Kinect from Microsoft works well. Sometimes it lag, but it works quite good.
You are able to recognize your avatar posture immediately, normal, it's you !
When you play you move a lot, and you have a lot of fun.
I have got a good score in the three mini games I have tested so I got the right to record my own dance and see some avatar make the same moves as me in music !
WII tested, Kinect Tested.... Remains the PlaystationMove...
A bunch of news about Computer vision, Computer Graphics, GPGPU or the mix of the three....
Tuesday, August 31, 2010
CUDA-Surf
In computer vision we always want something fast... This implementation of SURF rely on CUDA on so work on GPU.
We do not have any information about the timings...
http://www.mis.tu-darmstadt.de/surf
We do not have any information about the timings...
http://www.mis.tu-darmstadt.de/surf
Libellés :
computer vision,
GPGPU,
Image processing,
Tech demo
Monday, August 30, 2010
Friday, August 27, 2010
OpenCL™ Optimization Case Study: Simple Reductions
This study show that even on the GPU the naive implementation works but a clever scheme could improve the effectiveness of the approach.
The article is well explained with illustration to show each clever idea to use the full SMID machine. It explain how to implement parallel Reduction operation on GPU (A reduce operation with a given predicat => find a min, max ...).
Final code :
__kernel
void reduce(__global float* buffer,
__const int block,
__const int length,
__global float* result) {
int global_index = get_global_id(0) * block;
float accumulator = INFINITY;
int upper_bound = (get_global_id(0) + 1) * block;
if (upper_bound > length) upper_bound = length;
while (global_index < upper_bound) {
float element = buffer[global_index];
accumulator = (accumulator < element) ? accumulator : element;
global_index++;
}
result[get_group_id(0)] = accumulator;
}
Source : AMD
The article is well explained with illustration to show each clever idea to use the full SMID machine. It explain how to implement parallel Reduction operation on GPU (A reduce operation with a given predicat => find a min, max ...).
Associative Reduction Tree and SIMD Mapping |
Commutative Reduction and SIMD Mapping |
Two-stage Reduction |
__kernel
void reduce(__global float* buffer,
__const int block,
__const int length,
__global float* result) {
int global_index = get_global_id(0) * block;
float accumulator = INFINITY;
int upper_bound = (get_global_id(0) + 1) * block;
if (upper_bound > length) upper_bound = length;
while (global_index < upper_bound) {
float element = buffer[global_index];
accumulator = (accumulator < element) ? accumulator : element;
global_index++;
}
result[get_group_id(0)] = accumulator;
}
Source : AMD
Libellés :
Opencl,
Programmation,
Tech demo
Thursday, August 26, 2010
Natal/Kinect core information
Here some images of the Natal core :
=> We could see the depth images and the segmentation (Find the player and articulation).
here a video that illustrate all the process :.
=> We could see the depth images and the segmentation (Find the player and articulation).
here a video that illustrate all the process :.
Monday, August 23, 2010
Smartphone Gamut !
here a study that compare the Gamut coverage of our smartphones screens !
The palm go to HTC Legend !
The palm go to HTC Legend !
Thursday, August 19, 2010
Pixar, PTEX and Mudbox
Pixar did a special guest technology presentation at Siggraph showing off their PTEX technology working inside Autodesk Mudbox.
Tuesday, August 17, 2010
Code source of Return to Castle Wolfenstein and Wolfenstein: Enemy Territory
John Carmack said at QuakeCon that the source code of Return to Castle Wolfenstein and Wolfenstein: Enemy Territory will be OpenSource.
It is now the case under GNU GPL 3 : ftp://ftp.idsoftware.com/idstuff/source/
Return to Castle Wolfenstein (Solo developed by Gray Matter and Multi by Nerve Software).
Wolfenstein: Enemy Territory, (free game developed by Splash Damage).
It is now the case under GNU GPL 3 : ftp://ftp.idsoftware.com/idstuff/source/
Return to Castle Wolfenstein (Solo developed by Gray Matter and Multi by Nerve Software).
Wolfenstein: Enemy Territory, (free game developed by Splash Damage).
Friday, August 13, 2010
Quadricolor TV !
The new Aquos Quadpixel LCD technology adds the color yellow to the traditional RGB sub-pixel components. Using a loupe, you could see the 4 elements. The color was incredibly vibrant and definitely displayed a much larger gamut of colors than has ever been seen on LCD's previously.
New Sharp Quattron Pixel - Image Courtesy Aquos-World.com |
Sharp Quattron Gamut - Image Courtesy Aquos-World.com |
By looking the new Gamut, it is not so extented... But for sure the Yellow tone must be more shiny !
Nice Architectural projection
It's really pleasant to have such a 3D impression !
Libellés :
Computer Graphics,
Photography,
Tech demo
Friday, August 6, 2010
PTex integration in blender ?
This video show a test to integrate PTex in Blender.
It allow to paint directly on any mesh that are defined by a quad mesh.
No more longer UV things... paint and use it !
Look Ma, no modifiers! (PTex screencast) from Nicholas Bishop on Vimeo.
"This is ptex, of course. The implementation isn't complete, but here's what working for now:
* Per-face ptex resolution. Each face gets a U resolution and a V resolution based on its area (relative to other faces) and how stretched it is (i.e. a thin tall face should have a lower U resolution and a higher V resolution.)
* Automatic generation of ptexes. This step is somewhat analogous to unwrapping your mesh, except instead of choosing UV coordinates, it's setting the default ptex resolution for each face. There's a UI control for texel density.
* "Vertex" painting. That's a bit of a misnomer now, of course, but you can paint more or less normally. (Naturally I've broken some vpaint features like Blur in the process, but it'll all be restored.)
Note: ptex is designed mainly to work on quads. Triangles and other faces are split up into quads in the same manor as Catmull-Clark. I've coded it so that both quads and tris work (although there are some mapping issues with vpaint still), however quads are the "fast case"; for this reason I've applied one level of subsurf to Suzanne in this example.
A partial TODO list:
* Add UI for setting individual faces' resolutions
* Integrate the open source ptex library for loading and saving ptex files
* Add upsampling/downsampling so that changes aren't lost when changing ptex resolution
* Change default ptex to a flat color. The random noise is just for testing, of course
"
It allow to paint directly on any mesh that are defined by a quad mesh.
No more longer UV things... paint and use it !
Look Ma, no modifiers! (PTex screencast) from Nicholas Bishop on Vimeo.
"This is ptex, of course. The implementation isn't complete, but here's what working for now:
* Per-face ptex resolution. Each face gets a U resolution and a V resolution based on its area (relative to other faces) and how stretched it is (i.e. a thin tall face should have a lower U resolution and a higher V resolution.)
* Automatic generation of ptexes. This step is somewhat analogous to unwrapping your mesh, except instead of choosing UV coordinates, it's setting the default ptex resolution for each face. There's a UI control for texel density.
* "Vertex" painting. That's a bit of a misnomer now, of course, but you can paint more or less normally. (Naturally I've broken some vpaint features like Blur in the process, but it'll all be restored.)
Note: ptex is designed mainly to work on quads. Triangles and other faces are split up into quads in the same manor as Catmull-Clark. I've coded it so that both quads and tris work (although there are some mapping issues with vpaint still), however quads are the "fast case"; for this reason I've applied one level of subsurf to Suzanne in this example.
A partial TODO list:
* Add UI for setting individual faces' resolutions
* Integrate the open source ptex library for loading and saving ptex files
* Add upsampling/downsampling so that changes aren't lost when changing ptex resolution
* Change default ptex to a flat color. The random noise is just for testing, of course
"
Tuesday, August 3, 2010
High-Quality Single-Shot Capture of Facial Geometry
To appear: Proceedings of ACM SIGGRAPH (Los Angeles, USA, July 25-29, 2010), ACM Transactions on Graphics, vol. 29, no. 3
http://graphics.ethz.ch/disclaimer.php?dlurl=/Downloads/Publications/Papers/2010/Bee10/Bee10.pdf
Abstract
This paper describes a passive stereo system for capturing the 3D geometry of a face in a single-shot under standard light sources. The system is low-cost and easy to deploy. Results are sub-millimeter accurate and commensurate with those from state-of-the-art systems based on active lighting, and the models meet the quality requirements of a demanding domain like the movie industry. Recovered models are shown for captures from both high-end cameras in a studio setting and from a consumer binocular-stereo camera, demonstrating scalability across a spectrum of camera deployments, and showing the potential for 3D face modeling to move beyond the professional arena and into the emerging consumer market in stereoscopic photography. Our primary technical contribution is a modification of standard stereo refinement methods to capture pore-scale geometry, using a qualitative approach that produces visually realistic results. The second technical contribution is a calibration method suited to face capture systems. The systemic contribution includes multiple demonstrations of system robustness and quality. These include capture in a studio setup, capture off a consumer binocular-stereo camera, scanning of faces of varying gender and ethnicity and age, capture of highly-transient facial expression, and scanning a physical mask to provide ground-truth validation.
Source : here
http://graphics.ethz.ch/disclaimer.php?dlurl=/Downloads/Publications/Papers/2010/Bee10/Bee10.pdf
Abstract
This paper describes a passive stereo system for capturing the 3D geometry of a face in a single-shot under standard light sources. The system is low-cost and easy to deploy. Results are sub-millimeter accurate and commensurate with those from state-of-the-art systems based on active lighting, and the models meet the quality requirements of a demanding domain like the movie industry. Recovered models are shown for captures from both high-end cameras in a studio setting and from a consumer binocular-stereo camera, demonstrating scalability across a spectrum of camera deployments, and showing the potential for 3D face modeling to move beyond the professional arena and into the emerging consumer market in stereoscopic photography. Our primary technical contribution is a modification of standard stereo refinement methods to capture pore-scale geometry, using a qualitative approach that produces visually realistic results. The second technical contribution is a calibration method suited to face capture systems. The systemic contribution includes multiple demonstrations of system robustness and quality. These include capture in a studio setup, capture off a consumer binocular-stereo camera, scanning of faces of varying gender and ethnicity and age, capture of highly-transient facial expression, and scanning a physical mask to provide ground-truth validation.
Source : here
Libellés :
Computer Graphics,
computer vision,
Image processing,
tech paper
Monday, August 2, 2010
3D lens for reflex
Panasonic will purpose soon a 3D lens for the Lumix G series.
It will enable you to take a 3D photo in one shot and make 3D video also.
We do have the characteristic yet...
Source : here
It will enable you to take a 3D photo in one shot and make 3D video also.
We do have the characteristic yet...
Source : here
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