scholarly journals Fast and Reliable Mouse Picking Using Graphics Hardware

2009 ◽  
Vol 2009 ◽  
pp. 1-7 ◽  
Author(s):  
Hanli Zhao ◽  
Xiaogang Jin ◽  
Jianbing Shen ◽  
Shufang Lu

Mouse picking is the most commonly used intuitive operation to interact with 3D scenes in a variety of 3D graphics applications. High performance for such operation is necessary in order to provide users with fast responses. This paper proposes a fast and reliable mouse picking algorithm using graphics hardware for 3D triangular scenes. Our approach uses a multi-layer rendering algorithm to perform the picking operation in linear time complexity. The objectspace based ray-triangle intersection test is implemented in a highly parallelized geometry shader. After applying the hardware-supported occlusion queries, only a small number of objects (or sub-objects) are rendered in subsequent layers, which accelerates the picking efficiency. Experimental results demonstrate the high performance of our novel approach. Due to its simplicity, our algorithm can be easily integrated into existing real-time rendering systems.

2011 ◽  
Vol 22 (02) ◽  
pp. 395-409 ◽  
Author(s):  
HOLGER PETERSEN

We investigate the efficiency of simulations of storages by several counters. A simulation of a pushdown store is described which is optimal in the sense that reducing the number of counters of a simulator leads to an increase in time complexity. The lower bound also establishes a tight counter hierarchy in exponential time. Then we turn to simulations of a set of counters by a different number of counters. We improve and generalize a known simulation in polynomial time. Greibach has shown that adding s + 1 counters increases the power of machines working in time ns. Using a new family of languages we show here a tight hierarchy result for machines with the same polynomial time-bound. We also prove hierarchies for machines with a fixed number of counters and with growing polynomial time-bounds. For machines with one counter and an additional "store zero" instruction we establish the equivalence of real-time and linear time. If at least two counters are available, the classes of languages accepted in real-time and linear time can be separated.


2009 ◽  
Vol 2009 ◽  
pp. 1-15 ◽  
Author(s):  
A. Jurgelionis ◽  
P. Fechteler ◽  
P. Eisert ◽  
F. Bellotti ◽  
H. David ◽  
...  

Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.


Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3938
Author(s):  
Boitumelo Ruf ◽  
Jonas Mohrs ◽  
Martin Weinmann ◽  
Stefan Hinz ◽  
Jürgen Beyerer

With the emergence of low-cost robotic systems, such as *UAV, the importance of embedded high-performance image processing has increased. For a long time, FPGAs were the only processing hardware that were capable of high-performance computing, while at the same time preserving a low power consumption, essential for embedded systems. However, the recently increasing availability of embedded GPU-based systems, such as the NVIDIA Jetson series, comprised of an ARM CPU and a NVIDIA Tegra GPU, allows for massively parallel embedded computing on graphics hardware. With this in mind, we propose an approach for real-time embedded stereo processing on ARM and CUDA-enabled devices, which is based on the popular and widely used Semi-Global Matching algorithm. In this, we propose an optimization of the algorithm for embedded CUDA GPUs, by using massively parallel computing, as well as using the NEON intrinsics to optimize the algorithm for vectorized SIMD processing on embedded ARM CPUs. We have evaluated our approach with different configurations on two public stereo benchmark datasets to demonstrate that they can reach an error rate as low as 3.3%. Furthermore, our experiments show that the fastest configuration of our approach reaches up to 46 FPS on VGA image resolution. Finally, in a use-case specific qualitative evaluation, we have evaluated the power consumption of our approach and deployed it on the DJI Manifold 2-G attached to a DJI Matrix 210v2 RTK *UAV, demonstrating its suitability for real-time stereo processing onboard a *UAV.


2008 ◽  
Vol 8 (9) ◽  
pp. 4522-4526 ◽  
Author(s):  
Chan-Yong Park ◽  
Sung-Hee Park ◽  
Soo-Jun Park ◽  
Sun-Hee Park ◽  
Chi-Jung Hwang

Many tools have been developed to visualize protein and molecular structures. Most high quality protein visualization tools use the OpenGL graphics library as a 3D graphics system. Currently, the performance of recent 3D graphics hardware has rapidly improved. Recent high-performance 3D graphics hardware support Microsoft Direct3D graphics library more than OpenGL and have become very popular in personal computers (PCs). In this paper, a molecular visualization system termed ProteinVista is proposed. ProteinVista is well-designed visualization system using the Microsoft Direct3D graphics library. It provides various visualization styles such as the wireframe, stick, ball and stick, space fill, ribbon, and surface model styles, in addition to display options for 3D visualization. As ProteinVista is optimized for recent 3D graphics hardware platforms and because it uses a geometry instancing technique, its rendering speed is 2.7 times faster compared to other visualization tools.


1995 ◽  
Vol 34 (05) ◽  
pp. 475-488
Author(s):  
B. Seroussi ◽  
J. F. Boisvieux ◽  
V. Morice

Abstract:The monitoring and treatment of patients in a care unit is a complex task in which even the most experienced clinicians can make errors. A hemato-oncology department in which patients undergo chemotherapy asked for a computerized system able to provide intelligent and continuous support in this task. One issue in building such a system is the definition of a control architecture able to manage, in real time, a treatment plan containing prescriptions and protocols in which temporal constraints are expressed in various ways, that is, which supervises the treatment, including controlling the timely execution of prescriptions and suggesting modifications to the plan according to the patient’s evolving condition. The system to solve these issues, called SEPIA, has to manage the dynamic, processes involved in patient care. Its role is to generate, in real time, commands for the patient’s care (execution of tests, administration of drugs) from a plan, and to monitor the patient’s state so that it may propose actions updating the plan. The necessity of an explicit time representation is shown. We propose using a linear time structure towards the past, with precise and absolute dates, open towards the future, and with imprecise and relative dates. Temporal relative scales are introduced to facilitate knowledge representation and access.


Author(s):  
Muhammad Faris Roslan ◽  
◽  
Afandi Ahmad ◽  
Abbes Amira ◽  
◽  
...  

1997 ◽  
Vol 36 (8-9) ◽  
pp. 19-24 ◽  
Author(s):  
Richard Norreys ◽  
Ian Cluckie

Conventional UDS models are mechanistic which though appropriate for design purposes are less well suited to real-time control because they are slow running, difficult to calibrate, difficult to re-calibrate in real time and have trouble handling noisy data. At Salford University a novel hybrid of dynamic and empirical modelling has been developed, to combine the speed of the empirical model with the ability to simulate complex and non-linear systems of the mechanistic/dynamic models. This paper details the ‘knowledge acquisition module’ software and how it has been applied to construct a model of a large urban drainage system. The paper goes on to detail how the model has been linked with real-time radar data inputs from the MARS c-band radar.


Author(s):  
Jatin K Pradhan ◽  
Arun Ghosh

It is well known that linear time-invariant controllers fail to provide desired robustness margins (e.g. gain margin, phase margin) for plants with non-minimum phase zeros. Attempts have been made in literature to alleviate this problem using high-frequency periodic controllers. But because of high frequency in nature, real-time implementation of these controllers is very challenging. In fact, no practical applications of such controllers for multivariable plants have been reported in literature till date. This article considers a laboratory-based, two-input–two-output, quadruple-tank process with a non-minimum phase zero for real-time implementation of the above periodic controller. To design the controller, first, a minimal pre-compensator is used to decouple the plant in open loop. Then the resulting single-input–single-output units are compensated using periodic controllers. It is shown through simulations and real-time experiments that owing to arbitrary loop-zero placement capability of periodic controllers, the above decoupled periodic control scheme provides much improved robustness against multi-channel output gain variations as compared to its linear time-invariant counterpart. It is also shown that in spite of this improved robustness, the nominal performances such as tracking and disturbance attenuation remain almost the same. A comparison with [Formula: see text]-linear time-invariant controllers is also carried out to show superiority of the proposed scheme.


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