Browsing by Author "Güdükbay, Uğur"
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Item Open Access 3D model compression using connectivity-guided adaptive wavelet transform built into 2D SPIHT(Academic Press, 2010-01) Köse K.; Çetin, A. Enis; Güdükbay, Uğur; Onural, L.Connectivity-Guided Adaptive Wavelet Transform based mesh compression framework is proposed. The transformation uses the connectivity information of the 3D model to exploit the inter-pixel correlations. Orthographic projection is used for converting the 3D mesh into a 2D image-like representation. The proposed conversion method does not change the connectivity among the vertices of the 3D model. There is a correlation between the pixels of the composed image due to the connectivity of the 3D mesh. The proposed wavelet transform uses an adaptive predictor that exploits the connectivity information of the 3D model. Known image compression tools cannot take advantage of the correlations between the samples. The wavelet transformed data is then encoded using a zero-tree wavelet based method. Since the encoder creates a hierarchical bitstream, the proposed technique is a progressive mesh compression technique. Experimental results show that the proposed method has a better rate distortion performance than MPEG-3DGC/MPEG-4 mesh coder.Item Open Access ACMICS: an agent communication model for interacting crowd simulation(Springer, 2017) Kullu, K.; Güdükbay, Uğur; Manocha, D.Behavioral plausibility is one of the major aims of crowd simulation research. We present a novel approach that simulates communication between the agents and assess its influence on overall crowd behavior. Our formulation uses a communication model that tends to simulate human-like communication capability. The underlying formulation is based on a message structure that corresponds to a simplified version of Foundation for Intelligent Physical Agents Agent Communication Language Message Structure Specification. Our algorithm distinguishes between low- and high-level communication tasks so that ACMICS can be easily extended and employed in new simulation scenarios. We highlight the performance of our communication model on different crowd simulation scenarios. We also extend our approach to model evacuation behavior in unknown environments. Overall, our communication model has a small runtime overhead and can be used for interactive simulation with tens or hundreds of agents. © 2017, The Author(s).Item Open Access ACMICS: An agent communication model for interacting crowd simulation: JAAMAS track(International Foundation for Autonomous Agents and Multiagent Systems (IFAAMAS), 2018) Kullu, K.; Güdükbay, Uğur; Manocha, D.We present and evaluate a novel approach to simulate communication between the agents. Our approach distinguishes low- And high-level communication tasks. This separation makes it easy to extend and use it in new scenarios. We highlight the benefits of our approach using different simulation scenarios consisting of hun-dreds of agents. We also model evacuation behavior in unknown environments and highlight the benefits of our approach particularly in simulating such behavior.Item Open Access Animation of deformable models(Pergamon Press, 1994) Güdükbay, Uğur; Özgüç, B.Although kinematic modelling methods are adequate for describing the shapes of static objects, they are insufficient when it comes to producing realistic animation. Physically based modelling remedies this problem by including forces, masses, strain energies and other physical quantities. The paper describes a system for the animation of deformable models. The system uses physically based modelling methods and approaches from elasticity theory for animating the models. Two different formulations, namely the primal formulation and the hybrid formulation, are implemented so that the user can select the one most suitable for an animation depending on the rigidity of the models. Collision of the models with impenetrable obstacles and constraining of the model points to fixed positions in space are implemented for use in the animations. © 1994.Item Open Access An animation system for rigid and deformable models(1993) Güdükbay, Uğur; Özgüç, B.; Tokad, Y.We describe a system for the animation of rigid and deformable models. The system uses the approaches from elasticity theory for animating the models. Two different formulations, namely the primal and the hybrid formulations, are implemented so that the user could select the suitable one for an animation depending on the rigidity of the models. Collision of the models with impenetrable obstacles and constraining model points to fixed positions in space are implemented for use in the animations.Item Open Access Application-specific heterogeneous network-on-chip design(Oxford University Press, 2014) Demirbas, D.; Akturk, I.; Ozturk, O.; Güdükbay, UğurAs a result of increasing communication demands, application-specific and scalable Network-on-Chips (NoCs) have emerged to connect processing cores and subsystems in Multiprocessor System-on-Chips. A challenge in application-specific NoC design is to find the right balance among different tradeoffs, such as communication latency, power consumption and chip area. We propose a novel approach that generates latency-aware heterogeneous NoC topology. Experimental results show that our approach improves the total communication latency up to 27% with modest power consumption. © 2013 The Author 2013. Published by Oxford University Press on behalf of The British Computer Society.Item Open Access An approximation algorithm for computing the visibility region of a point on a terrain and visibility testing(IEEE, 2014-01) Alipour, S.; Ghodsi, M.; Güdükbay, Uğur; Golkari, M.Given a terrain and a query point p on or above it, we want to count the number of triangles of terrain that are visible from p. We present an approximation algorithm to solve this problem. We implement the algorithm and then we run it on the real data sets. The experimental results show that our approximation solution is very close to the real solution and compare to the other similar works, the running time of our algorithm is better than their algorithm. The analysis of time complexity of algorithm is also presented. Also, we consider visibility testing problem, where the goal is to test whether p and a given triangle of train are visible or not. We propose an algorithm for this problem and show that the average running time of this algorithm will be the same as running time of the case where we want to test the visibility between two query point p and q.Item Open Access Approximation algorithms for visibility computation and testing over a terrain(Springer, 2017) Alipour S.; Ghodsi M.; Güdükbay, Uğur; Golkari M.Given a 2.5D terrain and a query point p on or above it, we want to find the triangles of terrain that are visible from p. We present an approximation algorithm to solve this problem. We implement the algorithm and test it on real data sets. The experimental results show that our approximate solution is very close to the exact solution and compared to the other similar works, the computational cost of our algorithm is lower. We analyze the computational complexity of the algorithm. We consider the visibility testing problem where the goal is to test whether a given triangle of the terrain is visible or not with respect to p. We present an algorithm for this problem and show that the average running time of this algorithm is the same as the running time of the case where we want to test the visibility between two query points p and q. We also propose a randomized algorithm for providing an estimate of the portion of the visible region of a terrain for a query point.Item Open Access Augmentation of virtual agents in real crowd videos(Springer, 2019) Doğan, Yalım; Demirci, Serkan; Güdükbay, Uğur; Dibeklioğlu, HamdiAugmenting virtual agents in real crowd videos is an important task for different applications from simulations of social environments to modeling abnormalities in crowd behavior. We propose a framework for this task, namely for augmenting virtual agents in real crowd videos. We utilize pedestrian detection and tracking algorithms to automatically locate the pedestrians in video frames and project them into our simulated environment, where the navigable area of the simulated environment is available as a navigation mesh. We represent the real pedestrians in the video as simple three-dimensional (3D) models in our simulation environment. 3D models representing real agents and the augmented virtual agents are simulated using local path planning coupled with a collision avoidance algorithm. The virtual agents augmented into the real video move plausibly without colliding with static and dynamic obstacles, including other virtual agents and the real pedestrians.Item Open Access An augmented crowd simulation system using automatic determination of navigable areas(Elsevier Ltd, 2021-04) Doğan, Yalım; Sonlu, Sinan; Güdükbay, UğurCrowd simulations imitate the group dynamics of individuals in different environments. Applications in entertainment, security, and education require augmenting simulated crowds into videos of real people. In such cases, virtual agents should realistically interact with the environment and the people in the video. One component of this augmentation task is determining the navigable regions in the video. In this work, we utilize semantic segmentation and pedestrian detection to automatically locate and reconstruct the navigable regions of surveillance-like videos. We place the resulting flat mesh into our 3D crowd simulation environment to integrate virtual agents that navigate inside the video avoiding collision with real pedestrians and other virtual agents. We report the performance of our open-source system using real-life surveillance videos, based on the accuracy of the automatically determined navigable regions and camera configuration. We show that our system generates accurate navigable regions for realistic augmented crowd simulations.Item Open Access Automatic detection of salient objects and spatial relations in videos for a video database system(Elsevier BV, 2008-10) Sevilmiş, T.; Baştan M.; Güdükbay, Uğur; Ulusoy, ÖzgürMultimedia databases have gained popularity due to rapidly growing quantities of multimedia data and the need to perform efficient indexing, retrieval and analysis of this data. One downside of multimedia databases is the necessity to process the data for feature extraction and labeling prior to storage and querying. Huge amount of data makes it impossible to complete this task manually. We propose a tool for the automatic detection and tracking of salient objects, and derivation of spatio-temporal relations between them in video. Our system aims to reduce the work for manual selection and labeling of objects significantly by detecting and tracking the salient objects, and hence, requiring to enter the label for each object only once within each shot instead of specifying the labels for each object in every frame they appear. This is also required as a first step in a fully-automatic video database management system in which the labeling should also be done automatically. The proposed framework covers a scalable architecture for video processing and stages of shot boundary detection, salient object detection and tracking, and knowledge-base construction for effective spatio-temporal object querying. © 2008 Elsevier B.V. All rights reserved.Item Open Access Baǧlanırlıkla yönlendirilmiş uyarlamalı dalgacık dönüşümü ile üç boyutlu model sıkıştırılması(IEEE, 2007-06) Köse, Kıvanç; Çetin, A. Enis; Güdükbay, Uğur; Onural, LeventDikdörtgensel olmayan dalgacık dönüşümüne dayalı çok çözünürlüklü üç boyutlu model sıkıştırılması için iki yöntem önerilmektedir. Bunlar Sıradüzensel Ağaç Yapılarının Kümelere Bölütlenmesi (Set Partitioning In Hierarchical Trees - SPIHT) ve JPEG2000 tekniklerine dayanmaktadır. Üç boyutlu modeller düzenli ızgara yapılar üzerinde tanımlı iki boyutlu imgelere dönüştürülmekte, ve bu gösterim bağlanırlıkla yönlendirilmiş uyarlamalı dalgacık dönüşümünden geçirilerek ortaya çıkan dalgacık kümesi verisi SPITH veya JPEG2000 yöntemlerinden biri uygulanarak bit dizgisine dönüştürülmektedir. SPIHT ile elde edilen bit dizgisinin değişik uzunluklardaki bölümlerinden modelin değişik çözünürlüklerde geri çatmak mümkün olduğundan önerilen bu yöntem modellerin aşamalı gösterimine olanak sağlamaktadır. Dalgacık dönüşümü verilerinin SPIHT ile kodlanmasıyla elde edilen sonuç JPEG2000 ve MPEG-3DGC ile yapılan kodlamanın sonucundan daha başarılı olmuştur. Two compression frameworks that are based on a Set Partitioning In Hierarchical Trees (SPIHT) and JPEG2000 methods are proposed. The 3D mesh is first transformed to 2D images on a regular grid structure. Then, this image-like representation is wavelet transformed employing an adaptive predictor that takes advantage of the connectivity information of mesh vertices. Then SPIHT or JPEG2000 is applied on the wavelet domain data. The SPIHT based method is progressive because the resolution of the reconstructed mesh can be changed by varying the length of the one-dimensional data stream created by SPIHT algorithm. The results of the SPIHT based algorith is observed to be superior to JPEG200 based mesh coder and MPEG-3DGC in rate-distortion.Item Open Access Beyond tradition and modernity: digital shadow theater(M I T Press, 2000) Güdükbay, Uğur; Erol, F.; Erdogan, N.Item Open Access BilKristal 2.0: a tool for pattern information extraction from crystal structures(Elsevier BV, 2014-01) Okuyan, E.; Güdükbay, UğurWe present a revised version of the BilKristal tool of Okuyan et al. (2007). We converted the development environment into Microsoft Visual Studio 2005 in order to resolve compatibility issues. We added multi-core CPU support and improvements are made to graphics functions in order to improve performance. Discovered bugs are fixed and exporting functionality to a material visualization tool is added.Item Open Access Bilvideo-7: an MPEG-7-compatible video indexing and retrieval system(Institute of Electrical and Electronics Engineers, 2010-07) Baştan M.; Çam, H.; Güdükbay, Uğur; Ulusoy, ÖzgürBilVideo-7 is an MPEG-7-compatible, distributed, video indexing and retrieval system that supports complex multimodal queries in a unified framework.Item Open Access BilVideo: a video database management system(IEEE, 2003) Dönderler, M. E.; Şaykol, E.; Ulusoy, Özgür; Güdükbay, UğurThe BilVideo video database management system provides integrated support for spatiotemporal and semantic queries for video. BilVideo can support any application with video data searching needs. It's query language provides a simple way to extend the system's query capabilities. Users can add application-dependent rules and facts to the knowledge base.Item Open Access BilVideo: Design and implementation of a video database management system(Springer, 2005) Dönderler, M. E.; Şaykol, E.; Arslan, U.; Ulusoy, Özgür; Güdükbay, UğurWith the advances in information technology, the amount of multimedia data captured, produced, and stored is increasing rapidly. As a consequence, multimedia content is widely used for many applications in today's world, and hence, a need for organizing this data, and accessing it from repositories with vast amount of information has been a driving stimulus both commercially and academically. In compliance with this inevitable trend, first image and especially later video database management systems have attracted a great deal of attention, since traditional database systems are designed to deal with alphanumeric information only, thereby not being suitable for multimedia data. In this paper, a prototype video database management system, which we call BilVideo, is introduced. The system architecture of BilVideo is original in that it provides full support for spatio-temporal queries that contain any combination of spatial, temporal, object-appearance, external-predicate, trajectory-projection, and similarity-based object-trajectory conditions by a rule-based system built on a knowledge-base, while utilizing an object-relational database to respond to semantic (keyword, event/activity, and category-based), color, shape, and texture queries. The parts of BilVideo (Fact-Extractor, Video-Annotator, its Web-based visual query interface, and its SQL-like textual query language) are presented, as well. Moreover, our query processing strategy is also briefly explained. © 2005 Springer Science + Business Media, Inc.Item Open Access Bina tahsis planlarından 3-boyutlu şehir modellerinin üretilmesi ve görüntülenmesi(IEEE, 2006-04) Oǧuz, Oğuzcan; Aran, Medeni Erol; Yilmaz, Türker; Güdükbay, UğurThis paper presents a method for the automatic generation of different building models to be used to populate virtual cities and a system of visualization of generated city models. The proposed method incorporates randomness but the derivation process could be steered by the help of derivation rules and assigned attributes. The derivation method is inspired by the shape grammars. During the derivation process, the floor plans of the actual cities are used to generate 3D city models. Given the city plans, the derivation rules and definitions of some basic nesnects, the system generates 3D building models and the generated city model could be visualized. © 2006 IEEE.Item Open Access Combined filtering and key-frame reduction of motion capture data with application to 3DTV(WSCG, 2006-01-02) Önder, Onur; Erdem, Ç.; Erdem, T.; Güdükbay, Uğur; Özgüç, BülentA new method for combined filtering and key-frame reduction of motion capture data is proposed. Filtering of motion capture data is necessary to eliminate any jitter introduced by a motion capture system. Key-frame reduction, on the other hand, allows animators to easily edit motion data by representing animation curves with a significantly smaller number of key frames. The proposed technique achieves key frame reduction and jitter removal simultaneously by fitting a Hermite curve to motion capture data using dynamic programming. Copyright © UNION Agency - Science Press.Item Open Access Compact tetrahedralization-based acceleration structures for ray tracing(Springer, 2022-10) Aman, Aytek; Demirci, Serkan; Güdükbay, UğurWe propose compact and efficient tetrahedral mesh representations to improve the ray-tracing performance. We reorder tetrahedral mesh data using a space-filling curve to improve cache locality. Most importantly, we propose efficient ray-traversal algorithms. We provide details of the regular ray-tracing operations on tetrahedral meshes and the GPU implementation of our traversal method. We demonstrate our findings through a set of comprehensive experiments. Our method outperforms existing tetrahedral mesh-based traversal methods and yields comparable results to the traversal methods based on the state-of-the-art acceleration structures such as k-dimensional (k-d) tree and Bounding Volume Hierarchy (BVH) in terms of speed. Storage-wise, our method uses less memory than its tetrahedral mesh-based counterparts, thus allowing larger scenes to be rendered on the GPU. Graphic Abstract: [Figure not available: see fulltext.] © 2022, The Visualization Society of Japan.