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Virtual reality training applications for the mining industry 虚拟现实培训在采矿业中的应用
E. V. Wyk, R. D. Villiers
Virtual reality is a rapidly growing technology which utilises the ever-increasing power of computers to simulate real-world and imaginary environments and situations with a high degree of realism and interactiveness. Safety in the South African mining industry is a vital issue. On average, one worker dies every working day, and about 16 are injured in mine-related accidents. Inadequate or insufficient training is often cited as a root cause for many mining fatalities. However, training outside the direct working environment provides only limited real-life opportunities and may fail to make a significant impact within the tense working environment itself. Virtual reality-based training tools can, by contrast, provide simulated exposure to real-world working conditions without the associated risks. This paper discusses contextual requirements and constraints for virtual reality application development, applied to safety training in mines. The results of the contextual analysis were applied to the design and development of several prototypes of VR training systems. The paper also reports on how realism can be enhanced in simulation training systems.
虚拟现实是一项快速发展的技术,它利用计算机不断增长的能力来模拟现实世界和想象的环境和情况,具有高度的真实感和互动性。南非矿业的安全是一个至关重要的问题。在与矿有关的事故中,平均每个工作日有一名工人死亡,约有16人受伤。培训不足经常被认为是造成许多采矿事故的根本原因。然而,在直接工作环境之外的培训只能提供有限的现实生活机会,并且可能无法在紧张的工作环境本身中产生重大影响。相比之下,基于虚拟现实的培训工具可以在没有相关风险的情况下模拟真实世界的工作条件。本文讨论了虚拟现实应用开发的背景要求和约束条件,并将其应用于矿山安全培训。情境分析的结果被应用于几个虚拟现实培训系统原型的设计和开发。本文还报告了如何在模拟训练系统中增强真实感。
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引用次数: 140
Associating fonts with musical genres 将字体与音乐类型相关联
Jukka Holm, Antti Aaltonen, Jarno Seppänen
We arranged an online questionnaire to study the feasibility of representing musical genres with fonts. The questionnaire consisted of 17 figures and each of them contained three text strings with different fonts. In each figure, the participants were asked which musical genre comes to their mind when looking at the text strings. The results suggest that the musical genre may be presented by a font and it can be recognized quite accurately. The most successful font collections were: classical (90.9% of participants made the same association between font and genre), metal (87.3%), country (85.5%), electronica amp; dance (83.6%), and world music (58.2%). On the average, the participants made the correct association in nearly seven cases out of 17.
我们安排了一份在线问卷来研究用字体表示音乐类型的可行性。问卷由17个数字组成,每个数字包含三个不同字体的文本字符串。在每个图中,参与者被问及当看到文本字符串时,他们想到的是哪种音乐类型。结果表明,音乐体裁可以通过一种字体来表现,并且可以比较准确地识别。最成功的字体集合是:古典(90.9%的参与者将字体和类型联系在一起),金属(87.3%),国家(85.5%),电子amp;舞蹈(83.6%)和世界音乐(58.2%)。平均而言,在17个案例中,参与者在近7个案例中做出了正确的联想。
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引用次数: 6
Analytic simplification of animated characters 动画人物的分析简化
Bruce Merry, P. Marais, J. Gain
Traditionally, levels of detail (LOD) for animated characters are computed from a single pose. Later techniques refined this approach by considering a set of sample poses and evaluating a more representative error metric. A recent approach to the character animation problem, animation space, provides a framework for measuring error analytically. The work presented here uses the animation-space framework to derive two new techniques to improve the quality of LOD approximations. Firstly, we use an animation-space distance metric within a progressive mesh-based LOD scheme, giving results that are reasonable across a range of poses, without requiring that the pose space be sampled. Secondly, we simplify individual vertices by reducing the number of bones that influence them, using a constrained least-squares optimisation. This influence simplification is combined with the progressive mesh to form a single stream of simplifications. Influence simplification reduces the geometric error by up to an order of magnitude, and allows models to be simplified further than is possible with only a progressive mesh. Quantitative (geometric error metrics) and qualititative (user perceptual) experiements confirm that these new extensions provide significant improvements in quality over traditional, naïve simplification; and while there is naturally some impact on the speed of the off-line simplification process, it is not prohibitive.
传统上,动画人物的细节级别(LOD)是从单个姿势计算的。后来的技术通过考虑一组样本姿势和评估更具代表性的误差度量来改进这种方法。最近的一种解决角色动画问题的方法,动画空间,提供了一个分析测量误差的框架。本文介绍的工作使用动画空间框架来推导两种新技术来提高LOD近似的质量。首先,我们在基于渐进式网格的LOD方案中使用动画空间距离度量,在不需要对姿态空间进行采样的情况下,在一系列姿态范围内给出合理的结果。其次,我们使用约束最小二乘优化,通过减少影响它们的骨骼数量来简化单个顶点。这种影响简化与渐进式网格相结合,形成单一的简化流。影响简化将几何误差减少到一个数量级,并允许模型比仅使用渐进式网格进一步简化。定量(几何误差度量)和定性(用户感知)实验证实,这些新的扩展在质量上比传统的naïve简化提供了显著的改进;虽然离线简化过程的速度自然会受到一些影响,但这并不令人望而却步。
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引用次数: 2
Simulating crowd phenomena in African markets 模拟非洲市场的人群现象
F. Tasse, Kevin R. Glass, S. Bangay
Crowd simulation is an important feature in the computer graphics field. Typical implementations simulate battle scenes, emergency situations, safety issues or add content to virtual environments. The problem stated in this paper falls in the last category. We present a crowd simulation behavioural model which allows us to simulate identified phenomena in popular local African markets such as narrow street flows and crowd formation around street performances. We propose a three-tier architecture model enable to produce intentions, perform path planning and control movement. We demonstrate that this approach produces the desired behaviour associated with crowds in an African market, which includes navigation, flow formation and circle creation.
人群仿真是计算机图形学领域的一个重要特征。典型的实现是模拟战斗场景、紧急情况、安全问题或向虚拟环境添加内容。本文所论述的问题属于最后一类。我们提出了一个人群模拟行为模型,使我们能够模拟流行的非洲当地市场中已确定的现象,如狭窄的街道流量和街头表演周围的人群形成。我们提出了一个三层架构模型,能够产生意图,执行路径规划和控制运动。我们证明,这种方法产生了与非洲市场人群相关的预期行为,包括导航、流量形成和圈子创建。
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引用次数: 6
Visual quality of the ground in 3D models: using color-coded images to blend aerial photos with tiled detail-textures 3D模型中地面的视觉质量:使用彩色编码图像将航空照片与平铺细节纹理混合
Mattias Roupé, Mikael Johansson
In interactive 3D-environments of urban-planning projects, the ground materials and land features are often represented by aerial photos. These lack of detail and therefore often look blurred and diffuse. This paper presents a technique to enhance the visual quality of the ground by blending the aerial photos with tiled detail-textures in a level-of-detail integrated system that is controlled by color-coded images. The color-coded images are created by extracting land features such as grass, asphalt, rock and water from the aerial photos or 2D CAD-drawings. The effects of different resolutions of the aerial photo and color-coded image are presented and discussed. To evaluate this approach, the technique was tested on a simple rendering performance scene and on two sub-sets of the 3D-city model of Göteborg, namely a landscape and an urban data set. The visual quality and rendering speed of the 3D model were positive and are presented in several images and table.
在城市规划项目的交互式3d环境中,地面材料和土地特征通常由航空照片表示。这些缺乏细节,因此往往看起来模糊和分散。本文提出了一种在彩色编码图像控制的细节级集成系统中,将航空照片与平铺细节纹理混合在一起,以提高地面视觉质量的技术。彩色编码图像是通过从航空照片或2D cad绘图中提取草地、沥青、岩石和水等土地特征而创建的。介绍并讨论了不同分辨率航拍照片和彩色编码图像的效果。为了评估这种方法,我们在一个简单的渲染性能场景和Göteborg 3d城市模型的两个子集(即景观和城市数据集)上测试了该技术。三维模型的视觉质量和渲染速度是积极的,并在几张图片和表格中展示。
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引用次数: 5
Revisiting district six: a case study of digital heritage reconstruction from archival photographs 重访第六区:从档案照片中重建数字遗产的案例研究
Christopher de Kadt, J. Gain, P. Marais
This paper investigates the digital reconstruction of destroyed buildings from small sets of old, uncalibrated photographs. The application domain is the heritage preservation of District Six -- a mixed race area in Cape Town that was leveled during the South African Apartheid regime and whose residents were forcibly removed. Our framework uses a combination of semi-automatic camera calibration, model-based architecture-specific photogrammetry, and texture synthesis to reconstruct the geometry and texture of a building so that it can be incorporated into a heritage-based virtual environment, such as a museum display. These techniques are well established in isolation; the purpose here is to discover if they can be adapted to damaged and uncalibrated photographs, where the time periods and chromatic schemes differ or where, in the worst case, only a single photograph is available. To test the effectiveness of the reconstruction framework we consider three representative cases of District Six architecture. All three cases were reconstructed successfully with some provisos concerning uneven ground, intricate building features, and unfavourable camera angles.
本文研究了从小组旧的、未校准的照片中重建被毁建筑物的数字方法。申请领域是第六区的遗产保护,这是开普敦的一个混合种族地区,在南非种族隔离政权期间被夷为平地,其居民被强行驱逐。我们的框架结合了半自动相机校准、基于模型的建筑特定摄影测量和纹理合成来重建建筑物的几何和纹理,以便将其纳入基于遗产的虚拟环境中,例如博物馆展示。这些技术是在孤立的情况下建立起来的;这里的目的是发现它们是否可以适用于损坏和未经校准的照片,在这些照片中,时间周期和色彩方案不同,或者在最坏的情况下,只有一张照片可用。为了测试重建框架的有效性,我们考虑了六区建筑的三个代表性案例。所有三个案例都成功地重建了一些附带条件,包括不平整的地面、复杂的建筑特征和不利的拍摄角度。
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引用次数: 6
Particle-based fluid flow visualization on meshes 网格上基于颗粒的流体流动可视化
Khalid Djado, R. Egli
This paper presents a new method for animating particles on an arbitrary triangular mesh starting from a fluid flow velocity field. The velocity field visualization with particles allows for the production of new special effects. An attraction constraint is introduced to correct a particle's velocity so its trajectory remains near the surface. A repulsion constraint is also used to ensure a better distribution of particles on the surface. Our velocity field is obtained by physically-based heuristics, implemented with a chain model. Our method is robust and yields good results, in particular for interactive simulations, even for systems with several thousand particles.
本文从流体流速场出发,提出了一种在任意三角形网格上绘制粒子动画的新方法。速度场可视化与粒子允许生产新的特殊效果。引入引力约束来修正粒子的速度,使其轨迹保持在表面附近。排斥力约束也用于确保颗粒在表面上的更好分布。我们的速度场是通过基于物理的启发式算法获得的,用链式模型实现。我们的方法是鲁棒的,并且产生了很好的结果,特别是对于交互模拟,甚至对于有几千个粒子的系统。
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引用次数: 2
An efficient parameters estimation method for automatic patch-based texture synthesis 一种有效的基于补丁的纹理自动合成参数估计方法
Jakrapong Narkdej, P. Kanongchaiyos
Patch-based texture synthesis is a method for synthesizing bigger texture from smaller sample patch by patch. This method requires two user defined parameters including patch size and boundary zone which cannot directly evaluated. To obtain optimal parameters, we can analyze texture using Markov Random Field, but it is too expensive to be used with large textures. This paper introduces more efficient method to find optimal parameters. Firstly, we use graph-based image segmentation to extract segments from the sample. Secondly, we choose main feature to be preserved in result. Finally, we calculate optimal parameters based on size and repetition of the segments. Our technique reduces time used to determine the parameters compared to former method and can be used with wide range of textures.
基于patch的纹理合成是一种将较小的样本逐块合成较大纹理的方法。该方法需要用户自定义两个参数,包括补丁大小和边界区域,这些参数不能直接计算。为了获得最优参数,我们可以使用马尔可夫随机场对纹理进行分析,但对于大型纹理来说,成本太高。本文介绍了一种更有效的求最优参数的方法。首先,我们使用基于图的图像分割从样本中提取片段。其次,选择结果中需要保留的主要特征。最后,我们根据片段的大小和重复次数计算出最优参数。与以前的方法相比,我们的技术减少了确定参数的时间,并且可以用于广泛的纹理。
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引用次数: 4
Generic computation of bulletin boards into geometric kernels 公告板几何核的通用计算
Mehdi Baba-ali, D. Marcheix, Xavier Skapin, Y. Bertrand
Nowadays, many commercial CAD systems are built on proprietary geometric kernel which provide an API containing a set of high level geometric operations (boolean operations, slot, chamfering, etc). Because of their complexity, these operations can generate important modifications on topological cells (vertices, edges, faces, volumes, etc.) of the objects. At the same time, many of these kernels need to know precisely what has occurred to each topological cell belonging to objects given or resulting from a previous high level geometric operation. At the end of each operation, the geometric kernel must provide a bulletin board describing cells' evolution through a list of events (split, merge, creation, deletion). Most commercial geometric kernels use B-Rep structures and provide methods enabling the developer of a CAD system to retrieve a number of events that occurred on cells. These kernels have their own scheme for detecting events, based on their own taxonomy of situations, heuristics and evolution rules. Little is known of their details, which are proprietary information, let alone of the underlying theory, if any. Generally, for example, the detected events are not generic for all cells' dimensions. This lack of underlying theory limits the possibility to extend the use of these kernels to new domains of investigation. In this paper, we propose a generic model that enables to create a bulletin board. This bulletin board will contain the complete list of events having occurred on cells of any dimension, and that belong to any topological model. The genericity of this model and the completeness in all dimensions of this list are based on the use of four elementary mechanisms (split_elem, merge_elem, crea_elem, del_elem). They are defined independently of the topological model, and allow the generation of the bulletin board, whatever the geometric operation. This model has been implemented using the geometric kernel of the modeler Moka, based on generalized maps.
目前,许多商业CAD系统都是建立在专有的几何内核上的,它提供了一个包含一组高级几何操作(布尔运算、槽、倒角等)的API。由于其复杂性,这些操作可以对对象的拓扑单元(顶点、边缘、面、体积等)产生重要的修改。与此同时,许多这些核需要精确地知道每个拓扑单元发生了什么,这些拓扑单元属于给定的对象或由先前的高级几何操作产生的对象。在每个操作结束时,几何内核必须提供一个公告板,通过一系列事件(分裂、合并、创建、删除)描述细胞的演化。大多数商业几何核使用B-Rep结构,并提供方法,使CAD系统的开发人员能够检索发生在单元上的许多事件。这些核有它们自己的方案来检测事件,基于它们自己的情况分类、启发式和进化规则。人们对它们的细节知之甚少,这是专有信息,更不用说潜在的理论了,如果有的话。例如,通常检测到的事件并不适用于所有单元格的维度。这种基础理论的缺乏限制了将这些核扩展到新的研究领域的可能性。在本文中,我们提出了一个通用模型,可以创建一个公告板。此公告板将包含在任何维度的单元中发生的事件的完整列表,并且属于任何拓扑模型。该模型的通用性和列表所有维度的完备性基于四种基本机制(split_elem、merge_elem、crea_elem、del_elem)的使用。它们的定义独立于拓扑模型,并允许生成公告板,无论几何操作如何。该模型基于广义映射,使用建模器Moka的几何核实现。
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引用次数: 2
A comparison of linear skinning techniques for character animation 角色动画的线性蒙皮技术的比较
D. Jacka, Ashley Reid, Bruce Merry, J. Gain
Character animation is the task of moving a complex, artificial character in a life-like manner. A widely used method for character animation involves embedding a simple skeleton within a character model and then animating the character by moving the underlying skeleton. The character's skin is required to move and deform along with the skeleton. Research into this problem has resulted in a number of skinning frameworks. There has, however, been no objective attempt to compare these methods. We compare three linear skinning frameworks that are computationally efficient enough to be used for real-time animation: Skeletal Subspace Deformation, Animation Space and Multi-Weight Enveloping. These create a correspondence between the points on a character's skin and the underlying skeleton by means of a number of weights, with more weights providing greater flexibility. The quality of each of the three frameworks is tested by generating the skins for a number of poses for which the ideal skin is known. These generated skin meshes are then compared to the ideal skins using various mesh comparison techniques and human studies are used to determine the effect of any temporal artefacts introduced. We found that Skeletal Subspace Deformation lacks flexibility while Multi-Weight Enveloping is prone to overfitting. Animation Space consistently outperforms the other two frameworks.
角色动画是以逼真的方式移动复杂的人工角色的任务。一个广泛使用的角色动画方法包括在角色模型中嵌入一个简单的骨架,然后通过移动底层骨架来动画角色。角色的皮肤需要随着骨架移动和变形。对这个问题的研究已经产生了许多蒙皮框架。然而,没有客观的尝试来比较这些方法。我们比较了三种计算效率足以用于实时动画的线性蒙皮框架:骨骼子空间变形,动画空间和多权重包膜。它们通过一些权重来创建角色皮肤上的点与底层骨架之间的对应关系,权重越大,灵活性就越大。通过为已知理想皮肤的许多姿势生成皮肤来测试这三个框架的质量。然后使用各种网格比较技术将这些生成的皮肤网格与理想皮肤进行比较,并使用人体研究来确定引入的任何时间人工制品的效果。我们发现骨骼子空间变形缺乏灵活性,而多权重包络容易产生过拟合。动画空间始终优于其他两个框架。
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引用次数: 36
期刊
International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
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