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ACM SIGGRAPH 2015 Posters最新文献

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Reconfigurable three-dimensional prototype system using digital materials 使用数字材料的可重构三维原型系统
Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792657
Keita Sekijima, Hiroya Tanaka
Digital materials are discrete elements such as LEGO Blocks that it can be a kind of reconfigurable 3D matters. There are two advantages of using digital material rather than a continuous material. Firstly, it is easy to change the form after shaping by assembling and disassembling the elements. Secondly, There is never that the error of the part impacts the whole form in the shaping because the elements can be connected exactly by the joint system. There are many researches of digital material focus on the modular connection by press fitting or bonding. Such a digital material can't be assembled and disassembled smoothly after shaped. In our research, we designed the digital material "Kelvin Block" (figure 1a) that specialized in smoothly reconfiguring, and we developed the machine "3D Assembler" (figure 1b) to arrange Kelvin Blocks automatically. The size of Kelvin Block is 40mmx40mmx40mm that is optimized to the volume of the joint system.
数字材料是像乐高积木这样的离散元素,它可以是一种可重构的3D材料。使用数字材料比使用连续材料有两个优点。首先,通过组装和拆卸元件,可以很容易地改变成型后的形状。其次,在成形过程中,零件的误差永远不会影响到整体的形状,因为元件可以通过关节系统精确地连接起来。数字材料的研究主要集中在模数化的压接或粘接。这样的数字材料成型后无法顺利组装和拆卸。在我们的研究中,我们设计了专门用于顺利重新配置的数字材料“开尔文块”(图1a),并开发了自动排列开尔文块的机器“3D Assembler”(图1b)。开尔文块的尺寸为40mmx40mmx40mm,优化到关节系统的体积。
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引用次数: 5
Reassembling 3D thin shells using integrated template guidance and fracture region matching 利用集成模板导向和裂缝区域匹配技术重组三维薄壳
Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792659
Kang Zhang, Wuyi Yu, Mary Manhein, W. Waggenspack, Xin Li
Geometric restoration that composes 3D fragmented pieces into the original complete object is an important computer graphics and geometric processing problem. Automatic and effective restoration has applications in many fields such as archeological reconstruction, digital heritage archiving, forensic evidence processing, to name a few. For example, archaeologists reconstruct ceramic fragments (sherds) into complete pots in order to analyze the information of the ancient society. Forensic scientists reassemble skull fragments into complete skull for face reconstruction and body identification. In both of these problems we need to solve a composition of digitized thin-shell fragments with different shapes, sizes, and resolutions. This problem remains very challenging.
将三维碎片复原为完整的原始物体是一个重要的计算机图形学和几何处理问题。自动有效修复在考古重建、数字遗产存档、法医证据处理等许多领域都有应用。例如,考古学家将陶瓷碎片(碎片)重建成完整的罐子,以分析古代社会的信息。法医科学家将头骨碎片重新组装成完整的头骨,用于面部重建和身体识别。在这两个问题中,我们都需要解决由不同形状、大小和分辨率的数字化薄壳碎片组成的问题。这个问题仍然非常具有挑战性。
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引用次数: 6
Critical points with discrete Morse theory 离散莫尔斯理论的临界点
Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792614
Peihong Guo, E. Akleman, Ying He, Xiaoning Wang, W. Liu
In this work, we present some of the unexpected observations resulted from our recent research. We, recently, needed to identify a small number of important critical points, i.e. minimum, maximum and saddle points, on a given manifold mesh surface. All critical points on a manifold triangular mesh can be identified using discrete Gaussian curvature, which is given as ki = 2π − Σj θi,j where ki is vertex defect (the discrete Gaussian curvature) of the vertex i and θi,j is the corner of the vertex in the triangle j. A very useful property coming with vertex defect is the discrete version of Gauss-Bonnet theorem: the sum of all vertex defects is always constant as Σi ki = 2π(2−2g) where g is the genus of the mesh. Any vertex with a non-zero vertex defect is really an critical point of the surface. However, identification of interesting critical points is hard with vertex defect alone. As it can be seen in Figure 1(a), even we ignore vertex defects that are small, too many vertices are still chosen and this information is not really useful to make any conclusion of the shape of the surface.
在这项工作中,我们提出了一些意想不到的观察结果,从我们最近的研究。最近,我们需要在给定的流形网格表面上识别少量重要的临界点,即最小点、最大值和鞍点。所有临界点流形三角网格可以使用离散高斯曲率,确定这是作为ki = 2π−Σjθ,j, ki顶点缺陷(离散高斯曲率)的顶点我和θ,j是三角形顶点的角落j。一个非常有用的属性与顶点的缺陷是离散的版本Gauss-Bonnet定理:顶点缺陷总是不断的总和作为Σ我ki = 2π2−2 g, g网的一个属。任何有非零顶点缺陷的顶点都是曲面的一个临界点。然而,仅用顶点缺陷很难识别出感兴趣的临界点。从图1(a)中可以看出,即使我们忽略了较小的顶点缺陷,仍然选择了太多的顶点,这些信息对于得出曲面形状的任何结论都没有真正的用处。
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引用次数: 0
MR coral sea evolved: mixed reality aquarium with physical MR displays MR珊瑚海进化:混合现实水族馆与物理MR显示
Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792619
Toshikazu Ohshima, Shun Kawaguchi, Yuma Tanaka
The MR Coral Sea is a mixed reality tiny aquarium. The intent of the system is to play with little virtual fish. A player can interact with the virtual fish via Coral Display, an interactive device with multisensory physical feedback. When a player presents his or her hand above the device, fish bait appears on the palm, and the virtual fish come to eat it. The device provides the user with a feeling of spatial existence through illumination and vibration.
MR珊瑚海是一个混合现实的小型水族馆。该系统的目的是与小虚拟鱼一起玩。玩家可以通过珊瑚显示器与虚拟鱼互动,珊瑚显示器是一种具有多感官物理反馈的互动设备。当玩家把手伸到设备上方时,鱼饵就会出现在玩家的手掌上,虚拟鱼就会来吃鱼饵。该装置通过照明和振动为用户提供空间存在感。
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引用次数: 1
OpaqueLusion: opaque mid-air images using dynamic mask for occlusion expression OpaqueLusion:不透明的半空中图像,使用动态遮罩遮挡表达
Pub Date : 2015-07-31 DOI: 10.1145/2787626.2787639
H. Kajita, Naoya Koizumi, T. Naemura
Mid-air imaging has the advantage of expression along the depth direction. For example, MARIO [1], a mid-air display, can form an image in the depth range of 30 cm by physically moving the light source display. Multi-layered mid-air images can be displayed at various depths, but such multi-layered images are transparent and experience color mixture due to the addition of light from the light source displays. It is difficult to see the front of transparent images because they have no occlusion expression.
空中成像具有沿深度方向表达的优点。例如,空中显示器MARIO[1],通过物理移动光源显示器,可以形成30 cm深度范围内的图像。多层的半空图像可以在不同的深度显示,但由于光源显示器增加了光,这种多层图像是透明的,并且经历了颜色混合。由于透明图像没有遮挡表达,因此很难看到图像的正面。
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引用次数: 0
PaperPulse: an integrated approach for embedding electronics in paper designs PaperPulse:一个集成的方法嵌入电子在纸上的设计
Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792650
Raf Ramakers, Kashyap Todi, K. Luyten
We present PaperPulse, a design and fabrication approach that enables designers without a technical background to produce standalone interactive paper artifacts by augmenting them with electronics. With PaperPulse designers overlay pre-designed visual elements with interactive widgets and specify functional relations between them using a logic demonstration and recording approach, called Pulsation. When the design is finished, PaperPulse generates layered electronic circuit designs, code that can be deployed on a microcontroller, and instructions for assembly.
我们提出PaperPulse,一种设计和制造方法,使没有技术背景的设计师能够通过增加电子设备来生产独立的交互式纸制品。通过PaperPulse,设计师将预先设计的视觉元素与交互式小部件叠加在一起,并使用逻辑演示和记录方法(称为脉动)指定它们之间的功能关系。设计完成后,PaperPulse生成分层电子电路设计、可部署在微控制器上的代码以及组装指令。
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引用次数: 62
Mouth gesture based emotion awareness and interaction in virtual reality 虚拟现实中基于手势的情感感知与交互
Pub Date : 2015-07-31 DOI: 10.1145/2787626.2787635
Xing Zhang, U. Ciftci, L. Yin
In recent years, Virtual Reality (VR) has become a new media to provide users an immersive experience. Events happening in the VR connect closer to our emotions as compared to other interfaces. The emotion variations are reflected as our facial expressions. However, the current VR systems concentrate on "giving" information to the user, yet ignore "receiving" emotional status from the user, while this information definitely contributes to the media content rating and the user experience. On the other hand, traditional controllers become difficult to use due to the obscured view point. Hand and head gesture based control is an option [Cruz-Neira et al. 1993]. However, certain sensor devices need to be worn to assure control accuracy and users are easy to feel tired. Although face tracking achieves accurate result in both 2D and 3D scenarios, the current state-of-the-art systems cannot work when half of the face is occluded by the VR headset because the shape model is trained by data from the whole face.
近年来,虚拟现实(VR)已经成为一种为用户提供沉浸式体验的新媒体。与其他界面相比,VR中发生的事件更贴近我们的情感。情绪的变化反映在我们的面部表情上。然而,目前的VR系统专注于向用户“提供”信息,而忽略了从用户那里“接收”情感状态,而这些信息无疑有助于媒体内容评级和用户体验。另一方面,传统的控制器由于视点模糊而变得难以使用。基于手部和头部手势的控制也是一种选择[Cruz-Neira et al. 1993]。然而,某些传感器设备需要佩戴以保证控制精度,并且用户容易感到疲劳。虽然面部跟踪在2D和3D场景下都能获得准确的结果,但目前最先进的系统在VR头显遮挡一半面部时无法工作,因为形状模型是由整个面部的数据训练的。
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引用次数: 3
Continuous circular scribble arts 连续的圆形涂鸦艺术
Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792600
Chun-Chia Chiu, Yi-Hsiang Lo, W. Ruan, Cheng-Han Yang, Ruen-Rone Lee, Hung-Kuo Chu
Scribble art is a kind of illustrative drawing. Artists use continuous lines to convey the impression of an image or concept of a design. Unlike conventional line drawings such as sketching and hatching that commonly comprise of short and straight line segments, scribble artists aim at depicting the image with long and continuous curves. In this work, we study a typical curve pattern, circular scribble that appears most frequently in the artworks. Circular lines are drawn in either clockwise or counter-clockwise direction with varying radius in the circular scribble arts. The artists delicately trace along a seemingly random path and control the size and orientation of circular line pattern to depict a subject of their artwork. The main challenges lie in producing smooth transition between grayscale levels and preserving dominant image features using continuous loops and intersections of a circular scribble. Thus, the creation of circular scribble art is skill-demanding and time-consuming. In order to facilitate such process, we introduce a systematic approach to automatically synthesize circular scribble arts from images by tracing along a virtual path using solely a single continuous circular scribble with varying radius and orientation. We have tested our approach using a wide range of images and generate visually pleasing circular scribble arts (see Figure 1).
涂鸦艺术是一种说明性绘画。艺术家使用连续的线条来传达图像或设计概念的印象。传统的线条绘画,如速写和素描,通常由短而直的线段组成,涂鸦艺术家的目标是用长而连续的曲线来描绘图像。在这个作品中,我们研究了一种典型的曲线图案,即在艺术品中最频繁出现的圆形涂鸦。圆形线条可以顺时针或逆时针方向绘制,在圆形涂鸦艺术中具有不同的半径。艺术家们巧妙地沿着看似随机的路径描摹,并控制圆形线条图案的大小和方向来描绘他们的艺术作品的主题。主要的挑战在于在灰度级之间产生平滑的过渡,并使用连续的循环和圆形涂鸦的交叉点来保留主要的图像特征。因此,圆形涂鸦艺术的创作需要技巧和时间。为了促进这一过程,我们引入了一种系统的方法,通过仅使用单个连续的圆形涂鸦具有不同的半径和方向,沿着虚拟路径跟踪,从图像中自动合成圆形涂鸦艺术。我们使用大量图像测试了我们的方法,并生成了视觉上令人愉悦的圆形涂鸦艺术(参见图1)。
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引用次数: 0
Touch the virtual reality: using the leap motion controller for hand tracking and wearable tactile devices for immersive haptic rendering 触摸虚拟现实:使用leap运动控制器进行手部跟踪,使用可穿戴触觉设备进行沉浸式触觉渲染
Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792651
S. Scheggi, L. Meli, C. Pacchierotti, D. Prattichizzo
The complexity of the world around us is creating a demand for novel interfaces that will simplify and enhance the way we interact with the environment. The recently unveiled Android Wear operating system addresses this demand by providing a modern system for all those companies that are now developing wearable devices, also known as "wearables". Wearability of robotic devices will enable novel forms of human intention recognition through haptic signals and novel forms of communication between humans and robots. Specifically, wearable haptics will enable devices to communicate with humans during their interaction with the environment they share. Wearable haptic technology have been introduced in our everyday life by Sony. In 1997 its DualShock controller for PlayStation revolutionized the gaming industry by introducing a simple but effective vibrotactile feedback. More recently, Apple unveiled the Apple Watch, which embeds a linear actuator that can make the watch vibrate. It is used whenever the wearer receives an alert or notification, or to communicate with other Apple Watch owners.
我们周围世界的复杂性创造了对新颖界面的需求,这些界面将简化和增强我们与环境交互的方式。最近发布的Android Wear操作系统解决了这一需求,为所有正在开发可穿戴设备(也称为“可穿戴设备”)的公司提供了一个现代系统。机器人设备的可穿戴性将通过触觉信号实现新型的人类意图识别,并实现人与机器人之间新型的交流。具体来说,可穿戴触觉技术将使设备能够在人类与他们共享的环境互动时与人类进行交流。可穿戴触觉技术已经被索尼引入到我们的日常生活中。1997年,它为PlayStation推出了DualShock控制器,通过引入简单而有效的振动触觉反馈,彻底改变了游戏行业。最近,苹果公司推出了Apple Watch,它嵌入了一个可以使手表振动的线性驱动器。只要佩戴者收到提醒或通知,或者与其他苹果手表用户交流,就会使用它。
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引用次数: 51
Real-time rendering of subsurface scattering according to translucency magnitude 根据半透明大小实时绘制地下散射
Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792616
Hiroyuki Kubo, K. Tokoi, Y. Mukaigawa
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the effect of subsurface scattering. In previous works, several methods are proposed for rendering such materials in real-time. The screen space subsurface scattering (SSSS) is developed by Jimenez et al. [2009], yet the speed of rendering is not very practical for low-end computational environment, because screen space techniques require huge number of texture samplings. We previously propose a curvature-based shading method [Kubo et al. 2010] which approximates the effect of subsurface scattering according to the curvature. Since the curvature is determined by the surface shape of neighbors, it is not able to compute the effect of scattering light from the behind of the object. In this paper, we propose a novel shading method depending on the translucency magnitude which represents the significance of the subsurface scattering effect. According to the translucency magnitude, we modulate the reflectance to imitate the effect of subsurface scattering. Since this modulation is very simple to compute, we are able to render translucent materials in real-time not only in high-end workstations but also low-end mobile devices.
为了在计算机图形学中合成逼真的半透明材料,有必要模拟亚表面散射的效果。在以前的工作中,提出了几种实时渲染这些材料的方法。屏幕空间次表面散射(SSSS)是由Jimenez等人[2009]开发的,但由于屏幕空间技术需要大量的纹理采样,因此渲染速度对于低端计算环境不是很实用。我们之前提出了一种基于曲率的遮阳方法[Kubo et al. 2010],该方法根据曲率近似地表下散射的影响。由于曲率是由相邻物体的表面形状决定的,因此无法计算物体背后散射光的影响。在本文中,我们提出了一种新的着色方法,该方法依赖于代表亚表面散射效应重要性的半透明大小。根据半透光的大小,我们调整了反射率来模拟地下散射的影响。由于这种调制非常容易计算,因此我们不仅可以在高端工作站中实时渲染半透明材料,还可以在低端移动设备中实时渲染半透明材料。
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引用次数: 0
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ACM SIGGRAPH 2015 Posters
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