sustained attention in the experiment, fMRI of the subjects were taken and analyzed as well. The experimental results showed that that attention had no effect on spatial presence, even in the environment with impoverished spatial cues.