Vaclav Skala
University of West Bohemia
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Publication
Featured researches published by Vaclav Skala.
digital television conference | 2007
Libor Váša; Vaclav Skala
Compression of 3D mesh animations is a topic that has received increased attention in recent years, due to increasing capabilities of modern processing and displaying hardware. In this paper we present an improved approach based on known techniques, such as principal component analysis (PCA) and EdgeBreaker, which allows efficient encoding of highly detailed dynamic meshes, exploiting both spatial and temporal coherence. We present the results of our method compared with similar approaches described in literature, showing that using our approach we can achieve better performance in terms of rate/distortion ratio.
Computer Graphics Forum | 2009
Libor Váša; Vaclav Skala
In this paper, we present an extension of dynamic mesh compression techniques based on PCA. Such representation allows very compact representation of moving 3D surfaces; however, it requires some side information to be transmitted along with the main data. The biggest part of this information is the PCA basis, and since the data can be encoded very efficiently, the size of the basis cannot be neglected when considering the overall performance of a compression algorithm.
IEEE Transactions on Visualization and Computer Graphics | 2011
Libor Váša; Vaclav Skala
There are multiple areas of computer graphics where triangular meshes are being altered in order to reduce their size or complexity, while attempting to preserve the original shape of the mesh as closely as possible. Recently, this area of research has been extended to cover even a dynamic case, i.e., surface animations which are compressed and simplified. However, to date very little effort has been made to develop methods for evaluating the results, namely the amount of distortion introduced by the processing. Even the most sophisticated compression methods use distortion evaluation by some kind of mean squared error while the actual relevance of such measure has not been verified so far. In this paper, we point out some serious drawbacks of the existing error measures. We present results of the subjective testing that we have performed, and we derive a new measure called Spatiotemporal edge difference (STED) which is shown to provide much better correlation with subjective opinions on mesh distortion.
The Visual Computer | 2005
Vaclav Skala
The clipping operation is still the bottleneck of the graphics pipeline in spite of the latest developments in graphical hardware and a significant increase in performance. Algorithms for line and line segment clipping have been studied for a long time and many research papers have been published so far. This paper presents a new robust approach to line and line segment clipping using a rectangular window. A simple extension for the case of convex polygon clipping is presented as well.The presented approach does not require a division operation and uses homogeneous coordinates for input and output point representation. The proposed algorithms can take advantage of operations supported by vector–vector hardware.The main contribution of this paper is a new approach to intersection computations applied to line and line segment clipping. This approach leads to algorithms that are simpler, robust, and easy to implement.
Computer Graphics Forum | 2010
Libor Váša; Vaclav Skala
The task of dynamic mesh compression seeks to find a compact representation of a surface animation, while the artifacts introduced by the representation are as small as possible. In this paper, we present two geometric predictors, which are suitable for PCA‐based compression schemes. The predictors exploit the knowledge about the geometrical meaning of the data, which allows a more accurate prediction, and thus a more compact representation. We also provide rate/distortion curves showing that our approach outperforms the current PCA‐based compression methods by more than 20%.
ICCVG | 2006
Karel Uhlir; Vaclav Skala
Radial Basis Function (RBF) can be used for reconstruction of damaged images, filling gaps and for restoring missing data in images. Comparisons with standard method for image inpainting and experimental results are included and demonstrate the feasibility of the use of the RBF method for image processing applications.
computer aided design and computer graphics | 1994
Vaclav Skala
A new O(lg N) line clipping algorithm in E2 against a convex window is presented. The main advantage of the presented algorithm is the principal acceleration of the line clipping problem solution. A comparison of the proposed algorithm with others shows a significant improvement in run-time. Experimental results for selected known algorithms are also shown.
Computers & Graphics | 1993
Vaclav Skala
Abstract A new line clipping algorithm against convex window based on a new approach for intersection detection is presented. Theoretical comparisons with Cyrus-Becks algorithm are shown together with experimental results obtained by simulations. The main advantage of the presented algorithm is the substantial acceleration of the line clipping problem solution and that edges can be oriented clockwise or anti-clockwise.
Engineering With Computers | 2011
Rongjiang Pan; Vaclav Skala
We describe a two-level method for computing a function whose zero-level set is the surface reconstructed from given points scattered over the surface and associated with surface normal vectors. The function is defined as a linear combination of compactly supported radial basis functions (CSRBFs). The method preserves the simplicity and efficiency of implicit surface interpolation with CSRBFs and the reconstructed implicit surface owns the attributes, which are previously only associated with globally supported or globally regularized radial basis functions, such as exhibiting less extra zero-level sets, suitable for inside and outside tests. First, in the coarse scale approximation, we choose basis function centers on a grid that covers the enlarged bounding box of the given point set and compute their signed distances to the underlying surface using local quadratic approximations of the nearest surface points. Then a fitting to the residual errors on the surface points and additional off-surface points is performed with fine scale basis functions. The final function is the sum of the two intermediate functions and is a good approximation of the signed distance field to the surface in the bounding box. Examples of surface reconstruction and set operations between shapes are provided.
International Journal of Image and Graphics | 2006
Vaclav Skala
Many problems solved in computer graphics, computer vision, visualization etc. require fast and robust computation of an area of a triangle or volume of a tetrahedron. These very often used algorithms are well known and robust if vertices coordinates of triangles or tetrahedrons are given in Euclidean coordinates. The homogeneous coordinates are often used for the representation of geometric transformations. They enable us to represent translation, rotation, scaling and projection operations in a unique way and handle them properly. Todays graphics hardware based on GPU offers very high computational power using pixel shaders and fragment shaders not only for graphical elements processing, but also for general computation using GPU as well. This paper presents simple methods for the area of a triangle and the volume of a tetrahedron computation if vertices are given in homogeneous coordinates without the need to use the division operation for vertices coordinates transformation from the homogeneous coordinates to the Euclidean coordinates. Area or volume computation is transferred to the cross product computation that is fast, simple, and robust and can be supported in hardware or implemented on GPU that uses vector operations with homogeneous coordinates natively. The presented formula can be used directly for Euclidean representation just setting w equal to 1.