Abstract:Cone Beam Computed Tomography (CBCT) and Panoramic X-rays are the most commonly used imaging modalities in dental health care. CBCT can produce three-dimensional views of a patient's head, providing clinicians with better diagnostic capability, whereas Panoramic X-ray can capture the entire maxillofacial region in a single image. If the CBCT is already available, it can be beneficial to synthesize a Panoramic X-ray, thereby avoiding an immediate additional scan and extra radiation exposure. Existing methods focus on delineating an approximate dental arch and creating orthogonal projections along this arch. However, no golden standard is available for such dental arch extractions, and this choice can affect the quality of synthesized X-rays. To avoid such issues, we propose a novel method for synthesizing Panoramic X-rays from diverse head CBCTs, employing a simulated projection geometry and dynamic rotation centers. Our method effectively synthesized panoramic views from CBCT, even for patients with missing or nonexistent teeth and in the presence of severe metal implants. Our results demonstrate that this method can generate high-quality panoramic images irrespective of the CBCT scanner geometry.
Abstract:The balance of game content significantly impacts the gaming experience. Unbalanced game content diminishes engagement or increases frustration because of repetitive failure. Although game designers intend to adjust the difficulty of game content, this is a repetitive, labor-intensive, and challenging process, especially for commercial-level games with extensive content. To address this issue, the game research community has explored automated game balancing using artificial intelligence (AI) techniques. However, previous studies have focused on limited game content and did not consider the importance of the generalization ability of playtesting agents when encountering content changes. In this study, we propose RaidEnv, a new game simulator that includes diverse and customizable content for the boss raid scenario in MMORPG games. Additionally, we design two benchmarks for the boss raid scenario that can aid in the practical application of game AI. These benchmarks address two open problems in automatic content balancing, and we introduce two evaluation metrics to provide guidance for AI in automatic content balancing. This novel game research platform expands the frontiers of automatic game balancing problems and offers a framework within a realistic game production pipeline.
Abstract:In this paper, we show that we can apply probabilistic spatiotemporal macroblock filtering (PSMF) and partial decoding processes to effectively detect and track multiple objects in real time in H.264|AVC bitstreams with stationary background. Our contribution is that our method cannot only show fast processing time but also handle multiple moving objects that are articulated, changing in size or internally have monotonous color, even though they contain a chaotic set of non-homogeneous motion vectors inside. In addition, our partial decoding process for H.264|AVC bitstreams enables to improve the accuracy of object trajectories and overcome long occlusion by using extracted color information.