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Traditional cartoon style 3D computer animation 传统卡通风格的3D电脑动画
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011284
N. Nasr, N. Higgett
Computer animation has always looked too glossy and shiny, which is why traditional cartoon specialists, such as Matt Groening have often avoided using the 3D computer graphic medium as a solution. Traditional animation's flexibility in terms of choice of appearance and style is appealing but in certain aspects it is very time consuming. There is therefore a need to develop techniques that exploit the speed of computer animation but provide the variety of styles of traditional animation. This paper attempts to simulate hand drawn cartoon animation styling while incorporating traditional exaggerated cartoon movement.
电脑动画总是看起来过于光滑和闪亮,这就是为什么传统的卡通专家,如马特·格勒宁经常避免使用3D电脑图形媒体作为解决方案。传统动画在外观和风格选择上的灵活性很吸引人,但在某些方面却非常耗时。因此,有必要开发技术,利用电脑动画的速度,但提供各种风格的传统动画。本文尝试在模拟手绘卡通动画造型的同时,结合传统夸张的卡通动作。
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引用次数: 5
Distributed virtual environments-an active future? 分布式虚拟环境——一个积极的未来?
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011269
T. Balikhina, Frank Ball, David A. Duce
The paper asks whether active networks might offer potential solutions to scalability issues for large scale distributed virtual environments (DVE). The paper considers current directions in the architecture of DVE systems and work in active network research and suggests potentially beneficial synergies between the two fields.
本文探讨了主动网络是否能为大规模分布式虚拟环境(DVE)的可扩展性问题提供潜在的解决方案。本文考虑了DVE系统体系结构的当前方向和主动网络研究的工作,并提出了两个领域之间潜在的有益协同作用。
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引用次数: 20
First glance at REALITY (REal time Access to Learning IT) 第一眼看到REALITY(实时访问学习IT)
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011271
R. Ross, S. Brown
Web-based learning is in its infancy and has the potential to drive immense developments in learning technologies. With advances in videoconferencing software and the move towards a broadband Britain, a new opportunity has arisen for distributed learning to take place whilst retaining synchronous contact with a tutor. De Montfort University's REal time Access to Learning IT (REALITY) is remote, real-time, computer based training in computer applications. It uses a combination of desktop videoconferencing and application sharing to provide remote, distributed, learners with live tuition. The target audience for REALITY are people who, for whatever reason, cannot readily access traditional learning establishments but for whom distance learning is not an option either. The aim is to provide training facilities at a variety of times and locations which are local and familiar and which avoid the potentially negative connotations of traditional educational institutions. With funding from BT, the initial phases of the project are now complete and have been evaluated. The findings indicate that despite technical difficulties and the strain of working at a distance using unfamiliar technology, most of the participants responded favourably to their REALITY experiences.
基于网络的学习还处于起步阶段,有潜力推动学习技术的巨大发展。随着视频会议软件的进步和宽带英国的发展,在与导师保持同步联系的同时进行分布式学习的新机会出现了。德蒙特福特大学(De Montfort University)的REal time Access to Learning IT (REALITY)是一种远程、实时、基于计算机的计算机应用培训。它结合了桌面视频会议和应用程序共享,为远程、分布式的学习者提供实时教学。REALITY的目标受众是那些无论出于何种原因,无法轻易进入传统学习机构,但对他们来说,远程学习也不是一个选择的人。其目的是在各种时间和地点提供当地和熟悉的培训设施,并避免传统教育机构的潜在负面含义。在英国电信的资助下,项目的初始阶段现已完成并已进行评估。研究结果表明,尽管存在技术上的困难和使用不熟悉的技术进行远距离工作的压力,但大多数参与者对他们的现实体验反应良好。
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引用次数: 0
Music-driven motion editing: local motion transformations guided by music analysis 音乐驱动的动作编辑:由音乐分析指导的局部动作转换
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011270
M. Cardle, L. Barthe, Stephen Brooks, Peter Robinson
This paper presents a general framework for synchronising motion curves to music in computer animation. Motions are locally modified using perceptual cues extracted from the music. The key to this approach is the use of standard music analysis techniques on complementary MIDI and audio representations of the same soundtrack. These musical features then guide the motion editing process. It allows users to easily combine different aspects of the music with different aspects of the motion.
本文提出了计算机动画中运动曲线与音乐同步的一般框架。使用从音乐中提取的感知线索局部修改动作。这种方法的关键是使用标准的音乐分析技术来分析互补的MIDI和相同音轨的音频表示。这些音乐特征然后指导动作编辑过程。它允许用户轻松地将音乐的不同方面与动作的不同方面结合起来。
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引用次数: 35
The use of computer generated integral images to visualise cyber-sculpture 利用计算机生成的整体图像来可视化网络雕塑
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011265
K. Brown, M. McCormick, N. Davies, M. Forman, G. Milnthorpe, R. Kotecha
Over the past decade there has emerged a growing number of sculptors, from around the globe, who have found a use for the computer in their research and practice. For some it offers a design tool but for others it has become a new media. A new integral imaging system capable of real-time capture and replay and methods of computer generation of synthetic integral images has been developed. Keith Brown, a sculptor was intrigued at the possibilities this offers as a means through which to realize cyber-sculptures as true 3D optical constructs. This paper presents the most recent results of the collaboration between Keith Brown and the Imaging Technologies Group at De Montfort University.
在过去的十年里,世界各地涌现了越来越多的雕塑家,他们在研究和实践中发现了计算机的用途。对一些人来说,它提供了一种设计工具,但对另一些人来说,它已成为一种新媒体。提出了一种能够实时采集和回放的新型积分成像系统,以及合成积分图像的计算机生成方法。雕塑家基思·布朗(Keith Brown)对这种可能性很感兴趣,通过这种可能性,可以将网络雕塑实现为真正的3D光学结构。本文介绍了基思·布朗和德蒙福特大学成像技术小组合作的最新成果。
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引用次数: 4
Integrating displacement mapping with subdivision surfaces 整合位移映射与细分表面
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011279
Min Chen, Andy M. Day
The implementation of displacement mapping on subdivision surfaces is discussed in this paper The subdivision surface has recently drawn a lot of attention in the area of geometric modeling, multiresolution surface representation and geometric compression. In our research, we have developed the versatility and extensibility of this technique. The subdivision surface technique can be conveniently incorporated with many existing surface modeling methodologies. In this paper we present the amalgamation of the subdivision surface and displacement mapping, for producing realistic surface details.
细分曲面是近年来在几何建模、多分辨率曲面表示和几何压缩等领域受到广泛关注的问题。在我们的研究中,我们开发了该技术的多功能性和可扩展性。细分曲面技术可以方便地与许多现有的曲面建模方法相结合。在本文中,我们提出了细分表面和位移映射的合并,以产生逼真的表面细节。
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引用次数: 0
Direct DCT indexing using genetic algorithm concepts 直接DCT索引使用遗传算法的概念
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011273
A. Armstrong, J. Jiang
It is highly desirable in terms of speed and computational costs to perform image indexing and retrieval in the compressed domain. The exponential growth of digital media on both the WWW (Reddy and Fletcher, 1998) and home imaging equipment has prompted the development of faster, more accurate indexing algorithms. Successful techniques have the ability to summarise the features of an image into a relatively small key. We present a technique that uses the features of a genetic algorithm to quantize the content of an image directly in the DCT domain. The benefits of working in this domain, apart from the substantial savings of avoiding image reconstruction, is that the coefficients provide spatial information in a form well suited for image indexing.
在压缩域中执行图像索引和检索在速度和计算成本方面是非常理想的。万维网(Reddy and Fletcher, 1998)和家庭影像设备上的数字媒体呈指数级增长,促使人们开发出更快、更准确的索引算法。成功的技术能够将图像的特征总结成一个相对较小的键。我们提出了一种利用遗传算法的特征直接在DCT域中量化图像内容的技术。在这个领域工作的好处,除了避免图像重建的大量节省之外,是系数以非常适合图像索引的形式提供空间信息。
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引用次数: 3
Frequency dependent interpolation for image based models 基于图像模型的频率相关插值
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011275
P. O’Brien, G. Watson
We present a novel perception based technique of texture interpolation for view dependent projective texture mapping of image based models. When interpolating projected texture maps, regions of texture incongruence can generate artefacts. Non congruent texture regions are the result of unmodelled features in the geometric scene model. We show how a perception based metric can be used to control the interpolation process and reduce these artefacts. The metric, based upon the human perception of Mach bands, is also used to evaluate the new interpolation method against current techniques.
我们提出了一种新的基于感知的纹理插值技术,用于基于图像模型的视依赖投影纹理映射。在插值投影纹理映射时,纹理不一致的区域会产生伪影。不一致纹理区域是几何场景模型中未建模特征的结果。我们展示了如何使用基于感知的度量来控制插值过程并减少这些伪影。该度量基于人类对马赫波段的感知,也用于与现有技术比较新的插值方法。
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引用次数: 0
Practical collision detection in rendering hardware for two complex 3D polygon objects 两个复杂三维多边形物体在渲染硬件中的实际碰撞检测
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011282
J. Dinerstein, P. Egbert
We present a technique to perform real-time collision detection of two complex 3D polygon objects using commodity and workstation rendering hardware. This technique is O(n), and performs favorably in comparison to existing traditional methods in many circumstances. On PCs or workstations, this technique can be performed almost entirely in rendering hardware. This frees general CPU cycles for other processing tasks. Alternatively, more CPU cycles can be used for collision detection, freeing rendering hardware cycles for other tasks. This technique is also highly customizable to specific applications.
我们提出了一种技术来执行实时碰撞检测两个复杂的三维多边形对象使用商品和工作站渲染硬件。这种技术是0 (n),在许多情况下,与现有的传统方法相比,它的性能更好。在pc或工作站上,这种技术几乎完全可以在呈现硬件时执行。这为其他处理任务释放了一般CPU周期。或者,可以将更多的CPU周期用于碰撞检测,从而为其他任务释放渲染硬件周期。对于特定的应用程序,这种技术也是高度可定制的。
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引用次数: 1
Painterly rendering using image salience 使用图像显著性的绘画渲染
Pub Date : 2002-06-11 DOI: 10.1109/EGUK.2002.1011281
J. Collomosse, P. Hall
The contribution of this paper is a novel non-photorealistic rendering (NPR) technique, capable of producing an artificial 'hand-painted' effect on 2D images, such as photographs. Our method requires no user interaction, and makes use of image salience and gradient information to determine the implicit ordering and attributes of individual brush strokes. The benefits of our technique are complete automation, and mitigation against the loss of image detail during painting. Strokes from lower salience regions of the image do not encroach upon higher salience regions; this can occur with some existing painting methods. We describe our algorithm in detail, and illustrate its application with a gallery of images.
本文的贡献是一种新颖的非真实感渲染(NPR)技术,能够在2D图像(如照片)上产生人工“手绘”效果。我们的方法不需要用户交互,并利用图像显著性和梯度信息来确定单个笔触的隐式顺序和属性。我们的技术的好处是完全自动化,并减轻在绘画过程中图像细节的损失。来自图像较低显著区域的笔画不会侵犯较高显著区域;这可能发生在一些现有的绘画方法中。我们详细描述了我们的算法,并用图库说明了它的应用。
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引用次数: 72
期刊
Proceedings 20th Eurographics UK Conference
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