Showing posts with label tech paper. Show all posts
Showing posts with label tech paper. Show all posts

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

Wednesday, May 11, 2011

Digital Micrography

This siggraph 2011 paper show how digitize a image into a text field:


To know more : Here

Thursday, April 14, 2011

Kinect pose recognition Details !

Here some details about the tech used to recognize the pose of the players with Kinect !

The CVPR paper : http://research.microsoft.com/pubs/145347/BodyPartRecognition.pdf

Here a video and some details : http://www.istartedsomething.com/20110319/microsoft-research-reveals-guts-of-kinect-technology/

Tuesday, March 29, 2011

AMD OpenCL Emu Documentation

Quote
OpenCL Emu is a set of effective tools for the OpenCL software development designed for AMD GPUs
without the explicit need of GPU hardware. It allows developing and debugging an OpenCL kernel as a
C++ procedure inside your MS Visual Studio application while providing an easy switch between CPU,
GPU or GPU-emulator at the backend.

This tool would enable programmers to start developing using OpenCL language instantly without having
to learn the intricacies of the OpenCL run-time, saving them time to concentrate more on developing
parallel algorithms and making the shift to OpenCL a step easier.

Source : http://www.geeks3d.com/forums/index.php/topic,2065.0.html

Monday, March 28, 2011

Crysis 2 & CryENGINE 3 Key Rendering Features

Here an article about the Key rendering Features of Crysis 2 & CryENGINE 3.

I think they have made a very bad choice for the comparison.... of each key features... They always show in game screenshot and difference are often very hard to see. It's better to choose synthetic scene to show clearly the typical difference.

Source : Crytek.

Thursday, December 30, 2010

Hany Farid : Fundamentals of Image Processing

This guide from Hany Farid gives you a mathematical viewpoint of common point use in Image Processing.
It's a good introduction.

Learn about the fundamentals of signal and image processing built upon a unifying linear algebraic framework.
http://www.cs.dartmouth.edu/farid/tutorials/fip.pdf

Other short guide are accessible here : http://www.cs.dartmouth.edu/farid/tutorials/

Monday, October 25, 2010

Ati Display tech overview

An interesting paper that show the advantage with the displayport and multiscreen.

MST is particularly interesting !

http://www.amd.com/us/Documents/AMD_Radeon_Display_Technologies_WP.pdf

Wednesday, September 1, 2010

Popcode AR for mobile phone


"Popcode is what is known in the trade as a Markerless Augmented Reality platform. That means you can add additional content onto any image (providing it has enough texture). You do not need to print large black-and-white markers to be able to add Augmented Reality (AR) content to the world using Popcode." The product was realized by Extra Reality Ltd.



For the tech side :
The founder are Simon Taylor, Dr. Tom Drummond (The thesis supervisor of Simon) and Connell Gauld (Mobile platform coder expert).

=> They used Fast corder detector, HIPS matching.
I let you see the SDK !

And the demos :

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

Wednesday, October 28, 2009

Computer Vision/ Graphics Papers

If you find a paper of a given computer vision conference you have to check this list :

http://www.gmazars.info/conf/index.html

You will find the papers of :

  • ICCV 2009
  • CVPR 2009
  • ICPR 2008
  • ECCV 2008
  • CVPR 2008
  • ACCV 2007
  • ICCV 2007
  • CVPR 2007
  • ECCV 2006

They are sorted by categories. (Tips : subscribe to the RSS stream to be notified of the new updates).

Note for the graphics guys you can find your happiness here : http://kesen.huang.googlepages.com/