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With the demand of real time rendering of large scale of filed scenes, which require the graphic's processing unit that have the features of high efficiency and low power. the rasterization of graphics is a stage of compute intensive and is a key part to raise the system performance. In this paper, I improve the “CENTROL LINE” rasterization, is the main method for designing VLSI, and focus on the...
Visual attention is a complex concept that includes many processes to find the region of concentration in a visual scene. In this paper, we discuss a spatio-temporal visual saliency model where the visual information contained in videos is divided into two types: static and dynamic that are processed by two separate pathways. These pathways produce intermediate saliency maps that are merged together...
We present an energy model for a graphics processing unit (GPU) that is based on the amount and type of work performed in various parts of the unit. By designing and running directed tests on a GPU, we measure the energy consumed when performing different arithmetic and memory operations, allowing us to accurately predict the energy that any arbitrary mix of operations will take. With some knowledge...
In this study we propose a deformable pattern recognition method with CUDA implementation. In order to achieve the proper correspondence between foreground pixels of input and prototype images, a pair of distance maps are generated from input and prototype images, whose pixel values are given based on the distance to the nearest foreground pixel. Then a regularization technique computes the horizontal...
Random Walks has less interaction, better accuracy and higher computing independency. We introduce local intensity entropy to modify the weight function in Random Walks, in order to consider not only the intensity change of adjacent pixels, but also the statistical features of regions. Then we put forward a real-time interactive object extraction system for high resolution remote sensing images based...
The rasterization stage in a graphics processing unit (GPU), which consists of triangle setup, rasterization, and parameter interpolation with plane equations, always requires huge operations and is usually the bottleneck of the performance. For real-time applications, a universal rasterizer (UR) with edge equations and a tile-scan triangle traversal algorithm are proposed for low cost graphics rendering...
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