We present a system for tracking the movement and deformation of drops of water in free fall and collision. Our data comes from a high-speed camera which records 60,000 frames per second. The data is noisy, and is compromised by an unfortunate camera angle and poor lighting which contribute to caustics, reflections, and shadows in the image. Given an input video, we apply techniques from image processing, computer vision and computational geometry to track the the droplet's position and shape. While our tool could monitor the movement of transparent fluids in a more general environment, our data specifically depicts water colliding with hydrophobic materials. The output of our processing is used by materials scientists to better our understanding of the interactions between water and hydrophobic surfaces. These interactions have direct application in the materials engineering of next generation printing technologies.
{"title":"Tracking water droplets under descent and deformation","authors":"Caleb Brose, M. Thuo, J. Sheaffer","doi":"10.1145/2787626.2787651","DOIUrl":"https://doi.org/10.1145/2787626.2787651","url":null,"abstract":"We present a system for tracking the movement and deformation of drops of water in free fall and collision. Our data comes from a high-speed camera which records 60,000 frames per second. The data is noisy, and is compromised by an unfortunate camera angle and poor lighting which contribute to caustics, reflections, and shadows in the image. Given an input video, we apply techniques from image processing, computer vision and computational geometry to track the the droplet's position and shape. While our tool could monitor the movement of transparent fluids in a more general environment, our data specifically depicts water colliding with hydrophobic materials. The output of our processing is used by materials scientists to better our understanding of the interactions between water and hydrophobic surfaces. These interactions have direct application in the materials engineering of next generation printing technologies.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":"221 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123264729","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 introduce an interactive method suitable for retargeting both 3D objects and scenes under a general framework. Initially, an input object or scene is decomposed into a collection of constituent components embraced by corresponding control bounding volumes which capture the intra-structures of the object or the semantic groupings of the objects in the scene. The overall retargeting is accomplished through a constrained optimization by manipulating the control bounding volumes. Without inferring the intricate dependencies between the components, we define a minimal set of constraints that maintain the spatial arrangement and connectivity between the components to regularize valid retargeting results. The default retargeting behavior can then be easily altered by additional semantic constraints imposed by users.
{"title":"Retargeting 3D objects and scenes","authors":"Chun-Kai Huang, Yi-Ling Chen, I-Chao Shen, Bing-Yu Chen","doi":"10.1145/2787626.2787655","DOIUrl":"https://doi.org/10.1145/2787626.2787655","url":null,"abstract":"We introduce an interactive method suitable for retargeting both 3D objects and scenes under a general framework. Initially, an input object or scene is decomposed into a collection of constituent components embraced by corresponding control bounding volumes which capture the intra-structures of the object or the semantic groupings of the objects in the scene. The overall retargeting is accomplished through a constrained optimization by manipulating the control bounding volumes. Without inferring the intricate dependencies between the components, we define a minimal set of constraints that maintain the spatial arrangement and connectivity between the components to regularize valid retargeting results. The default retargeting behavior can then be easily altered by additional semantic constraints imposed by users.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125558737","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}
In 2D game graphics, textures are packed into a single texture called a sprite sheet in order to achieve efficient rendering. The sprite sheet can be compressed to save memory by using various compression methods such as block-based compressions and 16 bpp (bits per pixel) tone reduction. These methods are not without some problems, though. Block-based compressions are GPU-dependent, and high-quality compressions such as ASTC [Nystad et al. 2012] are often unavailable on mobile devices. 16 bpp tone reduction--often used with dithering--can create undesirable noise when it is scaled up (Figure 1c).
在2D游戏图像中,为了实现高效渲染,纹理被打包成一个称为精灵表的纹理。精灵表可以通过使用各种压缩方法进行压缩以节省内存,例如基于块的压缩和16 bpp(每像素位)色调降低。不过,这些方法并非没有问题。基于块的压缩依赖于gpu,像ASTC这样的高质量压缩[Nystad et al. 2012]在移动设备上通常是不可用的。16bpp的音调降低——通常与抖动一起使用——在放大时可能会产生不希望的噪音(图1c)。
{"title":"Decomposition of 32 bpp into 16 bpp textures with alpha","authors":"Nobuki Yoda, T. Igarashi","doi":"10.1145/2787626.2792610","DOIUrl":"https://doi.org/10.1145/2787626.2792610","url":null,"abstract":"In 2D game graphics, textures are packed into a single texture called a sprite sheet in order to achieve efficient rendering. The sprite sheet can be compressed to save memory by using various compression methods such as block-based compressions and 16 bpp (bits per pixel) tone reduction. These methods are not without some problems, though. Block-based compressions are GPU-dependent, and high-quality compressions such as ASTC [Nystad et al. 2012] are often unavailable on mobile devices. 16 bpp tone reduction--often used with dithering--can create undesirable noise when it is scaled up (Figure 1c).","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115970100","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}
Various studies have been done on the combined use of mobile devices. Ohta's Pinch [Ohta and Tanaka 2012] and Leigh's THAW [Leigh et al. 2014] are representative studies. However, they have certain limitations; Pinch cannot dynamically correspond to the positional relations of the devices, and THAW cannot recognize the devices' spatial positional relations. We constructed VISTouch so that it does not require a particular kind of external sensor, and it enables multiple mobile devices to dynamically obtain other devices' relative positions in real time. We summarize VISTouch in this paper.
人们对移动设备的综合使用进行了各种研究。Ohta的Pinch [Ohta and Tanaka 2012]和Leigh的THAW [Leigh et al. 2014]是具有代表性的研究。然而,它们也有一定的局限性;Pinch不能动态对应设备的位置关系,THAW不能识别设备的空间位置关系。我们构建了visouch,使得它不需要特定的外部传感器,它使多个移动设备能够实时动态地获取其他设备的相对位置。本文对VISTouch进行了总结。
{"title":"VISTouch","authors":"Masasuke Yasumoto, Takehiro Teraoka","doi":"10.1145/2787626.2787636","DOIUrl":"https://doi.org/10.1145/2787626.2787636","url":null,"abstract":"Various studies have been done on the combined use of mobile devices. Ohta's Pinch [Ohta and Tanaka 2012] and Leigh's THAW [Leigh et al. 2014] are representative studies. However, they have certain limitations; Pinch cannot dynamically correspond to the positional relations of the devices, and THAW cannot recognize the devices' spatial positional relations. We constructed VISTouch so that it does not require a particular kind of external sensor, and it enables multiple mobile devices to dynamically obtain other devices' relative positions in real time. We summarize VISTouch in this paper.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":"138 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132099788","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}
Fumiya Narita, Shunsuke Saito, Takuya Kato, Tsukasa Fukusato, S. Morishima
Dressing virtual characters is necessary for many applications, while modeling clothing is a significant bottleneck. Therefore, it has been proposed that the idea of Garment Transfer for transfer-ring clothing model from one character to another character [Brouet et al. 2012]. In recent years, this idea has been extended to be applicable between characters in various poses and shapes [Narita et al. 2014]. However, texture design of clothing is not preserved in their method since they deform the source clothing model to fit the target body (see Figure 1(a)(c)).
在许多应用程序中,虚拟角色的着装是必要的,而服装建模是一个重要的瓶颈。因此,有人提出了将环形服装模型从一个角色转移到另一个角色的服装转移思路[Brouet et al. 2012]。近年来,这一想法已被扩展到适用于各种姿势和形状的角色[Narita et al. 2014]。然而,他们的方法没有保留服装的纹理设计,因为他们将源服装模型变形以适应目标体(见图1(a)(c))。
{"title":"Texture preserving garment transfer","authors":"Fumiya Narita, Shunsuke Saito, Takuya Kato, Tsukasa Fukusato, S. Morishima","doi":"10.1145/2787626.2792622","DOIUrl":"https://doi.org/10.1145/2787626.2792622","url":null,"abstract":"Dressing virtual characters is necessary for many applications, while modeling clothing is a significant bottleneck. Therefore, it has been proposed that the idea of Garment Transfer for transfer-ring clothing model from one character to another character [Brouet et al. 2012]. In recent years, this idea has been extended to be applicable between characters in various poses and shapes [Narita et al. 2014]. However, texture design of clothing is not preserved in their method since they deform the source clothing model to fit the target body (see Figure 1(a)(c)).","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134054292","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}
Exploring various visual designs by tweaking parameters is a common practice when designing digital content. For example, if we want to clean up a photo for use at the top of a web page, we adjust the design parameters---brightness, contrast, saturation, etc.---to explore which combination of parameters provides the best result. Similar situations can be found anywhere in computer graphics applications, such as tweaking shader parameters for game development.
{"title":"Crowd-powered parameter analysis for computational design exploration","authors":"Yuki Koyama, Daisuke Sakamoto, T. Igarashi","doi":"10.1145/2787626.2792620","DOIUrl":"https://doi.org/10.1145/2787626.2792620","url":null,"abstract":"Exploring various visual designs by tweaking parameters is a common practice when designing digital content. For example, if we want to clean up a photo for use at the top of a web page, we adjust the design parameters---brightness, contrast, saturation, etc.---to explore which combination of parameters provides the best result. Similar situations can be found anywhere in computer graphics applications, such as tweaking shader parameters for game development.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133428099","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 propose a photometric compensation for projecting arbitrary images on practical surfaces of our everyday life. Although many previous proposals have achieved fine compensation at their experimental environments [Nayar et al. 2003], they cannot support practical targets including high-contrast texture. In order to adapt to such situation, we need a time-consuming iterative processing with camera feedback. Even though the iterative processing is applied, we cannot obtain fine compensation because no camera pixels of a projector-camera system (procam) correspond perfectly to the pixels of the projector [Mihara et al. 2014].
我们提出了一个光度补偿投影任意图像在我们的日常生活的实际表面。尽管许多先前的建议已经在实验环境下实现了良好的补偿[Nayar等人,2003],但它们不能支持包括高对比度纹理在内的实际目标。为了适应这种情况,我们需要使用相机反馈进行耗时的迭代处理。即使应用迭代处理,我们也无法获得精细补偿,因为投影机-摄像机系统(程序)的相机像素与投影机的像素不完全对应[Mihara et al. 2014]。
{"title":"Photometric compensation for practical and complex textures","authors":"N. Hashimoto, K. Kosaka","doi":"10.1145/2787626.2787647","DOIUrl":"https://doi.org/10.1145/2787626.2787647","url":null,"abstract":"We propose a photometric compensation for projecting arbitrary images on practical surfaces of our everyday life. Although many previous proposals have achieved fine compensation at their experimental environments [Nayar et al. 2003], they cannot support practical targets including high-contrast texture. In order to adapt to such situation, we need a time-consuming iterative processing with camera feedback. Even though the iterative processing is applied, we cannot obtain fine compensation because no camera pixels of a projector-camera system (procam) correspond perfectly to the pixels of the projector [Mihara et al. 2014].","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132672884","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}
S. Mizuno, Marino Isoda, Rei Ito, Mei Okamoto, Momoko Kondo, Saya Sugiura, Yuki Nakatani, M. Hirose
Drawing on a sketchbook is one of the most familiar arts and people of all ages can enjoy it. Thus a lot of CG applications on which a user can create 2D and 3DCG images with drawing operations have been developed [Kondo et al. 2013]. On the other hand, dancing is also familiar to many people. Thus a digital content that is a mixture of drawing and dancing could be very attractive.
在速写本上画画是最熟悉的艺术之一,所有年龄段的人都喜欢它。因此,已经开发了许多CG应用程序,用户可以在其上通过绘图操作创建2D和3DCG图像[Kondo et al. 2013]。另一方面,舞蹈也为许多人所熟悉。因此,混合绘画和舞蹈的数字内容可能非常有吸引力。
{"title":"Sketch dance stage","authors":"S. Mizuno, Marino Isoda, Rei Ito, Mei Okamoto, Momoko Kondo, Saya Sugiura, Yuki Nakatani, M. Hirose","doi":"10.1145/2787626.2792646","DOIUrl":"https://doi.org/10.1145/2787626.2792646","url":null,"abstract":"Drawing on a sketchbook is one of the most familiar arts and people of all ages can enjoy it. Thus a lot of CG applications on which a user can create 2D and 3DCG images with drawing operations have been developed [Kondo et al. 2013]. On the other hand, dancing is also familiar to many people. Thus a digital content that is a mixture of drawing and dancing could be very attractive.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132672896","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}
T. Hiraki, Issei Takahashi, Shotaro Goto, S. Fukushima, T. Naemura
Forming images by using a swarm of mobile robots has emerged as a new platform for computer entertainment. Each robot has colored lighting, and the swarm represents various abstract patterns by using the lighting and the locomotion.
{"title":"Phygital field: integrated field with visible images and robot swarm controlled by invisible images","authors":"T. Hiraki, Issei Takahashi, Shotaro Goto, S. Fukushima, T. Naemura","doi":"10.1145/2787626.2792604","DOIUrl":"https://doi.org/10.1145/2787626.2792604","url":null,"abstract":"Forming images by using a swarm of mobile robots has emerged as a new platform for computer entertainment. Each robot has colored lighting, and the swarm represents various abstract patterns by using the lighting and the locomotion.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":"278 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132872108","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}
Toshiaki Nakasu, T. Ike, Kazunori Imoto, Yasunobu Yamauchi
In maintenance of electric power control panels, a worker has to do a lot of manual work such as pushing buttons and turning on/off selector switches. Therefore, a hands-free gesture operating system is needed. Tsukada [Tsukada et al. 2002] proposed a gesture operating system using an acceleration sensor and switches. Although it is a simple task to control a home appliance by gesture, users have to use both gesture and switch on/off to perform more complicated tasks such as controlling and recording documents in maintenance work. Therefore, the system becomes complicated. We propose a novel switch-less assist system for maintenance work with a simple structure that recognizes gesture using only an acceleration sensor. Ike [Ike et al. 2014] proposed a hand gesture operating system that enables users to control a TV remotely by adopting "Tapping" as a click signal. The system recognizes tapping by detecting a pulse-like acceleration pattern corresponding to a micro collision generated by tapping. However, it is difficult to recognize tapping because maintenance work includes many micro collisions generated by touching things. We adopt "Tapping & Finger up", i.e., tapping fingers and turning up a finger, gestures that rarely occur in maintenance work, and design a gesture system enabling users to perform maintenance tasks and gesture operation seamlessly. Our system helps users do maintenance work easily and intuitively without interrupting work.
在维护电力控制面板时,工人必须做大量的手工工作,如按按钮和打开/关闭选择开关。因此,需要一个免提手势操作系统。Tsukada [Tsukada et al. 2002]提出了一种使用加速度传感器和开关的手势操作系统。虽然通过手势控制家用电器是一项简单的任务,但用户必须同时使用手势和开关来执行更复杂的任务,例如在维护工作中控制和记录文件。因此,系统变得复杂。我们提出了一种新型的无开关维修辅助系统,其结构简单,仅使用加速度传感器识别手势。Ike [Ike et al. 2014]提出了一种手势操作系统,用户可以通过“tap”作为点击信号来远程控制电视。该系统通过检测与轻叩产生的微碰撞相对应的脉冲式加速模式来识别轻叩。然而,由于维护工作包含许多触摸事物产生的微碰撞,因此很难识别敲击。我们采用了在维护工作中很少出现的“轻敲手指向上”手势,即轻敲手指和竖起手指,设计了一个手势系统,使用户能够无缝地执行维护任务和手势操作。我们的系统可以帮助用户在不中断工作的情况下轻松直观地进行维护工作。
{"title":"Hands-free gesture operation for maintenance work using finger-mounted acceleration sensor","authors":"Toshiaki Nakasu, T. Ike, Kazunori Imoto, Yasunobu Yamauchi","doi":"10.1145/2787626.2792609","DOIUrl":"https://doi.org/10.1145/2787626.2792609","url":null,"abstract":"In maintenance of electric power control panels, a worker has to do a lot of manual work such as pushing buttons and turning on/off selector switches. Therefore, a hands-free gesture operating system is needed. Tsukada [Tsukada et al. 2002] proposed a gesture operating system using an acceleration sensor and switches. Although it is a simple task to control a home appliance by gesture, users have to use both gesture and switch on/off to perform more complicated tasks such as controlling and recording documents in maintenance work. Therefore, the system becomes complicated. We propose a novel switch-less assist system for maintenance work with a simple structure that recognizes gesture using only an acceleration sensor. Ike [Ike et al. 2014] proposed a hand gesture operating system that enables users to control a TV remotely by adopting \"Tapping\" as a click signal. The system recognizes tapping by detecting a pulse-like acceleration pattern corresponding to a micro collision generated by tapping. However, it is difficult to recognize tapping because maintenance work includes many micro collisions generated by touching things. We adopt \"Tapping & Finger up\", i.e., tapping fingers and turning up a finger, gestures that rarely occur in maintenance work, and design a gesture system enabling users to perform maintenance tasks and gesture operation seamlessly. Our system helps users do maintenance work easily and intuitively without interrupting work.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130806517","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}