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71.
Real‐time rendering of models with high polygon count is still an important issue in interactive computer graphics. A common way to improve rendering performance is to generate different levels of detail of a model. These are mostly computed using polygonal simplification techniques, which aim to reduce the number of polygons without significant loss of visual fidelity. Most existing algorithms use geometric error bounds, which are well‐suited for silhouette preservation. They ignore the fact that a much more aggressive simplification is possible in low‐contrast areas inside the model. The main contribution of this paper is an efficient simplification algorithm based on the human visual system. The key idea is to move the domain of error computation from image‐space to vertex‐space to avoid a costly per‐pixel comparison. This way the error estimation of a simplification operation can be accelerated significantly. To account for the human vision, we introduce a perceptually based metric depending on the contrast and spatial frequency of the model at a single vertex. Finally, we validate our approach with a user study. 相似文献
72.
Jose Gonzalez-Mora Fernando De la Torre Nicolas Guil Emilio L. Zapata 《Image and vision computing》2010
Over the last decade 3D face models have been extensively used in many applications such as face recognition, facial animation and facial expression analysis. 3D Morphable Models (MMs) have become a popular tool to build and fit 3D face models to images. Critical to the success of MMs is the ability to build a generic 3D face model. Major limitations in the MMs building process are: (1) collecting 3D data usually involves the use of expensive laser scans and complex capture setups, (2) the number of available 3D databases is limited, and typically there is a lack of expression variability and (3) finding correspondences and registering the 3D model is a labor intensive and error prone process. 相似文献
73.
74.
Arnaud Fréville Saïd Hanafi Frédéric Semet Nicolas Yanev 《Computers & Operations Research》2010,37(10):1688-1696
This article proposes a tabu search approach to solve a mathematical programming formulation of the linear classification problem, which consists of determining an hyperplane that separates two groups of points as well as possible in ?m. The tabu search approach proposed is based on a non-standard formulation using linear system infeasibility. The search space is the set of bases defined on the matrix that describes the linear system. The moves are performed by pivoting on a specified row and column. On real machine learning databases, our approach compares favorably with implementations based on parametric programming and irreducible infeasible constraint sets. Additional computational results for randomly generated instances confirm that our method provides a suitable alternative to the mixed integer programming formulation that is solved by a commercial code when the number of attributes m increases. 相似文献
75.
Eugenio Roanes-Lozano Nicolas van Labeke Eugenio Roanes-Macías 《Mathematics and computers in simulation》2010
Many (2D) Dynamic Geometry Systems (DGSs) are able to export numeric coordinates and equations with numeric coefficients to Computer Algebra Systems (CASs). Moreover, different approaches and systems that link (2D) DGSs with CASs, so that symbolic coordinates and equations with symbolic coefficients can be exported from the DGS to the CAS, already exist. Although the 3D DGS Calques3D can export numeric coordinates and equations with numeric coefficients to Maple and Mathematica, it cannot export symbolic coordinates and equations with symbolic coefficients. A connection between the 3D DGS Calques3D and the CAS Maple, that can handle symbolic coordinates and equations with symbolic coefficients, is presented here. Its main interest is to provide a convenient time-saving way to explore problems and directly obtain both algebraic and numeric data when dealing with a 3D extension of “ruler and compass geometry”. This link has not only educational purposes but mathematical ones, like mechanical theorem proving in geometry, geometric discovery (hypotheses completion), geometric loci finding… As far as we know, there is no comparable “symbolic” link in the 3D case, except the prototype 3D-LD (restricted to determining algebraic surfaces as geometric loci). 相似文献
76.
This paper proposes a mathematical model, valid inequalities and polyhedral results for the minimum labeling Hamiltonian cycle problem. This problem is defined on an unweighted graph in which each edge has a label. The aim is to determine a Hamiltonian cycle with the least number of labels. We also define two variants of this problem by assigning weights to the edges and by considering the tour length either as an objective or as a constraint. A branch-and-cut algorithm for the three problems is developed, and computational results are reported on randomly generated instances and on modified instances from TSPLIB. 相似文献
77.
Jérémie Bossu Nicolas Hautière Jean-Philippe Tarel 《International Journal of Computer Vision》2011,93(3):348-367
The detection of bad weather conditions is crucial for meteorological centers, specially with demand for air, sea and ground
traffic management. In this article, a system based on computer vision is presented which detects the presence of rain or
snow. To separate the foreground from the background in image sequences, a classical Gaussian Mixture Model is used. The foreground
model serves to detect rain and snow, since these are dynamic weather phenomena. Selection rules based on photometry and size
are proposed in order to select the potential rain streaks. Then a Histogram of Orientations of rain or snow Streaks (HOS),
estimated with the method of geometric moments, is computed, which is assumed to follow a model of Gaussian-uniform mixture.
The Gaussian distribution represents the orientation of the rain or the snow whereas the uniform distribution represents the
orientation of the noise. An algorithm of expectation maximization is used to separate these two distributions. Following
a goodness-of-fit test, the Gaussian distribution is temporally smoothed and its amplitude allows deciding the presence of
rain or snow. When the presence of rain or of snow is detected, the HOS makes it possible to detect the pixels of rain or
of snow in the foreground images, and to estimate the intensity of the precipitation of rain or of snow. The applications
of the method are numerous and include the detection of critical weather conditions, the observation of weather, the reliability
improvement of video-surveillance systems and rain rendering. 相似文献
78.
We introduce nondeterministic graph searching with a controlled amount of nondeterminism and show how this new tool can be
used in algorithm design and combinatorial analysis applying to both pathwidth and treewidth. We prove equivalence between
this game-theoretic approach and graph decompositions called q
-branched tree decompositions, which can be interpreted as a parameterized version of tree decompositions. Path decomposition and (standard)
tree decomposition are two extreme cases of q-branched tree decompositions. The equivalence between nondeterministic graph searching and q-branched tree decomposition enables us to design an exact (exponential time) algorithm computing q-branched treewidth for all q≥0, which is thus valid for both treewidth and pathwidth. This algorithm performs as fast as the best known exact algorithm
for pathwidth. Conversely, this equivalence also enables us to design a lower bound on the amount of nondeterminism required
to search a graph with the minimum number of searchers.
Additional support of F.V. Fomin by the Research Council of Norway.
Additional supports of P. Fraigniaud from the INRIA Project “Grand Large”, and from the Project PairAPair of the ACI “Masse de Données”.
Additional supports of N. Nisse from the Project Fragile of the ACI “Sécurité & Informatique”. 相似文献
79.
Xavier Maurice Anders Sandholm Nicolas Pronost Ronan Boulic Daniel Thalmann 《The Visual computer》2009,25(9):835-842
Today, to create and to simulate a virtual anatomical version of a subject is useful in the decision process of surgical treatments.
The muscular activity is one of the factors which can contribute to abnormal movements such as in spasticity or static contracture.
In this paper, we propose a numerical solution, based on the Finite Element (FE) method, able to estimate muscles deformations
during contraction. Organized around a finite element solver and a volumetric environment, this solution is made of all the
modeling and simulation processes from the discretization of the studied domain to the visualization of the results. The choices
of materials and properties of the FE model are also presented such as the hyperelasticity, the contention model based on
inter-meshes neighboring nodes pairing, and the estimation of nodal forces based on the subject-specific muscular forces and
action lines.
相似文献
Nicolas PronostEmail: |
80.
Fraigniaud et al. [L. Blin, P. Fraigniaud, N. Nisse, S. Vial, Distributing chasing of network intruders, in: 13th Colloquium on Structural Information and Communication Complexity, SIROCCO, in: LNCS, vol. 4056, Springer-Verlag, 2006, pp. 70–84] introduced a new measure of difficulty for a distributed task in a network. The smallest number of bits of advice of a distributed problem is the smallest number of bits of information that has to be available to nodes in order to accomplish the task efficiently. Our paper deals with the number of bits of advice required to perform efficiently the graph searching problem in a distributed setting. In this variant of the problem, all searchers are initially placed at a particular node of the network. The aim of the team of searchers is to clear a contaminated graph in a monotone connected way, i.e., the cleared part of the graph is permanently connected, and never decreases while the search strategy is executed. Moreover, the clearing of the graph must be performed using the optimal number of searchers, i.e. the minimum number of searchers sufficient to clear the graph in a monotone connected way in a centralized setting. We show that the minimum number of bits of advice permitting the monotone connected and optimal clearing of a network in a distributed setting is Θ(nlogn), where n is the number of nodes of the network. More precisely, we first provide a labelling of the vertices of any graph G, using a total of O(nlogn) bits, and a protocol using this labelling that enables the optimal number of searchers to clear G in a monotone connected distributed way. Then, we show that this number of bits of advice is optimal: any distributed protocol requires Ω(nlogn) bits of advice to clear a network in a monotone connected way, using an optimal number of searchers. 相似文献