scholarly journals Faithful Euclidean Distance Field From Log-Gaussian Process Implicit Surfaces

2021 ◽  
Vol 6 (2) ◽  
pp. 2461-2468
Author(s):  
Lan Wu ◽  
Ki Myung Brian Lee ◽  
Liyang Liu ◽  
Teresa Vidal-Calleja
2018 ◽  
Vol 7 (S1) ◽  
pp. 108-111
Author(s):  
Gurrampally Kumar ◽  
S. Mohan ◽  
G. Prabakaran

Feature selection has been developed by several mining techniques for classification. Some existing approaches couldn’t remove the irrelevant data from dataset for class. Thus it needs the selection of appropriate features that emphasize its role in classification. For this it consider the statistical method like correlation coefficient to identify the features from feature set whose data are very important for existing classes. The several methods such as Gaussian process, linear regression and Euclidean distance have taken into consideration for clarity of classification. The experimental results reveal that the proposed method identifies the exact relevant features for several classes.


2020 ◽  
Vol 126 ◽  
pp. 103433
Author(s):  
Gabriela Zarzar Gandler ◽  
Carl Henrik Ek ◽  
Mårten Björkman ◽  
Rustam Stolkin ◽  
Yasemin Bekiroglu

2020 ◽  
Vol 5 (2) ◽  
pp. 1532-1539
Author(s):  
Lan Wu ◽  
Raphael Falque ◽  
Victor Perez-Puchalt ◽  
Liyang Liu ◽  
Nico Pietroni ◽  
...  

2021 ◽  
Author(s):  
Csaba Bálint ◽  
Mátyás Kiglics

Sphere tracing is a common raytracing technique used for rendering implicit surfaces defined by a signed distance function (SDF). However, these distance functions are often expensive to compute, prohibiting several real-time applications despite recent efforts to accelerate it. This paper presents a method to precompute a slightly augmented distance field that hugely accelerates rendering. This novel method called quadric tracing supports two configurations: (i) accelerating raytracing without losing precision, so the original SDF is still needed; (ii) entirely replacing the SDF and tracing an interpolated surface. Quadric tracing can offer 20% to 100% speedup in rendering static scenes and thereby amortizing the slowdown caused by the complexity of the geometry.


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