The Experts below are selected from a list of 327 Experts worldwide ranked by ideXlab platform

Subhasis Chaudhuri - One of the best experts on this subject based on the ideXlab platform.

  • Scalable rendering of variable Density Point cloud data
    2013 World Haptics Conference (WHC), 2013
    Co-Authors: Priyadarshini Kumari, K. G. Sreeni, Subhasis Chaudhuri
    Abstract:

    In this paper, we present a novel proxy based method of adaptive haptic rendering of a variable Density 3D Point cloud data at different levels of detail without pre-computing the mesh structure. We also incorporate features like rotation, translation and friction to provide a better realistic experience to the user. Instead of a Point proxy, a spherical proxy of variable radius is used which avoids the sinking of proxy during the haptic interaction of sparse data. The radius of the proxy is adaptively varied depending upon the local Density of the Point data using kernel bandwidth estimation. During the interaction, the proxy moves in small steps tangentially over the Point cloud such that the new position always minimizes the distance between the proxy and the haptic interaction Point (HIP). The raw Point cloud data re-sampled in a regular 3D lattice of voxels are loaded to the haptic space after proper smoothing to avoid aliasing effects. The rendering technique is experimented with several subjects and it is observed that this functionality supplements the user's experience by allowing the user to interact with an object at multiple resolutions.

  • World Haptics - Scalable rendering of variable Density Point cloud data
    2013 World Haptics Conference (WHC), 2013
    Co-Authors: Priyadarshini Kumari, K. G. Sreeni, Subhasis Chaudhuri
    Abstract:

    In this paper, we present a novel proxy based method of adaptive haptic rendering of a variable Density 3D Point cloud data at different levels of detail without pre-computing the mesh structure. We also incorporate features like rotation, translation and friction to provide a better realistic experience to the user. Instead of a Point proxy, a spherical proxy of variable radius is used which avoids the sinking of proxy during the haptic interaction of sparse data. The radius of the proxy is adaptively varied depending upon the local Density of the Point data using kernel bandwidth estimation. During the interaction, the proxy moves in small steps tangentially over the Point cloud such that the new position always minimizes the distance between the proxy and the haptic interaction Point (HIP). The raw Point cloud data re-sampled in a regular 3D lattice of voxels are loaded to the haptic space after proper smoothing to avoid aliasing effects. The rendering technique is experimented with several subjects and it is observed that this functionality supplements the user's experience by allowing the user to interact with an object at multiple resolutions.

  • ICVGIP - Haptic rendering of variable Density Point cloud through local kernel bandwidth estimation
    Proceedings of the Eighth Indian Conference on Computer Vision Graphics and Image Processing - ICVGIP '12, 2012
    Co-Authors: K. G. Sreeni, Subhasis Chaudhuri
    Abstract:

    Haptic rendering of a Point cloud data without a precomputed mesh structure is always a difficult problem. This paper tries to solve the problem of real time rendering a variable Density 3D Point cloud data as an optimization problem with a local kernel bandwidth estimation. In order to avoid the ambiguity of deciding the direction of reaction force while rendering the data we prefer a proxy based renderer. To avoid the proxy sinking into the object during collision the proxy Point is always kept at minimum distance away from the object surface approximated by the Point cloud. This minimum distance is computed during the rendering process depending on the local Density of the Points in the data using the kernel bandwidth estimation. Once collision is detected, we minimize a cost function depending on the current haptic interaction Point (HIP) and proxy positions and find a new goal position for the proxy corresponding to the local minimum of the cost function. We validate the proposed technique by comparing the rendered force with the reaction force computed using a known spherical object.

K. G. Sreeni - One of the best experts on this subject based on the ideXlab platform.

  • Scalable rendering of variable Density Point cloud data
    2013 World Haptics Conference (WHC), 2013
    Co-Authors: Priyadarshini Kumari, K. G. Sreeni, Subhasis Chaudhuri
    Abstract:

    In this paper, we present a novel proxy based method of adaptive haptic rendering of a variable Density 3D Point cloud data at different levels of detail without pre-computing the mesh structure. We also incorporate features like rotation, translation and friction to provide a better realistic experience to the user. Instead of a Point proxy, a spherical proxy of variable radius is used which avoids the sinking of proxy during the haptic interaction of sparse data. The radius of the proxy is adaptively varied depending upon the local Density of the Point data using kernel bandwidth estimation. During the interaction, the proxy moves in small steps tangentially over the Point cloud such that the new position always minimizes the distance between the proxy and the haptic interaction Point (HIP). The raw Point cloud data re-sampled in a regular 3D lattice of voxels are loaded to the haptic space after proper smoothing to avoid aliasing effects. The rendering technique is experimented with several subjects and it is observed that this functionality supplements the user's experience by allowing the user to interact with an object at multiple resolutions.

  • World Haptics - Scalable rendering of variable Density Point cloud data
    2013 World Haptics Conference (WHC), 2013
    Co-Authors: Priyadarshini Kumari, K. G. Sreeni, Subhasis Chaudhuri
    Abstract:

    In this paper, we present a novel proxy based method of adaptive haptic rendering of a variable Density 3D Point cloud data at different levels of detail without pre-computing the mesh structure. We also incorporate features like rotation, translation and friction to provide a better realistic experience to the user. Instead of a Point proxy, a spherical proxy of variable radius is used which avoids the sinking of proxy during the haptic interaction of sparse data. The radius of the proxy is adaptively varied depending upon the local Density of the Point data using kernel bandwidth estimation. During the interaction, the proxy moves in small steps tangentially over the Point cloud such that the new position always minimizes the distance between the proxy and the haptic interaction Point (HIP). The raw Point cloud data re-sampled in a regular 3D lattice of voxels are loaded to the haptic space after proper smoothing to avoid aliasing effects. The rendering technique is experimented with several subjects and it is observed that this functionality supplements the user's experience by allowing the user to interact with an object at multiple resolutions.

  • ICVGIP - Haptic rendering of variable Density Point cloud through local kernel bandwidth estimation
    Proceedings of the Eighth Indian Conference on Computer Vision Graphics and Image Processing - ICVGIP '12, 2012
    Co-Authors: K. G. Sreeni, Subhasis Chaudhuri
    Abstract:

    Haptic rendering of a Point cloud data without a precomputed mesh structure is always a difficult problem. This paper tries to solve the problem of real time rendering a variable Density 3D Point cloud data as an optimization problem with a local kernel bandwidth estimation. In order to avoid the ambiguity of deciding the direction of reaction force while rendering the data we prefer a proxy based renderer. To avoid the proxy sinking into the object during collision the proxy Point is always kept at minimum distance away from the object surface approximated by the Point cloud. This minimum distance is computed during the rendering process depending on the local Density of the Points in the data using the kernel bandwidth estimation. Once collision is detected, we minimize a cost function depending on the current haptic interaction Point (HIP) and proxy positions and find a new goal position for the proxy corresponding to the local minimum of the cost function. We validate the proposed technique by comparing the rendered force with the reaction force computed using a known spherical object.

Marc Moreau - One of the best experts on this subject based on the ideXlab platform.

  • Evaluating the spatial indexing of dense Point sets
    2013 26th IEEE Canadian Conference on Electrical and Computer Engineering (CCECE), 2013
    Co-Authors: Wendy Osborn, Marc Moreau
    Abstract:

    In this paper, we present an evaluation of the mqr-tree as a spatial access method for handling high-Density Point regions, such as world co-ordinates. Although previous work in spatial access methods focused on indexing objects of arbitrary size and performing region searches on them, recent applications that require the management of co-ordinate data also require that high-Density Point data be managed effectively by spatial access methods. The mqr-tree has shown promise in effectively managing Point data. A comparison of the mqr-tree versus the benchmark R-tree shows that the mqr-tree can index high-Density Point regions effectively. In addition, searching dense Point regions using the mqr-tree requires far fewer disk accesses than the R-tree when Point Density is very high.

  • CCECE - Evaluating the spatial indexing of dense Point sets
    2013 26th IEEE Canadian Conference on Electrical and Computer Engineering (CCECE), 2013
    Co-Authors: Wendy Osborn, Marc Moreau
    Abstract:

    In this paper, we present an evaluation of the mqr-tree as a spatial access method for handling high-Density Point regions, such as world co-ordinates. Although previous work in spatial access methods focused on indexing objects of arbitrary size and performing region searches on them, recent applications that require the management of co-ordinate data also require that high-Density Point data be managed effectively by spatial access methods. The mqr-tree has shown promise in effectively managing Point data. A comparison of the mqr-tree versus the benchmark R-tree shows that the mqr-tree can index high-Density Point regions effectively. In addition, searching dense Point regions using the mqr-tree requires far fewer disk accesses than the R-tree when Point Density is very high.

Władysław Wilczyński - One of the best experts on this subject based on the ideXlab platform.

  • Density topology involving microscopic sets and category
    Tatra mountains mathematical publications, 2015
    Co-Authors: Elżbieta Wagner-bojakowska, Władysław Wilczyński, Wojciech Wojdowski
    Abstract:

    Analogously to the method used for $c-$Density Point, we introduce the notion of $c_{\mu }-$Density Point for arbitrary set $A$ having the Baire property,  replacing the covergence in measure with the convergence with respect to the $\sigma -$ideal of microscopic sets. Then we consider the Density type topology $\mathcal{T}_{c_{\mu }}$ generated by $c_{\mu }-$ Density operator and study basic properties of $\mathcal{T}_{c_{\mu }}$ in comparison with the classical Density, $\mathcal{I}-$Density and $c-$Density topologies.

  • Density topology generated by the convergence everywhere except for a finite set
    Demonstratio Mathematica, 2013
    Co-Authors: Magdalena Górajska, Władysław Wilczyński
    Abstract:

    In this paper we shall study a Density-type topology generated by the convergence everywhere except on a finite set similarly as the classical Density topology is generated by the convergence in measure. Among others it is shown that the set of finite Density Points of a measurable set need not be measurable. key words: Density Point, Density topology 2000 AMS Mathematics Subject Classification: 54A10, 28A05.

  • On Points of the regular Density
    Tatra mountains mathematical publications, 2012
    Co-Authors: Sebastian Lindner, Władysław Wilczyński
    Abstract:

    In this note,  we introduce the notion of  regular Density. Next, we prove that $x \in \R$ is the regular Density Point of a measurable set $A$ if and only if it is an O'Malley Point of $A.$

  • A category Ψ-Density topology
    Open Mathematics, 2011
    Co-Authors: Władysław Wilczyński, Wojciech Wojdowski
    Abstract:

    Ψ-Density Point of a Lebesgue measurable set was introduced by Taylor in [Taylor S.J., On strengthening the Lebesgue Density Theorem, Fund. Math., 1958, 46, 305–315] and [Taylor S.J., An alternative form of Egoroff’s theorem, Fund. Math., 1960, 48, 169–174] as an answer to a problem posed by Ulam. We present a category analogue of the notion and of the Ψ-Density topology. We define a category analogue of the Ψ-Density Point of the set A at a Point x as the Ψ-Density Point at x of the regular open representation of A.

  • Strict Density topology on the plane. Measure case
    Rendiconti Del Circolo Matematico Di Palermo, 2011
    Co-Authors: Małgorzata Filipczak, Władysław Wilczyński
    Abstract:

    We present a Density-type topology on the plane generated by the strict convergence of double sequences. The Point of restricted Density of a measurable set A⊂ℝ×ℝ is defined using a convergence in a restricted sense of a sequence of a form $$s_{n,m}=\frac{\lambda _{2}( A\cap ( [ -\frac{1}{n};\frac{1}{n}] \times [ -\frac{1}{m};\frac{1}{m}] ) ) }{4\frac{1}{n}\frac{1}{m}}.$$ The definition of a strict Density Point is a natural modification of the previous notion. We describe operators and topologies generated by them.

Priyadarshini Kumari - One of the best experts on this subject based on the ideXlab platform.

  • Scalable rendering of variable Density Point cloud data
    2013 World Haptics Conference (WHC), 2013
    Co-Authors: Priyadarshini Kumari, K. G. Sreeni, Subhasis Chaudhuri
    Abstract:

    In this paper, we present a novel proxy based method of adaptive haptic rendering of a variable Density 3D Point cloud data at different levels of detail without pre-computing the mesh structure. We also incorporate features like rotation, translation and friction to provide a better realistic experience to the user. Instead of a Point proxy, a spherical proxy of variable radius is used which avoids the sinking of proxy during the haptic interaction of sparse data. The radius of the proxy is adaptively varied depending upon the local Density of the Point data using kernel bandwidth estimation. During the interaction, the proxy moves in small steps tangentially over the Point cloud such that the new position always minimizes the distance between the proxy and the haptic interaction Point (HIP). The raw Point cloud data re-sampled in a regular 3D lattice of voxels are loaded to the haptic space after proper smoothing to avoid aliasing effects. The rendering technique is experimented with several subjects and it is observed that this functionality supplements the user's experience by allowing the user to interact with an object at multiple resolutions.

  • World Haptics - Scalable rendering of variable Density Point cloud data
    2013 World Haptics Conference (WHC), 2013
    Co-Authors: Priyadarshini Kumari, K. G. Sreeni, Subhasis Chaudhuri
    Abstract:

    In this paper, we present a novel proxy based method of adaptive haptic rendering of a variable Density 3D Point cloud data at different levels of detail without pre-computing the mesh structure. We also incorporate features like rotation, translation and friction to provide a better realistic experience to the user. Instead of a Point proxy, a spherical proxy of variable radius is used which avoids the sinking of proxy during the haptic interaction of sparse data. The radius of the proxy is adaptively varied depending upon the local Density of the Point data using kernel bandwidth estimation. During the interaction, the proxy moves in small steps tangentially over the Point cloud such that the new position always minimizes the distance between the proxy and the haptic interaction Point (HIP). The raw Point cloud data re-sampled in a regular 3D lattice of voxels are loaded to the haptic space after proper smoothing to avoid aliasing effects. The rendering technique is experimented with several subjects and it is observed that this functionality supplements the user's experience by allowing the user to interact with an object at multiple resolutions.