Pub Date : 2002-05-17DOI: 10.1109/SMI.2002.1003533
G. Pasko, A. Pasko, M. Ikeda, T. Kunii
New analytical formulations of bounded blending for functionally defined set-theoretic operations are proposed. The blending set operations are defined using R-functions and displacement functions with the localized area of influence. The shape and location of the blend is defined by control points on the surfaces of two solids or by an additional bounding solid. The proposed blending using a bounding solid can be applied to a single selected edge or a vertex. We introduce new types of blends such as a multiple blend with the disconnected bounding solid and a partial edge blend. It is shown to have versatile applications in interactive design.
{"title":"Bounded blending operations","authors":"G. Pasko, A. Pasko, M. Ikeda, T. Kunii","doi":"10.1109/SMI.2002.1003533","DOIUrl":"https://doi.org/10.1109/SMI.2002.1003533","url":null,"abstract":"New analytical formulations of bounded blending for functionally defined set-theoretic operations are proposed. The blending set operations are defined using R-functions and displacement functions with the localized area of influence. The shape and location of the blend is defined by control points on the surfaces of two solids or by an additional bounding solid. The proposed blending using a bounding solid can be applied to a single selected edge or a vertex. We introduce new types of blends such as a multiple blend with the disconnected bounding solid and a partial edge blend. It is shown to have versatile applications in interactive design.","PeriodicalId":267347,"journal":{"name":"Proceedings SMI. Shape Modeling International 2002","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128864462","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}
Pub Date : 2002-05-17DOI: 10.1109/SMI.2002.1003553
Y. Shinagawa, R. Kawamichi, T. Kunii, S. Owada
To transform a three-dimensional object or map texture to its surface, it is necessary to introduce a coordinate system. If the surface can be cut and developed, it is easy to identify each point on the surface with the coordinate values. According to a theory in topology, any closed polygonized two-dimensional surface can be represented by a canonical development. However, no efficient algorithm to actually develop a given surface has been presented, and the theory sounds abstract. This paper proposes a method to develop an arbitrary polygonized closed surface and to establish the correspondence between each point on the surface and a point on a regular polygon. Educational software is developed using the algorithm that visualizes the coordinate system by texture mapping or by allowing a user to paint on the surface.
{"title":"Developing surfaces","authors":"Y. Shinagawa, R. Kawamichi, T. Kunii, S. Owada","doi":"10.1109/SMI.2002.1003553","DOIUrl":"https://doi.org/10.1109/SMI.2002.1003553","url":null,"abstract":"To transform a three-dimensional object or map texture to its surface, it is necessary to introduce a coordinate system. If the surface can be cut and developed, it is easy to identify each point on the surface with the coordinate values. According to a theory in topology, any closed polygonized two-dimensional surface can be represented by a canonical development. However, no efficient algorithm to actually develop a given surface has been presented, and the theory sounds abstract. This paper proposes a method to develop an arbitrary polygonized closed surface and to establish the correspondence between each point on the surface and a point on a regular polygon. Educational software is developed using the algorithm that visualizes the coordinate system by texture mapping or by allowing a user to paint on the surface.","PeriodicalId":267347,"journal":{"name":"Proceedings SMI. Shape Modeling International 2002","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127937094","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}
Pub Date : 2002-05-17DOI: 10.1109/SMI.2002.1003550
Vivek Kwatra, J. Rossignac
Digitized cell animations are typically composed of frames, which contain a small number of regions, which each contain pixels of the same color and exhibit a significant level of shape coherence through time. To exploit this coherence, we treat the stack of frames as a 3D volume and represent the evolution of each region by the bounding surface of the 3D volume V that it sweeps out. To reduce transmission costs, we triangulate and simplify the bounding surface and then encode it using the Edgebreaker compression scheme. To restore a close approximation of the original animation, the client player decompresses the surface and produces the successive frames by intersecting V with constant-time planes. The intersection is generated in real-time with standard graphics hardware through an improved capping (i.e. solid clipping) technique, which correctly handles overlapping facets. We have tested this approach on real and synthetic black and white animations and report compression ratios that improve upon those produced using the MPEG, MRLE, and GZIP compression standards for an equivalent quality result.
{"title":"Surface simplification and Edgebreaker compression for 2D cell animations","authors":"Vivek Kwatra, J. Rossignac","doi":"10.1109/SMI.2002.1003550","DOIUrl":"https://doi.org/10.1109/SMI.2002.1003550","url":null,"abstract":"Digitized cell animations are typically composed of frames, which contain a small number of regions, which each contain pixels of the same color and exhibit a significant level of shape coherence through time. To exploit this coherence, we treat the stack of frames as a 3D volume and represent the evolution of each region by the bounding surface of the 3D volume V that it sweeps out. To reduce transmission costs, we triangulate and simplify the bounding surface and then encode it using the Edgebreaker compression scheme. To restore a close approximation of the original animation, the client player decompresses the surface and produces the successive frames by intersecting V with constant-time planes. The intersection is generated in real-time with standard graphics hardware through an improved capping (i.e. solid clipping) technique, which correctly handles overlapping facets. We have tested this approach on real and synthetic black and white animations and report compression ratios that improve upon those produced using the MPEG, MRLE, and GZIP compression standards for an equivalent quality result.","PeriodicalId":267347,"journal":{"name":"Proceedings SMI. Shape Modeling International 2002","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133015376","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}
Pub Date : 2002-05-17DOI: 10.1109/SMI.2002.1003544
Y. Zhong, W. Müller-Wittig, Weiyin Ma
With today's virtual reality systems, it is difficult to directly and precisely create and modify complex objects in a virtual reality environment. One of the most important reasons is the absence of a suitable model representation that can efficiently support solid modelling in a virtual reality environment. A hierarchically structured constraint-based data model for solid modelling in the virtual reality environment is presented in this paper. The data model integrates a high-level constraint-based model for precise object definition, a mid-level CSG/B rep hybrid solid model for supporting hierarchical geometry abstractions and object creation, and a low-level polygon model for real-time visualization and interaction in the virtual reality environment. Constraints are embedded in the solid model and are organized at different levels to reflect the process of solid modelling. This data model not only provides precise object definition, but also supports real-time visualization and interaction in the virtual reality environment.
{"title":"A model representation for solid modelling in a virtual reality environment","authors":"Y. Zhong, W. Müller-Wittig, Weiyin Ma","doi":"10.1109/SMI.2002.1003544","DOIUrl":"https://doi.org/10.1109/SMI.2002.1003544","url":null,"abstract":"With today's virtual reality systems, it is difficult to directly and precisely create and modify complex objects in a virtual reality environment. One of the most important reasons is the absence of a suitable model representation that can efficiently support solid modelling in a virtual reality environment. A hierarchically structured constraint-based data model for solid modelling in the virtual reality environment is presented in this paper. The data model integrates a high-level constraint-based model for precise object definition, a mid-level CSG/B rep hybrid solid model for supporting hierarchical geometry abstractions and object creation, and a low-level polygon model for real-time visualization and interaction in the virtual reality environment. Constraints are embedded in the solid model and are organized at different levels to reflect the process of solid modelling. This data model not only provides precise object definition, but also supports real-time visualization and interaction in the virtual reality environment.","PeriodicalId":267347,"journal":{"name":"Proceedings SMI. Shape Modeling International 2002","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134580504","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}
Pub Date : 2002-05-17DOI: 10.1109/SMI.2002.1003539
L. Barthe, Benjamin Mora, N. Dodgson, M. Sabin
We present a data structure for three-dimensional fields C/sup 1/ continuous in the modelling space. Regular grids storing the field values discretely are combined with a triquadratic approximation filter to define volume objects. This association of a grid and an approximation/interpolation filter allows the field to be defined by a C/sup 1/ continuous real function and the surface to be directly visualised from its own equation. We show how accurate and high quality interactive visualisation is obtained during the modelling process, and we explain why the visualisation is faithful to the object definition. We also describe, as an example of application of our data structure, how advanced Boolean operators realised with soft or "functionally controlled" transitions are performed under the influence of an interactive modelling tool.
{"title":"Triquadratic reconstruction for interactive modelling of potential fields","authors":"L. Barthe, Benjamin Mora, N. Dodgson, M. Sabin","doi":"10.1109/SMI.2002.1003539","DOIUrl":"https://doi.org/10.1109/SMI.2002.1003539","url":null,"abstract":"We present a data structure for three-dimensional fields C/sup 1/ continuous in the modelling space. Regular grids storing the field values discretely are combined with a triquadratic approximation filter to define volume objects. This association of a grid and an approximation/interpolation filter allows the field to be defined by a C/sup 1/ continuous real function and the surface to be directly visualised from its own equation. We show how accurate and high quality interactive visualisation is obtained during the modelling process, and we explain why the visualisation is faithful to the object definition. We also describe, as an example of application of our data structure, how advanced Boolean operators realised with soft or \"functionally controlled\" transitions are performed under the influence of an interactive modelling tool.","PeriodicalId":267347,"journal":{"name":"Proceedings SMI. Shape Modeling International 2002","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126687439","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}
Pub Date : 2002-05-17DOI: 10.1109/SMI.2002.1003528
M. Alexa
This work investigates smoothing, fairing, or, more generally, filtering of mesh geometry. The approach transfers the ideas of optimal (Wiener) filtering to the setting of meshes. It extends fairing approaches that use only first order neighborhoods and allows to assume arbitrary local spectral properties of the mesh geometry. The definition of the local autocorrelation allows the design of filters for smoothing as well as for special effects in shape modeling.
{"title":"Wiener filtering of meshes","authors":"M. Alexa","doi":"10.1109/SMI.2002.1003528","DOIUrl":"https://doi.org/10.1109/SMI.2002.1003528","url":null,"abstract":"This work investigates smoothing, fairing, or, more generally, filtering of mesh geometry. The approach transfers the ideas of optimal (Wiener) filtering to the setting of meshes. It extends fairing approaches that use only first order neighborhoods and allows to assume arbitrary local spectral properties of the mesh geometry. The definition of the local autocorrelation allows the design of filters for smoothing as well as for special effects in shape modeling.","PeriodicalId":267347,"journal":{"name":"Proceedings SMI. Shape Modeling International 2002","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129949896","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}
Pub Date : 2002-05-17DOI: 10.1109/SMI.2002.1003537
J. Hart, E. Bachta, Wojciech Jarosz, Terry Fleury
In 1994, Witkin and Heckbert developed a method for interactively modeling implicit surfaces by simultaneously constraining a particle system to lie on an implicit surface and vice-versa. This interface was demonstrated to be effective and easy to use on example models containing a few blobby spheres and cylinders. This system becomes much more difficult to implement and operate on more complex implicit models. The derivatives needed for the particle system behavior can become laborious and error-prone when implemented for more complex models. We have developed, implemented and tested techniques for automatic and numerical differentiation of the implicit surface function. Complex models also require a large number of parameters, and the management and control of these parameters is often not intuitive. We have developed adapters, which are special shape-transformation operators that automatically adjust the underlying parameters to yield the same effect as the transformation. These new techniques allow constrained particle systems to sample and control more complex models than before possible.
{"title":"Using particles to sample and control more complex implicit surfaces","authors":"J. Hart, E. Bachta, Wojciech Jarosz, Terry Fleury","doi":"10.1109/SMI.2002.1003537","DOIUrl":"https://doi.org/10.1109/SMI.2002.1003537","url":null,"abstract":"In 1994, Witkin and Heckbert developed a method for interactively modeling implicit surfaces by simultaneously constraining a particle system to lie on an implicit surface and vice-versa. This interface was demonstrated to be effective and easy to use on example models containing a few blobby spheres and cylinders. This system becomes much more difficult to implement and operate on more complex implicit models. The derivatives needed for the particle system behavior can become laborious and error-prone when implemented for more complex models. We have developed, implemented and tested techniques for automatic and numerical differentiation of the implicit surface function. Complex models also require a large number of parameters, and the management and control of these parameters is often not intuitive. We have developed adapters, which are special shape-transformation operators that automatically adjust the underlying parameters to yield the same effect as the transformation. These new techniques allow constrained particle systems to sample and control more complex models than before possible.","PeriodicalId":267347,"journal":{"name":"Proceedings SMI. Shape Modeling International 2002","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122535903","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}
Pub Date : 2002-05-17DOI: 10.1109/SMI.2002.1003530
M. Attene, B. Falcidieno, M. Spagnuolo, G. Wyvill
Typical methods for the triangulation of parametric surfaces use a sampling of the parameter space, and the wrong choice of parameterization can spoil a triangulation or even cause the algorithm to fail. We present a new method that uses a local tessellation primitive for almost-uniformly sampling and triangulating a surface, so that its parameterization becomes irrelevant. If sampling density or triangle shape has to be adaptive, the uniform mesh can be used either as an initial coarse mesh for a refinement process, or as a fine mesh to be reduced.
{"title":"Mapping independent triangulation of parametric surfaces","authors":"M. Attene, B. Falcidieno, M. Spagnuolo, G. Wyvill","doi":"10.1109/SMI.2002.1003530","DOIUrl":"https://doi.org/10.1109/SMI.2002.1003530","url":null,"abstract":"Typical methods for the triangulation of parametric surfaces use a sampling of the parameter space, and the wrong choice of parameterization can spoil a triangulation or even cause the algorithm to fail. We present a new method that uses a local tessellation primitive for almost-uniformly sampling and triangulating a surface, so that its parameterization becomes irrelevant. If sampling density or triangle shape has to be adaptive, the uniform mesh can be used either as an initial coarse mesh for a refinement process, or as a fine mesh to be reduced.","PeriodicalId":267347,"journal":{"name":"Proceedings SMI. Shape Modeling International 2002","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130435659","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}
Pub Date : 2002-05-17DOI: 10.1109/SMI.2002.1003547
H. K. Hussein
Facial aging simulation and animation are aspiring goals and challenging tasks because the growth and aging processes greatly influence the facial shape and its structure. The face structure, the size of the bones, and the skin texture change, the skin fattens or sags, wrinkles appear and even muscular activities change in terms of intensity. This paper proposes a novel facial animation algorithm with two techniques integrating such items. These techniques discuss the facial deformation based on the face anthropometry theory and simulates wrinkles with what we call the BRDF (Bidirectional Reflectance Distribution Function) quotient image technique. Given some neutral face F, the idea is to capture two characteristics of F with advancing years. The first is the geometric deformation details like skin texture given in F after passing years. The second is the anthropometric data change that developed in the face anthropometry measurements theory. Then, together with a warping technique we map these characteristics to any other particular person's face in order to generate more expressive and convincing facial senility. The original contribution and advantages of this paper compared with the other proposed methods are that, the proposed techniques are simple to implement, reliable in that they require only one source image without needing to collect a lot of images and their computations are fast enough for an interactive environment. Experimental results demonstrate our approach with a variety of facial aging animations.
{"title":"Towards realistic facial modeling and re-rendering of human skin aging animation","authors":"H. K. Hussein","doi":"10.1109/SMI.2002.1003547","DOIUrl":"https://doi.org/10.1109/SMI.2002.1003547","url":null,"abstract":"Facial aging simulation and animation are aspiring goals and challenging tasks because the growth and aging processes greatly influence the facial shape and its structure. The face structure, the size of the bones, and the skin texture change, the skin fattens or sags, wrinkles appear and even muscular activities change in terms of intensity. This paper proposes a novel facial animation algorithm with two techniques integrating such items. These techniques discuss the facial deformation based on the face anthropometry theory and simulates wrinkles with what we call the BRDF (Bidirectional Reflectance Distribution Function) quotient image technique. Given some neutral face F, the idea is to capture two characteristics of F with advancing years. The first is the geometric deformation details like skin texture given in F after passing years. The second is the anthropometric data change that developed in the face anthropometry measurements theory. Then, together with a warping technique we map these characteristics to any other particular person's face in order to generate more expressive and convincing facial senility. The original contribution and advantages of this paper compared with the other proposed methods are that, the proposed techniques are simple to implement, reliable in that they require only one source image without needing to collect a lot of images and their computations are fast enough for an interactive environment. Experimental results demonstrate our approach with a variety of facial aging animations.","PeriodicalId":267347,"journal":{"name":"Proceedings SMI. Shape Modeling International 2002","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126370600","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}
Pub Date : 2002-05-17DOI: 10.1109/SMI.2002.1003534
N. Stolte
This article proposes a method to infinitely replicate implicit defined objects which is at the same time simple and efficient. The technique is implemented by including replication factors (involving truncation of floating point values corresponding to the coordinates of the point to be evaluated) in the implicit object equation in order to create the clones. These replication factors serve to identify the exact region in the space where each object clone will show up during evaluation. The method is illustrated in the cases of replicating simple objects or replicating cylindrical/spherical coordinate cyclical objects. Cyclical objects are often represented parametrically using cylindrical/spherical coordinates because in this representation angles can be associated with the idea of creating infinite cycles when the associated angles tend to infinity. However, representing these objects implicitly cannot reproduce more than one cycle because the obtained angles are generally limited to the values in the principal branch of the corresponding inverse trigonometric function. Infinite implicit replication solves this problem and introduces new possibilities where Cartesian coordinates could be intermingled with cylindrical/spherical coordinates in the same implicit function. The case study of voxelizing the replicated objects using interval arithmetic is also presented in detail. The efficiency of the infinite replication method comes from the fact that the equation has to be evaluated just once per point even though an infinite number of clones exist.
{"title":"Infinite implicit replication: case study for voxelizing and representing cyclical parametric surfaces implicitly","authors":"N. Stolte","doi":"10.1109/SMI.2002.1003534","DOIUrl":"https://doi.org/10.1109/SMI.2002.1003534","url":null,"abstract":"This article proposes a method to infinitely replicate implicit defined objects which is at the same time simple and efficient. The technique is implemented by including replication factors (involving truncation of floating point values corresponding to the coordinates of the point to be evaluated) in the implicit object equation in order to create the clones. These replication factors serve to identify the exact region in the space where each object clone will show up during evaluation. The method is illustrated in the cases of replicating simple objects or replicating cylindrical/spherical coordinate cyclical objects. Cyclical objects are often represented parametrically using cylindrical/spherical coordinates because in this representation angles can be associated with the idea of creating infinite cycles when the associated angles tend to infinity. However, representing these objects implicitly cannot reproduce more than one cycle because the obtained angles are generally limited to the values in the principal branch of the corresponding inverse trigonometric function. Infinite implicit replication solves this problem and introduces new possibilities where Cartesian coordinates could be intermingled with cylindrical/spherical coordinates in the same implicit function. The case study of voxelizing the replicated objects using interval arithmetic is also presented in detail. The efficiency of the infinite replication method comes from the fact that the equation has to be evaluated just once per point even though an infinite number of clones exist.","PeriodicalId":267347,"journal":{"name":"Proceedings SMI. Shape Modeling International 2002","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132798146","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}