Volume 36, Issue 2 (Full Volume)

 

THIS IS OUR SPECIAL ISSUE :
COMPUTER GRAPHICS AND SCIENTIFIC VISUALIZATION.

ORIGINAL ARTICLES
Autonomous Tawaf Crowd Simulation
Ahmad Zakwan Azizul Fata, Mohd Shafry Mohd Rahim, Sarudin Kari (p.1)

Fuzzy Soft Shadow in Augmented Reality System
- Hoshang Kolivand, Mohd Shahrizal Sunar, Ismahafezi Ismail & Mahyar Kolivand (p.8)
Primitives Penetration Depth Computation using Dynamic Pivot Point Technique
Hamzah Asyrani Sulaiman & Abdullah Bade (p.19)
Hybrid Federated Data Warehouse Integration Model: Implementation in Mud Crabs Case Study
- Mustafa Man, W. Aezwani W.A. Bakar, Noraida Hj. Ali & Masita Abd. Jalil (p.28)

Part-Body Detection Framework for People Detection using Sliced HOG Descriptors
- Ahmad Sani, Mohd Daud Kasmuni, Mahardhika Candra Prasetyahadi, Mohd Shafry Mohd Rahim & Mohd Shahrizal Sunar (p.39)

 

Originally Submitted in 2015. Published Online in 2016.

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AUTONOMOUS TAWAF CROWD SIMULATION

Ahmad Zakwan Azizul Fata, Mohd Shafry Mohd Rahim, Sarudin Kari

MaGIC-X (Media and Games Innonovation Centre of Excellence
UTM-IRDA Digital Media Centre
Universiti Teknologi Malaysia
Johor, Malaysia
Zakwan.fata@gmail.com, shafryr@utm.my, sarudin@utm.my

ABSTRACT. One of the most famous approaches to simulate a large density crowd is by applying the social force model. This model can be successfully used to simulate agents’ movement in real-world scenarios realistically. Nevertheless, this is very simple and not suitable to simulate a complex pedestrian flow movement. Hence, this research proposes a new novel model for simulating the pilgrims’ movements circling the Kaabah (Tawaf). These rituals are complex yet unique, due to its capacity, density, and various demographics backgrounds of the agents (pilgrims). It also had a certain set of rules and regulations that must be followed by the agents. Due to these rules, the Tawafcan introduce irregularities in the motion flow around the Kaabah. In order to make the simulation realistically, each agent will be assigned with different attributes such as; age, gender and intention outlook. The three parameters mentioned above, are the main problems that need to be solved in this research in order to simulate a better crowd simulation than previous studies. The findings of this research will contribute greatly for Hajj management in term of controlling and optimizing the flow of pilgrims during Tawaf especially in the Hajj season.

KEYWORDS. Autonomous Agents; Crowd Simulation; Hajj.

 

REFERENCES

  • Curtis S., Zafar B., Guy S. J. & Manocha D. 2011. Virtual Tawaf: A Case Study in Simulating the Behavior of Dense, Heterogeneous Crowds. IEEE International Conference on Computer Vision Workshops (ICCV Workshops) 2011.
  • Hughes, R., Ondrej, J. & Dingliana, J. 2014. Holonomic Collision Avoidance for Virtual Crowds. Proceedings of the Eurographics/ACM SIGGRAPH Symposium on Computer Animation 2014, pp. 1–8.
  • Sarmady S., Haron F. & Talib A. Z. 2011. A cellular automata model for circular movements of pedestrians during Tawaf. Simulation Modelling Practice and Theory. Elsevier.
  • Zainuddin Z., Thinakaran K. & Abu-Sulyman I. M. 2010. Simulating the Circumambulation of the Ka’aba using SimWalk. European Journal of Scientific Research, 38(3): 454-464.

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FUZZY SOFT SHADOW IN AUGMENTED REALITY SYSTEMS

Hoshang Kolivand, Mohd Shahrizal Sunar, Ismahafezi Ismail, Mahyar Kolivand

MaGIC-X (Media and Games Innovation Centre of Excellence)
UTM-IRDA Digital Media Centre
Universiti Teknologi Malaysia
81310 Skudai, Johor, Malaysia.

ABSTRACT. Realistic soft shadows in Augmented Reality (AR) is a fascinating topic in computer graphics. Many researchers are involved to have a significant improvement on this demand. In this paper, we have presented a new technique to produce soft shadows using one of the well-known methods in mathematics called Fuzzy Logic. Fuzzy logic is taken into account to generate the realistic soft shadows in AR. The wide light source is split into some parts that each of them plays the rule of a single light source. The desired soft shadow is generated by splitting the wide light source into multiple parts and considering each part as a single light source. The method which we called Fuzzy Soft Shadow is employed in AR to enhance the quality of semi-soft shadows and soft shadows.

KEYWORDS. Soft Shadows, Augmented Reality, Fuzzy logic

 

REFERENCES

  • Aittala, M. 2010. Inverse lighting and photorealistic rendering for augmented reality. The Visual Computer, 26(6-8):669–678.
  • Annen, T., Dong, A., Mertens, T., Bekaert, P., Seidel, H-P. & Kautz, J. 2008. Real-time, allfrequency shadows in dynamic scenes. ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2008), 27(3):1–34.
  • Boulanger, K. 2008. Real-time realistic rendering of nature scenes with dynamic lighting. Ph.D Thesis, University of Central Florida.
  • Crown. F. 1977. Shadow algorithms for computer graphics. Computer Graphics, 11(2):242–247.
  • Debevec, P. 2004. Image-based lighting. IEEE Computer Graphics and Applications, 22:26–34.
  • Haller, M., Drab, S. & Hartmann, W. 2003. A real-time shadow approach for an augmented reality application using shadow volumes. In Proceedings of VRST 2003, pp. 56–65.
  • Hensley, J., Scheuermann, T., Coombe, G., Singh, M. & Lastra, A. 2005. Fast summed-area table generation and its applications. Comput. Graph. Forum, 24(3):547–555.
  • Jacobs, K. & Loscos, C. 2004. Classification of illumination methods for mixed reality. In Eurographics, State-of-the-Art Report.
  • Jacobs, K., Nahmias, J-D., Angus, C., Reche, A., Loscos, C. & Steed, A.2005. Automatic generation of consistent shadows for augmented reality. Proceedings of Graphics Interface 2005, pp. 113–120, 2005.
  • Jensen, B. F., Laursen, J. S., Madsen, J. B. & Pedersen, T. W. 2009. Simplifying real time light source tracking and credible shadow generation for augmented reality. Institute for Media Technology, Aalborg University.
  • Kolivand, H. & Sunar, M. 2013a. A survey of shadow volume algorithms in computer graphics. IETE Technical Review, 30(1):38-46.
  • Kolivand, H. & Sunar, M. 2013b. Covering photometric properties of outdoor components with the effects of sky color in mixed reality. Multimedia Tools and Applications, pp.1–20.
  • Kolivand, H. & Sunar, M. S. 2014. Realistic Real-Time Outdoor Rendering in Augmented Reality. PLoS ONE, 9(9): e108334. doi:10.1371/journal.pone.0108334
  • Madsen, C. B. & Lal, B. B. 2013. Estimating outdoor illumination conditions based on detection of dynamic shadows. Computer Vision, Imaging and Computer Graphics. Theory and Applications, Springer.
  • Madsen, C. B. & Nielsen, M. 2008. Towards probe-less augmented reality. A Position Paper, Computer Vision and Media Technology Lab. Aalborg University, Aalborg, Denmark.
  • Nowrouzezahrai, D., Geiger, S., Mitchell, K., Sumner, R., Jarosz, W. & Gross, M. 2011. Light factorization for mixed-frequency shadows in augmented reality. 10th IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 173–179.
  • Ro ̈nnberg, S. 2004. Real-time rendering of natural illumination. Citeseer.
  • Williams, L. 1978. Casting curved shadows on curved surfaces. SIGGRAPH ’78, 12(3): 270- 274 1978.
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  • Yan, F. 2008. Estimation of light source environment for illumination consistency of augmented reality. In First International Congress on Image and Signal Processing, 3:771–775.
  • Zadeh, L. A. 1965. Fuzzy sets. Information and control, 8(3):338–353.

 

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PRIMITIVES PENETRATION DEPTH COMPUTATION USING DYNAMIC PIVOT POINT TECHNIQUE

Hamzah Asyrani Sulaiman1*, Abdullah Bade2

1Universiti Teknikal Malaysia Melaka,
Durian Tunggal, Melaka, Malaysia
2Faculty of Science and Natural Resources,
Universiti Malaysia Sabah,
Jalan UMS, 88400 Kota Kinabalu, Sabah, Malaysia.
*Email: h.a.sulaiman@ieee.org

ABSTRACT. Computing penetration depth between two or more polygons commonly described by most researchers as one of the high computational cost process. Major implementation required numbers of pre-processing function just to find the minimum penetrating depth between those penetrated objects or polygons. In this paper, we proposed a technique that manipulates the advantages of Dynamic Pivot Point into computing penetration depth between two or more objects. Comparing our proposed technique (DyOP-PD) with the well-known Lin-Canny technique, the conducted experiments proved that our proposed technique has achieved better efficiency. Overall time for DyOP-PD technique to compute penetration depth was significantly faster than the Lin-Canny PD technique (refer Figure 6.9). Our technique was faster than the prominent technique where the computational time significantly reduced, solved a larger fraction of problems, and produced better paths of penetration depth. The lowest results recorded from our simulation was in average at 10.22 milliseconds for DyOP PD and 21.33 milliseconds for Lin-Canny PD technique. The findings proved that DyOP-PD technique is robust to handle efficient, nearly accurate, and fast penetration depth detection compared to Lin-Canny-PD technique.

KEYWORDS. Collision detection, penetration depth, virtual environment

 

REFERENCES

  • Bergen, G. V D. 2001. Proximity Queries and Penetration Depth Computation on 3D Game Objects, in Game Developers Conference.
  • Kim,Y. J., Otaduy, M. A., M. C. Lin & D. Manocha. 2003. Fast Penetration Depth Estimation Using Rasterization Hardware And Hierarchical Refinement. Presented at the Proceedings of The Nineteenth Annual Symposium On Computational Geometry, San Diego, California, USA.
  • Redon, S., Kheddar, A. & Coquillart. S., 2002. Fast Continuous Collision Detection between Rigid Bodies. Computer Graphics Forum, 21: 279-287.
  • Shengzheng, W. & Jie, Y. 2009. Efficient Collision Detection for Soft Tissue Simulation In A Surgical Planning System. Computer-Aided Design and Computer Graphics, 2009. CAD/Graphics ’09. 11th IEEE International Conference on, 49-53.
  • Stephane, R. & Lin, M. C. 2006. A Fast Method for Local Penetration Depth Computation. Journal of Graphics Tools.
  • Sulaiman, H. A., Othman, M. A., Ismail, M. M, Misran, M. H., Said, M. A., B. M., Ramlee, R. A. 2013. Quad Separation Algorithm for Bounding-Volume Hierarchies Construction In Virtual
  • Environment Application. Journal of Next Generation Information Technology, 4: 63-73
  • Zhang, L., Kim Y. J., Varadhan, G. & Manocha, D. 2007. Generalized Penetration Depth Computation. Computer-Aided Design, 39(8): 625-638.
  • Zhang, X., Kim, Y. J. & Manocha, D. 2014. Continuous Penetration Depth. Computer-Aided Design, 46: 3-13

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HYBRID FEDERATED DATA WAREHOUSE INTEGRATION MODEL: IMPLEMENTATION IN MUD CRABS CASE STUDY

Mustafa Man, W. Aezwani W.A. Bakar, Noraida Hj. Ali and Masita Abd. Jalil

Department of Computer Science
School of Informatics and Applied Mathematics
Universiti Malaysia Terengganu
21030 Kuala Terengganu, Terengganu.
mustafaman@umt.edu.my, beny2194@yahoo.com, aida@umt.edu.my, masita@umt.edu.my

ABSTRACT. Data integration is considered as one of the hot issues to be solved especially in integrating unstructured data with multiple types and formats. This paper introduces a new model for integrating multiple types of heterogeneous data applying to mud crabs case study in Setiu Wetland (SW). The Hybrid Federated Data Warehouse (HyFeDWare) model combines two approaches which are Data Warehouse and Federated Database. Simulation result shows that the processing time for integration of unstructured biodiversity data of mud crabs are lesser than 2 seconds for 12 rows of 7 MB data. This model generally could be used to integrate any types and format of data in distributed environment.

KEYWORDS. Data Integration, Data Warehouse, Federated database, Distributed Environment.

 

REFERENCES

  • Aezwani, W.A.B. et al., 2010,”SIDIF: Location based technique as a determinant of effectiveness and efficiency in artificial reefs development project.”Information Technology (ITSim), 2010 International Symposium in. Vol. 2. IEEE,.
  • Bowen, J. (2012). Getting Started with Talend Open Studio for Data Integration. Packt Publishing Ltd.
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  • Hossain, M., Harari, N., Semere, D., Mårtensson, P., Ng, A. & Andersson, M. (2012). Integrated modeling and application of standardized data schema. In5th Swedish Production Symposium,(SPS12), 6-8 November, 2012, Linköping, Sweden. The Swedish Production Academy.
  • Ikhwanuddin, M. et al., 2012, “Improved hatchery‐rearing techniques for juvenile production of blue swimming crab, Portunus pelagicus (Linnaeus, 1758).”Aquaculture Research 43.9 : 1251 -1259.
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PART-BODY DETECTION FRAMEWORK FOR PEOPLE DETECTION USING SLICED HOG DESCRIPTORS

Ahmad Sani, Mohd Daud Kasmuni, Mahardhika Candra Prasetyahadi, Mohd Shafry Mohd Rahim and Mohd Shahrizal Sunar

UTM-IRDA Digital Media Centre
Faculty of Computing
Universiti Teknologi Malaysia,
81310 Skudai, Johor-Malaysia

ABSTRACT. We investigate the possibility for using portions of Histograms of Oriented Gradients (HOG) descriptors in a part- based people detection framework. Instead of extracting descriptors from isolated or pre-cropped human parts, we slice the extracted HOG descriptor from whole windows into four, one slice per one human part. Support Vector Machines (SVMs) are used for classifying the slices and the outcome detections are handled by a finite-state machine where three detected parts means that one assumed person is in the window being scanned. Experiments were conducted for our detection framework and another conventional one that uses whole HOG descriptors using images from the INRIA Person Dataset, in which our framework achieved better; detecting 46/50 of occluded people comparing to 36/50 for the conventional framework. Moreover, we achieved less false positive detections of 80 windows comparing to 289 for the conventional framework.

KEYWORDS. People detection; object detection; histograms of oriented gradients; partbased detection framework

 

REFERENCES

  • Azizpour, H and Laptev, I, 2012 “Object Detection Using Strongly- Supervised Deformable Part Models,” in Computer Vision. vol. 7572, A. Fitzgibbon, S. Lazebnik, P. Perona, Y. Sato, and C.
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