There are many attractive visualization of Chaos Theory: Lorenz Attractors (Lorenz1963), Julia and Imaginary Numbers (Kimoto2007). They give us application potentiality of Chaos Theory. However they are too complex to know how attractive visualizations are caused.
{"title":"Chaos experience: experience of chaos theory by visualization and installation","authors":"Kohei Yamashita","doi":"10.1145/1666778.1666804","DOIUrl":"https://doi.org/10.1145/1666778.1666804","url":null,"abstract":"There are many attractive visualization of Chaos Theory: Lorenz Attractors (Lorenz1963), Julia and Imaginary Numbers (Kimoto2007). They give us application potentiality of Chaos Theory. However they are too complex to know how attractive visualizations are caused.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"12 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":"130029322","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}
A digital photo frame (DPF) has evolved from a tool for displaying favorite photographs to a device that displays videos. The next advancement is the introduction of the stereoscopic display. Although a DPF with a stereoscopic display has already been released on the market, it only enables horizontal parallax. In this paper, we describe a different type of 3D display system based on a DPF and a fly's eye lens, both of which are commercially available. Our system enables not only horizontal but also vertical parallax because integral photography (IP) is used. IP was thought to be a technology of the future because a very high resolution LCD and a dedicated fly's eye lens were believed to be necessary. However, the extended fractional view (EFV) method[1] proposed by one of the authors enabled freely combining a wide range of LCDs and the relatively inexpensive fly's eye lenses available on the market to produce IP. It greatly contributed to the initial cost reduction. This new system uses the EFV method. The main problem is how to supply good content. Therefore, we also developed a method of producing the animation of IP by using CG technology.
{"title":"Moving integral photography using a common digital photo frame and fly's eye lens","authors":"M. Yoda, Akifumi Momose, K. Yanaka","doi":"10.1145/1666778.1666808","DOIUrl":"https://doi.org/10.1145/1666778.1666808","url":null,"abstract":"A digital photo frame (DPF) has evolved from a tool for displaying favorite photographs to a device that displays videos. The next advancement is the introduction of the stereoscopic display. Although a DPF with a stereoscopic display has already been released on the market, it only enables horizontal parallax. In this paper, we describe a different type of 3D display system based on a DPF and a fly's eye lens, both of which are commercially available. Our system enables not only horizontal but also vertical parallax because integral photography (IP) is used. IP was thought to be a technology of the future because a very high resolution LCD and a dedicated fly's eye lens were believed to be necessary. However, the extended fractional view (EFV) method[1] proposed by one of the authors enabled freely combining a wide range of LCDs and the relatively inexpensive fly's eye lenses available on the market to produce IP. It greatly contributed to the initial cost reduction. This new system uses the EFV method. The main problem is how to supply good content. Therefore, we also developed a method of producing the animation of IP by using CG technology.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"52 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":"116222012","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}
With sales of over 34 million copies worldwide, Tekken 6 is the dominant franchise in the 3D fighting games genre.
《铁拳6》在全球的销量超过3400万份,是3D格斗游戏类型中的主导品牌。
{"title":"Tekken 6 bloodline rebellion intro","authors":"T. Aihara","doi":"10.1145/1665208.1665234","DOIUrl":"https://doi.org/10.1145/1665208.1665234","url":null,"abstract":"With sales of over 34 million copies worldwide, Tekken 6 is the dominant franchise in the 3D fighting games genre.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"2011 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":"127367283","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}
The realistic motion data such as the motion capture data and physically based motion are not suitable for cartoon animations, in which the narrative is emphasized by exaggerated physical motion. Recently, several methods have been developed for converting an input motion into a cartoon-style motion. Wang et al. [2006] proposed an innovative method that generates anticipation and follow-through effects through the convolution of a Laplacian of Gaussians (LoG) kernel. Inspired by their work, we propose a new way of superimposing non-rigid squash-and-stretch effects [Lasseter 1987] on the motion of a rigid linkage. Our key idea is to apply a time-shift filter to position data of each joint of a skeletal character individually in order to allow its cartoon character to undergo squash-and-stretch.
{"title":"The squash-and-stretch filter for character animation","authors":"Ji-yong Kwon, In-Kwon Lee","doi":"10.1145/1666778.1666789","DOIUrl":"https://doi.org/10.1145/1666778.1666789","url":null,"abstract":"The realistic motion data such as the motion capture data and physically based motion are not suitable for cartoon animations, in which the narrative is emphasized by exaggerated physical motion. Recently, several methods have been developed for converting an input motion into a cartoon-style motion. Wang et al. [2006] proposed an innovative method that generates anticipation and follow-through effects through the convolution of a Laplacian of Gaussians (LoG) kernel. Inspired by their work, we propose a new way of superimposing non-rigid squash-and-stretch effects [Lasseter 1987] on the motion of a rigid linkage. Our key idea is to apply a time-shift filter to position data of each joint of a skeletal character individually in order to allow its cartoon character to undergo squash-and-stretch.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"9 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":"132114029","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}
Before scientific inquiry revealed how earthquakes happen, there were many traditional explanations. In ancient Japan, it was believed that earthquakes were caused by a giant mischievous catfish flipping around in the center of the earth. In Mongolia, it was a frog, which carried the earth around and twitched now and then. The Gabrielino Indians of southern California believed that three turtles carried the earth, and when they argued and went their separate ways, the land shivered.
{"title":"Platonic tectonics","authors":"Tiffany Sum","doi":"10.1145/1665137.1665173","DOIUrl":"https://doi.org/10.1145/1665137.1665173","url":null,"abstract":"Before scientific inquiry revealed how earthquakes happen, there were many traditional explanations. In ancient Japan, it was believed that earthquakes were caused by a giant mischievous catfish flipping around in the center of the earth. In Mongolia, it was a frog, which carried the earth around and twitched now and then. The Gabrielino Indians of southern California believed that three turtles carried the earth, and when they argued and went their separate ways, the land shivered.","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":"131241503","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 reveal a practical solution of an interactive animation system for 3D volumetric human models. In this system, human animation is interactively driven by barcodes in 3D space, which is basically a mixed-reality concept. These models are obtained from a multi-view capturing system that has specific template skeletons for bone-skin models. By integrating the proposed methods, we developed an interactive animation system for skinned human models. The proposed procedure is intuitive and helpful for artists to create 3D avatars.
{"title":"Interactive animation system for 3D volumetric human models","authors":"Tzung-Han Lin, Chih-Jen Teng, Fu-Jen Hsiao","doi":"10.1145/1666778.1666809","DOIUrl":"https://doi.org/10.1145/1666778.1666809","url":null,"abstract":"We reveal a practical solution of an interactive animation system for 3D volumetric human models. In this system, human animation is interactively driven by barcodes in 3D space, which is basically a mixed-reality concept. These models are obtained from a multi-view capturing system that has specific template skeletons for bone-skin models. By integrating the proposed methods, we developed an interactive animation system for skinned human models. The proposed procedure is intuitive and helpful for artists to create 3D avatars.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"95 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":"116393699","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}
Before pursuing visual arts, I trained as a dancer. I found I was drawn to body adornment because there seemed to be a seamless transition between positioning the body to achieve beauty and creation of an external element that supplements human form. This engagement with the body breathes life into an object, elevating it into an extension of a living being. I create forms I find beautiful and combine them in accordance with my aesthetic, which is inseparably connected to my experiences, generation, and environment. I take into consideration that my work is intended to be worn, and the size and shape of the human form dictates scale and functionality.
{"title":"Inflori illumini","authors":"Jocelyne Kolb","doi":"10.1145/1665137.1665157","DOIUrl":"https://doi.org/10.1145/1665137.1665157","url":null,"abstract":"Before pursuing visual arts, I trained as a dancer. I found I was drawn to body adornment because there seemed to be a seamless transition between positioning the body to achieve beauty and creation of an external element that supplements human form. This engagement with the body breathes life into an object, elevating it into an extension of a living being. I create forms I find beautiful and combine them in accordance with my aesthetic, which is inseparably connected to my experiences, generation, and environment. I take into consideration that my work is intended to be worn, and the size and shape of the human form dictates scale and functionality.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"8 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":"125361362","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 new approach for rendering fluid with a style of vector graphics. The proposed method of vector art rendering of fluid exhibits a curly, beautiful and clear silhouette which deserves artistic expression. (See Figure 1) In computer vision, fluid has been mainly focused on capturing realistic behavior. Thanks to the much contribution of seminal works, large knowledge of photorealistic rendering of fluid have been amassed. On the other hand, although some approaches of the artistic rendering of fluid proposed [Selle et al. 2004; Eden et al. 2007], it seems that the area is not researched intensively and this kind of rendering technique still remains untouched. In order to achieve vector art rendering, we have to track the target region in fluid. However, popular methods of tracking interface model fluid with density field or collection of particles which introduce sudden topological changes and it is challenging to track them precisely. Instead, we consider the velocity field is infinitely continuous so that none of the part of fluid contour intersects each other at any state. Even though such consideration is questionable in physically derived model, this concept of non-intersection of contour leads a very simple algorithm and exhibits nice results. In this paper we first briefly describe the algorithm for vector fluid rendering and secondly we show some artworks created by our method to demonstrate the potential of our algorithm.
我们提出了一种用矢量图形风格渲染流体的新方法。所提出的流体矢量艺术渲染方法呈现出卷曲、优美、清晰的轮廓,值得艺术表达。(见图1)在计算机视觉中,流体主要集中于捕捉真实的行为。由于许多开创性作品的贡献,大量的流体的真实感渲染知识已经积累起来。另一方面,虽然提出了一些流体艺术渲染的方法[Selle et al. 2004;Eden et al. 2007],这一领域似乎没有得到深入研究,这种渲染技术仍然未被触及。为了实现矢量艺术渲染,我们必须在流体中跟踪目标区域。然而,目前常用的带有密度场或粒子集的界面模型流体的跟踪方法会引入突然的拓扑变化,难以精确跟踪。相反,我们认为速度场是无限连续的,因此流体轮廓的各个部分在任何状态下都不会相交。尽管这种考虑在物理推导模型中是有问题的,但这种轮廓不相交的概念导致了一个非常简单的算法,并显示出很好的结果。在本文中,我们首先简要地描述了矢量流体渲染的算法,然后我们展示了用我们的方法创建的一些艺术品,以展示我们的算法的潜力。
{"title":"Vector fluid: a vector art representation of fluid","authors":"R. Ando, R. Tsuruno","doi":"10.1145/1667146.1667153","DOIUrl":"https://doi.org/10.1145/1667146.1667153","url":null,"abstract":"We present a new approach for rendering fluid with a style of vector graphics. The proposed method of vector art rendering of fluid exhibits a curly, beautiful and clear silhouette which deserves artistic expression. (See Figure 1) In computer vision, fluid has been mainly focused on capturing realistic behavior. Thanks to the much contribution of seminal works, large knowledge of photorealistic rendering of fluid have been amassed. On the other hand, although some approaches of the artistic rendering of fluid proposed [Selle et al. 2004; Eden et al. 2007], it seems that the area is not researched intensively and this kind of rendering technique still remains untouched. In order to achieve vector art rendering, we have to track the target region in fluid. However, popular methods of tracking interface model fluid with density field or collection of particles which introduce sudden topological changes and it is challenging to track them precisely. Instead, we consider the velocity field is infinitely continuous so that none of the part of fluid contour intersects each other at any state. Even though such consideration is questionable in physically derived model, this concept of non-intersection of contour leads a very simple algorithm and exhibits nice results. In this paper we first briefly describe the algorithm for vector fluid rendering and secondly we show some artworks created by our method to demonstrate the potential of our algorithm.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"1990 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":"131110844","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}
If the world is a canvas, and diesel fuel is paint, what can a single drop of paint create? The creative for this spot is derived from the client's tag line: "Use even a drop of diesel to its fullest potential."
{"title":"Mercedes Benz campaign-CDI concept","authors":"Jl","doi":"10.1145/1665208.1665254","DOIUrl":"https://doi.org/10.1145/1665208.1665254","url":null,"abstract":"If the world is a canvas, and diesel fuel is paint, what can a single drop of paint create? The creative for this spot is derived from the client's tag line: \"Use even a drop of diesel to its fullest potential.\"","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"49 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":"114538285","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}
E. Wada, Kimitoshi Sato, Keitaro Kuno, Haruka Yoshida
Open Reel Ensemble is performance art by remodeled reel-to-reel tape recorders. Ivan Illich once said: "Convivial tools are those which give each person who uses them the greatest opportunity to enrich the environment with the fruits of his or her vision." Convivial is originally a French word that means "live together with joy", and by "convivial tool", Illich indicates "an instrument (technology) used differently from the usage of industrial value".
{"title":"Open real ensemble","authors":"E. Wada, Kimitoshi Sato, Keitaro Kuno, Haruka Yoshida","doi":"10.1145/1665137.1665175","DOIUrl":"https://doi.org/10.1145/1665137.1665175","url":null,"abstract":"Open Reel Ensemble is performance art by remodeled reel-to-reel tape recorders.\u0000 Ivan Illich once said: \"Convivial tools are those which give each person who uses them the greatest opportunity to enrich the environment with the fruits of his or her vision.\" Convivial is originally a French word that means \"live together with joy\", and by \"convivial tool\", Illich indicates \"an instrument (technology) used differently from the usage of industrial value\".","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"39 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":"129360756","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}