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Proceedings of the 20th International Conference on 3D Web Technology最新文献

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Castle game engine: game engine using X3D as a scene graph 城堡游戏引擎:使用X3D作为场景图形的游戏引擎
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2778296
Michalis Kamburelis
Castle Game Engine (http://castle-engine.sourceforge.net/) is a modern, open-source game engine closely connected with the X3D standard. It uses X3D as a scene graph, and also as it's main 3D and 2D interchange format. In this poster we would like to highlight some engine architectural advantages.
城堡游戏引擎(http://castle-engine.sourceforge.net/)是一个现代的,开源的游戏引擎与X3D标准紧密相连。它使用X3D作为场景图,也作为主要的3D和2D交换格式。在这张海报中,我们想强调一些引擎架构的优势。
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引用次数: 0
Matlab and simulink creation and animation of X3D in web-based simulation 基于web的仿真中X3D的Matlab和simulink的创建和动画
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2778306
Yuan Pin Cheng, D. Brutzman
Matlab is a powerful tool to compute high-fidelity engineering model and plot the result in figures. Simulink implements Matlab .m source code into block diagrams and flow charts to execute the simulation. This project demonstrates how physics equations implemented in Simulink can animate X3D or VRML models, along with the methods to convert Matlab .fig format into an X3D object so we can apply it into Web-based animations.
Matlab是计算高保真工程模型并将结果绘制成图形的强大工具。Simulink实现了Matlab .m源代码转换成框图和流程图来执行仿真。这个项目演示了如何在Simulink中实现物理方程可以动画X3D或VRML模型,以及将Matlab .fig格式转换为X3D对象的方法,以便我们可以将其应用于基于web的动画。
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引用次数: 2
The X3D geospatial component: X3DOM implementation of GeoOrigin, GeoLocation, GeoViewpoint, and GeoPositionInterpolator nodes X3D地理空间组件:GeoOrigin, GeoLocation, GeoViewpoint和GeoPositionInterpolator节点的X3DOM实现
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775315
A. Plesch, M. McCann
We present new implementations of important X3D nodes which enable a large class of geospatial applications in standard web browsers. We have chosen the freely available X3DOM code base as an implementation framework since it provides a very functional set of X3D nodes along with a broad selection of support functionality. In our implementations of the GeoOrigin, GeoLocation, GeoViewpoint and GeoPositionInterpolator nodes, we fully conform to the ISO specification and use well known example scenes as references for correctness. While GeoOrigin is deprecated in version 3.3 of the specification, we demonstrate that limited precision in the WebGL rendering pipeline still makes its use desirable at least until alternative solutions are formalized and coded. GeoLocation and GeoViewpoint nodes require specific alignments of coordinate systems which we document in detail. In addition, GeoViewpoint has the property to control navigation speed which conceptually conflicts with user speed control. We resolve this conflict by using relative speed and also make this control optional. Somewhat terse language in the GeoPositionInterpolator specification required clarification of its existing usage and inspired an option for coordinate interpolation along great circles which is often the expected interpolation path in global scenes. Finally, all functionality was integrated into current, stable releases of the X3DOM distribution available from www.x3dom.org.
我们提出了重要的X3D节点的新实现,这些节点可以在标准web浏览器中实现大量的地理空间应用程序。我们选择了免费的X3DOM代码库作为实现框架,因为它提供了一组非常实用的X3D节点以及广泛的支持功能。在我们的GeoOrigin, GeoLocation, GeoViewpoint和GeoPositionInterpolator节点的实现中,我们完全符合ISO规范,并使用众所周知的示例场景作为正确性的参考。虽然GeoOrigin在规范的3.3版中已被弃用,但我们证明,在WebGL渲染管道中有限的精度仍然使其值得使用,至少在替代解决方案被形式化和编码之前。GeoLocation和GeoViewpoint节点需要坐标系统的特定对齐方式,我们将详细记录。此外,GeoViewpoint具有控制导航速度的属性,这在概念上与用户速度控制相冲突。我们通过使用相对速度来解决这个冲突,并使这个控制成为可选的。GeoPositionInterpolator规范中有些简洁的语言需要澄清其现有的用法,并激发了沿大圆的坐标插值选项,这通常是全局场景中预期的插值路径。最后,所有功能都集成到当前的X3DOM发行版的稳定版本中,可以从www.x3dom.org获得。
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引用次数: 10
Online interactive 4D character animation 在线互动4D人物动画
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775297
M. Volino, Peng Huang, A. Hilton
This paper presents a framework for creating realistic virtual characters that can be delivered via the Internet and interactively controlled in a WebGL enabled web-browser. Four-dimensional performance capture is used to capture realistic human motion and appearance. The captured data is processed into efficient and compact representations for geometry and texture. Motions are analysed against a high-level, user-defined motion graph and suitable inter- and intra-motion transitions are identified. This processed data is stored on a webserver and downloaded by a client application when required. A Javascript-based character animation engine is used to manage the state of the character which responds to user input and sends required frames to a WebGL-based renderer for display. Through the efficient geometry, texture and motion graph representations, a game character capable of performing a range of motions can be represented in 40--50 MB of data. This highlights the potential use of four-dimensional performance capture for creating web-based content. Datasets are made available for further research and an online demo is provided.
本文提出了一个创建现实的虚拟人物的框架,这些虚拟人物可以通过互联网传递,并在支持WebGL的网络浏览器中进行交互控制。四维动作捕捉用于捕捉逼真的人体动作和外表。捕获的数据被处理成有效和紧凑的几何和纹理表示。根据一个高级的、用户定义的运动图分析运动,并确定合适的运动间和运动内转换。处理后的数据存储在web服务器上,并在需要时由客户端应用程序下载。基于javascript的角色动画引擎用于管理角色的状态,该状态响应用户输入并将所需的帧发送给基于webgl的渲染器进行显示。通过有效的几何、纹理和动作图形表示,一个能够执行一系列动作的游戏角色可以用40- 50mb的数据来表示。这突出了在创建基于web的内容时使用四维性能捕获的潜在用途。数据集可供进一步研究,并提供在线演示。
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引用次数: 5
Dynamic 3D visualizations of complex function surfaces using X3DOM and WebGL 使用X3DOM和WebGL的复杂函数表面的动态3D可视化
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2777140
B. Saunders, Brian Antonishek, Qiming Wang, B. Miller
In 1997 the National Institute of Standards and Technology (NIST) embarked on a huge project to replace one of the most cited resources for mathematical, physical and engineering scientists, the Handbook of Mathematical Functions with Formulas, Graphs, and Mathematical Tables [Abramowitz and Stegun 1964], originally released by the National Bureau of Standards (NBS) in 1964. The 1997 project, designed to update and modernize the handbook, culminated in May 2010 with the launch of a freely available website, the NIST Digital Library of Mathematical Functions [DLMF] (http://dlmf.nist.gov/), and its print companion, the NIST Handbook of Mathematical Functions [Olver et al. 2010]. While the presence of graphics was sparse in the original handbook, the new resource contains more than 600 illustrations of high level mathematical functions, including close to 200 interactive 3D visualizations on the website. We provide the motivation for the visualization work through the context of the project and discuss our current implementation using X3DOM and WebGL.
1997年,美国国家标准与技术研究所(NIST)启动了一项庞大的项目,以取代数学、物理和工程科学家引用最多的资源之一——《公式、图形和数学表的数学函数手册》[Abramowitz和Stegun, 1964],该手册最初由美国国家标准局(NBS)于1964年发布。1997年的项目,旨在更新和现代化手册,在2010年5月达到高潮,推出了一个免费的网站,NIST数学函数数字图书馆[DLMF] (http://dlmf.nist.gov/),以及它的印刷伙伴,NIST数学函数手册[Olver et al. 2010]。虽然原始手册中的图形很少,但新资源包含600多个高级数学函数的插图,其中包括网站上近200个交互式3D可视化。我们通过项目的上下文为可视化工作提供了动力,并讨论了我们目前使用X3DOM和WebGL的实现。
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引用次数: 5
3d.graz.at: efficient online city model 3 d.graz。在:高效的在线城市模式
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2778295
Xiaoming Xu
We show the procedure used in city of Graz, which converts the normal photogrammetric measurements and other data layers into 3d city model automatically. We use ArcGIS© online to organize the model into projects and publish with CityEngineViewer© to present the city model online with extendable functions, all for free! One practical way from 3d model building to online presentation is shown.
我们展示了在格拉茨市使用的程序,它将正常的摄影测量和其他数据层自动转换为3d城市模型。我们使用ArcGIS©在线将模型组织到项目中,并与CityEngineViewer©一起发布,以在线呈现具有可扩展功能的城市模型,所有这些都是免费的!提出了一种从三维建模到在线演示的实用方法。
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引用次数: 0
Textured splat-based point clouds for rendering in handheld devices 用于手持设备渲染的基于纹理飞溅的点云
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2782779
Sergio García, R. Pagés, Daniel Berjón, F. Morán
We propose a novel technique for modeling and rendering a 3D point cloud obtained from a set of photographs of a real 3D scene as a set of textured elliptical splats. We first obtain the base splat model by calculating, for each point of the cloud, an ellipse approximating locally the underlying surface. We then refine the base model by removing redundant splats to minimize overlaps, and merging splats covering flat regions of the point cloud into larger ellipses. We later apply a multi-texturing process to generate a single texture atlas from the set of photographs, by blending information from multiple cameras for every splat. Finally, we render this multi-textured, splat-based 3D model with an efficient implementation of OpenGL ES 2.0 vertex and fragment shaders which guarantees its fluid display on handheld devices.
我们提出了一种新的技术,用于建模和渲染从一组真实3D场景的照片中获得的3D点云,作为一组纹理椭圆碎片。我们首先通过计算云的每个点的局部近似下垫面的椭圆来获得基础碎片模型。然后,我们通过去除冗余的splats来优化基本模型,以最小化重叠,并将覆盖点云平坦区域的splats合并为更大的椭圆。我们随后应用多纹理过程,通过混合来自多个相机的信息,从一组照片中生成单个纹理图集。最后,我们渲染这个多纹理,飞溅为基础的3D模型与OpenGL ES 2.0顶点和片段着色器的有效实现,保证其流畅的显示在手持设备上。
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引用次数: 5
Crowd simulation rendering for web 人群模拟web渲染
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2778302
Daniel P. Savoy, M. Cabral, M. Zuffo
Simulation and rendering of large crowds are very demanding tasks on computational resources and until recently were inconceivable to be performed by a web browser. However, with the increasing capacity of GPUs and the maturation of web front-end development, could a web-based simulation of massive crowds be achieved in real-time in today's web-browsers? In this work we present the implementation of a minimal visualization tool for crowd simulation results, with the ability of rendering thousands of animated agents in real-time using WebGL. We also briefly present some current challenges of accomplishing crowd simulations in a web environment.
大规模人群的模拟和渲染是对计算资源要求很高的任务,直到最近还无法通过web浏览器执行。然而,随着gpu容量的增加和web前端开发的成熟,在今天的web浏览器中,是否可以实现基于web的大规模人群实时模拟?在这项工作中,我们提出了一个用于人群模拟结果的最小可视化工具的实现,该工具能够使用WebGL实时渲染数千个动画代理。我们还简要介绍了在网络环境中完成人群模拟的一些当前挑战。
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引用次数: 4
Towards web-based semantic enrichment of 3D insects 面向基于web的三维昆虫语义丰富
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2778305
Stuart Anderson, Matt Adcock, B. Mantle, J. Salle, Chuong V. Nguyen, David R. Lovell
Natural history collections are an invaluable resource housing a wealth of knowledge with a long tradition of contributing to a wide range of fields such as taxonomy, quarantine, conservation and climate change. It is recognized however [Smith and Blagoderov 2012] that such physical collections are often heavily underutilized as a result of the practical issues of accessibility. The digitization of these collections is a step towards removing these access issues, but other hurdles must be addressed before we truly unlock the potential of this knowledge.
自然历史收藏是一种宝贵的资源,它蕴藏着丰富的知识,具有悠久的传统,对分类学、检疫、保护和气候变化等广泛领域做出了贡献。然而,人们认识到[Smith and Blagoderov 2012],由于可访问性的实际问题,这些实体馆藏往往严重未得到充分利用。这些馆藏的数字化是朝着消除这些获取问题迈出的一步,但在我们真正释放这些知识的潜力之前,还必须解决其他障碍。
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引用次数: 1
Webized 3D experience by HTML5 annotation in 3D web 在3D web中使用HTML5注释实现web化3D体验
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775301
Daeil Seo, Byounghyun Yoo, H. Ko
With the development of 3D Web technologies, 3D objects are now handled as embedded objects without plug-ins on web pages. Although declarative 3D objects are physically integrated into web pages, 3D objects and HTML elements are still separated from the perspective of the 3D layout context, and an annotation method is lacking. Thus it is scarcely possible to add meaningful annotations related to target 3D objects using existing web resources. In addition, people often lose the relationship between the target and related annotation objects in a 3D context due to the separation of the content layouts in different 3D contexts. In this paper, we propose a webizing method for annotating user experiences with 3D objects in a 3D Web environment. The relationship between the 3D target object and the annotation object is declared by means of web annotations and these related objects are rendered with a common 3D layout context and a camera perspective. We present typical cases of 3D scenes with web annotations on the 3D Web using a prototype implementation system to verify the usefulness of our approach.
随着3D Web技术的发展,3D对象已成为嵌入对象,无需在网页上添加插件。尽管声明性3D对象在物理上集成到网页中,但3D对象和HTML元素仍然从3D布局上下文的角度分离,并且缺乏注释方法。因此,几乎不可能使用现有的web资源添加与目标3D对象相关的有意义的注释。另外,由于在不同的3D上下文中内容布局的分离,人们经常会失去目标和相关注释对象之间的关系。在本文中,我们提出了一种在3D Web环境中使用3D对象注释用户体验的Web化方法。3D目标对象和注释对象之间的关系是通过web注释来声明的,这些相关对象是通过一个通用的3D布局上下文和一个相机视角来呈现的。我们使用原型实现系统在3D web上展示了带有web注释的3D场景的典型案例,以验证我们方法的有效性。
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引用次数: 6
期刊
Proceedings of the 20th International Conference on 3D Web Technology
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