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1.
Loudspeaker reproduction systems are subject to a compromise between spatial realism and cost. By simulating loudspeaker reproduction on headphones, the resulting spatial realism is limited accordingly, despite the virtually unlimited spatial imaging capabilities of binaural audio rendering technology. More particularly, phantom imaging as often used for stereo audio material intended for loudspeaker reproduction is subject to various restrictions in terms of loudspeaker positioning in simulated space. As a consequence, phantom imaging should preferably be avoided when simulating virtual loudspeakers over headphones, especially if head tracking is incorporated or if a wide sound stage is desired. A novel method is described to extract phantom sound sources from stereo audio content and convert these to sound sources in a virtual listening environment.   相似文献   

2.
Immersive audio systems can be used to render virtual sound sources in three-dimensional (3-D) space around a listener. This is achieved by simulating the head-related transfer function (HRTF) amplitude and phase characteristics using digital filters. In this paper, we examine certain key signal processing considerations in spatial sound rendering over headphones and loudspeakers. We address the problem of crosstalk inherent in loudspeaker rendering and examine two methods for implementing crosstalk cancellation and loudspeaker frequency response inversion in real time. We demonstrate that it is possible to achieve crosstalk cancellation of 30 dB using both methods, but one of the two (the Fast RLS Transversal Filter Method) offers a significant advantage in terms of computational efficiency. Our analysis is easily extendable to nonsymmetric listening positions and moving listeners  相似文献   

3.
Towards video-based immersive environments   总被引:2,自引:0,他引:2  
Video provides a comprehensive visual record of environment activity over time. Thus, video data is an attractive source of information for the creation of virtual worlds which require some real-world fidelity. This paper describes the use of multiple streams of video data for the creation of immersive virtual environments. We outline our multiple perspective interactive video (MPI-Video) architecture which provides the infrastructure for the processing and analysis of multiple streams of video data. Our MPI-Video system performs automated analysis of the raw video and constructs a model of the environment and object activity within this environment. This model provides a comprehensive representation of the world monitored by the cameras which, in turn, can be used in the construction of a virtual world. In addition, using the information produced and maintained by the MPI-Video system, our immersive video system generates virtual video sequences. These are sequences of the dynamic environment from an arbitrary view point generated using the real camera data. Such sequences allow a user to navigate through the environment and provide a sense of immersion in the scene. We discuss results from our MPI-Video prototype, outline algorithms for the construction of virtual views and provide examples of a variety of such immersive video sequences.  相似文献   

4.
Summary. In this paper we introduce and analyze two new cost measures related to the communication overhead and the space requirements associated with virtual path layouts in ATM networks, that is the edge congestion and the node congestion. Informally, the edge congestion of a given edge e at an incident node u is defined as the number of VPs terminating at or starting from u and using e, while the node congestion of a node v is defined as the number of VPs having v as an endpoint. We investigate the problem of constructing virtual path layouts allowing to connect a specified root node to all the others in at most h hops and with maximum edge or node congestion c, for two given integers h and c. We first give tight results concerning the time complexity of the construction of such layouts for both the two congestion measures, that is we exactly determine all the tractable and intractable cases. Then, we provide some combinatorial bounds for arbitrary networks, together with optimal layouts for specific topologies such as chains, rings and grids. Received: December 1997 / Accepted: August 2000  相似文献   

5.
This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional computer entertainment. Our system called ‘Touch-Space’ is an embodied (ubiquitous, tangible, and social) computing based Mixed Reality (MR) game space which regains the physical and social aspects of traditional game play. In this novel game space, the real-world environment is an essential and intrinsic game element, and the human’s physical context influences the game play. It also provides the full spectrum of game interaction experience ranging from the real physical environment (human to human and human to physical world interaction), to augmented reality, to the virtual environment. It allows tangible interactions between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates computer entertainment systems with social human-to-human and human-to-physical touch interactions. Correspondence to: Professor A. Cheok, National University of Singapore, 10 Kent Ridge Crescent, Singapore 119260. Email: adriancheok@nus.edu.sg  相似文献   

6.
环境声音作为日常生活中分布最为广泛的一类声音,是人们获取外部信息的重要来源.近十几年来,随着用户对虚拟场景真实度要求不断提升,为虚拟场景打造同步、真实的环境音效已成为构建高度沉浸式虚拟环境不可或缺的一部分.其中环境声源仿真作为打造真实感虚拟环境音效的基石,得到了研究人员的广泛关注与探索.与传统的人工声源仿真相比,通过算...  相似文献   

7.
介绍了虚拟环境中面向扬声器的空间立体声生成和定位的研究现状、矢量基幅值相移算法,讨论了有关声音仿真的若干问题。针对某大型分布式虚拟战场环境,构造并实现了DIS/HLA体系结构下实时3维空间立体声系统,分析了该系统中空间扬声器阵列声音显示的若干问题。提出了声觉信息显示包围球的概念,进而提出了一种以虚拟观察者/听者为中心的包围球内声源目标快速检索算法,解决了分布交互仿真中感兴趣区域大量实体声源的实时显示问题,该方法用于实际系统,效果良好。  相似文献   

8.
Wood inspection with non-supervised clustering   总被引:9,自引:0,他引:9  
Abstract. The appearance of sawn timber has huge natural variations that the human inspector easily compensates for mentally when determining the types of defects and the grade of each board. However, for automatic wood inspection systems these variations are a major source for complication. This makes it difficult to use textbook methodologies for visual inspection. These methodologies generally aim at systems that are trained in a supervised manner with samples of defects and good material, but selecting and labeling the samples is an error-prone process that limits the accuracy that can be achieved. We present a non-supervised clustering-based approach for detecting and recognizing defects in lumber boards. A key idea is to employ a self-organizing map (SOM) for discriminating between sound wood and defects. Human involvement needed for training is minimal. The approach has been tested with color images of lumber boards, and the achieved false detection and error escape rates are low. The approach also provides a self-intuitive visual user interface. Received: 16 December 2000 / Accepted: 8 December 2001 Correspondence to: O. Silvén  相似文献   

9.
The Citywide project is exploring ways in which technology can provide people with rich and engaging digital experiences as they move through physical space, including historical experiences, performances and games. This paper describes some initial results and experiences with this project based upon two prototype demonstrators. In the first, we describe an application in which a search party explores an archaeological site, uncovering enacted scenes within the virtual world that are of a historical relevance to their particular physical location. In the second, we describe a museum experience where participants explore an outdoors location, hunting for buried virtual artifacts that they then bring back to a museum for a more detailed study. Our demonstrators employ a varied set of devices, including mobile wireless interfaces for locating hotspots of virtual activity when outdoors, to give different experiences of the virtual world depending upon location, task, available equipment and accuracy of tracking. We conclude by discussing some of the potential advantages of using an underlying shared virtual world to support interactive experiences across extended physical settings.  相似文献   

10.
Abstract. Though there has been extensive work on multimedia databases in the last few years, there is no prevailing notion of a multimedia view, nor there are techniques to create, manage, and maintain such views. Visualizing the results of a dynamic multimedia query or materializing a dynamic multimedia view corresponds to assembling and delivering an interactive multimedia presentation in accordance with the visualization specifications. In this paper, we suggest that a non-interactive multimedia presentation is a set of virtual objects with associated spatial and temporal presentation constraints. A virtual object is either an object, or the result of a query. As queries may have different answers at different points in time, scheduling the presentation of such objects is nontrivial. We then develop a probabilistic model of interactive multimedia presentations, extending the non-interactive model described earlier. We also develop a probabilistic model of interactive visualization where the probabilities reflect the user profiles, or the likelihood of certain user interactions. Based on this probabilistic model, we develop three utility-theoretic based types of prefetching algorithms that anticipate how users will interact with the presentation. These prefetching algorithms allow efficient visualization of the query results in accordance with the underlying specification. We have built a prototype system that incorporates these algorithms. We report on the results of experiments conducted on top of this implementation. Received June 10, 1998 / Accepted November 10, 1999  相似文献   

11.
We present efficient schemes for scheduling the delivery of variable-bit-rate MPEG-compressed video with stringent quality-of-service (QoS) requirements. Video scheduling is being used to improve bandwidth allocation at a video server that uses statistical multiplexing to aggregate video streams prior to transporting them over a network. A video stream is modeled using a traffic envelope that provides a deterministic time-varying bound on the bit rate. Because of the periodicity in which frame types in an MPEG stream are typically generated, a simple traffic envelope can be constructed using only five parameters. Using the traffic-envelope model, we show that video sources can be statistically multiplexed with an effective bandwidth that is often less than the source peak rate. Bandwidth gain is achieved without sacrificing the stringency of the requested QoS. The effective bandwidth depends on the arrangement of the multiplexed streams, which is a measure of the lag between the GOP periods of various streams. For homogeneous streams, we give an optimal scheduling scheme for video sources at a video-on-demand server that results in the minimum effective bandwidth. For heterogeneous sources, a sub-optimal scheduling scheme is given, which achieves acceptable bandwidth gain. Numerical examples based on traces of MPEG-coded movies are used to demonstrate the effectiveness of our schemes.  相似文献   

12.
With reference to a memory management system supporting the single address space abstraction and a uniform, persistent view of storage, we present a set of mechanisms that allow applications to exert explicit control over memory management activities. These mechanisms make it possible to move the contents of a virtual page to primary memory for fast processor access, or to push these contents back to secondary memory to free primary memory space. Our memory management scheme allows programs to exploit the memory reference pattern of the underlying algorithms, thereby improving utilisation of the system storage resources. This result is illustrated by using significant examples of memory management activities implemented at the application program level. Published online: 8 February 2001  相似文献   

13.
Wyse  Lonce  Kellock  Peter 《Multimedia Systems》1999,7(1):48-54
We describe a system for generating and controlling sound effects from within applications. We discuss performance demands and current technology constraints on sound synthesis methods, highlight several distinct interactive control strategies, and demonstrate a development environment for making a large database of heterogeneous sound models manageable by developers who are not sound synthesis experts.  相似文献   

14.
Geometric acoustic modeling systems spatialize sounds according to reverberation paths from a sound source to a receiver to give an auditory impression of a virtual 3D environment. These systems are useful for concert hall design, teleconferencing, training and simulation, and interactive virtual environments. In many cases, such as in an interactive walkthrough program, the reverberation paths must be updated within strict timing constraints - e.g., as the sound receiver moves under interactive control by a user. In this paper, we describe a geometric acoustic modeling algorithm that uses a priority queue to trace polyhedral beams representing reverberation paths in best-first order up to some termination criteria (e.g., expired time-slice). The advantage of this algorithm is that it is more likely to find the highest priority reverberation paths within a fixed time-slice, avoiding many geometric computations for lower-priority beams. Yet, there is overhead in computing priorities and managing the priority queue. The focus of this paper is to study the trade-offs of the priority-driven beam tracing algorithm with different priority functions. During experiments computing reverberation paths between a source and a receiver in a 3D building environment, we find that priority functions incorporating more accurate estimates of source-to-receiver path length are more likely to find early reverberation paths useful for spatialization, especially in situations where the source and receiver cannot reach each other through trivial reverberation paths. However, when receivers are added to the environment such that it becomes more densely and evenly populated, this advantage diminishes.  相似文献   

15.
We consider the task of assigning distinct labels to nodes of an unknown anonymous network in a distributed manner. A priori, nodes do not have any identities, except for one distinguished node, called the source, and do not know the topology or the size of the network. They execute identical algorithms, apart from the source which plays the role of a leader and starts the labeling process. Our goal is to assign short labels, as fast as possible. The quality of a labeling algorithm is measured by the range from which the algorithm picks the labels, or alternatively, the length of the assigned labels. Natural efficiency measures are the time, i.e., the number of rounds required for the label assignment, and the message and bit complexities of the label assignment protocol, i.e., the total number of messages (resp., bits) circulating in the network. We present label assignment algorithms whose time and message complexity are asymptotically optimal and which assign short labels. On the other hand, we establish inherent trade-offs between quality and efficiency for labeling algorithms. Received: July 2000 / Accepted: February 2001  相似文献   

16.
Summary. Long-lived and adaptive implementations of mutual exclusion and renaming in the read/write shared memory model are presented. An implementation of a task is adaptive if the step complexity of any operation in the implementation is a function of the number of processes that take steps concurrently with the operation. The renaming algorithm assigns a new unique id in the range to any process whose initial unique name is taken from a set of size N, for an arbitrary N and where k is the number of processes that actually take steps or hold a name while the new name is being acquired. The step complexity of acquiring a new name is , while the step complexity of releasing a name is 1. The space complexity of the algorithm is where n is an upper bound on the number of processes that may be active at the same time (acquiring or holding new names), which could be N in the worst case. Both the system response time and the worst case number of operations per process in the presented mutual-exclusion algorithm are adaptive. Both algorithms rely on the basic building block of a long-lived and adaptive splitter. While the adaptive-splitter satisfies a slightly different set of properties than the Moir-Anderson splitter [MA95], it is adaptive and long-lived. In addition, the new splitter properties enable the construction of a non-blocking long-lived (2k-1)-renaming algorithm (which is optimal in the size of the new name space). We believe that the mechanisms introduced in our splitter implementation are interesting on their own, and might be used in other adaptive and long-lived constructions. Received: March 2000 / Accepted July 2001  相似文献   

17.
A sweeping operation called polygonal extrusion is defined to improve the modeling power of CSG-based modeling. It is assumed that a 2D cross-sectional polygon (sweeping polygon) moves in space while its containing plane is kept orthogonal to the tangent direction of the trajectory curve, a planar polygonal chain having no self-intersections. The objective of the paper is to compute the boundary of the swept volume of the sweeping polygon as a set of polygons (or triangles). The most significant challenge to accomplishing this objective is the problem of trimming the swept volume. To solve the trimming problem, 2D-curve offsetting methods are employed. Two algorithms are presented for polygonal extrusion that are based on different offsetting methods, the Voronoi diagram and PWID offset. The proposed algorithms have been implemented and tested with various examples. Published online: 28 January 2003  相似文献   

18.
In a multimedia server, multiple media streams are generally serviced in a cyclic fashion. Due to non-uniform playback rates and asynchronous arrivals of queries, there tends to be spare disk bandwidth in each service cycle. In this paper, we study the issue of dynamically using spare disk bandwidth and buffer to maximize the system throughput of a multimedia server. We introduce the concept of minimizing buffer consumption as the criterion to select an appropriate media stream to utilize the spare system resources. Buffer consumption measures not only the amount of buffer but also the amount of time such buffer space is occupied (i.e., the space-time product). Different alternatives to utilizing spare disk bandwidth are examined, including different rate-adjustable retrievals of an already activated stream and prefetching the next waiting stream. For rate-adjustable retrievals, we study buffer consumption-based and remaining-time-based criteria for selecting an active stream to increase retrievals. Simulations are conducted to evaluate and compare different cases. The results show that (1) minimizing buffer consumption is the right criterion for maximizing the system throughput with spare disk bandwidth; (2) in general, prefetching a waiting stream incurs more buffer consumption, and thus is less effective than rate-adjustable retrieval of active streams in maximizing the system throughput; and (3) the advantage of rate-adjustable retrieval over prefetching is especially significant when service cycle time is small.  相似文献   

19.
Views over databases have regained attention in the context of data warehouses, which are seen as materialized views. In this setting, efficient view maintenance is an important issue, for which the notion of self-maintainability has been identified as desirable. In this paper, we extend the concept of self-maintainability to (query and update) independence within a formal framework, where independence with respect to arbitrary given sets of queries and updates over the sources can be guaranteed. To this end we establish an intuitively appealing connection between warehouse independence and view complements. Moreover, we study special kinds of complements, namely monotonic complements, and show how to compute minimal ones in the presence of keys and foreign keys in the underlying databases. Taking advantage of these complements, an algorithmic approach is proposed for the specification of independent warehouses with respect to given sets of queries and updates. Received: 21 November 2000 / Accepted: 1 May 2001 Published online: 6 September 2001  相似文献   

20.
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