53249335
Modeling and rendering of quasi-homogeneous materials
Many translucent materials consist of evenly-distributed heterogeneous elements which produce a complex appearance under different lighting and viewing directions. For these quasi-homogeneous materials, existing techniques do not address how to acquire their material representations from physical samples in a way that allows arbitrary geometry models to be rendered with these materials. We propose a model for such materials that can be readily acquired from physical samples. This material model can be applied to geometric models of arbitrary shapes, and the resulting objects can be efficiently rendered without expensive subsurface light transport simulation. In developing a material model with these attributes, we capitalize on a key observation about the subsurface scattering characteristics of quasi-homogeneous materials at different scales. Locally, the non-uniformity of these materials leads to inhomogeneous subsurface scattering. For subsurface scattering on a global scale, we show that a lengthy photon path through an even distribution of heterogeneous elements statistically resembles scattering in a homogeneous medium. This observation allows us to represent and measure the global light transport within quasi-homogeneous materials as well as the transfer of light into and out of a material volume through surface mesostructures. We demonstrate our technique with results for several challenging materials that exhibit sophisticated appearance features such as transmission of back illumination through surface mesostructures.
4374799
Appearance manifolds for modeling time-variant appearance of materials
We present a visual simulation technique called appearance manifolds for modeling the time-variant surface appearance of a material from data captured at a single instant in time. In modeling time-variant appearance, our method takes advantage of the key observation that concurrent variations in appearance over a surface represent different degrees of weathering. By reorganizing these various appearances in a manner that reveals their relative order with respect to weathering degree, our method infers spatial and temporal appearance properties of the material's weathering process that can be used to convincingly generate its weathered appearance at different points in time. Results with natural non-linear reflectance variations are demonstrated in applications such as visual simulation of weathering on 3D models, increasing and decreasing the weathering of real objects, and material transfer with weathering effects.
15090515
Filling holes on locally smooth surfaces reconstructed from point clouds
Abstract Creating models of real scenes is a complex task for which the use of traditional modeling techniques is inappropriate. For this task, laser rangefinders are frequently used to sample the scene from several viewpoints, with the resulting range images integrated into a final model. In practice, due to surface reflectance properties, occlusions and accessibility limitations, certain areas of the scenes are usually not sampled, leading to holes and introducing undesirable artifacts in the resulting models. We present an algorithm for filling holes on surfaces reconstructed from point clouds. The algorithm is based on moving least squares and can interpolate both geometry and shading information. The reconstruction process is mostly automatic and the sampling rate of the given samples is preserved in the reconstructed areas. We demonstrate the use of the algorithm on both real and synthetic datasets to obtain complete geometry and plausible shading.
2020901
Performance Modeling and Analysis of Web Switch
19646455
The upper bound of essential cyclomatic numbers of hypergraphs
Abstract The essential cyclomatic number of a hypergraph is the maximum number of independent essential cycles of the hypergraph. In this paper, we first prove a general upper bound for the cyclomatic number in terms of the size, order and edge-size of a hypergraph. Then we give a sharp upper bound for ( n −2)-uniform hypergraphs of order n by solving an extremal problem of graphs. It is remarkable that this sharp upper bound is not generally achieved by the complete ( n −2)-uniform hypergraphs.
118796162
A steady state model for graph power laws
Power law distribution seems to be an important characteristic of web graphs. Several existing web graph models generate power law graphs by adding new vertices and non-uniform edge connectivities to existing graphs. Researchers have conjectured that preferential connectivity and incremental growth are both required for the power law distribution. In this paper, we propose a different web graph model with power law distribution that does not require incremental growth. We also provide a comparison of our model with several others in their ability to predict web graph clustering behavior.
15124735
Chip design of MFCC extraction for speech recognition
The mel frequency cepstral coefficient (MFCC) is one of the most important features required among various kinds of speech applications. In this paper, the first chip for speech features extraction based on MFCC algorithm is proposed. The chip is implemented as an intellectual property, which is suitable to be adopted in a speech recognition system on a chip. The computational complexity and memory requirement of MFCC algorithm are analyzed in detail and improved greatly. The hybrid table look-up scheme is presented to deal with the elementary function value in the MFCC algorithm. Fixed-point arithmetic is adopted to reduce the cost under the accuracy studies of finite word length effect. Finally, the area-efficient design is implemented successfully into the single Xilinx XC4062XL FPGA.