Abstract. The rendering of lower resolution image data on higher resolution displays has become a very common task, in particular because of the increasing popularity of webcams, camera phones, and low-bandwidth video streaming. Thus, there is a strong demand for real-time, high-quality image magnification. In this work, we suggest to exploit the high performance of programmable graphics processing units (GPUs) for an adaptive image magnification method. To this end, we propose a GPUfriendly algorithm for image up-sampling by edge-directed image interpolation, which avoids ringing artifacts, excessive blurring, and staircasing of oblique edges. At the same time it features gray-scale invariance, is applicable to color images, and allows for real-time processing of full-screen images on today's GPUs.
Future manufacturing processes have to be highly adaptive and transformable in order to support short product life cycles and highly customized products. For an implementation of such a flexible, so-called smart factory, which is driven by a massive proliferation and usage of tiny embedded, context-aware information and communication technologies, many challenges - technical and social ones - have to be addressed. We identify major problems and focus on the location of objects and persons within manufacturing environments as an enabling key technology. Existing methods and possible solutions are evaluated and discussed. Thereby, we focus on the crucial aspect of privacy for workers when location systems are utilized. We also present a semi-automatic positioning approach that solves the discrepancy of guaranteeing the privacy of persons and highly accurate location tracking
We present an interactive technique for generating halftoning animations in image space. We specifically consider a halftoning approach that uses screening methods to achieve shading, brightness, and texture by placing varying patterns. Our technique transports the screening patterns in a frame-to-frame coherent manner according to the velocity of each fragment on the image plane. We show how the algorithm is mapped to programmable graphics hardware to achieve interactive frame rates. Our approach can be used for any screening-based halftoning technique, and therefore different non-photorealistic image-space rendering styles, including dithering, screening, stippling, and hatching, can be utilized to generate real-time frame-to-frame coherent animations.
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