際際滷shows by User: EonStrife / http://www.slideshare.net/images/logo.gif 際際滷shows by User: EonStrife / Thu, 21 Feb 2019 06:22:44 GMT 際際滷Share feed for 際際滷shows by User: EonStrife Efficient Scheduling for Dynamic Streaming of 3D Scene for Mobile Devices /slideshow/efficient-scheduling-for-dynamic-streaming-of-3d-scene-for-mobile-devices/132668803 iwait2018presentationntutheme-novideo-190221062244
We present an efficient resource scheduling scheme for out-of-core dynamic streaming of a 3D scene. The entire scene is stored in the cloud and relevant scene data are streamed to a client mobile device in real time based on a user-selected path in the 3D scene. We analyze the path data in order to yield efficient streaming of 3D urban objects. We compare streaming scheduling based on the user-selected path and on only the user's current location (i.e. without path lookahead) in terms of {\color{black}number of loaded objects}, rendering performance, and storage. The client application is implemented in Unity game engine and we perform experiment on an Android mobile device. Was presented in IWAIT-IFMIA 2019.]]>

We present an efficient resource scheduling scheme for out-of-core dynamic streaming of a 3D scene. The entire scene is stored in the cloud and relevant scene data are streamed to a client mobile device in real time based on a user-selected path in the 3D scene. We analyze the path data in order to yield efficient streaming of 3D urban objects. We compare streaming scheduling based on the user-selected path and on only the user's current location (i.e. without path lookahead) in terms of {\color{black}number of loaded objects}, rendering performance, and storage. The client application is implemented in Unity game engine and we perform experiment on an Android mobile device. Was presented in IWAIT-IFMIA 2019.]]>
Thu, 21 Feb 2019 06:22:44 GMT /slideshow/efficient-scheduling-for-dynamic-streaming-of-3d-scene-for-mobile-devices/132668803 EonStrife@slideshare.net(EonStrife) Efficient Scheduling for Dynamic Streaming of 3D Scene for Mobile Devices EonStrife We present an efficient resource scheduling scheme for out-of-core dynamic streaming of a 3D scene. The entire scene is stored in the cloud and relevant scene data are streamed to a client mobile device in real time based on a user-selected path in the 3D scene. We analyze the path data in order to yield efficient streaming of 3D urban objects. We compare streaming scheduling based on the user-selected path and on only the user's current location (i.e. without path lookahead) in terms of {\color{black}number of loaded objects}, rendering performance, and storage. The client application is implemented in Unity game engine and we perform experiment on an Android mobile device. Was presented in IWAIT-IFMIA 2019. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/iwait2018presentationntutheme-novideo-190221062244-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We present an efficient resource scheduling scheme for out-of-core dynamic streaming of a 3D scene. The entire scene is stored in the cloud and relevant scene data are streamed to a client mobile device in real time based on a user-selected path in the 3D scene. We analyze the path data in order to yield efficient streaming of 3D urban objects. We compare streaming scheduling based on the user-selected path and on only the user&#39;s current location (i.e. without path lookahead) in terms of {\color{black}number of loaded objects}, rendering performance, and storage. The client application is implemented in Unity game engine and we perform experiment on an Android mobile device. Was presented in IWAIT-IFMIA 2019.
Efficient Scheduling for Dynamic Streaming of 3D Scene for Mobile Devices from Budianto Tandianus
]]>
70 2 https://cdn.slidesharecdn.com/ss_thumbnails/iwait2018presentationntutheme-novideo-190221062244-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Cloud-Based Dynamic Streaming and Loading of 3D Scene /slideshow/cloudbased-dynamic-streaming-and-loading-of-3d-scene/132662363 cyberworlds2018presentationntuthemenovideo-190221053532
In this paper, we present an approach for out-of-core dynamic streaming of a virtual scene. We use the traditional client/server architecture, where the main responsibility of the client application is visualization and interaction, and the main responsibility of the server is accepting and serving requests from the client application. The client will query geometry in the camera proximity to the server and the server will stream geometry (in CityGML format) to the client application. We implement the client application using Unity game engine. Performance comparison between traditional loading and our dynamic streaming are provided. We also show the scalability advantage of our work. Was Presented in Cyberworlds 2018, Singapore.]]>

In this paper, we present an approach for out-of-core dynamic streaming of a virtual scene. We use the traditional client/server architecture, where the main responsibility of the client application is visualization and interaction, and the main responsibility of the server is accepting and serving requests from the client application. The client will query geometry in the camera proximity to the server and the server will stream geometry (in CityGML format) to the client application. We implement the client application using Unity game engine. Performance comparison between traditional loading and our dynamic streaming are provided. We also show the scalability advantage of our work. Was Presented in Cyberworlds 2018, Singapore.]]>
Thu, 21 Feb 2019 05:35:32 GMT /slideshow/cloudbased-dynamic-streaming-and-loading-of-3d-scene/132662363 EonStrife@slideshare.net(EonStrife) Cloud-Based Dynamic Streaming and Loading of 3D Scene EonStrife In this paper, we present an approach for out-of-core dynamic streaming of a virtual scene. We use the traditional client/server architecture, where the main responsibility of the client application is visualization and interaction, and the main responsibility of the server is accepting and serving requests from the client application. The client will query geometry in the camera proximity to the server and the server will stream geometry (in CityGML format) to the client application. We implement the client application using Unity game engine. Performance comparison between traditional loading and our dynamic streaming are provided. We also show the scalability advantage of our work. Was Presented in Cyberworlds 2018, Singapore. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cyberworlds2018presentationntuthemenovideo-190221053532-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this paper, we present an approach for out-of-core dynamic streaming of a virtual scene. We use the traditional client/server architecture, where the main responsibility of the client application is visualization and interaction, and the main responsibility of the server is accepting and serving requests from the client application. The client will query geometry in the camera proximity to the server and the server will stream geometry (in CityGML format) to the client application. We implement the client application using Unity game engine. Performance comparison between traditional loading and our dynamic streaming are provided. We also show the scalability advantage of our work. Was Presented in Cyberworlds 2018, Singapore.
Cloud-Based Dynamic Streaming and Loading of 3D Scene from Budianto Tandianus
]]>
72 1 https://cdn.slidesharecdn.com/ss_thumbnails/cyberworlds2018presentationntuthemenovideo-190221053532-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
GPU-based Accelerated Spectral Caustic Rendering of Homogeneous Caustic Objects /slideshow/gpubased-accelerated-spectral-caustic-rendering-of-homogeneous-caustic-objects/47226698 s5210budiantotandianus-150421014207-conversion-gate02
Was presented in GPU Technology Conference 2015. Definitive version can be found at : http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=S5210&searchItems=session_id&submit= Based on our work : Spectral caustic rendering of a homogeneous caustic object based on wavelength clustering and eye sensitivity (http://link.springer.com/article/10.1007/s00371-014-1037-z)]]>

Was presented in GPU Technology Conference 2015. Definitive version can be found at : http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=S5210&searchItems=session_id&submit= Based on our work : Spectral caustic rendering of a homogeneous caustic object based on wavelength clustering and eye sensitivity (http://link.springer.com/article/10.1007/s00371-014-1037-z)]]>
Tue, 21 Apr 2015 01:42:07 GMT /slideshow/gpubased-accelerated-spectral-caustic-rendering-of-homogeneous-caustic-objects/47226698 EonStrife@slideshare.net(EonStrife) GPU-based Accelerated Spectral Caustic Rendering of Homogeneous Caustic Objects EonStrife Was presented in GPU Technology Conference 2015. Definitive version can be found at : http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=S5210&searchItems=session_id&submit= Based on our work : Spectral caustic rendering of a homogeneous caustic object based on wavelength clustering and eye sensitivity (http://link.springer.com/article/10.1007/s00371-014-1037-z) <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/s5210budiantotandianus-150421014207-conversion-gate02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Was presented in GPU Technology Conference 2015. Definitive version can be found at : http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=S5210&amp;searchItems=session_id&amp;submit= Based on our work : Spectral caustic rendering of a homogeneous caustic object based on wavelength clustering and eye sensitivity (http://link.springer.com/article/10.1007/s00371-014-1037-z)
GPU-based Accelerated Spectral Caustic Rendering of Homogeneous Caustic Objects from Budianto Tandianus
]]>
397 2 https://cdn.slidesharecdn.com/ss_thumbnails/s5210budiantotandianus-150421014207-conversion-gate02-thumbnail.jpg?width=120&height=120&fit=bounds presentation 000000 http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
GPU Renderfarm with Integrated Asset Management & Production System (AMPS) /slideshow/gtc2014/43417695 gtc2014-150112023704-conversion-gate01
Was presented in GPU Technology Conference 2014 by Dr. Chen Quan. The presentation recording and the definitive version of the slide can be downloaded from : http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=S4356&searchItems=session_id&submit=]]>

Was presented in GPU Technology Conference 2014 by Dr. Chen Quan. The presentation recording and the definitive version of the slide can be downloaded from : http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=S4356&searchItems=session_id&submit=]]>
Mon, 12 Jan 2015 02:37:04 GMT /slideshow/gtc2014/43417695 EonStrife@slideshare.net(EonStrife) GPU Renderfarm with Integrated Asset Management & Production System (AMPS) EonStrife Was presented in GPU Technology Conference 2014 by Dr. Chen Quan. The presentation recording and the definitive version of the slide can be downloaded from : http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=S4356&searchItems=session_id&submit= <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gtc2014-150112023704-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Was presented in GPU Technology Conference 2014 by Dr. Chen Quan. The presentation recording and the definitive version of the slide can be downloaded from : http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=S4356&amp;searchItems=session_id&amp;submit=
GPU Renderfarm with Integrated Asset Management & Production System (AMPS) from Budianto Tandianus
]]>
1653 8 https://cdn.slidesharecdn.com/ss_thumbnails/gtc2014-150112023704-conversion-gate01-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Visual Digital Media Technology /slideshow/presentation-27329196/27329196 presentation-131018060620-phpapp02
]]>

]]>
Fri, 18 Oct 2013 06:06:20 GMT /slideshow/presentation-27329196/27329196 EonStrife@slideshare.net(EonStrife) Visual Digital Media Technology EonStrife <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentation-131018060620-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Visual Digital Media Technology from Budianto Tandianus
]]>
615 2 https://cdn.slidesharecdn.com/ss_thumbnails/presentation-131018060620-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation 000000 http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Caustic Object Construction Based on Multiple Caustic Patterns /slideshow/caustic-object-construction-based-on-multiple-caustic-patterns/13881432 presentation-120805213722-phpapp02
Was presented in WSCG 2012 ( http://www.wscg.cz/ ) in Plzen, Prague. Is published in Journal of WSCG, Vol.20, No.1, pp.37-46, ISSN 1213-6972, Union Agency, 2012.]]>

Was presented in WSCG 2012 ( http://www.wscg.cz/ ) in Plzen, Prague. Is published in Journal of WSCG, Vol.20, No.1, pp.37-46, ISSN 1213-6972, Union Agency, 2012.]]>
Sun, 05 Aug 2012 21:37:21 GMT /slideshow/caustic-object-construction-based-on-multiple-caustic-patterns/13881432 EonStrife@slideshare.net(EonStrife) Caustic Object Construction Based on Multiple Caustic Patterns EonStrife Was presented in WSCG 2012 ( http://www.wscg.cz/ ) in Plzen, Prague. Is published in Journal of WSCG, Vol.20, No.1, pp.37-46, ISSN 1213-6972, Union Agency, 2012. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentation-120805213722-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Was presented in WSCG 2012 ( http://www.wscg.cz/ ) in Plzen, Prague. Is published in Journal of WSCG, Vol.20, No.1, pp.37-46, ISSN 1213-6972, Union Agency, 2012.
Caustic Object Construction Based on Multiple Caustic Patterns from Budianto Tandianus
]]>
575 3 https://cdn.slidesharecdn.com/ss_thumbnails/presentation-120805213722-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation 000000 http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
https://cdn.slidesharecdn.com/profile-photo-EonStrife-48x48.jpg?cb=1682097868 Graduated from a college in Medan (Indonesia), STMIK Mikroskil in 2005, a gaming aficionado and has great interest in Computer Graphics specifically OpenGL. Past experiences including administrating Bitsmikro, teaching at STMIK Mikroskil(Computer Graphics, Algorithm & Programming II, Object-Oriented Programming) and at PMCI(Computer Graphics). In 2007, enrolled at Nanyang Technological University as a graduate student in M.Sc. (Digital Media Technology). and graduated in the following year. Currently he is a Ph.D. student and Research Assistant also at Nanyang Technological University. www3.ntu.edu.sg/home2008/BUDI0010/ https://cdn.slidesharecdn.com/ss_thumbnails/iwait2018presentationntutheme-novideo-190221062244-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/efficient-scheduling-for-dynamic-streaming-of-3d-scene-for-mobile-devices/132668803 Efficient Scheduling f... https://cdn.slidesharecdn.com/ss_thumbnails/cyberworlds2018presentationntuthemenovideo-190221053532-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/cloudbased-dynamic-streaming-and-loading-of-3d-scene/132662363 Cloud-Based Dynamic St... https://cdn.slidesharecdn.com/ss_thumbnails/s5210budiantotandianus-150421014207-conversion-gate02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/gpubased-accelerated-spectral-caustic-rendering-of-homogeneous-caustic-objects/47226698 GPU-based Accelerated ...