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Animating images with drawings 动画图像与图纸
Peter Litwinowicz, Lance Williams
The work described here extends the power of 2D animation with a form of texture mapping conveniently controlled by line drawings. By tracing points, line segments, spline curves, or filled regions on an image, the animator defines features which can be used to animate the image. Animations of the control features deform the image smoothly. This development is in the tradition of “skeleton”-based animation, and “feature”-based image metamorphosis. By employing numerics developed in the computer vision community for rapid visual surface estimation, several important advantages are realized. Skeletons are generalized to include curved “bones,” the interpolating surface is better behaved, the expense of computing the animation is decoupled from the number of features in the drawing, and arbitrary holes or cuts in the interpolated surface can be accommodated. The same general scattered data interpolation technique is applied to the problem of mapping animation from one image and set of features to another, generalizing the prescriptive power of animated sequences and encouraging reuse of animated motion.
这里描述的工作扩展了2D动画的力量,通过线条图方便地控制纹理映射的形式。通过跟踪图像上的点、线段、样条曲线或填充区域,动画器定义可用于动画图像的特征。控制特征的动画使图像平滑变形。这种发展是在传统的“骨架”为基础的动画,和“特征”为基础的图像变形。利用计算机视觉界发展起来的数值方法进行快速的视觉表面估计,实现了几个重要的优点。骨架被推广到包括弯曲的“骨头”,插值表面表现得更好,计算动画的费用与绘图中的特征数量解耦,并且可以容纳插值表面上的任意孔或切口。将相同的散点数据插值技术应用于将动画从一幅图像和一组特征映射到另一幅图像和特征集的问题,推广了动画序列的规定性,并鼓励动画运动的重用。
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引用次数: 179
Polarization and birefringency considerations in rendering 渲染中的偏振和双折射考虑
David C. Tannenbaum, P. Tannenbaum, M. Wozny
In this work we render non-opaque anisotropic media. A mathematical formalism is described in which polarization effects resulting from light/material interactions are represented as transformation matrices. When applying the matrices a skewing is performed to ensure that like reference coordinates are used. The intensity and direction of an extraordinary ray is computed.
在这项工作中,我们渲染非不透明的各向异性介质。描述了一种数学形式,其中光/材料相互作用产生的极化效应被表示为变换矩阵。当应用矩阵时,执行倾斜以确保使用类似的参考坐标。计算异常射线的强度和方向。
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引用次数: 47
Multiresolution painting and compositing 多分辨率绘画和合成
Deborah Berman, Jason T. Bartell, D. Salesin
We describe a representation for multiresolution images—images that have different resolutions in different places—and methods for creating such images using painting and compositing operations. These methods are very easy to implement, and they are efficient in both memory and speed. Only the detail present at a particular resolution is stored, and the most common painting operations, “over” and “erase”, require time proportional only to the number of pixels displayed. We also show how fractional-level zooming can be implemented in order to allow a user to display and edit portions of a multiresolution image at any arbitrary size.
我们描述了多分辨率图像(在不同位置具有不同分辨率的图像)的表示,以及使用绘画和合成操作创建此类图像的方法。这些方法非常容易实现,并且在内存和速度方面都很有效。只有以特定分辨率呈现的细节被存储,最常见的绘画操作,“over”和“erase”,需要的时间仅与显示的像素数量成正比。我们还展示了如何实现分数级缩放,以便允许用户以任意大小显示和编辑多分辨率图像的部分。
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引用次数: 100
Animated conversation: rule-based generation of facial expression, gesture & spoken intonation for multiple conversational agents 动画对话:基于规则的面部表情,手势和多个会话代理的语音语调生成
Justine Cassell, C. Pelachaud, N. Badler, Mark Steedman, Brett Achorn, Tripp Becket, Brett Douville, Scott Prevost, Matthew Stone
We describe an implemented system which automatically generates and animates conversations between multiple human-like agents with appropriate and synchronized speech, intonation, facial expressions, and hand gestures. Conversation is created by a dialogue planner that produces the text as well as the intonation of the utterances. The speaker/listener relationship, the text, and the intonation in turn drive facial expressions, lip motions, eye gaze, head motion, and arm gestures generators. Coordinated arm, wrist, and hand motions are invoked to create semantically meaningful gestures. Throughout we will use examples from an actual synthesized, fully animated conversation.
我们描述了一个实现的系统,该系统自动生成并激活多个类人代理之间的对话,具有适当和同步的语音,语调,面部表情和手势。对话是由对话计划器创建的,对话计划器产生文本以及话语的语调。说话者/听者的关系、文本和语调依次驱动面部表情、嘴唇动作、眼睛注视、头部动作和手臂手势的产生。调用协调的手臂、手腕和手部动作来创建语义上有意义的手势。在整个过程中,我们将使用一个实际合成的,完全动画对话的例子。
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引用次数: 783
Multiresolution curves 多分辨率曲线
Adam Finkelstein, D. Salesin
We describe a multiresolution curve representation, based on wavelets, that conveniently supports a variety of operations: smoothing a curve; editing the overall form of a curve while preserving its details; and approximating a curve within any given error tolerance for scan conversion. We present methods to support continuous levels of smoothing as well as direct manipulation of an arbitrary portion of the curve; the control points, as well as the discrete nature of the underlying hierarchical representation, can be hidden from the user. The multiresolution representation requires no extra storage beyond that of the original control points, and the algorithms using the representation are both simple and fast.
我们描述了一种基于小波的多分辨率曲线表示,它方便地支持各种操作:平滑曲线;编辑曲线的整体形式,同时保留其细节;并在扫描转换的任何给定误差容限内逼近曲线。我们提出的方法,以支持平滑的连续水平以及曲线的任意部分的直接操作;控制点,以及底层层次表示的离散性质,可以对用户隐藏起来。该多分辨率表示不需要除原始控制点外的额外存储空间,使用该表示的算法既简单又快速。
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引用次数: 333
Computer technology and the artistic process: how the computer industry changes the form and function of art 计算机技术与艺术过程:计算机工业如何改变艺术的形式和功能
Jane Flint DeKoven, Timothy Binkley, Glenn Entis, Delle Maxwell, A. R. Smith
create a dialog between artists and engineers, people in the computer graphics industry and those in the field in academia. The panel will discuss the roles that engineers, commercial artists and art academicians play in influencing the development of the process, the content, the product and the context of computer art. One of the main social functions of art is to understand and communicate the human experience. Because the foundation of understanding is creating relationship and correlation between thoughts, computer technology, with its ability to store many “thoughts,” is ideally suited to expanding our base of understanding. And because the nature of communication is connection, computer technology, with its ability to connect the “thoughts” it stores and present a variety of different views and relationships of those thoughts, is a powerful means of elucidating the very process of communication. However, as Richard Saul Wurman stated several years ago, from his position outside the computer technology arena, “There are only three businesses involved in communication today. The first is the transmission business, all companies starting with tele: television, telephone, telex, etc. The second is the storage business. There, the technology is exploding because of the compression of storage: laser, compact disk, ROM, CD ROM, CDI and all kinds of floppy and hard disks. The third business is the understanding business, and nobody is in it... writers... serve the god of style and the god of accuracy. Graphic designers... and all the universities serve... the god of looking good.” If we notice how other high tech communication forms of this century such as film and video have evolved, we can see what Mr. Wurman means. Both media have been influenced greatly by the gods of style and looking good. In addition, because of the high cost of use, mass market saleability has dictated product and the limited accessibility of the media has led to a narrowness of the language and a dearth of form. If we do not want the high tech nature of the computer to force the art which it mediates to devolve toward either the banal or the overly precious, and if we desire the growth of the understanding business, we must become aware and make use of the essential changes that the computer has wrought. This awareness is being forged in a number of ways: peoples work and leisure are merging as computer technology becomes a presence in all aspects of living; engineers and artists are becoming collaborators in ways that breed a healthy respect in each for the process of the other; engineers are noticing how people really work and incorporating the unintended use that people make of their tools back in to the tools themselves; artists are rejecing the classic role of standing outside the culture in order to see it and instead infusing themselves into the very heart of the culture... the computer communications industry... and changing it. We are at the crossroads of develop
在艺术家和工程师、计算机图形行业人士和学术界人士之间建立对话。该小组将讨论工程师、商业艺术家和艺术学者在影响计算机艺术的发展过程、内容、产品和背景方面所扮演的角色。艺术的主要社会功能之一是理解和交流人类的经验。因为理解的基础是在思想之间建立关系和关联,计算机技术具有存储许多“思想”的能力,非常适合扩大我们的理解基础。由于交流的本质是联系,计算机技术能够将其存储的“思想”联系起来,并呈现出各种不同的观点和这些思想的关系,是阐明交流过程的有力手段。然而,正如理查德·索尔·沃曼几年前在计算机技术领域之外所说的那样,“今天,只有三种业务涉及通信。第一个是传输业务,所有的公司都从电视、电话、电传等开始。第二个是存储业务。在那里,由于存储压缩技术的发展,激光、光盘、ROM、CD ROM、CDI以及各种软盘和硬盘,技术得到了爆炸式发展。第三个业务是理解业务,没有人在这一行…作家……为风格之神和准确之神服务。平面设计师…所有的大学都提供……美丽之神。”如果我们注意到本世纪其他高科技传播形式,如电影和录像是如何演变的,我们就能明白Wurman先生的意思。这两种媒体都深受时尚之神和外表之神的影响。此外,由于使用成本高,大众市场的销路决定了产品,而传播媒介的有限可及性导致了语言的狭窄和形式的缺乏。如果我们不希望计算机的高科技性质迫使它所调解的艺术走向平庸或过于珍贵,如果我们希望理解事业的发展,我们必须意识到并利用计算机所带来的根本变化。这种意识正在以多种方式形成:随着计算机技术成为生活方方面面的存在,人们的工作和休闲正在融合;工程师和美工正以一种良性的方式合作,互相尊重对方的工作过程;工程师们注意到人们是如何工作的,并将人们对工具的意外使用融入到工具本身;艺术家们正在拒绝站在文化之外的经典角色,而是将自己融入文化的核心……计算机通信行业……并且改变它。我们正处在这个工具发展的十字路口,我们每个人,作为这个社区的一部分,都可以指导这个发展。也许一点后见之明和一点预测会照亮我们的任务:印刷机发展过程中固有的交流和理解的局限性已经持续了400年。五十年后,电脑会变成另一种玩具,一种消遣吗?它会不会成为我们一直在做的事情的另一种方式?或者我们会发展它,反过来,让它改变我们,让它成为我们迄今为止见过的最强大的工具,一个让艺术家用思想本身进行创作的工具,让我们所有人都意识到我们工作的基本艺术本质的工具?我认为,这些问题的症结在于商业机构和学术界。如果我们在个人身上看到的变化能够开始向上渗透到我们是其中一部分的更大的机构中,并在他们轻视他们或使他们变得过于珍贵之前融入他们的过程中,我们可能会看到一个全新的文化出现。如果学术界能够与工业界分享其对思想、反思和学习的了解,并帮助创造出必要的、而不是无聊的、持久的、而不是丢弃的产品;如果工业界能够与学术界分享其财富和知识的实际应用,并帮助将想法与现实联系起来……也许我们将创造一种学习型公司和在职知识分子的文化,这种文化比我们目前的过度文化更具有内在的平衡。
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引用次数: 2
NC milling error assessment and tool path correction 数控铣削误差评估及刀具轨迹修正
Yunching Huang, J. Oliver
A system of algorithms is presented for material removal simulation, dimensional error assessment and automated correction of five-axis numerically controlled (NC) milling tool paths. The methods are based on a spatial partitioning technique which incorporates incremental proximity calculations between milled and design surfaces. Hence, in addition to real-time animated five-axis milling simulation, milling errors are measured and displayed simultaneously. Using intermediate error assessment results, a reduction of intersection volume algorithm is developed to eliminate gouges on the workpiece via tool path correction. Finally, the view dependency typical of previous spatial partitioning-based NC simulation methods is overcome by a contour display technique which generates parallel planar contours to represent the workpiece, thus enabling dynamic viewing transformations without reconstruction of the entire data structure.
提出了一套用于五轴数控铣刀轨迹材料去除仿真、尺寸误差评估和自动校正的算法系统。该方法基于空间划分技术,该技术结合了铣削表面和设计表面之间的增量接近计算。因此,除了实时动画五轴铣削仿真,铣削误差测量和同时显示。在中间误差评估结果的基础上,提出了一种通过刀具轨迹修正来消除工件上划槽的交会体积减小算法。最后,通过轮廓显示技术克服了以往基于空间划分的数控仿真方法的视图依赖性,该技术生成平行平面轮廓来表示工件,从而实现动态视图转换,而无需重建整个数据结构。
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引用次数: 82
TBAG: a high level framework for interactive, animated 3D graphics applications TBAG:用于交互式动画3D图形应用程序的高级框架
Conal Elliott, G. Schechter, R. Yeung, S. Abi-Ezzi
We present a paradigm and toolkit for rapid prototyping of interactive, animated 3D graphics programs. The paradigm has its roots in declarative programming, emphasizing immutable values, first class functions, and relations, applying these concepts to a broad range of types, including points, vectors, planes, colors, transforms, geometry, and sound. The narrow role of modifiable state in this paradigm allows applications to be run in a collaborative setting (multi-user and multi-computer) without modification.
我们提出了一个范例和工具包,用于交互式动画3D图形程序的快速原型设计。该范式植根于声明性编程,强调不可变值、第一类函数和关系,并将这些概念应用于广泛的类型,包括点、向量、平面、颜色、变换、几何和声音。在此范例中,可修改状态的狭窄角色允许应用程序无需修改即可在协作设置(多用户和多计算机)中运行。
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引用次数: 111
Information visualization: the next frontier 信息可视化:下一个前沿
N. Gershon, Colleen Bushell, J. Mackinlay, William A. Ruh, A. Spoerri, Joel Tesler
knowledge of data visualization methods, software, and hardware in presenting the rather abstract information contained in data bases, digital libraries, and other massive collections of data and information. The panelists and audience will examine and debate how to create effective information visualizations and how to use them effectively in information navigation, retrieval, and access (e.g., in the information highway environment). Bringing this technology to the users, taking their needs into account, may transform business, science, medicine, engineering, and education. The audience and the public have been encouraged to submit samples of slides and video material illustrating effective and valuable visualizations.
数据可视化方法、软件和硬件的知识,用于呈现包含在数据库、数字图书馆和其他大量数据和信息集合中的相当抽象的信息。小组成员和听众将探讨和讨论如何创建有效的信息可视化,以及如何在信息导航、检索和访问(例如,在信息高速公路环境中)中有效地使用它们。把这项技术带给用户,考虑到他们的需求,可能会改变商业、科学、医学、工程和教育。我们鼓励观众和公众提交幻灯片和视频材料样本,说明有效和有价值的可视化。
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引用次数: 11
Priority rendering with a virtual reality address recalculation pipeline 优先渲染与虚拟现实地址重新计算管道
Matthew J. P. Regan, R. Pose
Virtual reality systems are placing never before seen demands on computer graphics hardware, yet few graphics systems are designed specifically for virtural reality. An address recalculation pipeline is a graphics display controller specifically designed for use with head mounted virtual reality systems, it performs orientation viewport mapping after rendering which means the users head orientation does not need to be known accurately until less than a microsecond before the first pixel of an update frame is actually sent to the head mounted display device. As a result the user perceived latency to head rotations is minimal. Using such a controller with image composition it is possible to render different objects within the world at different rate, thus it is possible to concentrate the available rendering power on the sections of the scene that change the most. The concentration of rendering power is known as priority rendering. Reductions of one order of magnitude in the number of objects rendered for an entire scene have been observed when using priority rendering. When non interactive background scenes which are rendered with a high quality rendering algorithm such as ray tracing are added to the world, highly realistic virtual worlds are possible with little or no latency.
虚拟现实系统对计算机图形硬件提出了前所未有的要求,但很少有图形系统是专门为虚拟现实设计的。地址重新计算管道是一个专门为头戴式虚拟现实系统设计的图形显示控制器,它在渲染后执行方向视口映射,这意味着在更新帧的第一个像素实际发送到头戴式显示设备之前不到一微秒,就不需要准确地知道用户的头部方向。因此,用户感知到的头部旋转延迟是最小的。使用这样的图像合成控制器,可以以不同的速率渲染世界中的不同对象,因此可以将可用的渲染能力集中在场景中变化最大的部分。渲染能力的集中被称为优先渲染。当使用优先渲染时,在整个场景中渲染的对象数量减少了一个数量级。当使用高质量的渲染算法(如光线追踪)渲染的非交互式背景场景添加到世界中时,高度逼真的虚拟世界可能会有很少或没有延迟。
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引用次数: 179
期刊
Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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