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Wednesday, 23 December 2015

Algorithm helps turn smartphones into 3-D scanners

Algorithm helps turn smartphones into 3-D scanners:


                 While 3-D printers have become relatively cheap and available, 3-D scanners have lagged well behind. But now, an algorithm developed by Brown University researchers my help bring high-quality 3-D scanning capability to off-the-shelf digital cameras and smartphones.




              "One of the things my lab has been focusing on is getting 3-D  from relatively low-cost components," said Gabriel Taubin, a professor in Brown's School of Engineering. "The 3-D scanners on the market today are either very expensive, or are unable to do high-resolution image capture, so they can't be used for applications where details are important."
               Most high-quality 3-D scanners capture using a technique known as structured light. A projector casts a series of light patterns on an object, while a  captures images of the object. The ways in which those patterns deform over and around an object can be used to render a 3-D image. But for the technique to work, the  projector and the camera have to precisely synchronized, which requires specialized and expensive hardware.
               The algorithm Taubin and his students have developed, however, enables the structured light technique to be done without synchronization between projector and camera, which means an off-the-shelf camera can be used with an untethered structured light flash. The camera just needs to have the ability to capture uncompressed images in burst mode (several successive frames per second), which many DSLR cameras and smartphones can do.
              The researchers presented a paper describing the algorithm last month at the SIGGRAPH Asia computer graphics conference.
             The problem in trying to capture 3-D images without synchronization is that the projector could switch from one pattern to the next while the image is in the process of being exposed. As a result, the captured images are mixtures of two or more patterns. A second problem is that most modern digital cameras use a rolling shutter mechanism. Rather than capturing the whole image in one snapshot, cameras scan the field either vertically or horizontally, sending the image to the camera's memory one pixel row at a time. As a result, parts of the image are captured a slightly different times, which also can lead to mixed patterns.
            "That's the main problem we're dealing with," said Daniel Moreno, a graduate student who led the development of the algorithm. "We can't use an image that has a mixture of patterns. So with the algorithm, we can synthesize images—one for every pattern projected—as if we had a system in which the pattern and image capture were synchronized."
After the camera captures a burst of images, algorithm calibrates the timing of the image sequence using the binary information embedded in the projected pattern. Then it goes through the images, pixel by pixel, to assemble a new sequence of images that captures each pattern in its entirety. Once the complete pattern images are assembled, a standard structured light 3D reconstruction algorithm can be used to create a single 3-D image of the object or space.
In their SIGGRAPH paper, the researchers showed that the technique works just as well as synchronized structured light systems. During testing, the researchers used a fairly standard structured light projector, but team envisions working to develop a structured light flash that could eventually be used as an attachment to any camera, now that there's an  that can properly assemble the images.
"We think this could be a significant step in making precise and accurate 3-D scanning cheaper and more accessible," Taubin said.

Monday, 12 October 2015

GATE syllabus for cse 2016


GATE syllabus for cse 2016

Section1: Engineering Mathematics Discrete Mathematics: Propositional and first order logic. Sets, relations, functions, partial orders and lattices. Groups. Graphs: connectivity, matching, coloring. Combinatorics: counting, recurrence relations, generating functions. Linear Algebra: Matrices, determinants, system of linear equations, eigenvalues and eigenvectors, LU decomposition. Calculus: Limits, continuity and differentiability. Maxima and minima. Mean value theorem. Integration. Probability: Random variables. Uniform, normal, exponential, poisson and binomial distributions. Mean, median, mode and standard deviation. Conditional probability and Bayes theorem. Computer Science and Information Technology

Section 2: Digital Logic Boolean algebra. Combinational and sequential circuits. Minimization. Number representations and computer arithmetic (fixed and floating point).

Section 3: Computer Organization and Architecture Machine instructions and addressing modes. ALU, data‐path and control unit. Instruction pipelining. Memory hierarchy: cache, main memory and secondary storage; I/O interface (interrupt and DMA mode).

  Section 4: Programming and Data Structures Programming in C. Recursion. Arrays, stacks, queues, linked lists, trees, binary search trees, binary heaps, graphs.

Section 5: Algorithms Searching, sorting, hashing. Asymptotic worst case time and space complexity. Algorithm design techniques: greedy, dynamic programming and divide‐and‐conquer. Graph search, minimum spanning trees, shortest paths.

Section 6: Theory of Computation
Regular expressions and finite automata. Context-free grammars and push-down automata. Regular and contex-free languages, pumping lemma. Turing machines and undecidability. 

Section 7: Compiler Design Lexical analysis, parsing, syntax-directed translation. Runtime environments. Intermediate code generation.

 Section 8: Operating System Processes, threads, inter‐process communication, concurrency and synchronization. Deadlock. CPU scheduling. Memory management and virtual memory. File systems.

Section 9: Databases ER‐model. Relational model: relational algebra, tuple calculus, SQL. Integrity constraints, normal forms. File organization, indexing (e.g., B and B+ trees). Transactions and concurrency control

Section 10: Computer Networks Concept of layering. LAN technologies (Ethernet). Flow and error control techniques, switching. IPv4/IPv6, routers and routing algorithms (distance vector, link state). TCP/UDP and sockets, congestion control. Application layer protocols (DNS, SMTP, POP, FTP, HTTP). Basics of Wi-Fi. Network security: authentication, basics of public key and private key cryptography, digital signatures and certificates, firewalls.