Recently, the extension of card games by interactive systems has been rapidly popular in gaming industry. Camera-based Tracking can play an important role to build such interactive card games at a low cost, without any special hardware. Split markers can be useful for such card games since the space between the markers can be used for pictures that are visually meaningful for players as in [2].
{"title":"A split-marker tracking method based on topological region adjacency & geometrical information for interactive card games","authors":"H. Nishino","doi":"10.1145/1666778.1666797","DOIUrl":"https://doi.org/10.1145/1666778.1666797","url":null,"abstract":"Recently, the extension of card games by interactive systems has been rapidly popular in gaming industry. Camera-based Tracking can play an important role to build such interactive card games at a low cost, without any special hardware. Split markers can be useful for such card games since the space between the markers can be used for pictures that are visually meaningful for players as in [2].","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124261206","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Chi-Wei Lee, Cheng-Tse Wu, Shu-Ting Wu, Kuo-Pei Kao
Taiwanese hand-puppetry is a precious and entertaining cultural heritage which is still well received nowadays by the young, adult, students, teachers, fans and scholars. Throughout its history, hand-puppetry has been a popular entertainment at Taiwanese temple festivals, performed as an offering to gods. From the hand-puppetry, many people learn moral lessons, local language and local custom in their childhood. To compete with popular culture genres imported from United States and Japan, modern Taiwanese puppeteers created new and hybrid forms adapted from fantasy martial arts. The cultural impression of hand-puppetry is so intensive that the government chose it as the representative symbol of Taiwan. There is even a dedicated television channel broadcasting hand-puppetry shows only (Figure 1).
{"title":"Interactive Taiwanese hand-puppetry as an edutainment tool for traditional heritage","authors":"Chi-Wei Lee, Cheng-Tse Wu, Shu-Ting Wu, Kuo-Pei Kao","doi":"10.1145/1666778.1666796","DOIUrl":"https://doi.org/10.1145/1666778.1666796","url":null,"abstract":"Taiwanese hand-puppetry is a precious and entertaining cultural heritage which is still well received nowadays by the young, adult, students, teachers, fans and scholars. Throughout its history, hand-puppetry has been a popular entertainment at Taiwanese temple festivals, performed as an offering to gods. From the hand-puppetry, many people learn moral lessons, local language and local custom in their childhood. To compete with popular culture genres imported from United States and Japan, modern Taiwanese puppeteers created new and hybrid forms adapted from fantasy martial arts. The cultural impression of hand-puppetry is so intensive that the government chose it as the representative symbol of Taiwan. There is even a dedicated television channel broadcasting hand-puppetry shows only (Figure 1).","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"99 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127163588","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This prototype system employs a laser range finder to determine the distance to a given object. Users can feel the shape of the object in real time even though it exists inside a glass case.
{"title":"Touch the untouchable","authors":"H. Yano, Y. Miyamoto, Hiroo Iwata","doi":"10.1145/1665137.1665206","DOIUrl":"https://doi.org/10.1145/1665137.1665206","url":null,"abstract":"This prototype system employs a laser range finder to determine the distance to a given object. Users can feel the shape of the object in real time even though it exists inside a glass case.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122959161","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Australian-born artist Nathan Jurevicius, who has achieved global success and cult status in the world of illustration, animation, and toy design, created Scarygirl, the story of a little girl who is abandoned at birth, raised by a friendly giant octopus (Blister), and guided by a mystic rabbit (Bunniguru) on her quest to discover her origins.
{"title":"Scarygirl game trailer","authors":"Nathan Jurevicius","doi":"10.1145/1665208.1665267","DOIUrl":"https://doi.org/10.1145/1665208.1665267","url":null,"abstract":"Australian-born artist Nathan Jurevicius, who has achieved global success and cult status in the world of illustration, animation, and toy design, created Scarygirl, the story of a little girl who is abandoned at birth, raised by a friendly giant octopus (Blister), and guided by a mystic rabbit (Bunniguru) on her quest to discover her origins.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122038792","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
T. Yotsukura, Miki Kinoshita, Satoru Yamagishi, Kazuyuki Ishihara, Yoshinori Moriizumi
This paper describes the asset management system (AMS) that enables sharing, manipulation and version management of various digital data in production workflow at OLM Digital. In the past, our digital asset has been managed by each film work manager. Each manager uses his own file and directory naming convention. Unfortunately, these rules were sometimes ambiguous and we had various problems like file loss, duplications and version conflicts. It was also difficult to find and use data from previous projects.
{"title":"Asset management system for digital production workflow","authors":"T. Yotsukura, Miki Kinoshita, Satoru Yamagishi, Kazuyuki Ishihara, Yoshinori Moriizumi","doi":"10.1145/1666778.1666792","DOIUrl":"https://doi.org/10.1145/1666778.1666792","url":null,"abstract":"This paper describes the asset management system (AMS) that enables sharing, manipulation and version management of various digital data in production workflow at OLM Digital. In the past, our digital asset has been managed by each film work manager. Each manager uses his own file and directory naming convention. Unfortunately, these rules were sometimes ambiguous and we had various problems like file loss, duplications and version conflicts. It was also difficult to find and use data from previous projects.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129880821","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We present a novel method to simulate tie-dyeing patterns considering 3D folded cloth geometry with user interaction. Morimoto et al. propose a dye transfer model that accounts for dyeing theories by considering parameters of weave structure, dyestuffs and cloth [Morimoto et al. 2007]. However this model does not consider a behavior of dye and distribution of protection against dyeing in 3D cloth geometry. We improve this model to consider 3D folded cloth geometry. In the process of tie-dyeing, cloth is folded and tied, and then dipped into dye bath. In a dyebath, the dyestuffs penetrate from the outside surface parts of folded cloth that are exposed to the dyebath directly. The other fluttery parts of the cloth possibly become the surface parts in the dyebath. Our method calculates such fluttery parts and the ratio to supply dyestuffs of the parts. Also, our dye diffusion model considers edges by folding cloth. This technique enables to obtain various tie-dyeing patterns from simple user inputs while it is difficult to predict the final figure of real tie-dyeing.
我们提出了一种新的方法来模拟扎染图案考虑三维折叠布几何与用户交互。Morimoto等人提出了一种染料转移模型,该模型通过考虑织物结构、染料和布料的参数来解释染色理论[Morimoto et al. 2007]。然而,该模型没有考虑染料的行为和在三维布料几何中的防染色保护分布。我们改进了这个模型,考虑了三维折叠布料的几何形状。在扎染的过程中,布料被折叠和捆绑,然后浸入染料浴。在染料浴中,染料从直接暴露在染料浴中的折叠布的外表面部分渗透。布料的其他飘动部分可能成为染色槽中的表面部分。我们的方法计算了这些抖动部件和部件的染料供给比。同时,我们的染料扩散模型通过折叠布料来考虑边缘。这种技术可以从简单的用户输入中获得各种扎染图案,而实际扎染的最终图形难以预测。
{"title":"Computer-generated tie-dyeing pattern","authors":"Yuki Morimoto, K. Ono","doi":"10.1145/1666778.1666814","DOIUrl":"https://doi.org/10.1145/1666778.1666814","url":null,"abstract":"We present a novel method to simulate tie-dyeing patterns considering 3D folded cloth geometry with user interaction. Morimoto et al. propose a dye transfer model that accounts for dyeing theories by considering parameters of weave structure, dyestuffs and cloth [Morimoto et al. 2007]. However this model does not consider a behavior of dye and distribution of protection against dyeing in 3D cloth geometry. We improve this model to consider 3D folded cloth geometry. In the process of tie-dyeing, cloth is folded and tied, and then dipped into dye bath. In a dyebath, the dyestuffs penetrate from the outside surface parts of folded cloth that are exposed to the dyebath directly. The other fluttery parts of the cloth possibly become the surface parts in the dyebath. Our method calculates such fluttery parts and the ratio to supply dyestuffs of the parts. Also, our dye diffusion model considers edges by folding cloth. This technique enables to obtain various tie-dyeing patterns from simple user inputs while it is difficult to predict the final figure of real tie-dyeing.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"420 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126706644","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Modeling of plausible hair is essential for creating believable virtual characters. However, due to the inherent complexity of the hair geometry only very costly approaches, that either rely on manual modeling or require very specialized acquisition hardware, have been previously presented in literature [Paris et al. 2008].
模拟可信的头发对于创建可信的虚拟角色至关重要。然而,由于毛发几何结构固有的复杂性,只有非常昂贵的方法,要么依赖于手动建模,要么需要非常专业的采集硬件,以前的文献中已经提出过[Paris et al. 2008]。
{"title":"Towards image-based beard modeling","authors":"Tomás Lay, A. Zinke, A. Weber, T. Vetter","doi":"10.1145/1666778.1666835","DOIUrl":"https://doi.org/10.1145/1666778.1666835","url":null,"abstract":"Modeling of plausible hair is essential for creating believable virtual characters. However, due to the inherent complexity of the hair geometry only very costly approaches, that either rely on manual modeling or require very specialized acquisition hardware, have been previously presented in literature [Paris et al. 2008].","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123871135","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In my practice, I often take on the role of a "web spider": checking pages for links and weaving networks with them (Website Wigs), scanning through HTML or XML and cross-referencing movements to it (html_butoh and the html-movement-library), composing sound-tracks based on HTML (Singing Website Wallpaper and Website Impersonations: The Ten Most Visited), and using code as choreography for performances (Website Impersonations: The Ten Most Visited).
{"title":"Website impersonations: the next generation","authors":"Ursula Endlicher","doi":"10.1145/1665137.1665147","DOIUrl":"https://doi.org/10.1145/1665137.1665147","url":null,"abstract":"In my practice, I often take on the role of a \"web spider\": checking pages for links and weaving networks with them (Website Wigs), scanning through HTML or XML and cross-referencing movements to it (html_butoh and the html-movement-library), composing sound-tracks based on HTML (Singing Website Wallpaper and Website Impersonations: The Ten Most Visited), and using code as choreography for performances (Website Impersonations: The Ten Most Visited).","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124449542","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
There are several challenges when representing and rendering animal fur. Among them, the degree of freedom in styling and rendering optimizations are important factors. However, these two requirements are not adequately handled in existing tools. We present here a series of fur tools developed for CG animation production.
{"title":"Production tools for furry characters","authors":"Kengo Takeuchi, N. Petit, Gaetan Guidet, M. Maes","doi":"10.1145/1666778.1666791","DOIUrl":"https://doi.org/10.1145/1666778.1666791","url":null,"abstract":"There are several challenges when representing and rendering animal fur. Among them, the degree of freedom in styling and rendering optimizations are important factors. However, these two requirements are not adequately handled in existing tools. We present here a series of fur tools developed for CG animation production.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124449905","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We propose a novel tool called short-term principal component analysis (ST-PCA) to analyze motion capture (MoCap) data, which records realistic movements in a high dimensional time series. Our ST-PCA is successfully applied to beat induction, which is an important perception of human motion especially in dances and is required by many applications such as music synchronization [Kim et al. 2003; Shiratori et al. 2006]. Following [Kim et al. 2003], motion beats are defined as the regular moments when the movement is changed significantly in direction or magnitude. Different from the previous approaches [Kim et al. 2003; Shiratori et al. 2006] that analyze MoCap data in each channel, we estimate the motion beats regarding MoCap data as a whole with the proposed ST-PCA, which performs PCA in a sliding window. Our experiments demonstrate that our method can estimate much more accurate beats in a wide range of motions including complicated dances.
我们提出了一种称为短期主成分分析(ST-PCA)的新工具来分析运动捕捉(MoCap)数据,该数据记录了高维时间序列中的真实运动。我们的ST-PCA成功地应用于节拍感应,这是一种重要的人体运动感知,尤其是在舞蹈中,许多应用都需要它,比如音乐同步[Kim et al. 2003;Shiratori et al. 2006]。在[Kim et al. 2003]之后,运动节拍被定义为运动在方向或幅度上发生显著变化的规律时刻。不同于以往的方法[Kim et al. 2003;Shiratori et al. 2006]分析每个通道中的动作捕捉数据,我们使用所提出的ST-PCA来估计整个动作捕捉数据的运动节拍,该PCA在滑动窗口中执行PCA。我们的实验表明,我们的方法可以在包括复杂舞蹈在内的大范围运动中估计更准确的节拍。
{"title":"Motion beat induction based on short-term principal component analysis","authors":"Jianfeng Xu, K. Takagi, A. Yoneyama","doi":"10.1145/1667146.1667173","DOIUrl":"https://doi.org/10.1145/1667146.1667173","url":null,"abstract":"We propose a novel tool called short-term principal component analysis (ST-PCA) to analyze motion capture (MoCap) data, which records realistic movements in a high dimensional time series. Our ST-PCA is successfully applied to beat induction, which is an important perception of human motion especially in dances and is required by many applications such as music synchronization [Kim et al. 2003; Shiratori et al. 2006]. Following [Kim et al. 2003], motion beats are defined as the regular moments when the movement is changed significantly in direction or magnitude. Different from the previous approaches [Kim et al. 2003; Shiratori et al. 2006] that analyze MoCap data in each channel, we estimate the motion beats regarding MoCap data as a whole with the proposed ST-PCA, which performs PCA in a sliding window. Our experiments demonstrate that our method can estimate much more accurate beats in a wide range of motions including complicated dances.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131521935","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}