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Proceedings 20th Eurographics UK Conference最新文献

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Constructive path algebra - a tool for design, parametrisation and visualisation 建设性路径代数-设计,参数化和可视化的工具
Pub Date : 2002-08-07 DOI: 10.1109/EGUK.2002.1011278
H. Bez, T. J. Wetzel
A path algebra and its applications in computer graphics and modeling is introduced. The emphasis is on concepts and applications rather than complete mathematical details. The algebra can be used either as a design tool or as a means of constructing rational parametrisations of curves and surfaces compatible with most current modeling and visualisation systems. A number of examples are given.
介绍了路径代数及其在计算机图形学和建模中的应用。重点是概念和应用,而不是完整的数学细节。代数既可以用作设计工具,也可以用作构造曲线和曲面的合理参数化的手段,与大多数当前的建模和可视化系统兼容。给出了一些例子。
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引用次数: 7
Virtual Visions-the physics and metaphysics of light and space 虚拟视觉——光和空间的物理学和形而上学
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011266
Mike King
The computer has made a whole range of new visual art forms possible. The paper describes the thinking behind the Virtual Visions project, which pursues a relatively untrodden sub-form within the digital art genres-3D still imaging for digital print. It is also an argument for the inclusion of science as a theoretical framework from which to pursue art, as an alternative or addition to contemporary cultural and media theory. The paper introduces some of the philosophical and art-theoretical implications of an artform that is predicated on computer graphics technologies, showing how an artist who is also a graphics programmer can bring together such different intellectual disciplines. The paper ends with a request for the computer graphics community to collaborate on this project in which there are many interfacing and aesthetic innovations.
计算机使一系列新的视觉艺术形式成为可能。本文描述了虚拟视觉项目背后的想法,该项目追求数字艺术流派中一个相对未被涉足的子形式——用于数字印刷的3d静态成像。这也是将科学作为追求艺术的理论框架,作为当代文化和媒体理论的替代或补充的论据。本文介绍了基于计算机图形技术的艺术形式的一些哲学和艺术理论含义,展示了一个同时也是图形程序员的艺术家如何将这些不同的智力学科结合在一起。论文最后请求计算机图形界在这个有许多接口和美学创新的项目上进行合作。
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引用次数: 0
Accelerating compression times in block based fractal image coding procedures 在基于分块的分形图像编码过程中加速压缩时间
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011276
J. Valantinas, N. Morkevicius, T. Zumbakis
Fractal image compression turns out to be a powerful and competitive technology, which can be successively applied to a still image coding, especially at high compression rates. Unfortunately, a large amount of computation needed for the compression stage remains to be a serious obstacle in exploring this new perspective approach. Diversified attempts are made to improve the situation. In particular, theoretical investigations and experiments show that the problem-oriented use of invariant image parameters (image smoothness estimates) can serve the purpose.
分形图像压缩是一种强大而有竞争力的技术,它可以连续应用于静止图像的编码,特别是在高压缩率的情况下。不幸的是,压缩阶段所需的大量计算仍然是探索这种新视角方法的一个严重障碍。人们采取了多种措施来改善这种状况。特别是,理论研究和实验表明,以问题为导向使用不变图像参数(图像平滑估计)可以达到目的。
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引用次数: 6
Digital artworks: bridging the technology gap 数字艺术:弥合技术鸿沟
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011267
C. Machin
In a drive to produce installation artworks, particularly for public viewing, that are more appealing to the viewer, artists are increasingly turning to "the digital world". Whilst the technology behind such artworks is well established, being commonly found in controllers for industrial machines, the software engineer who provides the firmware strives to make the technology more accessible to the artist. What is required, during the design stage, is an interface that will allow the artist to visualise the artwork and its operation. This paper describes the technologies and the way in which they are made accessible to the artist, demonstrating a software-based simulator built for a particular artwork. It then poses questions for the future, through which further demands for collaboration can be met without compromising artistic creativity.
为了创作更吸引观众的装置艺术作品,尤其是面向公众的装置艺术作品,艺术家们越来越多地转向“数字世界”。虽然这些艺术品背后的技术已经很成熟,通常在工业机器的控制器中发现,但提供固件的软件工程师努力使艺术家更容易使用这些技术。在设计阶段所需要的是一个界面,使艺术家能够将艺术品及其操作可视化。本文描述了这些技术以及艺术家使用这些技术的方式,并演示了为特定艺术品构建的基于软件的模拟器。然后,它提出了未来的问题,通过这些问题,可以在不损害艺术创造力的情况下满足对合作的进一步要求。
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引用次数: 19
Quadtree based image indexing in wavelets compressed domain 基于四叉树的小波压缩域图像索引
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011277
G. Voulgaris, J. Jiang
A considerable amount of research has been done in the past on the use of quadtrees in pixel domain for image indexing as well as their use with the wavelet decomposition for image compression. In this paper we attempt to fuse those two approaches in order to produce a system which makes use of quadtrees for image indexing in wavelets compressed domain. The proposed system uses the quadtree representation of the DWT significance map as the indexing key. The measure of similarity between two images is given by the comparison (XOR-ing) of their respective quadtree structures. Extensive experiments have been made using a database of over 1000 images. The accuracy of the system is demonstrated by a representative set of results as well as a comparison with a state of the art benchmark system.
在像素域使用四叉树进行图像索引以及将四叉树与小波分解一起用于图像压缩方面,过去已经做了相当多的研究。在本文中,我们试图将这两种方法融合在一起,以产生一个利用四叉树在小波压缩域中进行图像索引的系统。该系统采用DWT显著性图的四叉树表示作为索引键。两幅图像之间的相似性度量是通过它们各自的四叉树结构的比较(XOR-ing)来给出的。使用超过1000张图像的数据库进行了广泛的实验。系统的准确性通过一组有代表性的结果以及与最先进的基准系统的比较来证明。
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引用次数: 4
DataViewer: A scene graph based visualization tool DataViewer:一个基于场景图形的可视化工具
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011285
Randy Paffenroth, Dana Vrajitoru
This article outlines the capabilities of a scientific visualization toolkit called Data Viewer and compares it to analogous software. DataViewer was originally designed for the construction of the visualization part of certain computational steering packages, and consequently it is particularly straightforward to closely couple DataViewer with numerical calculations. Rendering is performed through a highlevel scene graph which facilitates the easy construction of complex visualizations. Data Viewer differs from other such libraries by allowing complex geometrical objects, which efficiently encapsulate large amounts of data, to be used as. nodes in the scene graph. Graphics hardware access is through the OpenGL API.
本文概述了名为Data Viewer的科学可视化工具包的功能,并将其与类似的软件进行了比较。DataViewer最初是为构建某些计算转向包的可视化部分而设计的,因此将DataViewer与数值计算紧密结合起来特别简单。渲染是通过一个高级场景图来执行的,这便于构建复杂的可视化。Data Viewer与其他此类库的不同之处在于,它允许将有效封装大量数据的复杂几何对象用作。场景图中的节点。图形硬件访问是通过OpenGL API。
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引用次数: 2
Computer modeling of lens arrays for integral image rendering 用于整体图像绘制的透镜阵列计算机建模
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011283
G. Milnthorpe, M. McCormick, N. Davies
A software model for an optical system incorporating microlens arrays to capture and replay an object or scene in real 3D is presented. The imaging methodology is usually referred to as "Integral Photography" (IP) or "Integral Imaging" (II). A brief description of II is given and the single-stage optical capture system, which the software model attempts to emulate, is discussed. The software design aims to reproduce the real optics system to produce rendered static and dynamic images in integral format. The effects and limitations caused by the relatively low display resolutions are addressed and their effect on image quality considered. The Phong illumination model along with the Flat, Gouraud and Phong shading techniques are employed and their respective applications to II are explained.
提出了一种采用微透镜阵列的光学系统的软件模型,用于捕捉和回放真实的三维物体或场景。成像方法通常被称为“积分摄影”(IP)或“积分成像”(II)。本文对II进行了简要描述,并讨论了软件模型试图模拟的单级光学捕获系统。软件设计的目的是再现真实光学系统,生成完整格式的渲染静态和动态图像。讨论了相对较低的显示分辨率造成的影响和限制,并考虑了它们对图像质量的影响。Phong照明模型以及Flat、Gouraud和Phong阴影技术被采用,并解释了它们各自在II中的应用。
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引用次数: 19
Baseline JPEG-like DWT CODEC for disparity compensated residual coding of stereo images 基线jpeg类DWT编解码器的视差补偿的剩余编码的立体图像
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011274
M. Nayan, E. Edirisinghe, H. Bez
We propose a novel stereo image coding technique, which uses an architecture similar to that of a discrete cosine transform (DCT) based baseline JPEG-CODEC (Pennebaker and Mitchell, 1993), but effectively replaces the DCT technology by the more recently popularized discrete wavelet transform (DWT) technology. We show that as a result of this hybrid design, which combines the advantage of two popular technologies, the proposed CODEC has improved rate distortion and subjective image quality performance as compared to DCT based stereo image compression techniques (Perkins, 1992). In particular, at very low bit rates (0.15 bpp), we report peak-signal-to-noise-ratio (PSNR) gains of up to 3.66 dB, whereas at higher bit rates we report gains in the order of 1 dB.
我们提出了一种新的立体图像编码技术,它使用类似于基于基线JPEG-CODEC的离散余弦变换(DCT)的架构(Pennebaker和Mitchell, 1993),但用最近流行的离散小波变换(DWT)技术有效地取代了DCT技术。我们表明,由于这种混合设计结合了两种流行技术的优势,与基于DCT的立体图像压缩技术相比,所提出的CODEC改善了速率失真和主观图像质量性能(Perkins, 1992)。特别是,在非常低的比特率(0.15 bpp)下,我们报告的峰值信噪比(PSNR)增益高达3.66 dB,而在更高的比特率下,我们报告的增益约为1 dB。
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引用次数: 7
Intelligent self-learning characters for computer games 电脑游戏中的智能自学习角色
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011272
Wen Tang, T. Wan
In this paper, a novel AI-based animation approach is presented to simulate intelligent self-learning characters for computer games or other interactive virtual reality applications. The complex learning behaviours of the virtual characters are modelled as an evolutionary process so that adaptive AI algorithms such as genetic algorithms have been used to simulate the learning process. The simulation method enables the characters in a computer game environment to have abilities to learn for specific assigned tasks. Its skill for completing the tasks can be developed and evolved through its experiences of performing the tasks. The paper also describes techniques for performance evaluation and optimisation for virtual characters to perform jumping tasks.
本文提出了一种新的基于人工智能的动画方法来模拟计算机游戏或其他交互式虚拟现实应用中的智能自学习角色。虚拟角色的复杂学习行为被建模为一个进化过程,因此自适应人工智能算法(如遗传算法)已被用于模拟学习过程。模拟方法使电脑游戏环境中的角色具有学习特定任务的能力。它完成任务的技能可以通过执行任务的经验来发展和进化。本文还描述了虚拟角色执行跳跃任务的性能评估和优化技术。
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引用次数: 6
Haniwa: a case study of digital visualization of virtual heritage properties Haniwa:虚拟遗产数字化可视化案例研究
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011268
M. Shanat, P.-A. Faylle, B. Schmitt, T. Vilbrandt
In this research, we want to improve methods of constructing a relatively accurate digital and multidimensional model of Japanese haniwa from 360/spl deg/ scan data of ancient artifacts via non-contact 3D laser scanning. It is our goal that the research will help the archeologist and geologist to generate artifacts in proper 3D representation and concurrently to provide an opportunity for attractive, accurate, informative and interactive 3D visualization, animation and VRML on CD-ROM or over the WWW. In our methodology, we use a discrete cloud of points scattered on a surface to construct the function representation (F-Rep) of a 3D-Volume. In our case the points have been obtained with a laser scanner. The algorithm used to reconstruct the F-Rep is based on the Green function and an algorithm for reconstructing a volume with radial basis functions (Savchenko et al., 1995; Carr et al., 2001). We give a short and practical description of the algorithm described in (Savchenko et al., 1995); then we present our implementation of the algorithm as a library function for the HyperFun modeling language.
在本研究中,我们希望通过非接触式三维激光扫描,从古代文物的360/spl度/扫描数据中构建相对精确的日本埴轮数字多维模型。我们的目标是,这项研究将帮助考古学家和地质学家以适当的3D形式生成文物,同时提供一个有吸引力的、准确的、信息丰富的和交互式的3D可视化、动画和VRML在CD-ROM或WWW上的机会。在我们的方法中,我们使用分散在表面上的离散点云来构建3D-Volume的函数表示(F-Rep)。在我们的例子中,这些点是用激光扫描仪获得的。用于重建F-Rep的算法基于Green函数和具有径向基函数的重建体积的算法(Savchenko et al., 1995;Carr et al., 2001)。我们对(Savchenko et al., 1995)中描述的算法进行了简短而实用的描述;然后我们将算法的实现作为HyperFun建模语言的库函数。
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引用次数: 2
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Proceedings 20th Eurographics UK Conference
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