共查询到20条相似文献,搜索用时 15 毫秒
1.
Simon A 《IEEE transactions on visualization and computer graphics》2007,13(1):26-33
In a common application scenario, large screen projection-based stereoscopic display systems are not used by a single user alone, but are shared by a small group of people. Using multiviewpoint images for multiuser interaction does not require special hardware and scales transparently with the number of colocated users in a system. We present a qualitative and quantitative study comparing usability and interaction performance for multiviewpoint images to non-head-tracked and head-tracked interaction for ray-casting selection and in-hand object manipulation. Results show that while direct first-person interaction in projection-based displays without head-tracking is difficult or even completely impractical, interaction with multiviewpoint images can produce similar or even better performance than fully head-tracked interaction. For ray-casting selection, interaction with multiviewpoint images is actually up to 10 percent faster than head-tracked interaction. For in-hand object manipulation in a simple docking task, multiviewpoint interaction performs only about 6 percent slower than fully head-tracked interaction 相似文献
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Chen Shih-Nung Hung Jason Chi-Shun Wang Chun-Chia 《The Journal of supercomputing》2020,76(8):6158-6176
The Journal of Supercomputing - Advances in computer technology have led to growing demand for large high-resolution screens in environments such as large plazas, window displays and smart homes.... 相似文献
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针对目前的亮度校正方法存在的问题,提出了闭环的自反馈亮度校正方法。该方法首先计算一个初始模板;然后在反馈过程中,使用模板对白色图像进行亮度衰减,根据相机获取的投影图像,以及屏幕与投影仪坐标的对应关系,用一定的模板修正规则来修正每个投影仪对应的亮度校正模板;重复反馈过程,直到达到亮度一致的约束条件。该方法避免了亮度响应曲线的复杂又耗时的测量工作,通过迭代反馈来不断修正亮度校正模板,最终使得亮度校正后的图像投影后逼近亮度一致。自反馈亮度校正方法中计算的初始亮度校正模板过渡更均匀,消除了模板中的三角带问题;采用的模板更新方法能够使迭代反馈过程更快地收敛。实验证明,该方法能够有效地解决自由立体投影显示系统中的亮度校正问题。 相似文献
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In this paper, a haptic-based NVE (networked virtual environment) supporting high-resolution tiled display is proposed with
a resource management scheme for future home applications such as a haptic-based networked game. Although NVEs with haptic
interaction and immersive display have been developed in previous studies, they usually require expensive system configurations.
In order to implement a cost-effective system, our proposed design includes a tiled display supporting high-resolution with
several low-cost LCDs. The display nodes of the tiled display also have low processing and storage resource requirements because
they only need to handle display-ready pixels received from the application node. The proposed resource management scheme,
called as an object-based display scheme, reduces the resource requirements of the application node that would otherwise require
significant resources to manage all the display nodes and to provide a user with haptic feedback. The proposed scheme segments
graphic scenes into several pixelated virtual objects and assigns different frame rates to each object according to the interest
of user. Experimental results confirm that the proposed scheme reduces the required network bandwidth and appropriately assigns
the limited processing resources to graphic and haptic renderings for a high-level visual and haptic quality. 相似文献
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In this paper, a GPU-based high-resolution multiview rendering approach (HRMVRA) is presented and incorporated into Chromium, and then a tiled multi-projector autostereoscopic display system (TMPADS) based on HRMVRA is constructed to provide an immersing 3D perception and a compelling sense of presence without the need of glasses for viewers. HRMVRA renders the multiview images in real time in only one pass, though the traditional multiview rendering approaches based on Chromium render the multiviews in multiple passes. The hardware of the autostereoscopic display system consists of a front-projection screen that covers an area of 360×160 square centimeters, twenty four projectors and thirteen computers connected with the gigabit Ethernet. TMPADS is well scalable since both the resolution and the number of the rendered views are configurable. It is shown by the experiments that HRMVRA has more than five times performance of the traditional high-resolution multiview parallax rendering based on Chromium. Most existing single-view OpenGL applications (e.g., some games like Quake III) can run directly on TMPADS without any source-code modification or re-compiling. 相似文献
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针对传统几何校正的不足,提出一种改进的几何校正的方法,只需少许人工干预就能很高精度的完成几何校正.介绍一种相机自动定位和拍照的方法,避免人工调整相机位置的繁琐工作,实现相机控制的自动化;提出一种基于递归的去除图片公共噪声区域算法,更精确地识别出特征点;通过临近的特征点,使用平行四边形插值算法与最小二乘法曲线拟合算法对被遮挡住的特征点坐标进行估计.实验结果表明,相机控制方法提高了几何校正的自动化程度,去噪算法提高了识别特征点的精度,平行四边形插值算法可以很好地对被遮挡的特征点坐标进行估计. 相似文献
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Gaia Frandoli Marco D'Acunzo Dan Hada Francesca Antoniolli Marco Galiazzo 《Journal of the Society for Information Display》2022,30(4):263-270
One of the suitable applications for microLED technology is on large LED screens, which are recently emerging as new generation of displays. The display is built as a combination of an array of smaller modules (or tiles) in a bottom up approach. On each module, LEDs are mounted on one side of the substrate and are powered by a matrix which is positioned on the opposite substrate face. In this configuration, the active matrix and the scan driver need to be electrically connected. Established manufacturing technologies such as lithography, sputtering and via drilling, used to achieve this connection suffer from low productivity and high costs, so new approaches have been recently investigated. In this work the realization of wrap-around electrodes by screen printing has been studied, and this technique proves to be competitive with mainstream processes due to high productivity and processing yields. 相似文献
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High-resolution display environments built on networked, multi-tile displays have emerged as an enabling tool for collaborative, distributed visualization work. They provide a means to present, compare, and correlate data in a broad range of formats and coming from a multitude of different sources. Visualization of these distributed data resources may be achieved from a variety of clustered processing and display resources for local rendering and may be streamed on demand and in real-time from remotely rendered content. The latter is particularly important when multiple users want to concurrently share content from their personal devices to further augment the shared workspace. This paper presents a high-quality video streaming technique allowing remotely generated content to be acquired and streamed to multi-tile display environments from a range of sources and over a heterogeneous wide area network.The presented technique uses video compression to reduce the entropy and therefore required bandwidth of the video stream. Compressed video delivery poses a series of challenges for display on tiled video walls which are addressed in this paper. These include delivery to the display wall from a variety of devices and localities with synchronized playback, seamless mobility as users move and resize the video streams across the tiled display wall, and low latency video encoding, decoding, and display necessary for interactive applications. The presented technique is able to deliver 1080p resolution, multimedia rich content with bandwidth requirements below 10 Mbps and low enough latency for constant interactivity. A case study is provided, comparing uncompressed and compressed streaming techniques, with performance evaluations for bandwidth use, total latency, maximum frame rate, and visual quality. 相似文献
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Nirnimesh Harish P Narayanan PJ 《IEEE transactions on visualization and computer graphics》2007,13(5):864-877
Cluster-based tiled display walls can provide cost-effective and scalable displays with high resolution and a large display area. The software to drive them needs to scale too if arbitrarily large displays are to be built. Chromium is a popular software API used to construct such displays. Chromium transparently renders any OpenGL application to a tiled display by partitioning and sending individual OpenGL primitives to each client per frame. Visualization applications often deal with massive geometric data with millions of primitives. Transmitting them every frame results in huge network requirements that adversely affect the scalability of the system. In this paper, we present Garuda, a client-server-based display wall framework that uses off-the-shelf hardware and a standard network. Garuda is scalable to large tile configurations and massive environments. It can transparently render any application built using the Open Scene Graph (OSG) API to a tiled display without any modification by the user. The Garuda server uses an object-based scene structure represented using a scene graph. The server determines the objects visible to each display tile using a novel adaptive algorithm that culls the scene graph to a hierarchy of frustums. Required parts of the scene graph are transmitted to the clients, which cache them to exploit the interframe redundancy. A multicast-based protocol is used to transmit the geometry to exploit the spatial redundancy present in tiled display systems. A geometry push philosophy from the server helps keep the clients in sync with one another. Neither the server nor a client needs to render the entire scene, making the system suitable for interactive rendering of massive models. Transparent rendering is achieved by intercepting the cull, draw, and swap functions of OSG and replacing them with our own. We demonstrate the performance and scalability of the Garuda system for different configurations of display wall. We also show that the server and network loads grow sublinearly with the increase in the number of tiles, which makes our scheme suitable to construct very large displays. 相似文献
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目的 针对背投式多投影系统中存在的各向异性问题,提出一套行之有效的解决方案.方法 首先,为了解决以静态观众为主体的多投影系统各向异性问题,基于反馈机制提出了以特定位置为中心的“最佳观测域”,并在该区域内实现了真正的视觉无缝画面校正;然后,基于视觉人体跟踪技术进一步提出了以特定交互者为中心的“动态最佳观测域”框架,并结合模糊预测控制思想从人体重心检测、跟踪和投影仪亮度实时补偿等3个方面对该框架内的各个组成模块的关键技术进行了阐述.结果 实验结果显示,利用交互者运动的时空连续性优化后的动态最佳观测域算法,具有较好的鲁棒性和实时性.同时,与其他类似方法相比获得了更好的视觉无缝校正效果,其中观测距离为1 m、3 m和5 m时,对应的亮度样本标准差分别为17.11、13.17和9.2.结论 提出的各向异性解决方案,将实时反馈信号引入校正过程中,有效提高了输出画面质量.通过实验测试和性能评估,验证了文中方法的可行性. 相似文献
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Yasuo Ebara 《Artificial Life and Robotics》2013,17(3-4):483-487
In remote collaborative work via WAN, sharing and recognizing various high-quality visual contents such as photography, visualization image, and real video streaming is extremely important. Supporting a high-quality display of these contents on a large-scale display system is necessary to support intellectual remote collaborative work. However, these contents are currently magnified in low resolution on a general projector used as large-sized display equipment, and these equipments are difficult to display the contents with sufficient quality. In this paper, we have focused on the tiled display wall technology which configure a wide-area screen with two or more LCD and tried to display realistic high-resolution visual contents to solve these issues. We have constructed a tele-immersive environment with a tiled display wall, and have studied the availability for intuitive remote collaborative work by implementing various collaborative applications for the effective display of high-resolution contents as well as developing interaction techniques for enormous visual contents in this environment. As a result, we have showed that the practical use of a tiled display wall is useful in the construction of intellectual remote collaborative environment. 相似文献
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Roman P Lazarov M Majumder A 《IEEE transactions on visualization and computer graphics》2010,16(6):1623-1632
We present the first distributed paradigm for multiple users to interact simultaneously with large tiled rear projection display walls. Unlike earlier works, our paradigm allows easy scalability across different applications, interaction modalities, displays and users. The novelty of the design lies in its distributed nature allowing well-compartmented, application independent, and application specific modules. This enables adapting to different 2D applications and interaction modalities easily by changing a few application specific modules. We demonstrate four challenging 2D applications on a nine projector display to demonstrate the application scalability of our method: map visualization, virtual graffiti, virtual bulletin board and an emergency management system. We demonstrate the scalability of our method to multiple interaction modalities by showing both gesture-based and laser-based user interfaces. Finally, we improve earlier distributed methods to register multiple projectors. Previous works need multiple patterns to identify the neighbors, the configuration of the display and the registration across multiple projectors in logarithmic time with respect to the number of projectors in the display. We propose a new approach that achieves this using a single pattern based on specially augmented QR codes in constant time. Further, previous distributed registration algorithms are prone to large misregistrations. We propose a novel radially cascading geometric registration technique that yields significantly better accuracy. Thus, our improvements allow a significantly more efficient and accurate technique for distributed self-registration of multi-projector display walls. 相似文献
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岳川 《计算机工程与科学》2017,39(6):1112-1117
随着IT行业的不断发展,软件的易用性越来越受到用户和专家的关注与重视。如何科学地量化软件产品的易用性,进而对产品质量进行综合地测评,决定了软件产品的竞争力和用户的满意度。针对软件的易用性,提出了一种基于投影和直觉模糊理论的评价方法。首先,依据用户调查得到的信息,给出评价软件易用性的直觉模糊评价矩阵,并在此基础上建立了评价矩阵的理想决策。其次,借助群决策的框架,给出评价矩阵到理想决策上的投影。然后,基于投影给出测评软件的优劣序。最后,用一个测评实例展示出本方法的有效性和实用性。结果表明,本文提出的模型是一种软件质量综合评价的有效方法。 相似文献
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Arslan Munir Farinaz Koushanfar Ann Gordon-Ross Sanjay Ranka 《The Journal of supercomputing》2013,66(1):431-487
Technological advancements in the silicon industry, as predicted by Moore’s law, have resulted in an increasing number of processor cores on a single chip, giving rise to multicore, and subsequently many-core architectures. This work focuses on identifying key architecture and software optimizations to attain high performance from tiled many-core architectures (TMAs)—an architectural innovation in the multicore technology. Although embedded systems design is traditionally power-centric, there has been a recent shift toward high-performance embedded computing due to the proliferation of compute-intensive embedded applications. The TMAs are suitable for these embedded applications due to low-power design features in many of these TMAs. We discuss the performance optimizations on a single tile (processor core) as well as parallel performance optimizations, such as application decomposition, cache locality, tile locality, memory balancing, and horizontal communication for TMAs. We elaborate compiler-based optimizations that are applicable to TMAs, such as function inlining, loop unrolling, and feedback-based optimizations. We present a case study with optimized dense matrix multiplication algorithms for Tilera’s TILEPro64 to experimentally demonstrate the performance and performance per watt optimizations on TMAs. Our results quantify the effectiveness of algorithmic choices, cache blocking, compiler optimizations, and horizontal communication in attaining high performance and performance per watt on TMAs. 相似文献
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远程图形终端系统综述 总被引:1,自引:0,他引:1
王峰 《计算机工程与设计》2006,27(5):802-805,814
随着计算机和网络的迅速发展,远程图形终端系统作为一种方便的远程控制平台,在远程管理、远程协助、远程医疗和远程教育等应用中发挥着越来越重要的作用,其性能也直接影响到这些应用系统的性能。该文讨论了设计改进远程图形终端系统所要考虑和解决的问题,接着从远程显示方式、更新机制、压缩机制、缓存机制和评价方法等方面,较全面地介绍和分析了当前主流远程图形终端系统的技术发展现状,并在此基础上对远程图形终端系统的发展方向进行了展望. 相似文献