DSpace Kolekce:
http://hdl.handle.net/11025/11906
2024-03-28T22:37:33ZSimulating Human Vision and Correcting Visual Aberrations with Computational Light Field Displays
http://hdl.handle.net/11025/15441
Název: Simulating Human Vision and Correcting Visual Aberrations with Computational Light Field Displays
Autoři: Barsky, Brian A.
Editoři: Skala, Václav
Abstrakt: This talk will present research on simulating human vision and on
correcting visual aberrations with computational light field
displays . The simulation is not an abstract model but
incorporates real measurements of a particular individual’s entire
optical system. Using these measurements, synthetics images
are generated. This process modifies input images to simulate
the appearance of the scene for the individual. Recent work on
vision-correcting displays will also be briefly introduced. Given
the measurements of the optical aberrations of a user’s eye, a
vision correcting display will present a transformed image that
when viewed by this individual will appear in sharp focus. This
could impact computer monitors, laptops, tablets, and mobile
phones. Vision correction could be provided in some cases where spectacles are
ineffective.2014-01-01T00:00:00ZBarsky, Brian A.Flow maps - Benefits, Problems, Future Research
http://hdl.handle.net/11025/15440
Název: Flow maps - Benefits, Problems, Future Research
Autoři: Weinkauf, Tino
Editoři: Skala, Václav
Abstrakt: The flow map has become a standard tool for the
analysis and visualization of unsteady flows. In simple
terms, it maps the start point of a particle integration
to its end point. Flow maps are used to compute
Finite Time Lyapunov Exponents (FTLE), Streak Line
Vector Fields, or to speed up other methods in flow
visualization. However, they are very costly in terms
of both computation time and storage.
In this talk, I will give an overview of the latest
developments in flow visualization, review the theoretical and practical benefits of flow
maps, discuss issues of accuracy and complexity, and pose open questions for future
research in this area.2014-01-01T00:00:00ZWeinkauf, TinoPerforming High-Dimensional Filtering in Low-Dimensional Spaces
http://hdl.handle.net/11025/15439
Název: Performing High-Dimensional Filtering in Low-Dimensional Spaces
Autoři: Oliveira, Manuel M.
Editoři: Skala, Václav
Abstrakt: High-dimensional filtering is a key component for many graphics,
image, and video processing applications. Edge-preserving filters
(an important class of high-dimensional ones), for instance, are
essential for tasks like global-illumination filtering, tone mapping,
denoising, detail enhancement, and non-photorealistic effects,
among many others. Edge-preserving filtering can be implemented
as a convolution with a spatially-varying kernel in image space, or
with a spatially-invariant kernel in high-dimensional space.
Performing the operation either way is computationally expensive,
preventing its use in interactive and real-time scenarios. The talk
will present two recent techniques we have developed for efficiently performing edgeaware
filtering. The first one is based on a domain transform that allows highdimensional
geodesic filtering to be performed in linear time as a sequence of 1-D
filtering steps using a spatially-invariant kernel. The second technique works by sampling
and filtering the input signal using a set of 2-D manifolds adapted to the original data. Its
cost is linear in the number of pixels and in the dimensionality of the space in which the
filter operates. These techniques are significantly faster than previous approaches,
supporting high-dimensional filtering of images, videos, and global illumination effects in
real time. In the talk, I will present several examples illustrating their use in graphics,
image, and video processing applications.2014-01-01T00:00:00ZOliveira, Manuel M.Review and Comparative Study of Ray Traversal Algorithms on a Modern GPU Architecture
http://hdl.handle.net/11025/11931
Název: Review and Comparative Study of Ray Traversal Algorithms on a Modern GPU Architecture
Autoři: dos Santos, Artur Lira; Teichrieb, Veronica; Lindoso, Jorge
Editoři: Skala, Václav
Abstrakt: In this paper we present a chronological review of five distinct data structures commonly found in literature and ray
tracing systems: Bounding Volume Hierarchies (BVH), Octrees, Uniform Grids, KD-Trees, and Bounding Interval
Hierarchies (BIH). This review is then followed by an extensive comparative study of six different ray traversal
algorithms implemented on a modern Kepler CUDA GPU architecture, to point out pros and cons regarding performance
and memory consumption of such structures. We show that a GPU KD-Tree ray traversal based on ropes
achieved the best performance results. It surpasses the BVH, often used as primary structure on state-of-the-art
ray tracers. Compared to BVHs, a carefully well implemented ropes-based KD-Tree is from 13 to 71% faster.
However, it may consume up to 9x more memory than other structures. This disadvantage can be a limiting factor
on memory limited architectures.2014-01-01T00:00:00Zdos Santos, Artur LiraTeichrieb, VeronicaLindoso, Jorge