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Adaptive Display Algorithm for Interactive Frame Rates During Visualization of Complex Virtual Environments

by Thomas Funkhouser, Carlo Sequin , 1993
"... We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering algorithm ..."
Abstract - Cited by 450 (10 self) - Add to MetaCart
We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering

Compensating for Low Frame Rates

by Hendrik Knoche, Hermann De Meer - In CHI '05 extended abstracts on Human factors in computing systems , 2005
"... Experiments were conducted to investigate the interdependency of frame rates (30, 15, 10 fps) and audiovisual skew (from +163 to-233 ms 1). Noised nonsense words like 'abagava ' were presented to 20 participants who were asked to identify the middle consonant. At low frame rates (10 fps) c ..."
Abstract - Cited by 8 (1 self) - Add to MetaCart
Experiments were conducted to investigate the interdependency of frame rates (30, 15, 10 fps) and audiovisual skew (from +163 to-233 ms 1). Noised nonsense words like 'abagava ' were presented to 20 participants who were asked to identify the middle consonant. At low frame rates (10 fps

Reducing Frame Rate for Object Tracking

by Pavel Korshunov, Wei Tsang Ooi
"... Abstract. Object tracking is commonly used in video surveillance, but typically video with full frame rate is sent. We previously have shown that full frame rate is not needed, but it is unclear what the appropriate frame rate to send or whether we can further reduce the frame rate. This paper answe ..."
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Abstract. Object tracking is commonly used in video surveillance, but typically video with full frame rate is sent. We previously have shown that full frame rate is not needed, but it is unclear what the appropriate frame rate to send or whether we can further reduce the frame rate. This paper

FRAME RATE AND SPATIAL RESOLUTION

by Dian W, Salahuddin Azad, Wei Song, Dian Tjondronegoro
"... This is the author’s version published as: ..."
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This is the author’s version published as:

Frame Rate Limitation

by Zheng F. Lu , 2003
"... • General overview of basic ultrasound physics • QA/QC guidelines provided by professional bodies • Accreditation programs • QC testing procedures and phantoms ..."
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• General overview of basic ultrasound physics • QA/QC guidelines provided by professional bodies • Accreditation programs • QC testing procedures and phantoms

Reaching for objects in VR displays: Lag and frame rate

by Colin Ware, Ravin Balakrishnan - ACM Transactions on Computer-Human Interaction , 1994
"... This article reports the results from three experimental studies of reaching behavior in a head-coupled stereo display system with a hand-tracking subsystem for object selection. It is found that lag in the head-tracking system is relatively unimportant in predicting performance, whereas lag in the ..."
Abstract - Cited by 105 (4 self) - Add to MetaCart
in performance if the targets are small. Another finding is that errors are higher for movement in and out of the screen, as compared to movements in the plane of the screen, and there is a small (10’%) time penalty for movement in the Z direction in all three experiments. Low frame rates cause a degradation

Robust real-time face detection

by Paul Viola, Michael Jones - International Journal of Computer Vision , 2004
"... We have constructed a frontal face detection system which achieves detection and false positive rates which are equivalent to the best published results [7, 5, 6, 4, 1]. This face detection system is most clearly distinguished from previous approaches in its ability to detect faces extremely rapidly ..."
Abstract - Cited by 1888 (9 self) - Add to MetaCart
rates. Our system achieves high frame rates working only with the information present in a single grey scale image. These alternative sources of information can also be integrated with our system to achieve even higher frame rates.

MOTION COMPENSATED FRAME RATE UP-CONVERSION FOR LOW FRAME RATE VIDEO

by unknown authors
"... Abstract — Frame rate up-conversion is useful for low frame rate pictures such as movie. In case of conversion, basic motion compensation causes gap at covered area and uncovered area. To avoid the gap, we propose the motion compensation centered at the position of target. Fully motion compensated i ..."
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Abstract — Frame rate up-conversion is useful for low frame rate pictures such as movie. In case of conversion, basic motion compensation causes gap at covered area and uncovered area. To avoid the gap, we propose the motion compensation centered at the position of target. Fully motion compensated

Changing Frame Rate, Changing Satisfaction

by S. R. Gulliver, G. Ghinea - IEEE International Conference on Multimedia and Expo , 2004
"... Perceptual indicators of multimedia quality have to be taken into account in order to build the truly end-toend communication architectures of the future. This paper investigates the perceptual impact of differing multimedia presentation frame rates on user information assimilation and level of sati ..."
Abstract - Cited by 2 (0 self) - Add to MetaCart
Perceptual indicators of multimedia quality have to be taken into account in order to build the truly end-toend communication architectures of the future. This paper investigates the perceptual impact of differing multimedia presentation frame rates on user information assimilation and level

Multi-Frame Rate Volume Rendering

by J. Ahrens, K. Debattista, R. Pajarola (editors, Stefan Hauswiesner, Denis Kalkofen, Dieter Schmalstieg
"... This paper presents multi-frame rate volume rendering, an asynchronous approach to parallel volume rendering. The workload is distributed over multiple GPUs in such a way that the main display device can provide high frame rates and little latency to user input, while one or multiple backend GPUs as ..."
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This paper presents multi-frame rate volume rendering, an asynchronous approach to parallel volume rendering. The workload is distributed over multiple GPUs in such a way that the main display device can provide high frame rates and little latency to user input, while one or multiple backend GPUs
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