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Markerless motion capture using a single depth sensor 使用单个深度传感器的无标记动作捕捉
Amit Bleiweiss, E. Eilat, Gershom Kutliroff
We present a robust framework for tracking skeleton joints in real-time by using a single time-of-flight depth sensor. The framework is able to remove the background noise inherent in time-of-flight cameras, detect multiple people, and track up to 30 joints of free motion for each person. The approach has several advantages over traditional motion capture, as it is a cheap alternative to magnetic and optical systems, and requires no markers whatsoever. Unlike markerless systems based on RGB cameras [Duetscher et al. 2000; Kehl and Van Gool 2006], our framework yields dependable results at an interactive rate using a single camera.
我们提出了一个鲁棒框架,通过使用单个飞行时间深度传感器实时跟踪骨骼关节。该框架能够消除飞行时间相机固有的背景噪声,检测多人,并跟踪每个人多达30个自由运动的关节。与传统的动作捕捉相比,这种方法有几个优点,因为它是磁性和光学系统的廉价替代品,而且不需要任何标记。与基于RGB相机的无标记系统不同[Duetscher et al. 2000;Kehl and Van Gool 2006],我们的框架使用单个相机以交互速率产生可靠的结果。
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引用次数: 13
Instant broadcasting system: mobile collaborative live video mixing 即时直播系统:移动协同视频直播混播
Arvid Engström, L. Brunnberg, Josefin Carlsson, O. Juhlin
With Instant Broadcasting System, people can collaboratively produce, edit, and broadcast live video using only mobile phones, a laptop computer, and available mobile networks. In this demonstration, it is used as a VJ system that supports visitor-generated video, flexible content selection, a communication back channel, and real-time loop editing. These features move the system beyond previous webcam-based VJ concepts.
使用即时广播系统,人们可以仅使用移动电话、笔记本电脑和可用的移动网络协作制作、编辑和广播现场视频。在本演示中,它被用作VJ系统,支持访问者生成的视频、灵活的内容选择、通信回传通道和实时循环编辑。这些功能使系统超越了以前基于网络摄像头的VJ概念。
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引用次数: 2
The cubtile: 3D multitouch brings virtual worlds into the user's hands 立方体:3D多点触控将虚拟世界带到用户手中
Jean-Baptiste de la Rivière, E. Orvain, Cédric Kervégant, Nicolas Dittlo
This demonstration combines the cubtile, a new 3D multitouch device that expands tactile input from surface-only interaction to full-volume manipulation, with an augmented-reality-like setup that blends interaction and visualization spaces to put 3D objects between the user's hands.
这个演示结合了cubtile,一个新的3D多点触控设备,将触觉输入从仅表面交互扩展到全体积操作,以及一个类似增强现实的设置,将交互和可视化空间融合在一起,将3D对象放在用户的手中。
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引用次数: 2
GPU accelerated isosurface volume rendering using depth-based coherence GPU加速等面体渲染使用基于深度的一致性
C. Braley, R. Hagan, Yong Cao, D. Gračanin
With large scientific and medical datasets, visualization tools have trouble maintaining a high enough frame-rate to remain interactive. In this paper, we present a novel GPU based system that permits visualization of isosurfaces in large data sets in real time. In particular, we present a novel use of a depth buffer to speed up the operation of rotating around a volume data set. As the user rotates the viewpoint around the 3D volume data, there is much coherence between depth buffers from two sequential renderings. We utilize this coherence in our novel prediction buffer approach, and achieve a marked increase in speed during rotation. The authors of [Klein et al. 2005] used a depth buffer based approach, but they did not alter their traversal based on the prediction value. Our prediction buffer is a 2D array in which we store a single floating point value for each pixel. If a particular pixel pij has some positive depth value dij, this indicates that the ray Rij, which was cast through pij on the previous render, intersected an isosurface at depth dij. The prediction buffer also handles three special cases. When the ray Rij misses the isosurface, but hits the bounding box containing the volume data, we store a negative flag value, dhitBoxMissSurf in pij. When Rij misses the bounding box, we store the value dmissBox. Lastly, when we have no prediction stored in the buffer, we store the value dnoInfo.
对于大型科学和医疗数据集,可视化工具在保持足够高的帧率以保持交互性方面存在困难。在本文中,我们提出了一个新的基于GPU的系统,允许在大数据集中实时可视化等值面。特别是,我们提出了一种新的深度缓冲区的使用,以加快围绕体积数据集旋转的操作。当用户围绕3D体数据旋转视点时,两个连续渲染的深度缓冲之间有很多一致性。我们在新的预测缓冲方法中利用了这种一致性,并在旋转过程中实现了速度的显着提高。[Klein et al. 2005]的作者使用了基于深度缓冲的方法,但他们没有根据预测值改变遍历。我们的预测缓冲区是一个二维数组,我们在其中存储每个像素的单个浮点值。如果一个特定的像素pij有一些正的深度值dij,这表明在之前的渲染中通过pij投射的光线Rij在深度dij处与等值面相交。预测缓冲区还处理三种特殊情况。当射线Rij错过等值面,但击中包含体积数据的边界框时,我们在pij中存储一个负标志值dhitBoxMissSurf。当Rij错过边界框时,我们存储值dmissBox。最后,当我们没有在缓冲区中存储预测时,我们存储值dnoInfo。
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引用次数: 3
Flight lessons 飞行课
N. Helm
In the afternoon light of a small rural airport, an airline captain and aviation enthusiast relates the wonders and intricacies of modern jet aviation to an unexpected audience. Set in a large open-air hangar, the story takes place among several great aircraft from aviation history. An experienced professional with many years of experience, the pilot's confident and normally reserved disposition quickly gives way to a display of youthful exuberance. As each part of the engine is described, he becomes more lost in a world of admiration and amazement for such items as "combustionators" and "turbinators." The captain's growing enthusiasm for the subject matter is evident in both his dialog and his impassioned gestures. When the captain finally concludes his description of the highly technical device, his audience is revealed to the viewer in a humorous twist, which leaves the enigmatic pilot at a loss for words.
午后,在一个乡村小机场的灯光下,一位机长兼航空爱好者向一位意想不到的听众讲述了现代喷气航空的奇妙和复杂之处。故事发生在一个大型的露天机库中,故事发生在航空史上几架伟大的飞机之间。作为一名经验丰富的专业人士,这位飞行员的自信和通常的矜持性格很快被年轻的活力所取代。随着对发动机的每一个部分的描述,他变得更加迷失在对“燃烧器”和“涡轮”等物品的钦佩和惊奇的世界中。从他的对话和慷慨激昂的手势中,可以明显看出船长对这个主题日益增长的热情。当机长最后结束了他对这个高科技设备的描述时,他的观众被一个幽默的转折所揭示,这让这位神秘的飞行员哑口无言。
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引用次数: 1
The hybrid outdoor tracking extension for the daylight blocker display 混合户外跟踪扩展日光阻挡显示
Pedro Santos, H. Schmedt, Sebastian Hohmann, A. Stork
From UMPCs to SmartPhones, we witness the emergence of highly integrated mobile computing platforms which boast higher performance than any of their preceeding systems. However, due to the equally growing demand for ever more complex applications such as mixed reality applications for outdoor scenarios, the need for an efficient distribution of resources for the different application tasks remains. In particular pose estimation in outdoor environments still presents a major ongoing challenge.
从个人电脑到智能手机,我们见证了高度集成的移动计算平台的出现,这些平台的性能比以往任何系统都要高。然而,由于对更复杂的应用程序(如户外场景的混合现实应用程序)的需求同样不断增长,因此仍然需要为不同的应用程序任务进行有效的资源分配。特别是在室外环境中的姿态估计仍然是一个重大的持续挑战。
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引用次数: 2
Efficient shading system based on similar shader retrieval 基于相似着色器检索的高效着色系统
Hee-Kwon Kim, Jea-Ho Lee, Seung-Woo Nam
In this paper, we propose INISIS (Intuitive and Interactive Shading Interface System), which is an efficient shading system based on similar shader retrieval. Using the INISIS, CG artists can easily get superiority shaders from the provided shader database that includes a lot of useful shaders which can be utilized for CG pipeline directly. With the developed system, user can lessen their efforts and laborious time on shading process by slightly tuning some attributes of those shaders even though CG artists have not a sufficient knowledge of shader attributes. INISIS supports several retrieval methods: based on the shader features as color, pattern, and texture, or image based retrieval.
本文提出了基于相似着色检索的高效着色系统INISIS (Intuitive and Interactive Shading Interface System)。使用INISIS, CG艺术家可以很容易地从提供的着色器数据库中获得优越的着色器,其中包括许多有用的着色器,可以直接用于CG管道。有了开发的系统,用户可以通过稍微调整这些着色器的一些属性来减少他们在着色过程中的努力和费力的时间,即使CG艺术家对着色器属性没有足够的了解。INISIS支持几种检索方法:基于着色器的特征,如颜色、图案和纹理,或基于图像的检索。
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引用次数: 0
Numeric code 数字代码
N. Takahashi
Editing 3D models from excellent commercial software GUIs seems almost equivalent to a sculptor carving a Japanese cypress, or molding clay into a sculpture. There is nothing in this direct operational environment that causes the user to perform complicated mathematical calculations. It is easy to forget that CG creation is built upon numbers. However, the 3D models that we create from this illusionary act of formation are simply numbers in memory space, far removed from real-space models like sculptures or statues. If we cannot touch them with our hands, they do not communicate the accumulation of time (because it takes time to create sculptures).
从优秀的商业软件gui编辑3D模型似乎几乎等同于雕塑家雕刻日本柏树,或将粘土塑造成雕塑。在这种直接操作环境中,没有任何东西会导致用户执行复杂的数学计算。我们很容易忘记CG创作是建立在数字之上的。然而,我们从这种虚幻的形成行为中创造的3D模型只是记忆空间中的数字,与雕塑或雕像等真实空间模型相去甚远。如果我们不能用手触摸它们,它们就不能传达时间的积累(因为创造雕塑需要时间)。
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引用次数: 0
Photon density estimation using multiple importance sampling 基于多重重要采样的光子密度估计
Yusuke Tokuyoshi
In global illumination rendering, final gathering (or path tracing) and caustics photon map [Jensen 2001] are frequently used. However, photon mapping generate estimation results with many noises on glossy surfaces as in the left image of Figure 1. We solve this problem using MIS (multiple importance sampling) [Veach 1997]. The advantages of our method are an easy implementation, lower overheads, and good estimation results without delicate parameter tuning.
在全局照明渲染中,经常使用最终采集(或路径跟踪)和焦散光子图[Jensen 2001]。然而,光子映射产生的估计结果在光滑表面上有许多噪声,如图1左图所示。我们使用MIS(多重重要抽样)来解决这个问题[Veach 1997]。我们的方法的优点是易于实现,较低的开销,并且无需精细的参数调优即可获得良好的估计结果。
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引用次数: 5
Instances of commediation 调解实例
Rita Sá, Joana Sá, Eduardo Raon
Instances of Commediation recreates the multiplicity of environments we live in today, along with our spatial impermanence. Five LCD screens show different perspectives of simultaneous fictional events that begin as watercolor paintings and later become animated. This process of remediation (Bolter and Grusin, 2000), and of the adjustment of an older medium to a new one, becomes an analogy to the adjustment of our traditional social behaviors to new spaces of social interaction.
社区的实例再现了我们今天生活的环境的多样性,以及我们的空间无常。五个LCD屏幕显示了同时发生的虚构事件的不同视角,这些事件开始以水彩画的形式出现,后来变成了动画。这种补救过程(Bolter和Grusin, 2000),以及从旧媒介向新媒介的调整过程,类似于我们的传统社会行为向新的社会互动空间的调整。
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ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia
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