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October 30, 2013 Sam Siewert

CS A490 Digital Media and Interactive

Systems

Lecture 10 – Extended Lab Overview (Lab #5 and #6)

Areas of Focus 5 Options to Choose from for Lab #5/6 Extended Lab 1. Digital Media – Hardware Acceleration of Image

Transformations using CUDA and MPEG Production Workflow

2. Interactive Systems – Allegro Interactive 2D Game

3. Combined Digital Video and Interactive – OpenCV Interactive Frame Transformations

4. Intel Perceptual SDK with Creative Camera and Gesture Recognition (Windows) Game

5. RenderMan 3D CG Animation with MPEG Encoding

Sam Siewert 2

CUDA HW Acceleration of Image Transformations

Use CUDA to Accelerate PSF Sharpen Use CUDA to Accelerate Sobel or Canny Edge Detector Transformation Re-encode MPEG from Transformed Frames Compare to Simple Threading with POSIX Speed-Up? Tuning using Occupancy Calculator I/O Scheduling with Linux

Sam Siewert 3

Allegro Interactive 2D Game

Simple 2D Game to Explore Game Engine Development Timing at Frame Rate or Faster Performance Analysis and Timing Latency (Lag) and Jitter Analysis Does Game Engine Provide QoS? Even with System Interference from other Loads? Alternatives to Allego?

Sam Siewert 4

OpenCV Interactive Frame Transformations

See Demos for Camera Capture and Transformation Low Level Capture with V4L2 – http://www.cse.uaa.alaska.edu/~ssiewert/a490dmis_code/simple

r-capture/ High Level Capture with OpenCV – http://www.cse.uaa.alaska.edu/~ssiewert/a490dmis_code/simple

-capture/

Capture and Transform with Interactive (E.g. Threshold Slider) – http://www.cse.uaa.alaska.edu/~ssiewert/a490dmis_code/captur

e-viewer/ – http://www.cse.uaa.alaska.edu/~ssiewert/a490dmis_code/captur

e-transformer/

Sam Siewert 5

OpenCV Applications Face Detection with Haar Cascades (and Recognition with Ada Boost) Interactive Canny Threshold for Parsing Text and Edges in General Skeletal Transformation for Tracking Rigid Body Motion

Sam Siewert 6

Intel Perceptual Computing SDK Visible HD Imaging plus NIR Human Gesture Recognition Body Tracking without Special Capture Suits Skeletal, Canny and Hough Transforms (Compute Intensive) Using Intel Creative Camera and SDK, SW Transform Only

Sam Siewert 7

RenderMan 3D Animation Learning RenderMan - http://www.renderpixie.com/ See Example – http://www.cse.uaa.alaska.edu/~ssiewert/a490dmis_code/Pixie_Ex/

Camera Location, Viewpoint, Lighting 3D Objects – Cylinders, Spheres, Polygons, Etc. Shading Rendering of 3D World Frame by Frame – Change Perspective in Each frame – Change Lighting in Each frame – Change Object Locations in each frame

Replace Background with Video to Integrate Rendered Objects and Video

Sam Siewert 8

3D Animation Render Each 3D Frame with Pixie Encode Sequences of Frames with FFMPEG – ffmpeg -f image2 -i ./test_animation%d.tif -vcodec mpeg4 -qscale

1 -an test_animation1.mp4 – Integrate with Digital Video Background – Move Viewer, Objects, Modify Lighting, etc.

Sam Siewert 9

Ffmpeg encode

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