scholarly journals Platform for Distributed 3D Gaming

2009 ◽  
Vol 2009 ◽  
pp. 1-15 ◽  
Author(s):  
A. Jurgelionis ◽  
P. Fechteler ◽  
P. Eisert ◽  
F. Bellotti ◽  
H. David ◽  
...  

Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.

2021 ◽  
Vol 4 (1) ◽  
Author(s):  
Yehe Liu ◽  
Andrew M. Rollins ◽  
Richard M. Levenson ◽  
Farzad Fereidouni ◽  
Michael W. Jenkins

AbstractSmartphone microscopes can be useful tools for a broad range of imaging applications. This manuscript demonstrates the first practical implementation of Microscopy with Ultraviolet Surface Excitation (MUSE) in a compact smartphone microscope called Pocket MUSE, resulting in a remarkably effective design. Fabricated with parts from consumer electronics that are readily available at low cost, the small optical module attaches directly over the rear lens in a smartphone. It enables high-quality multichannel fluorescence microscopy with submicron resolution over a 10× equivalent field of view. In addition to the novel optical configuration, Pocket MUSE is compatible with a series of simple, portable, and user-friendly sample preparation strategies that can be directly implemented for various microscopy applications for point-of-care diagnostics, at-home health monitoring, plant biology, STEM education, environmental studies, etc.


2009 ◽  
Vol 2009 ◽  
pp. 1-7 ◽  
Author(s):  
Hanli Zhao ◽  
Xiaogang Jin ◽  
Jianbing Shen ◽  
Shufang Lu

Mouse picking is the most commonly used intuitive operation to interact with 3D scenes in a variety of 3D graphics applications. High performance for such operation is necessary in order to provide users with fast responses. This paper proposes a fast and reliable mouse picking algorithm using graphics hardware for 3D triangular scenes. Our approach uses a multi-layer rendering algorithm to perform the picking operation in linear time complexity. The objectspace based ray-triangle intersection test is implemented in a highly parallelized geometry shader. After applying the hardware-supported occlusion queries, only a small number of objects (or sub-objects) are rendered in subsequent layers, which accelerates the picking efficiency. Experimental results demonstrate the high performance of our novel approach. Due to its simplicity, our algorithm can be easily integrated into existing real-time rendering systems.


2020 ◽  
Author(s):  
Yehe Liu ◽  
Andrew M. Rollins ◽  
Richard M. Levenson ◽  
Farzad Fereidouni ◽  
Michael W. Jenkins

AbstractSmartphone microscopes can be effective tools for a broad range of imaging applications. In this manuscript, we demonstrate the first practical implementation of Microscopy with Ultraviolet Surface Excitation (MUSE) in a compact smartphone microscope called Pocket MUSE, resulting in a remarkably effective design. Fabricated with parts from consumer electronics that are readily available at low cost, the small optical module attaches directly over the rear lens in a smartphone and enables high quality multichannel fluorescence microscopy with submicron resolution over a 10X equivalent field of view. In addition to the novel optical configuration, Pocket MUSE is compatible with a series of simple, portable and user-friendly sample preparation strategies that can be directly implemented for various microscopy applications for point-of-care diagnostics, at-home health monitoring, plant biology, STEM education, environmental studies, etc.


2012 ◽  
Vol 160 ◽  
pp. 323-326
Author(s):  
Fang Fei Zhou ◽  
Yong Sun

In this paper, we proposed an improved antialiasing method for graphics hardware. We first give a detail introduction for the edge antialiasing methods which are popular now. Then, an improved edge antialiasing method is proposed. The basic idea of this method is that we employ five scanlines to scan all the sampling occurently. Thus, every three samples will be formed into a final sample and be stored into a unused storage space. Actually, this method is feasible to be implemented by hardware since it is low-cost. Experimental results show that our method can achieve good appearance.


Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3938
Author(s):  
Boitumelo Ruf ◽  
Jonas Mohrs ◽  
Martin Weinmann ◽  
Stefan Hinz ◽  
Jürgen Beyerer

With the emergence of low-cost robotic systems, such as *UAV, the importance of embedded high-performance image processing has increased. For a long time, FPGAs were the only processing hardware that were capable of high-performance computing, while at the same time preserving a low power consumption, essential for embedded systems. However, the recently increasing availability of embedded GPU-based systems, such as the NVIDIA Jetson series, comprised of an ARM CPU and a NVIDIA Tegra GPU, allows for massively parallel embedded computing on graphics hardware. With this in mind, we propose an approach for real-time embedded stereo processing on ARM and CUDA-enabled devices, which is based on the popular and widely used Semi-Global Matching algorithm. In this, we propose an optimization of the algorithm for embedded CUDA GPUs, by using massively parallel computing, as well as using the NEON intrinsics to optimize the algorithm for vectorized SIMD processing on embedded ARM CPUs. We have evaluated our approach with different configurations on two public stereo benchmark datasets to demonstrate that they can reach an error rate as low as 3.3%. Furthermore, our experiments show that the fastest configuration of our approach reaches up to 46 FPS on VGA image resolution. Finally, in a use-case specific qualitative evaluation, we have evaluated the power consumption of our approach and deployed it on the DJI Manifold 2-G attached to a DJI Matrix 210v2 RTK *UAV, demonstrating its suitability for real-time stereo processing onboard a *UAV.


Author(s):  
Giuseppe Conti ◽  
Raffaele De Amicis ◽  
Gabrio Girardi ◽  
Michele Andreolli ◽  
Stefano Piffer

In the past years the adoption of computer graphics to improve learning experience has seen a rising success. The wide availability of dedicated graphics hardware at low cost, mostly fostered by the increasing popularity of videogames, has contributed to the widespread adoption of 3D graphics technologies specifically developed for the general public in the context of cultural heritage. This chapter illustrates the role that 3D graphics has played and still plays today in improving the learning experience and it does so from different perspectives through the results from three projects. The first project illustrates the use of high-tech virtual reality facilities as means to improve the learning experience in the context of an archaeological site. The second project describes the use of standard desktop as well as Webbased 3D game-based technologies to provide interactive access to cultural heritage content. Finally, the third project shows how the use of technologies borrowed from other domains, such as in the case of 3D Geobrowsers, can bring significant benefit if adopted in the context of cultural heritage.


2020 ◽  
Vol 44 (32) ◽  
pp. 13692-13700
Author(s):  
Tingting Zhu ◽  
Zezhi Chen ◽  
Huijuan Gong ◽  
Huiqiang Yu ◽  
Ping Ning ◽  
...  

Preparing the high-performance catalyst by the novel seeded-growth strategy, which is green, simple and low-cost.


2008 ◽  
Vol 8 (9) ◽  
pp. 4522-4526 ◽  
Author(s):  
Chan-Yong Park ◽  
Sung-Hee Park ◽  
Soo-Jun Park ◽  
Sun-Hee Park ◽  
Chi-Jung Hwang

Many tools have been developed to visualize protein and molecular structures. Most high quality protein visualization tools use the OpenGL graphics library as a 3D graphics system. Currently, the performance of recent 3D graphics hardware has rapidly improved. Recent high-performance 3D graphics hardware support Microsoft Direct3D graphics library more than OpenGL and have become very popular in personal computers (PCs). In this paper, a molecular visualization system termed ProteinVista is proposed. ProteinVista is well-designed visualization system using the Microsoft Direct3D graphics library. It provides various visualization styles such as the wireframe, stick, ball and stick, space fill, ribbon, and surface model styles, in addition to display options for 3D visualization. As ProteinVista is optimized for recent 3D graphics hardware platforms and because it uses a geometry instancing technique, its rendering speed is 2.7 times faster compared to other visualization tools.


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