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This paper proposes a painterly morphing algorithm for mobile smart devices, where each frame in the morphing sequence looks like an oil-painted picture with brush strokes. It can be presented, for example, during the transition between the main screen and a specific application screen. For this, a novel dissimilarity function and acceleration data structures are developed. The experimental results show that the algorithm produces visually stunning effects at an interactive time.
Junghyun HAN Jitae SHIN Sang-Hyo KIM
This letter proposes a practical algorithm for video transmission of the scalable extension of H.264/AVC (SVC) over limited bit-rate and varying channel signal-to-noise ratio (SNR). The proposal consists of SVC source-layer dropping and layered FEC using LDPC codes to maximize the video quality. The experimental results show that the proposed method realizes better video quality than the compared unequal error protection (UEP) without source-layer dropping. This implies that the dropping of a certain number of source-layers and using the resultant bit-budget for channel coding is more effective than the other UEP case which uses all possible source-layers.
This paper proposes to pre-compute approximate normal distribution functions and store them in textures such that real-time applications can process complex specular surfaces simply by sampling the textures. The proposed method is compatible with the GPU pipeline-based algorithms, and rendering is completed at real time. The experimental results show that the features of complex specular surfaces, such as the glinty appearance of leather and metallic flakes, are successfully reproduced.
Ku-Hyun HAN Byung-Ha PARK Kwang-Mo JUNG JungHyun HAN
This paper presents an interactive locomotion controller using motion capture data and an inverted pendulum model (IPM). The motion data of a character is decomposed into those of upper and lower bodies, which are then dimension-reduced via what we call hierarchical Gaussian process dynamical model (H-GPDM). The locomotion controller receives the desired walking direction from the user. It is integrated into the IPM to determine the pose of the center of mass and the stance-foot position of the character. They are input to the H-GPDM, which interpolates the low-dimensional data to synthesise a redirected motion sequence on an uneven surface. The locomotion controller allows the upper and lower bodies to be independently controlled and helps us generate natural locomotion. It can be used in various real-time applications such as games.