Parallel computing for fringe pattern processing: A multicore CPU approach in MATLAB® environment

2009 ◽  
Vol 47 (11) ◽  
pp. 1286-1292 ◽  
Author(s):  
Wenjing Gao ◽  
Qian Kemao ◽  
Haixia Wang ◽  
Feng Lin ◽  
Hock Soon Seah
2019 ◽  
Vol 58 (25) ◽  
pp. 6854 ◽  
Author(s):  
Haixia Wang ◽  
Hongxiang Zeng ◽  
Peng Chen ◽  
Ronghua Liang ◽  
Li Jiang

Fringe 2009 ◽  
2009 ◽  
pp. 1-9 ◽  
Author(s):  
Julio C. Estrada ◽  
Fernando Mendoza-Santoyo ◽  
Manuel de la Torre ◽  
Tonatihu Saucedo

2005 ◽  
Author(s):  
Qifeng Yu ◽  
Xia Yang ◽  
Xiaohu Zhang ◽  
Sihua Fu ◽  
Xiangyi Sun

2005 ◽  
Vol 44 (33) ◽  
pp. 7125 ◽  
Author(s):  
Tuck Wah Ng ◽  
Kar Tien Ang ◽  
Gianluca Argentini

Author(s):  
Tzvetomir Ivanov Vassilev

This paper describes several techniques for accelerating a virtual try-on garment simulation on a mobile device (smartphone or tablet) using parallel computing on a multicore CPU, GPU computing or both depending on the mobile hardware. The system exploits a mass-spring cloth model with velocity modification approach to overcome the super-elasticity. The simulation starts from flat garment pattern meshes positioned around a 3D human body, then seaming forces are applied on the edges of the panels until the garment is seamed and several cloth draping steps are performed in the end. The cloth-body collision detection and response algorithm is based on image-space interference tests and the cloth-cloth collision detection uses entirely GPU based approach on the newer hardware or recursive parallel algorithm on the CPU. As the results section shows the average time of dressing a virtual body with a garment on a modern smart phone supporting OpenGL ES2.0 is 2 seconds and on a tablet supporting OpenGL ES3.0 or 3.1 is less than one second.


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