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Developing applications for the Portuguese Shoe Industry 为葡萄牙鞋业开发应用程序
Sofia Gameiro, Luís Almeida, António Freitas, Pedro Pereira, A. Marcos
In this paper a set of specific applications under development for the Portuguese Shoe Industry are presented. The applications include CAD/CAM, the visualisation of graphical information (related to shoe and shoe components models) and the management of production and prototyping information. Besides describing some of the R&D details of the applications developed by the authors, this paper aims to present a case study of a successful technological application. It is part of a more general process for the introduction, in this industrial sector, of new production, management and administrative working philosophies, which are based on the centralisation of information and integrated global solutions.
本文介绍了葡萄牙制鞋业正在开发的一套具体应用。应用程序包括CAD/CAM,图形信息的可视化(与鞋和鞋部件模型有关)以及生产和原型信息的管理。除了描述作者开发的应用程序的一些研发细节外,本文还旨在提供一个成功技术应用的案例研究。这是在这一工业部门采用新的生产、管理和行政工作理念的更普遍进程的一部分,这些理念以信息集中和综合全球解决办法为基础。
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引用次数: 1
A local model of eye adaptation for high dynamic range images 高动态范围图像的局部眼适应模型
P. Ledda, Luís Paulo Santos, A. Chalmers
In the real world, the human eye is confronted with a wide range of luminances from bright sunshine to low night light. Our eyes cope with this vast range of intensities by adaptation; changing their sensitivity to be responsive at different illumination levels. This adaptation is highly localized, allowing us to see both dark and bright regions of a high dynamic range environment. In this paper we present a new model of eye adaptation based on physiological data. The model, which can be easily integrated into existing renderers, can function either as a static local tone mapping operator for single high dynamic range image, or as a temporal adaptation model taking into account time elapsed and intensity of preadaptation for a dynamic sequence. We finally validate our technique with a high dynamic range display and a psychophysical study.
在现实世界中,人眼面对的亮度范围很广,从明亮的阳光到昏暗的夜晚。我们的眼睛通过适应来应对如此大范围的强度;改变它们的灵敏度,以响应不同的照明水平。这种适应是高度局部化的,使我们能够在高动态范围的环境中看到黑暗和明亮的区域。本文提出了一种新的基于生理数据的眼适应模型。该模型可以很容易地集成到现有的渲染器中,既可以作为单个高动态范围图像的静态局部色调映射算子,也可以作为考虑动态序列的预适应时间和强度的时间适应模型。我们最终通过高动态范围显示和心理物理研究验证了我们的技术。
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引用次数: 144
Sketchy drawings 粗略的图纸
M. Nienhaus, J. Döllner
In non-photorealistic rendering sketchiness is essential to communicate visual ideas and can be used to illustrate drafts and concepts in, for instance, architecture and product design. In this paper, we present a hardware-accelerated real-time rendering algorithm for drawings that sketches visually important edges as well as inner color patches of arbitrary 3D objects even beyond the geometrical boundary. The algorithm preserves edges and color patches as intermediate rendering results using textures. To achieve sketchiness it applies uncertainty values in image-space to perturb texture coordinates when accessing intermediate rendering results. The algorithm adjusts depth information derived from 3D objects to ensure visibility when composing sketchy drawings with arbitrary 3D scene contents. Rendering correct depth values while sketching edges and colors beyond the boundary of 3D objects is achieved by depth sprite rendering. Moreover, we maintain frame-to-frame coherence because consecutive uncertainty values have been determined by a Perlin noise function, so that they are correlated in image-space. Finally, we introduce a solution to control and predetermine sketchiness by preserving geometrical properties of 3D objects in order to calculate associated uncertainty values. This method significantly reduces the inherent shower-door effect.
在非真实感渲染草图是必不可少的沟通视觉思想,可以用来说明草案和概念,例如,建筑和产品设计。在本文中,我们提出了一种硬件加速的实时绘制算法,用于绘制视觉上重要的边缘以及任意3D物体的内部色块,甚至超出几何边界。该算法保留边缘和色块作为使用纹理的中间渲染结果。为了实现草图,它在访问中间渲染结果时应用图像空间中的不确定性值来扰动纹理坐标。该算法调整来自3D物体的深度信息,以确保在使用任意3D场景内容组成草图时的可视性。渲染正确的深度值,而素描的边缘和颜色超出了3D对象的边界是通过深度精灵渲染实现的。此外,由于连续的不确定性值由柏林噪声函数确定,因此我们保持了帧间的相干性,因此它们在图像空间中是相关的。最后,我们介绍了一种通过保留三维物体的几何特性来控制和预先确定草图的解决方案,以便计算相关的不确定性值。这种方法大大降低了固有的淋浴门效应。
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引用次数: 18
Forward area light map projection 向前区域光地图投影
Elvis Ko-Yung Jeng, Zhigang Xiang
We present a new method for soft shadow visualization. This two-stage approach generates high-quality soft shadow images by projecting sampled surface points, which are kept in a "layered area light map", onto the viewing screen. The layered area light map is created in the preprocessing stage, and is multi-layered in the sense that each map cell keeps the visibility ratio of the area light source with respect to multiple surface points at varying depth. In the forward projection stage, we project the sampled surface points in the layered area light map onto the screen buffer to attenuate a shadowless reference image in order to quickly generate the final image. Dynamic splatting and object surface-based convolution are used in the process to fill "holes" and to smooth out minor artifacts that are caused by insufficient sampling. When a series of images for a given scene are to be produced this forward projection rendering technique is much faster than ray tracing and still results in soft shadows with comparable quality.
提出了一种新的软阴影可视化方法。这种两阶段的方法通过将采样的表面点投影到屏幕上,生成高质量的软阴影图像,这些点保存在“分层区域光图”中。分层区域光图是在预处理阶段创建的,从每个地图单元保持区域光源相对于不同深度的多个表面点的可见性比率的意义上讲,分层区域光图是多层的。在前向投影阶段,我们将分层区域光图中的采样表面点投影到屏幕缓冲区上,以衰减无阴影参考图像,从而快速生成最终图像。动态喷溅和基于物体表面的卷积在这个过程中被用来填充“洞”,并平滑由于采样不足引起的小工件。当要生成给定场景的一系列图像时,这种正向投影渲染技术比光线追踪要快得多,并且仍然可以产生质量相当的柔和阴影。
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引用次数: 1
Improving readability of contextualized text explanations 提高语境化文本解释的可读性
W. Chigona, T. Strothotte
Dual-Use of Image Space (duis) is an interactive technique for presenting text corresponding to images within the image space. From a technical point of view, the pixels in the image space are used both as text which can be read as well as for shading. This approach raises a number of interesting new readability problems: First, in order to simulate shading, the weight and the width of the character glyphs are manipulated. We have noted that readers find reading text with weight and width variations not only difficult but also irritating. Second, the shape of the silhouettes of the objects, by their irregular nature, are not ideal for text layout.In this paper we present techniques for addressing the duis readability problems. The techniques are divided into three categories as follows: First, shading and reading functionalities have been separated by creating two text presentation modes, shading mode and reading mode. In reading mode, it is no longer necessary to vary the weight and width of the character glyphs. Second, we have introduced the concept of multiple column presentation to address the problems of interruptions in reading. Finally, distortions of the objects are also used to improve readability.
图像空间的双重使用(Dual-Use of Image Space, duis)是一种在图像空间中呈现与图像相对应的文本的交互技术。从技术角度来看,图像空间中的像素既可用作文本,也可用作着色。这种方法引发了许多有趣的可读性问题:首先,为了模拟阴影,需要对字符字形的粗细和宽度进行操作。我们注意到,读者发现阅读粗细和宽度变化的文本不仅困难而且令人恼火。其次,对象轮廓的形状,由于其不规则的性质,不适合文本布局。在本文中,我们提出了解决duis可读性问题的技术。该技术分为以下三类:首先,通过创建两种文本呈现模式,着色模式和阅读模式,将着色和阅读功能分开。在阅读模式下,不再需要改变字符字形的粗细和宽度。其次,我们引入了多栏呈现的概念,以解决阅读中断的问题。最后,对象的扭曲也被用来提高可读性。
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引用次数: 5
Realistic autonomous fish for virtual reality 虚拟现实的逼真自主鱼
A. Lobb, S. Bangay
We create realistic autonomous fish for Virtual Reality systems. The fish are realistic in appearance, movement and behaviour: the swimming behaviour being non-scripted, within real time rendering.The form of the fish is procedurally created. The size and shape of the form are controlled by a number of variables which are stored in a simple ASCII file. This allows efficient creation of different fish at run time.The behaviour is obtained by implementing a flocking algorithm.
我们为虚拟现实系统创造了逼真的自主鱼。鱼在外观、运动和行为上都是真实的:游泳行为是非脚本化的,在实时渲染中。鱼的形状是按程序创建的。表单的大小和形状由存储在简单ASCII文件中的许多变量控制。这允许在运行时高效地创建不同的鱼。该行为是通过实现群集算法获得的。
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引用次数: 3
A visualization design repository for mobile devices 移动设备的可视化设计存储库
V. Paelke, C. Reimann, W. Rosenbach
Mobile devices with multimedia and graphics capabilities have great potential in a wide variety of applications. In addition to location-based services, mobile-commerce and multimedia entertainment that are often viewed as promising applications of third generation mobile networks mobile devices also offer a potential solution to bridging the digital divide in developing countries. Mobile devices could be used to provide essential IT services like internet access, communication, information, education and banking in areas where no fully developed infrastructures like the electric grid and wire-based net connections are available. Highly usable interfaces will be a critical factor in the development of successful mobile devices and applications. This is especially true if such IT services should become accessible to illiterate or semi-literate users and users without any previous computer experience where the interface will have to rely largely on graphics and speech as interaction mechanisms. However, the design of multimedia-based interfaces for mobile devices is currently complicated by a lack of standardized visualization techniques and interaction mechanisms and the absence of related component libraries and style guides. As a first step towards the development of a standardized set of device-independent presentation and interaction techniques we are currently working on a repository of visualization design solutions for mobile UIs which will later be extended to include general interaction techniques.
具有多媒体和图形功能的移动设备在各种各样的应用中具有巨大的潜力。除了基于位置的服务之外,移动电子商务和多媒体娱乐通常被视为第三代移动网络的有前途的应用,移动设备也为弥合发展中国家的数字鸿沟提供了一个潜在的解决方案。移动设备可用于提供基本的IT服务,如互联网接入、通信、信息、教育和银行服务,这些地区没有完善的基础设施,如电网和有线网络连接。高度可用的界面将是开发成功的移动设备和应用程序的关键因素。如果不识字或半文盲的用户以及以前没有任何计算机经验的用户都可以访问这些IT服务,那么界面将不得不主要依赖图形和语音作为交互机制,这一点尤其正确。然而,由于缺乏标准化的可视化技术和交互机制,以及缺乏相关的组件库和样式指南,移动设备基于多媒体的界面设计目前变得非常复杂。作为开发一套与设备无关的标准化表示和交互技术的第一步,我们目前正在开发一个用于移动ui的可视化设计解决方案存储库,稍后将扩展到包括通用交互技术。
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引用次数: 32
Procedural multiresolution for plant and tree rendering 程序多分辨率的植物和树木渲染
J. Lluch, E. Camahort, R. Vivó
Modeling and rendering of plants and trees requires generating and processing large numbers of polygons. Geometry simplification methods may be used to reduce the polygon count and obtain a multiresolution representation. However, those methods fail to preserve the visual structure of a tree. We propose a different approach: procedural multiresolution. We build procedural models that reflect a tree's visual structure at different resolution levels. The models are based on parametric L-systems. Our method takes a parametric chain representing a tree and generates a new chain with embedded multiresolution information. The algorithm is based on a metric that quantifies the relevance of the branches of a tree. The representation supports efficient geometry extraction and produces good visual results.
植物和树木的建模和渲染需要生成和处理大量的多边形。可以使用几何简化方法来减少多边形数并获得多分辨率表示。然而,这些方法不能保持树的视觉结构。我们提出了一种不同的方法:程序多分辨率。我们建立了反映树在不同分辨率下的视觉结构的过程模型。模型是基于参数l系统的。我们的方法采用一个表示树的参数链,并生成一个嵌入多分辨率信息的新链。该算法基于一种量化树的分支相关性的度量。该表示支持高效的几何提取,并产生良好的视觉效果。
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引用次数: 36
South African Sign Language Machine Translation System 南非手语机器翻译系统
L. V. Zijl, Dean Barker
The South African Sign Language Machine Translation System (SASL-MT System) takes as its input English text, and outputs an avatar signing the equivalent SASL. This paper describes our experiences to date with the implementation of a signing avatar, in the light of the specific requirements of Sign Language.
南非手语机器翻译系统(SASL- mt System)以英文文本作为输入,输出一个与SASL等值的虚拟化身。本文结合手语的具体要求,介绍了我们迄今为止在手语虚拟形象实现方面的经验。
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引用次数: 34
Rendering optimisations for stylised sketching 渲染优化的风格化草图
H. Winnemöller, S. Bangay
We present work that specifically pertains to the rendering stage of stylised, non-photorealistic sketching. While a substantial body of work has been published on geometric optimisations, surface topologies, space-algorithms and natural media simulation, rendering-specific issues are rarely discussed in-depth even though they are often acknowledged. We investigate the most common stylised sketching approaches and identify possible rendering optimisations. In particular, we define uncertainty-functions, which are used to describe a human-error component, discuss how these pertain to geometric perturbation and textured silhouette sketching and explain how they can be cached to improve performance. Temporal coherence, which poses a problem for textured silhouette sketching, is addressed by means of an easily computed visibility-function. Lastly, we produce an effective yet surprisingly simple solution to seamless hatching, which commonly presents a large computational overhead, by using 3-D textures in a novel fashion. All our optimisations are cost-effective, easy to implement and work in conjunction with most existing algorithms.
我们目前的工作,具体涉及到风格化,非真实感素描的渲染阶段。虽然在几何优化、表面拓扑、空间算法和自然媒体模拟方面已经发表了大量的工作,但渲染特定问题很少得到深入讨论,尽管它们经常得到承认。我们调查了最常见的风格化素描方法,并确定了可能的渲染优化。特别是,我们定义了用于描述人为错误组件的不确定性函数,讨论了这些函数与几何扰动和纹理轮廓素描的关系,并解释了如何缓存它们以提高性能。时间相干性,这是一个问题,提出了纹理轮廓素描,通过一个容易计算的可见性函数来解决。最后,我们通过以一种新颖的方式使用3d纹理,为无缝孵化提供了一种有效但令人惊讶的简单解决方案,这种解决方案通常会带来大量的计算开销。我们所有的优化都具有成本效益,易于实现,并与大多数现有算法一起工作。
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引用次数: 11
期刊
International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
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