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Research - All projects
All projects
Please, see the list of our publications for already published results.
The following list of projects is ordered by title, click on the project to get more details.
Note: to see discontinued or, at present, not supported projects, please, follow
this link.
Each software product (or source code) published on these pages can be used, modified and redistributed under the terms of
the license agreement specified either on the home page for this software product
or in the distribution of this software or, if no license agreement is specified, under
the terms of the general CGDV license agreement.
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mve1 module:
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Project is mainly focused on the reconstruction of damaged images while the stress is put on the finding of method giving the best possible visual results. We introduced a new algorithm and compared it with other existing methods (especially with method proposed by Ing. Karel Uhlíø). Investigated methods were tested on non-trivial real data damaged by various defect characters.
This project focuses on compression and simplification of surface animations, i.e. dynamic meshes. We have so far published a state of the art report and an algorithm that seems to outperform current alternative approaches.
We're using MVE-2 to develop the algorithms and testing tools, and we plan to publish some of the modules here.
Delaunay triangulation is one of the fundamental topics in the computational geometry and it is used in many areas, such as terrain modeling (GIS), scientific data visualization and interpolation, robotics, pattern recognition, meshing for finite element methods (FEM), natural sciences, computer graphics and multimedia, etc. Current applications often need to work with data sets such that they cannot be computed in one piece because of the common memory size limitations or their processing consumes too much time. In such cases, a parallel algorithm is useful and welcome. Quite a big set of parallel algorithms exists, however, most of these parallel algorithms were designed in times when parallel architectures, with hundreds of processors, dominated in the research area and thus they put stress usually on the scalability rather than on the robustness and simplicity. The main goal of this research is to design a robust and simple parallel algorithm suitable for architectures with several processors and the shared memory as well as for cluster architectures
The surface reconstruction is a common problem in computer graphics. Given a set of points sampled from some surface, a triangle mesh interpolating or approximating the points is to be obtained. As a typical real data set, e.g., points scanned on a statue, contains several millions of points, the surface reconstruction of such a data set is not an easy task because it demands a lot of memory (very often more than is available on a single computer). The goal of this research is to design parallel algorithm for clusters of workstations that can process such data sets due to the distributed storage and computing.
Quick info :
At present, many devices produce the volume data as their output. The well-known data acquisition tools are e.g. MRI, CT or PET scanners, which are used mainly in the medical field. The volume data can represent density, velocity, humidity etc. in the form of structured or unstructured grid. Scientists need to explore such data to study their inner properties and relations and to make decisions. The volume data visualization is a strong tool for such explorations. There are many methods for the volume data visualization. The volume rendering and the surface rendering approaches are governing two main visualization branches in this field. The volume rendering methods visualize the data as a whole. In the apart of that, the surface rendering methods are trying to find surfaces in the volume data and visualize them. The group of methods for the surface rendering contains also methods for the iso-surface extraction from the volume data. This project provides a reasonable overview of the main techniques that serve for the volume data acquisition as well as the state of the art in the field of the iso-surface extraction methods. The important methods are sensibly described together with appropriate references given and their difficulties, pros and cons are discussed as well. The offered work also concerns a research that was recently done and the outline of possible directions in which the future research can head towards.
A morphing or metamorphosis is the process of continuously transforming one geometric object into another. This technique is used mainly in animation (special effects) and design. Our work aims at 2D & 3D geometric objects given in boundary representation. The goal of our work is to develop methods which work more or less automatically (i.e. there is no need to manually specify correspondence between the source and target objects).
Modular Visualization Environment 2 (MVE-2) project is based on .NET Technology. It offers easy-to-use, data-flow based modular environment. Its primary "customers" are researches and students together with their projects. Our environment makes these projects compatible with each other by minimum additional effort. API of module is forcing to follow good programming habits, such as clear problem decomposition, precise comment writing and cooperation with other programmers. Use of MVE-2 leads to less routine programming due to compatibility and reusability of existing modules. Therefore, users can concentrate on their particular problem and employ modules for marginal tasks.
Synthesizing realistic natural scenes is a challenging and important problem in computer graphics. The challenge stems not only from the complexity and diversity of objects and natural phenomena interacting together, but also from the huge amount of small details that should be modeled to obtain realistic models and physically plausible simulations. Therefore, there is still a need for interactive modeling and simulation techniques capable for handling complex synthetic sceneries. The purpose of this section is to explore novel techniques for modeling, animating, simulating and rendering complex natural
phenomena.
Rendered stereoscopic scenes suffer from a scaling problem, which causes major restrictions on their portability to other stereoscopic display mediums. A main solution for this problem is presented, as well as other complementary solutions. Also, the basics of depth perception are presented, and some insight on the current three-dimensional displays used.
Quick info :
In this work we studied a new solve to terrain simulation. Our solution consists in simulation of the terrain as a mesh. The mesh consists of points, which represent the height of terrain. Points can be inserted and deleted from the mesh. We can deform the mesh by virtual tools and the mesh is influenced by gravitation erosion, which causes gradual recovery of the displaced material.
Sort-Last is a computer graphics technique for rendering extremely large data sets on clusters of computers. Sort-Last works by dividing the data set into even-sized chunks for parallel rendering and then composing the images to form the final result. A subimage is generated by each processing unit and the final image is obtained by compositing subimages in the proper order. Sort-last rendering requires the movement of large amounts of image data among cluster nodes. The network interconnecting the nodes becomes a major bottleneck. Sort-last system was implemented as a easy to use library. Experiments shows that performance is mainly affected by the image composition time, not the transmission rate of network.
Quick info :
Sublinear-time algorithms are more effective than the standard (linear, quadratic,..) algorithms, but they are often more difficult to implemen and sometimes they can produce an approximated solution only. This research is focused on both the accurate sublinear-time algorithms and approximations in sublinear time in context of the point location using walking algorithm in triangulations and the computation of convex hull.
This project attempts to improve quality of images gained by digital still cameras. Multiple images of the scene are taken and a single one of a higher resolution is reconstructed by improved Super-Resolution method.
Quick info :
This project is devoted to the development of application that will provide a user-friendly visualization of 2D triangulations and compute various statistics (e.g., histogram of edge lengths, of minimal and maximal angles in triangles, etc.) in the selected parts of the triangulation.
The aim of this work is straightforward use of visualisation toolkit on .NET platform. This is done by means of .NET wrappers. Each VTK class has its own wrapper. The wrapper contains wrapped Win32 class and provides access to its methods. Data conversion and memory management is also job for wrapper.
Quick info :
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Last Update: 07.02.2006
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