bounding volume
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2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Alia Belkaïd ◽  
Abdelkader Ben Saci ◽  
Ines Hassoumi

PurposeThe overall functioning of this system is based on two approaches: construction and supervision. The first is conducted entirely by the machine, and the second requires the intervention of the designer to collaborate with the machine. The morphological translation of urban rules is sometimes contradictory and may require additional external relevance to urban rules. Designer arbitration assists the artificial intelligence (AI) in accomplishing this task and solving the problem.Design/methodology/approachThis paper provides a method of computational design in generating the optimal authorized bounding volume which uses the best target values of morphological urban rules. It examines an intelligent system, adopting the multi-agent approach, which aims to control and increase urban densification by optimizing morphological urban rules. The process of the system is interactive and iterative. It allows collaboration and exchange between the machine and the designer. This paper is adopting and developing a new approach to resolve the distributed constraint optimization problem in generating the authorized bounding volume. The resolution is not limited to an automatic volume generation from urban rules, but also involves the production of multiple optimal-solutions conditioned both by urban constraints and relevance chosen by the designer. The overall functioning of this system is based on two approaches: construction and supervision. The first is conducted entirely by the machine and the second requires the intervention of the designer to collaborate with the machine. The morphological translation of urban rules is sometimes contradictory and may require additional external relevance to urban rules. Designer arbitration assists the AI in accomplishing this task and solving the problem. The human-computer collaboration is achieved at the appropriate time and relies on the degree of constraint satisfaction. This paper shows and analyses interactions with the machine during the building generation process. It presents different cases of application and discusses the relationship between relevance and constraints satisfaction. This topic can inform a chosen urban densification strategy by assisting a typology of the optimal authorized bounding volume.FindingsThe human-computer collaboration is achieved at the appropriate time and relies on the degree of constraint satisfaction with fitness function.Originality/valueThe resolution of the distributed constraint optimization problem is not limited to an automatic generation of urban rules, but involves also the production of multiple optimal ABV conditioned both by urban constraints as well as relevance, chosen by the designer.


2021 ◽  
Vol 40 (3) ◽  
pp. 1-21
Author(s):  
Yang Zhou ◽  
Lifan Wu ◽  
Ravi Ramamoorthi ◽  
Ling-Qi Yan

In Computer Graphics, the two main approaches to rendering and visibility involve ray tracing and rasterization. However, a limitation of both approaches is that they essentially use point sampling. This is the source of noise and aliasing, and also leads to significant difficulties for differentiable rendering. In this work, we present a new rendering method, which we call vectorization, that computes 2D point-to-region integrals analytically, thus eliminating point sampling in the 2D integration domain such as for pixel footprints and area lights. Our vectorization revisits the concept of beam tracing, and handles the hidden surface removal problem robustly and accurately. That is, for each intersecting triangle inserted into the viewport of a beam in an arbitrary order, we are able to maintain all the visible regions formed by intersections and occlusions, thanks to our Visibility Bounding Volume Hierarchy structure. As a result, our vectorization produces perfectly anti-aliased visibility, accurate and analytic shading and shadows, and most important, fast and noise-free gradients with Automatic Differentiation or Finite Differences that directly enables differentiable rendering without any changes to our rendering pipeline. Our results are inherently high-quality and noise-free, and our gradients are one to two orders of magnitude faster than those computed with existing differentiable rendering methods.


2021 ◽  
Vol 27 (3) ◽  
pp. 146045822110309
Author(s):  
Mikael Ange Mousse ◽  
Béthel Atohoun

The implementation of people monitoring system is an evolving research theme. This paper introduces an elderly monitoring system that recognizes human posture from overlapping cameras for people fall detection in a smart home environment. In these environments, the zone of movement is limited. Our approach used this characteristic to recognize human posture fastly by proposing a region-wise modelling approach. It classifies persons pose in four groups: standing, crouching, sitting and lying on the floor. These postures are obtained by calculating an estimation of the human bounding volume. This volume is estimated by obtaining the height of the person and its surface that is in contact with the ground according to the foreground information of each camera. Using them, we distinguish each postures and differentiate lying on floor posture, which can be considered as the falling posture from other postures. The global multiview information of the scene is obtaining by using homographic projection. We test our proposed algorithm on multiple cameras based fall detection public dataset and the results prove the efficiency of our method.


2021 ◽  
Vol 40 (2) ◽  
pp. 683-712
Author(s):  
Daniel Meister ◽  
Shinji Ogaki ◽  
Carsten Benthin ◽  
Michael J. Doyle ◽  
Michael Guthe ◽  
...  

2021 ◽  
Vol 11 (7) ◽  
pp. 3264
Author(s):  
Sukjun Park ◽  
Nakhoon Baek

Recently, ray tracing techniques have been highly adopted to produce high quality images and animations. In this paper, we present our design and implementation of a real-time ray-traced rendering engine. We achieved real-time capability for triangle primitives, based on the ray tracing techniques on GPGPU (general-purpose graphics processing unit) compute shaders. To accelerate the ray tracing engine, we used a set of acceleration techniques, including bounding volume hierarchy, its roped representation, joint up-sampling, and bilateral filtering. Our current implementation shows remarkable speed-ups, with acceptable error values. Experimental results shows 2.5–13.6 times acceleration, and less than 3% error values for the 95% confidence range. Our next step will be enhancing bilateral filter behaviors.


2020 ◽  
pp. short56-1-short56-8
Author(s):  
Vadim Bulavintsev ◽  
Dmitry Zhdanov

With every new generation of graphics processing units (GPUs), offloading ray-tracing algorithms to GPUs becomes more feasible. Software-hardware solutions for ray-tracing focus on implementing its basic components, such as building and traversing bounding volume hierarchies (BVH). However, global illumination algorithms, such as photon mapping method, depend on another kind of acceleration structure, namely k-d trees. In this work, we adapt state-ofthe-art GPU-based BVH-building algorithm of treelet restructuring to k-d trees. By evaluating the performance of the resulting k-d tree, we show that treelet optimisation heuristic suitable for BVHs of triangles is inadequate for k-d trees of points.


Author(s):  
Nur Saadah Mohd Shapri ◽  
Ismahafezi Ismail ◽  
Suhailan Safei ◽  
Abdullah Bade ◽  
Riza Sulaiman

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