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Interactive real-time motion blur

The Visual Computer, 1996
Motion blurring of fast-moving objects is highly desirable for virtual environments and 3D user interfaces. However, all currently known algorithms for generating motion blur are too slow for inclusion in interactive 3D applications. We introduce a new motion-blur algorithm that works in three dimensions on a per object basis. The algorithm operates in
Matthias M. Wloka, Robert C. Zeleznik
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Variational space-time motion segmentation

Proceedings Ninth IEEE International Conference on Computer Vision, 2003
We propose a variational method for segmenting image sequences into spatiotemporal domains of homogeneous motion. To this end, we formulate the problem of motion estimation in the framework of Bayesian inference, using a prior which favors domain boundaries of minimal surface area.
null Cremers, null Soatto
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TIME, MOTION, AND PEDIATRIC PRACTICE

Pediatrics, 1966
SOME interesting observations of what the modern pediatrician does with his time appear elsewhere in this issue. We believe the results could be applied, with minor variations, to the work of almost any practitioner located in the vicinity of a university teaching center.
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Provably Constant-Time Motion Planning

2022
In many robotic applications, including logistics and manufacturing, robots often operate in semi-structured environments and perform highly repetitive manipulationtasks. Additionally, large parts of these environments are static most of the time. Fast and reliable motion planning is one of the key elements that ensure efficient operations in such ...
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Time-Motion Study of Intravenous Ranitidine Admixtures

DICP, 1990
This study determined the total preparation time, cost, and contamination rate associated with preparing 50-mL admixtures of ranitidine 50 mg from each of the following commercial source vials: 50 mg/2 mL unit-dose vial (treatment A), 50 mg/2 mL 10 mL multidose vial (treatment B), and 50 mg/2 mL 40 mL multidose vial (treatment C).
E R, Gonzalez   +4 more
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Improving real-time motion

ACM SIGGRAPH 2007 sketches, 2007
Achieving believable motion in real-time is one of the biggest challenges faced by the video game industry. The interactive nature of the medium, combined with the need for hyper responsivity leads to consistently compromised motion. This is particularly common in titles with large numbers of characters that are required to carry out specific tasks ...
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Real-time motion estimation with MRI

2013 IEEE 10th International Symposium on Biomedical Imaging, 2013
Real-time motion estimation is challenging, especially with MR imaging where an intrinsic tradeoff exists between spatial and temporal resolution. The spatially varying pharmacokinetic behavior of contrast agents contributes to intensity inhomogeneity and contrast changing, introducing a further obstacle in motion estimation.
Wenyang Liu, Dan Ruan
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RETIMAC: REal-TIme Motion Analysis Chip

IEEE Transactions on Circuits and Systems II: Analog and Digital Signal Processing, 1998
Motion estimation is relevant for applications of both motion-compensated image sequence processing and dynamic scene analysis of computer vision. Different approaches and solutions have been proposed for these two applicative fields. In some cases, parallel architectures and dedicated chips for motion estimation in real-time have been developed.
NESI, PAOLO, F. Innocenti, P. Pezzati
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Real-time motion processing

2005
The meaning of real-time depends on the application, however, it usually implies that processing is performed quickly with respect to the dynamics of the system under consideration. When estimating motion for autonomous navigation, there are two constraints that define the meaning of 'real-time'.
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Toward Real-Time Motion Planning

1994
Abstract We show that parallel search techniques derived from their sequential counterparts can enable the solution of motion planning problems that are computationally impractical on sequential machines. We present a parallel version of a robot motion planning algorithm based on “quasi best first” search with randomized escape from local minima and ...
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