Get Computer Vision and Graphics: International Conference, PDF

By Leszek J. Chmielewski, Ryszard Kozera, Bok-Suk Shin, Konrad Wojciechowski

ISBN-10: 3319113305

ISBN-13: 9783319113302

ISBN-10: 3319113313

ISBN-13: 9783319113319

This publication constitutes the refereed complaints of the foreign convention on computing device imaginative and prescient and images, ICCVG 2014, held in Warsaw, Poland, in September 2014. The eighty one complete papers provided have been rigorously reviewed and chosen from a variety of submissions. They hide numerous vital elements of laptop imaginative and prescient and graphics.

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Read Online or Download Computer Vision and Graphics: International Conference, ICCVG 2014, Warsaw, Poland, September 15-17, 2014. Proceedings PDF

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6112, pp. 345–354. Springer, Heidelberg (2010) 6. : Comparison of four subjective methods for image quality assessment. Computer Graphics Forum (2012) 7. : Blind Noise Level Detection. , Kamel, M. ) ICIAR 2012, Part I. LNCS, vol. 7324, pp. 107–114. Springer, Heidelberg (2012) 8. : Real-Time Spherical Harmonics Based Subsurface Scattering. , Kamel, M. ) ICIAR 2012, Part I. LNCS, vol. 7324, pp. 402–409. Springer, Heidelberg (2012) 9. : User Study in Non-static HDR Scenes Acquisition. , Wojciechowski, K.

J. Chmielewski et al. ): ICCVG 2014, LNCS 8671, pp. 41–48, 2014. c Springer International Publishing Switzerland 2014 42 a) D. Szajerman and A. Jurczy´ nski b) c) Fig. 1. a) Static mesh hair; b) Hair planes with and without texture applied, presented in game The Last of Us, created by Naughty Dog; c) Hair based on control hair strands, created by nVidia mesh to imitate hair structure, it was the simplest way to create and render hair, however very unnatural. Whole model of character, either human or animal, is joint as one mesh which is presented in the picture 1a.

The first two kernels, generating ice crystals and light rays respectively, were performed sequentially involving all CUDA cores. All objects representing crystals and rays were stored in the memory of the GPU and were accessed by the third computation kernel that implemented calculating the light rays’ paths. Moreover, all the functions of the subalgorithms used in particular kernel implementations were parallelized thanks the use of CUDA threads. g. the Sun’s elevation, number of rays 5 6 This specifies the maximum parallelization benefit to a system when only part of the system is parallelized.

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Computer Vision and Graphics: International Conference, ICCVG 2014, Warsaw, Poland, September 15-17, 2014. Proceedings by Leszek J. Chmielewski, Ryszard Kozera, Bok-Suk Shin, Konrad Wojciechowski


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