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A split-marker tracking method based on topological region adjacency & geometrical information for interactive card games 基于拓扑区域邻接和几何信息的交互式纸牌游戏分割标记跟踪方法
H. Nishino
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].
近年来,交互式系统对纸牌游戏的扩展在游戏产业中迅速流行起来。基于摄像头的追踪技术可以在不需要任何特殊硬件的情况下,以低成本构建这种互动纸牌游戏。分割标记对于这类纸牌游戏很有用,因为标记之间的空间可以用于对玩家具有视觉意义的图片,如[2]所示。
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引用次数: 7
Interactive Taiwanese hand-puppetry as an edutainment tool for traditional heritage 互动台湾手偶作为传统传承的寓教于乐工具
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).
台湾手木偶是一种珍贵的娱乐文化遗产,至今仍受到青少年、成人、学生、教师、爱好者和学者的欢迎。在历史上,手木偶一直是台湾寺庙节日中流行的娱乐项目,被用来祭祀神灵。许多人从小就从手工木偶中学习道德、当地语言和当地习俗。为了与从美国和日本引进的流行文化类型竞争,现代台湾木偶戏演员创造了新的和混合的形式,改编自幻想武术。手偶的文化印象是如此强烈,以至于政府选择它作为台湾的代表符号。甚至有一个专门的电视频道只播放手木偶表演(图1)。
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引用次数: 0
Touch the untouchable 触摸那些不可触摸的人
H. Yano, Y. Miyamoto, Hiroo Iwata
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.
这个原型系统采用激光测距仪来确定到给定物体的距离。即使它存在于玻璃盒中,用户也可以实时感受到物体的形状。
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引用次数: 3
Scarygirl game trailer Scarygirl游戏预告片
Nathan Jurevicius
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.
澳大利亚出生的艺术家Nathan Jurevicius在插图、动画和玩具设计领域取得了全球成功和崇拜地位,他创作了《Scarygirl》,讲述了一个小女孩出生时被遗弃,由一只友好的巨型章鱼(Blister)抚养长大,并在一只神秘的兔子(Bunniguru)的引导下寻找自己的起源的故事。
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引用次数: 0
Asset management system for digital production workflow 数字化生产流程资产管理系统
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.
本文介绍了OLM digital在生产流程中实现各种数字数据的共享、操作和版本管理的资产管理系统(AMS)。在过去,我们的数字资产由每个电影工作经理管理。每个管理器使用自己的文件和目录命名约定。不幸的是,这些规则有时是模糊的,我们有各种各样的问题,如文件丢失,重复和版本冲突。查找和使用以前项目的数据也很困难。
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引用次数: 1
Computer-generated tie-dyeing pattern 电脑生成扎染图案
Yuki Morimoto, K. Ono
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。
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引用次数: 2
Towards image-based beard modeling 面向基于图像的胡须建模
Tomás Lay, A. Zinke, A. Weber, T. Vetter
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]。
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引用次数: 1
Website impersonations: the next generation 网站仿冒:下一代
Ursula Endlicher
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).
在我的实践中,我经常扮演一个“网络蜘蛛”的角色:检查页面的链接并与它们编织网络(Website Wigs),扫描HTML或XML并交叉引用它的动作(html_butoh和HTML - motion -library),基于HTML编写音轨(演唱网站壁纸和网站模拟:访问量最大的十个),并使用代码作为表演的编排(网站模拟:访问量最大的十个)。
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引用次数: 0
Production tools for furry characters 毛毛角色的生产工具
Kengo Takeuchi, N. Petit, Gaetan Guidet, M. Maes
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.
在表现和渲染动物皮毛时,有几个挑战。其中,样式和呈现优化的自由度是重要的因素。然而,这两个需求在现有的工具中没有得到充分的处理。我们在这里展示了一系列为CG动画制作而开发的毛皮工具。
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引用次数: 1
Motion beat induction based on short-term principal component analysis 基于短期主成分分析的运动节拍感应
Jianfeng Xu, K. Takagi, A. Yoneyama
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。
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引用次数: 0
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ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia
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