PhotoSceneEditor is now used in Autodesk software as 123D Catch.
"Catching Reality"
http://labs.autodesk.com/utilities/photo_scene_editor/ => http://www.123dapp.com/catch
To know more :
http://www.123dapp.com/catch
A bunch of news about Computer vision, Computer Graphics, GPGPU or the mix of the three....
Showing posts with label Computer Graphics. Show all posts
Showing posts with label Computer Graphics. Show all posts
Wednesday, November 9, 2011
Monday, October 17, 2011
Marvelous designer
Marvelous designer allow to create nice and realistic clothes !
Source : 3dvf
Libellés :
Computer Graphics,
reconstruction
Thursday, October 13, 2011
Friday, September 16, 2011
3d camera mapping.
3d camera mapping (modelling, texturing, compositing) was done with Blender 2.49
ARCHIVE PHOTO INSERTS FROM MOTALKO from Miklós Falvay on Vimeo.
ARCHIVE PHOTO INSERTS FROM MOTALKO from Miklós Falvay on Vimeo.
Wednesday, August 31, 2011
Kinect Mocap
Ipisoft purpose solution to perform Mocap from "standard" webcam or Kinect devices.
To know more product, Kinect HowTo
To know more product, Kinect HowTo
Libellés :
Computer Graphics,
computer vision,
Kinect
Autodesk real time point cloud reconstruction with Kinect
This is the result of the Benjamin Butin student Project in the Autodesk Photofly team
Libellés :
Computer Graphics,
computer vision,
Kinect,
Tech demo
Tuesday, August 23, 2011
Wind simulation from Autodesk
Autodesk are happy to announce another technology preview on Autodesk Labs.
Project Falcon for Alias software on Autodesk Labs
Project Falcon for Alias software is a wind tunnel simulator that allows designers to interactively investigate the aerodynamic performance of their designs. Flow and wind pressure results update almost in real-time in response to changes in wind-direction and speed.
Project Falcon for Alias software on Autodesk Labs
Project Falcon for Alias software is a wind tunnel simulator that allows designers to interactively investigate the aerodynamic performance of their designs. Flow and wind pressure results update almost in real-time in response to changes in wind-direction and speed.
Friday, August 5, 2011
Spark: Modular, Composable Shaders for Graphics Hardware
Spark: Modular, Composable Shaders for Graphics Hardware
By Tim Foley (Intel Corporation and Stanford University), Pat Hanrahan (Stanford University)
In creating complex real-time shaders, programmers should be able to decompose code into independent, localized modules of their choosing. Current real-time shading languages, however, enforce a fixed decomposition into per-pipeline-stage procedures. Program concerns at other scales - including those that cross-cut multiple pipeline stages - cannot be expressed as reusable modules.
We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance. In our tests, shaders written in Spark achieve performance within 2% of HLSL.
.
Read the Siggraph paper: Spark: Modular, Composable Shaders for Graphics Hardware [PDF 3.1 MB]
Download the source code: spark-0.1.zip* [ZIP 36.3 MB];
Presented at: ACM SIGGRAPH 2011, Vancouver, B.C. Canada
Source INTEL
By Tim Foley (Intel Corporation and Stanford University), Pat Hanrahan (Stanford University)
In creating complex real-time shaders, programmers should be able to decompose code into independent, localized modules of their choosing. Current real-time shading languages, however, enforce a fixed decomposition into per-pipeline-stage procedures. Program concerns at other scales - including those that cross-cut multiple pipeline stages - cannot be expressed as reusable modules.
We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance. In our tests, shaders written in Spark achieve performance within 2% of HLSL.
.
Read the Siggraph paper: Spark: Modular, Composable Shaders for Graphics Hardware [PDF 3.1 MB]
Download the source code: spark-0.1.zip* [ZIP 36.3 MB];
Presented at: ACM SIGGRAPH 2011, Vancouver, B.C. Canada
Source INTEL
Wednesday, June 29, 2011
Many faces to create new ones
AKB48 is a japonese Idol group. They have made a buzz about a new member of the group... But this new member was entirely made from face of the existing member !
Here the synthetized face :
Ok it's look almost planar... but it give a nice result.
Here the Making Of :
If you want make your own Idol :
http://www.icenomi.com/oshimen/index.html
Source : 3DVF Icenomi
Here the synthetized face :
Ok it's look almost planar... but it give a nice result.
Here the Making Of :
If you want make your own Idol :
http://www.icenomi.com/oshimen/index.html
Source : 3DVF Icenomi
Libellés :
Computer Graphics,
computer vision,
Tech demo
Friday, June 17, 2011
Official Microsoft Kinect SDK is out
"The Kinect for Windows SDK beta is a starter kit for applications developers that includes APIs, sample code, and drivers. This SDK enables the academic research and enthusiast communities to create rich experiences by using Microsoft Xbox 360 Kinect sensor technology on computers running Windows 7."
Source : Microsoft
They have put focus on skeletal recognition and tracking. As sample you will have a game... and more
Official samples:
"Skeletal Viewer—Capturing Data with the NUI API (C++ and C#)
The Kinect sensor includes two cameras: one delivers depth information and the other delivers color data. The NUI API enables applications to access and manipulate this data. The SkeletalViewer sample uses the NUI API to render data from the Kinect sensor’s cameras as images on the screen. The managed sample uses WPF to render captured images, and the native application uses DirectX.
ShapeGame—Creating a Game with Audio and Skeletal Tracking
Displays the tracked skeletons of two players together with shapes falling from the sky. Players can control the shapes by moving and speaking commands.
Audio Capture Raw (C++)
The Kinect sensor’s audio component is a four-element microphone array. The AudioCaptureRaw sample uses the Windows Audio Session API (WASAPI) to capture the raw audio stream from the Kinect sensor’s microphone array and write it to a .wav file.
MicArrayEchoCancellation—Acoustic Echo Cancellation, Beam Forming, and Source Localization (C++)
The primary way for C++ applications to access the Kinect sensor’s microphone array is through the MSRKinectAudio DirectX Media Object (DMO). The MSRKinectAudio DMO supports all standard microphone array functionality, and adds support for beamforming and source localization. The MicArrayEchoCancellation sample shows how to use the KinectAudio DMO as a DirectShow® source to access the Kinect sensor’s microphone array. This sample uses acoustic echo cancellation to record a high-quality audio stream and beamforming and source localization to determine the selected beam and the direction of the sound source.
MFAudioFilter—Media Foundation Audio Filter (C++)
Shows how to capture an audio stream from the Kinect sensor’s microphone array by using the MSRKinectAudio DMO in filter mode in a Windows Media Foundation topology.
RecordAudio—Recording an Audio Stream and Monitoring Direction (C#)
Demonstrates how to capture an audio stream from the Kinect sensor’s microphone array and monitor the currently selected beam and sound source direction.
Speech—Recognizing Voice Commands (C#)
Demonstrates how to use the Kinect sensor’s microphone array with the Microsoft.Speech API to recognize voice commands."
An example made by a user.
Source : Microsoft
They have put focus on skeletal recognition and tracking. As sample you will have a game... and more
Official samples:
"Skeletal Viewer—Capturing Data with the NUI API (C++ and C#)
The Kinect sensor includes two cameras: one delivers depth information and the other delivers color data. The NUI API enables applications to access and manipulate this data. The SkeletalViewer sample uses the NUI API to render data from the Kinect sensor’s cameras as images on the screen. The managed sample uses WPF to render captured images, and the native application uses DirectX.
ShapeGame—Creating a Game with Audio and Skeletal Tracking
Displays the tracked skeletons of two players together with shapes falling from the sky. Players can control the shapes by moving and speaking commands.
Audio Capture Raw (C++)
The Kinect sensor’s audio component is a four-element microphone array. The AudioCaptureRaw sample uses the Windows Audio Session API (WASAPI) to capture the raw audio stream from the Kinect sensor’s microphone array and write it to a .wav file.
MicArrayEchoCancellation—Acoustic Echo Cancellation, Beam Forming, and Source Localization (C++)
The primary way for C++ applications to access the Kinect sensor’s microphone array is through the MSRKinectAudio DirectX Media Object (DMO). The MSRKinectAudio DMO supports all standard microphone array functionality, and adds support for beamforming and source localization. The MicArrayEchoCancellation sample shows how to use the KinectAudio DMO as a DirectShow® source to access the Kinect sensor’s microphone array. This sample uses acoustic echo cancellation to record a high-quality audio stream and beamforming and source localization to determine the selected beam and the direction of the sound source.
MFAudioFilter—Media Foundation Audio Filter (C++)
Shows how to capture an audio stream from the Kinect sensor’s microphone array by using the MSRKinectAudio DMO in filter mode in a Windows Media Foundation topology.
RecordAudio—Recording an Audio Stream and Monitoring Direction (C#)
Demonstrates how to capture an audio stream from the Kinect sensor’s microphone array and monitor the currently selected beam and sound source direction.
Speech—Recognizing Voice Commands (C#)
Demonstrates how to use the Kinect sensor’s microphone array with the Microsoft.Speech API to recognize voice commands."
An example made by a user.
Libellés :
Computer Graphics,
computer vision,
Kinect,
Tech demo
Wednesday, June 15, 2011
AMD gDEBugger, an advanced OpenGL and OpenCL debugger
AMD have released an integrated debugger for OpenGL and OpenCL to Visual Studio.
AMD gDEBugger is an advanced OpenGL and OpenCL debugger, profiler and memory analyzer. Actually AMD gDEBugger is based on the well known gDEBugger by Graphic Remedy. This new debugger is a plugin for Visual Studio and supports all capabilities of the original gDEBugger as well as new features.
"gDEBugger takes the mystery out of debugging OpenCL and OpenGL, allowing developers to peer into computer and graphic memory objects such as OpenCL images to view their contents as they change from write, copy, and kernel operations. Allocated OpenCL and OpenGL objects are monitored to allow detecting memory leaks and the scenarios that caused the leaking objects to be created, API function call logs can be viewed and saved and unrecommended and deprecated functions and behaviors are marked, with best-practice alternatives offered. "
AMD gDEBugger download should be available shortly.
More information on the official homepage: AMD gDEBugger @ AMD.
Source : Geeks3D
AMD gDEBugger is an advanced OpenGL and OpenCL debugger, profiler and memory analyzer. Actually AMD gDEBugger is based on the well known gDEBugger by Graphic Remedy. This new debugger is a plugin for Visual Studio and supports all capabilities of the original gDEBugger as well as new features.
"gDEBugger takes the mystery out of debugging OpenCL and OpenGL, allowing developers to peer into computer and graphic memory objects such as OpenCL images to view their contents as they change from write, copy, and kernel operations. Allocated OpenCL and OpenGL objects are monitored to allow detecting memory leaks and the scenarios that caused the leaking objects to be created, API function call logs can be viewed and saved and unrecommended and deprecated functions and behaviors are marked, with best-practice alternatives offered. "
AMD gDEBugger download should be available shortly.
More information on the official homepage: AMD gDEBugger @ AMD.
Source : Geeks3D
Libellés :
Computer Graphics,
Opencl,
Visual Studio
Thursday, June 9, 2011
Kinect Graffiti
A nice initiative to make Temporary art !
Kinect Graffiti™ from Jean-Christophe Naour on Vimeo.
Thanks to Dlpnet.
Kinect Graffiti™ from Jean-Christophe Naour on Vimeo.
Thanks to Dlpnet.
Libellés :
Computer Graphics,
computer vision,
Kinect,
processing
Thursday, May 26, 2011
Hello Read/Write World!
The Read/Write the world project have innovative ideas :
Quoted from http://readwriteworld.cloudapp.net/?p=35
Quoted from http://readwriteworld.cloudapp.net/?p=35
"Today we’re unveiling a major new project in Bing. Technically it’s an indexing, unification, and connection of the world’s geo-linked media. Informally, it’s the magic of:
- Seeing your photos automatically connected to others;
- Being able to simply create immersive experiences from your or your friends photos, videos, and panoramas;
- “Fixing” the world, when the official imagery of your street is out of date;
- Visually mapping your business, your favorite park, or your real estate for everyone to see;
- Understanding the emergent information from the density and tagging of media.
The Read/Write World has 3 pillars: Clear Content Rights; Uniform Access and Open Source Viewers; and Real-Time Geo-Services."
Swimming through the Read/Write World from Read/Write World on Vimeo. Another interesting talk :
Libellés :
Computer Graphics,
computer vision,
Tech demo
Monday, May 23, 2011
Sony "smartAR"
New video about "smartAR" the Augmented Reality work in progress of Sony
Libellés :
Computer Graphics,
computer vision,
Tech demo
Wednesday, May 18, 2011
SIGGRAPH 2011 Technical Papers Video Preview
The technical Papers video preview of SIGGRAPH 2011 :
Interesting or fun ->
Microgeometry from an elastomeric sensor
Exploring photobios
Passive Facial capture
Garment modeling
Interesting or fun ->
Microgeometry from an elastomeric sensor
Exploring photobios
Passive Facial capture
Garment modeling
Libellés :
Computer Graphics,
computer vision,
siggraph,
Tech demo,
tech paper
Wednesday, May 11, 2011
From tiny to large Icons
This siggraph 2011 paper "describe a novel algorithm for extracting a resolution-independent vector representation from pixel art images, which enables magnifying the results by an arbitrary amount without image degradation."
To know more : Here
I'm curious to see the result on large images.
One more paper from Johannes Kopf (Microsoft)
To know more : Here
I'm curious to see the result on large images.
One more paper from Johannes Kopf (Microsoft)
Libellés :
Computer Graphics,
computer vision,
siggraph,
Tech demo
Tuesday, May 3, 2011
41 GigaPixels panorama
Here a panorama of 41 Gigapixel of the french city Saint Raphael.
The making of
PS : It's not perfect (there is some ghost from the blending step):
PS : 111 GigaPixel Sevilla
The making of
PS : It's not perfect (there is some ghost from the blending step):
PS : 111 GigaPixel Sevilla
Libellés :
Computer Graphics,
computer vision,
Panoramic images
Monday, May 2, 2011
Panasonic VIERA AR Setup Simulator
Let see what a TV could render in your room.
It's Augmented Reality and they use marker.
Only limited to Iphones....
It's cool that they show the case that do not work. (Pattern is not detected in those condition)
It's Augmented Reality and they use marker.
Only limited to Iphones....
It's cool that they show the case that do not work. (Pattern is not detected in those condition)
Libellés :
Computer Graphics,
computer vision,
Tech demo
Wednesday, April 20, 2011
Real Time Spherical panorama on Iphone
"Today, we're introducing the official Photosynth app which lets you capture amazing panoramas of your favorite places to share with your friends and even the world with Bing Maps. (The app is currently available via iTunes and will be available on iOS devices later today.) Photosynth’s interactive panoramas allow you to look left, right, up and down, letting you capture and view more of the places you visit.
Using the latest computer vision technology, the Photosynth app makes capturing panoramas fun and engaging, while creating sharp, high-resolution results. With the app, you can process, view, and store your panoramas directly on your device. Then, share them in a variety of ways, including to Facebook as images or as interactive panoramas (hosted for free) on Photosynth.net.
"
http://www.bing.com/community/site_blogs/b/search/archive/2011/04/18/capture-panoramas-anywhere-you-go-with-the-photosynth-app-and-share-on-bing.aspx
Using the latest computer vision technology, the Photosynth app makes capturing panoramas fun and engaging, while creating sharp, high-resolution results. With the app, you can process, view, and store your panoramas directly on your device. Then, share them in a variety of ways, including to Facebook as images or as interactive panoramas (hosted for free) on Photosynth.net.
"
http://www.bing.com/community/site_blogs/b/search/archive/2011/04/18/capture-panoramas-anywhere-you-go-with-the-photosynth-app-and-share-on-bing.aspx
Libellés :
Computer Graphics,
computer vision,
iphone,
Panoramic images,
photosynth,
Tech demo
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