scholarly journals APPLYING THE REAL TIME SHADOWING METHOD FOR CREATING SOFT SHADOWS IN OPENGL

2018 ◽  
Vol 16 (3) ◽  
pp. 253
Author(s):  
Dženan Avdić ◽  
Dejan Rančić

This paper presents a technique for rapidly generating and rendering of soft shadows on the scene. The method has the advantage of real-time creating of shadows which look more realistic than hard shadows and have high quality, also it has not high demands in resources. The main idea is to replace a complex light source with a collection of multiple point sources of light in order to decrease rendering time. The mathematic model, experiments, and comparison with similar techniques are given and described.

2014 ◽  
Vol 496-500 ◽  
pp. 1289-1292
Author(s):  
De Huan Tang ◽  
De Yang Luo

This paper designed a special welding machine for an aluminum cone bottom workpiece. This machine contains highly accurate positioner system, laser tracking system, and robotic welding devices. It is used to weld the transverse seams and the longitudinal seams of the workpiece. The interaction of welding robot with positioner and the real-time seam correcting can ensure high quality of welding.


2009 ◽  
Vol 18 (08) ◽  
pp. 1505-1516
Author(s):  
XIN ZHENG ◽  
XIAODONG WANG ◽  
HAIFENG CUI ◽  
TONG RUAN

The real-time rendering of high-quality, non-uniform scenes based on viewpoint has always been one of the most difficult problems in the CG area. In this paper, we propose one efficient algorithm to solve this problem with the help of merging texture synthesis and discrete wavelet transform (DWT) techniques. Using a single normal-sized image input, we can efficiently obtain texture sizes with different resolutions and update these in real-time rendering with the help of DWT. The results of our experiments prove that our algorithm can smoothly and efficiently render the non-uniform scenes based on viewpoint.


2008 ◽  
Vol 2008 ◽  
pp. 1-7 ◽  
Author(s):  
Matthew White

One of the main challenges encountered by interactive graphics programmers involves presenting high-quality scenes while retaining real-time frame rates on the hardware. To achieve this, level-of-detail techniques can be employed to provide a form of control over scene quality versus performance. Several algorithms exist that allow such control, including the real-time optimally adapting mesh (ROAM) algorithm specifically aimed at terrain systems. Although ROAM provides an excellent approach to terrain visualization, it contains elements that can be difficult to implement within a game system. This paper hopes to discuss these factors and provide a more game-orientated implementation of the algorithm.


Sensors ◽  
2021 ◽  
Vol 21 (24) ◽  
pp. 8458
Author(s):  
Paweł Jabłoński ◽  
Joanna Iwaniec ◽  
Michał Jabłoński

ADAS and autonomous technologies in vehicles become more and more complex, which increases development time and expenses. This paper presents a new real-time ADAS multisensory validation system, which can speed up the development and implementation processes while lowering its cost. The proposed test system integrates a high-quality 3D CARLA simulator with a real-time-based automation platform. We present system experimental verifications on several types of sensors and testing system architectures. The first, open-loop experiment explains the real-time capabilities of the system based on the Mobileye 6 camera sensor detections. The second experiment runs a real-time closed-loop test of a lane-keeping algorithm (LKA) based on the Mobileye 6 line detection. The last experiment presents a simulation of Velodyne VLP-16 lidar, which runs a free space detection algorithm. Simulated lidar output is compared with the real lidar performance. We show that the platform generates reproducible results and allows closed-loop operation which, combined with a real-time collection of event information, promises good scalability toward complex ADAS or autonomous functionalities testing.


2014 ◽  
Author(s):  
Irving Biederman ◽  
Ori Amir
Keyword(s):  

2019 ◽  
pp. 101-107
Author(s):  
Sergei A. Stakharny

This article is a review of the new light source – organic LEDs having prospects of application in general and special lighting systems. The article describes physical principles of operation of organic LEDs, their advantages and principal differences from conventional non-organic LEDs and other light sources. Also the article devoted to contemporary achievements and prospects of development of this field in the spheres of both general and museum lighting as well as other spheres where properties of organic LEDs as high-quality light sources may be extremely useful.


2015 ◽  
Vol 2 (1) ◽  
pp. 35-41
Author(s):  
Rivan Risdaryanto ◽  
Houtman P. Siregar ◽  
Dedy Loebis

The real-time system is now used on many fields, such as telecommunication, military, information system, evenmedical to get information quickly, on time and accurate. Needless to say, a real-time system will always considerthe performance time. In our application, we define the time target/deadline, so that the system should execute thewhole tasks under predefined deadline. However, if the system failed to finish the tasks, it will lead to fatal failure.In other words, if the system cannot be executed on time, it will affect the subsequent tasks. In this paper, wepropose a real-time system for sending data to find effectiveness and efficiency. Sending data process will beconstructed in MATLAB and sending data process has a time target as when data will send.


2020 ◽  
Vol 2020 (14) ◽  
pp. 378-1-378-7
Author(s):  
Tyler Nuanes ◽  
Matt Elsey ◽  
Radek Grzeszczuk ◽  
John Paul Shen

We present a high-quality sky segmentation model for depth refinement and investigate residual architecture performance to inform optimally shrinking the network. We describe a model that runs in near real-time on mobile device, present a new, highquality dataset, and detail a unique weighing to trade off false positives and false negatives in binary classifiers. We show how the optimizations improve bokeh rendering by correcting stereo depth misprediction in sky regions. We detail techniques used to preserve edges, reject false positives, and ensure generalization to the diversity of sky scenes. Finally, we present a compact model and compare performance of four popular residual architectures (ShuffleNet, MobileNetV2, Resnet-101, and Resnet-34-like) at constant computational cost.


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