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An interface for virtual 3D sculpting via physical proxy 通过物理代理进行虚拟3D雕刻的接口
Jia Sheng, Ravin Balakrishnan, K. Singh
We explore the design space of using direct finger input in conjunction with a deformable physical prop for the creation and manipulation of conceptual 3D geometric models. The user sculpts virtual models by manipulating the space on, into, and around the physical prop, in an extension of the types of manipulations one would perform on traditional modeling media such as clay or foam. The prop acts as a proxy to the virtual model and hence as a frame of reference to the user's fingers. A prototype implementation uses camera-based motion tracking technology to track passive markers on the fingers and prop. The interface supports a variety of clay-like sculpting operations including deforming, smoothing, pasting, and extruding. All operations are performed using the unconstrained fingers, with command input enabled by a small set of finger gestures coupled with on-screen widgets.
我们探索了使用直接手指输入的设计空间,并结合可变形的物理道具来创建和操作概念3D几何模型。用户通过操纵空间雕刻虚拟模型,进入和周围的物理道具,在操作类型的延伸,一个将执行传统的建模媒体,如粘土或泡沫。道具充当虚拟模型的代理,因此作为用户手指的参考框架。原型实现使用基于摄像头的运动跟踪技术来跟踪手指和道具上的被动标记。该界面支持各种类似粘土的雕刻操作,包括变形、平滑、粘贴和挤压。所有操作都是使用不受约束的手指执行的,命令输入通过一组手指手势和屏幕上的小部件来实现。
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引用次数: 106
Individualized reaction movements for virtual humans 虚拟人的个性化反应动作
Alejandra García-Rojas, F. Vexo, D. Thalmann
Virtual Humans creation aims to provide virtual characters with realistic behavior, which implies endowing them with autonomy in an inhabited virtual environment. Autonomous behavior consists in interacting with users or the environment and reacting to stimulus or events. Reactions are unconscious behaviors which are not often implemented in virtual humans. Frequently, virtual humans show repetitive and robotic movements which tend to decrease realism.To improve believability in virtual humans we need to provide individuality. Individualization is achieved by using human characteristics like personality, gender, emotions, etc. In this paper, we propose to use those individual descriptors to synthesize different kinds of reactions. We aim that individualized virtual humans react in a different way to the same stimuli. This approach is achieved by observing real people reacting. Thanks to those observations, we stereotyped reactive movements that can be described by individual characteristics. We use inverse kinematics techniques to synthesize the movements. This allows us to change reaction movements according to the characteristics of the stimuli and to the individuality of a character.
虚拟人的创作旨在为虚拟人物提供逼真的行为,这意味着赋予他们在有人居住的虚拟环境中的自主权。自主行为包括与用户或环境的交互以及对刺激或事件的反应。反应是一种无意识的行为,在虚拟人类中并不常见。通常情况下,虚拟人会表现出重复和机械的动作,这往往会降低真实感。为了提高虚拟人的可信度,我们需要提供个性。个性化是通过利用人的个性、性别、情感等特征来实现的。在本文中,我们建议使用这些单独的描述符来合成不同种类的反应。我们的目标是个性化的虚拟人以不同的方式对相同的刺激做出反应。这种方法是通过观察真实的人的反应来实现的。由于这些观察,我们对反应性动作进行了刻板印象,这些动作可以用个人特征来描述。我们使用逆运动学技术来合成运动。这允许我们根据刺激的特征和角色的个性来改变反应动作。
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引用次数: 16
Inverse tone mapping 逆色调映射
F. Banterle
In recent years many Tone Mapping Operators (TMOs) have been presented in order to display High Dynamic Range Images (HDRI) on typical display devices. TMOs compress the luminance range while trying to maintain contrast. The dual of tone mapping, inverse tone mapping, expands a Low Dynamic Range Image (LDRI) into a HDRI. HDRIs contain a broader range of physical values that can be perceived by the human visual system. The majority of today's media is stored in low dynamic range. Inverse Tone Mapping Operators (iTMOs) could thus potentially revive all of this content for use in high dynamic range display and image-based lighting. We propose an approximate solution to this problem that uses median-cut to find the areas considered of high luminance and subsequently apply a density estimation to generate an Expand-map in order to extend the range in the high luminance areas using an inverse Photographic Tone Reproduction operator.
近年来,为了在典型的显示设备上显示高动态范围图像,出现了许多色调映射算子(TMOs)。TMOs压缩亮度范围,同时试图保持对比度。色调映射的对偶,即逆色调映射,将低动态范围图像(LDRI)扩展为HDRI。hdri包含了人类视觉系统可以感知的更广泛的物理值。今天的大多数媒体都存储在低动态范围内。因此,逆色调映射算子(iTMOs)可以潜在地恢复所有这些内容,用于高动态范围显示和基于图像的照明。我们提出了这个问题的近似解决方案,使用中值切割来找到被认为是高亮度的区域,然后应用密度估计来生成扩展图,以便使用逆摄影色调再现算子扩展高亮度区域的范围。
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引用次数: 245
Voronoi diagram depth sorting for polygon visibility ordering Voronoi图深度排序多边形可见性排序
S. Fukushige, Hiromasa Suzuki
Visibility determination is one of the oldest problems in computer graphics. The visibility, in terms of back-to-front polygon visibility ordering, can be determined by updating a priority list as the viewpoint moves. A new list-priority algorithm, utilizing a property of Voronoi diagrams, is proposed in this paper. In the preprocessing phase, the 3D space is divided into Voronoi cells in order to cluster polygons that can be assigned a fixed set of priority orders within the cluster. and during the post-processing phase, the clusters and contained polygons are depth-sorted correctly. The most time-consuming work is undertaken during the pre-processing phase that only has to be executed once for the scene. All the polygons in a cluster are pre-computed to obtain the view independent priority order within the cluster. Thus, a relatively simple task is left in the post-processing phase, which is only to sort the clusters repeatedly when the viewpoint is changed. One reason to explore list-priority algorithm is because they offer flexibility that hardware configuration (such as Z-buffer approach) do not possess. One example is that of rendering with the correct treatment of the translucency effects. Translucency is an important graphics effect that can be used to increase the realism of the rendered scene or to enable more effective visual inspection in visualization.
可见性确定是计算机图形学中最古老的问题之一。从前后多边形可见性顺序来看,可见性可以通过在视点移动时更新优先级列表来确定。本文利用Voronoi图的一个性质,提出了一种新的列表优先级算法。在预处理阶段,3D空间被划分为Voronoi单元,以便聚类多边形,这些多边形可以在聚类中被分配一组固定的优先顺序。在后处理阶段,对聚类和包含的多边形进行了正确的深度排序。最耗时的工作是在预处理阶段进行的,只需要对场景执行一次。集群中的所有多边形都是预先计算的,以获得集群内与视图无关的优先级顺序。因此,后处理阶段只剩下一个相对简单的任务,即在视点更改时重复对集群进行排序。探索列表优先级算法的一个原因是,它们提供了硬件配置(如Z-buffer方法)所不具备的灵活性。一个例子是正确处理半透明效果的渲染。半透明是一种重要的图形效果,可以用来增加渲染场景的真实感,或者在可视化中实现更有效的视觉检查。
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引用次数: 2
Human visual perception of region warping distortions with different display and scene characteristics 人类视觉感知的区域翘曲扭曲具有不同的显示和场景特征
Yang-Wai Chow, R. Pose, Matthew J. P. Regan, J. Phillips
Perceptually based computer graphics techniques attempt to take advantage of limitations in the human visual system to improve system performance. This paper investigates the distortions caused by the implementation of a technique known as region warping from the human visual perception perspective. Region warping was devised in conjunction with other techniques to facilitate priority rendering for a virtual reality Address Recalculation Pipeline (ARP) system. The ARP is a graphics display architecture designed to reduce user head rotational latency in immersive Head Mounted Display (HMD) virtual reality. Priority rendering was developed for use with the ARP system to reduce the overall rendering load. Large object segmentation, region priority rendering and region warping are techniques that have been introduced to assist priority rendering and to further reduce the overall rendering load. Region warping however causes slight distortions to appear in the graphics. While this technique might improve system performance, the human experience and perception of the system cannot be neglected. This paper presents results of two experiments that address issues raised by our previous studies. In particular, these experiments investigate whether anti-aliasing and virtual environments with different scene complexities might affect a user's visual perception of region warping distortions.
基于感知的计算机图形学技术试图利用人类视觉系统的局限性来提高系统性能。本文从人类视觉感知的角度研究了一种被称为区域扭曲的技术的实现所引起的扭曲。为了方便虚拟现实地址重新计算管道(ARP)系统的优先级渲染,结合其他技术设计了区域翘曲。ARP是一种图形显示架构,旨在减少沉浸式头戴式显示器(HMD)虚拟现实中的用户头部旋转延迟。优先级渲染是为了与ARP系统配合使用而开发的,以减少总体渲染负载。大对象分割、区域优先渲染和区域扭曲是为了帮助优先渲染和进一步减少整体渲染负载而引入的技术。然而,区域扭曲会导致图形中出现轻微的扭曲。虽然这种技术可能会提高系统性能,但人类的经验和对系统的感知是不能忽视的。本文提出了两个实验的结果,解决了我们以前的研究提出的问题。特别是,这些实验研究了具有不同场景复杂性的抗混叠和虚拟环境是否会影响用户对区域扭曲扭曲的视觉感知。
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引用次数: 1
Connectivity compression for non-triangular meshes by context-based arithmetic coding 基于上下文的算术编码的非三角形网格连通性压缩
Y. Liu, E. Wu
In this article, we present an efficient algorithm for encoding the connectivity information of general polygon meshes. The algorithm is a single-resolution lossless compression method for meshes, mainly for non-triangular meshes. In comparison with the excellent algorithms previously proposed for non-triangular meshes, the new method highly improves the compression ratio by using a novel entropy coding method. By the method, Huffman coder is first applied, then a context-based arithmetic coder is employed to encode the Huffman codes.The new method also puts forward a novel mesh traversing method by which the traversal to each polygon face could be in multiple times, though encoding each face is still only once. In this new method, "jump" operations are added to replacing "split" operations commonly used in various existing connectivity compression algorithms. Much of the decoding time and space could be saved by using the new traversing method through taking advantage of a decoding scheme that the operator code could be immediately discarded as soon as it is decoded. Therefore, the decoding method could be well applied to the applications with online transmission and decoding. In another word, our algorithm has an advantage of parallel encoding and decoding. The algorithm is also capable of handling the meshes with holes.
在本文中,我们提出了一种用于一般多边形网格连通性信息编码的有效算法。该算法是一种单分辨率的网格无损压缩方法,主要针对非三角形网格。与已有的非三角形网格压缩算法相比,该算法采用了一种新的熵编码方法,大大提高了压缩比。该方法首先采用霍夫曼编码器,然后采用基于上下文的算术编码器对霍夫曼码进行编码。该方法还提出了一种新的网格遍历方法,该方法可以对每个多边形面进行多次遍历,而每个面仍然只编码一次。在这种新方法中,增加了“跳转”操作来取代现有各种连接压缩算法中常用的“分割”操作。采用新的遍历方法,利用操作员码被解码后立即丢弃的译码方案,可以节省大量的译码时间和空间。因此,该解码方法可以很好地应用于在线传输和解码的应用。换句话说,我们的算法具有并行编码和解码的优势。该算法还可以处理带有孔的网格。
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引用次数: 1
Face feature extraction using Bayesian network 基于贝叶斯网络的人脸特征提取
Zulkifli Dol, R. A. Salam, Z. Zainol
Face recognition is highly dependent on two stages that are image preprocessing and classification. Methods for feature extraction and classification have been investigated. Through the investigations a method that uses Bayesian Network for feature extraction and Backpropagation algorithm for classification has been proposed. A prototype of the system was implemented and experiments were carried out. Different set of parameters were used for each experiment. Parameters involved were the learning rate, momentum rate and the number of training cycle. Results were satisfactory. The most outstanding performance shows that 78% successful recognition has been achieved with the feature extraction process and 70% without the feature extraction process.
人脸识别高度依赖于图像预处理和分类这两个阶段。研究了特征提取和分类的方法。通过研究,提出了一种利用贝叶斯网络进行特征提取和反向传播算法进行分类的方法。设计了系统样机并进行了实验。每个实验采用不同的参数集。所涉及的参数有学习率、动量率和训练周期数。结果令人满意。最突出的性能表明,使用特征提取处理的识别成功率为78%,不使用特征提取处理的识别成功率为70%。
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引用次数: 3
Automatic expressive deformations for stylizing motion 自动表达变形的风格化运动
P. Noble, Wen Tang
3D computer animation often struggles to compete with the flexibility and expressiveness commonly found in traditional animation, particularly when rendered non-photorealistically. We present an animation tool that takes skeleton-driven 3D computer animations and generates expressive deformations to the character geometry. The technique is based upon the cartooning and animation concepts of 'lines of action' and 'lines of motion' and automatically infuses computer animations with some of the expressiveness displayed by traditional animation. Motion and pose-based expressive deformations are generated from the motion data and the character geometry is warped along each limb's individual line of motion. The effect of this subtle, yet significant, warping is twofold: geometric inter-frame consistency is increased which helps create visually smoother animated sequences, and the warped geometry provides a novel solution to the problem of implied motion in non-photorealistic still images.
3D计算机动画经常与传统动画中的灵活性和表现力相竞争,特别是在呈现非真实感时。我们提出了一个动画工具,需要骨骼驱动的3D计算机动画,并产生富有表现力的变形,以字符几何。该技术基于“动作线”和“运动线”的卡通和动画概念,并自动为计算机动画注入一些传统动画所显示的表现力。基于运动和姿态的表达变形是从运动数据中生成的,并且角色几何沿着每个肢体的单独运动线弯曲。这种微妙而重要的扭曲效果是双重的:几何帧间一致性增加,有助于创建视觉上更流畅的动画序列,并且扭曲的几何形状为非真实感静止图像中的隐含运动问题提供了一种新的解决方案。
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引用次数: 14
Multi-view point splatting 多视角飞溅
T. Hübner, Yanci Zhang, R. Pajarola
The fundamental drawback of current stereo and multi-view visualization is the necessity to perform multi pass rendering (one pass for each view) and subsequent image composition + masking for generating multiple stereo views. Thus the rendering time increases in general linearly with the number of views.In this paper we introduce a new method for multi-view splatting based on deferred blending. Our method exploits the programma-bility of modern graphic processing units (GPUs) for rendering multiple stereo views in a single rendering pass. The views are calculated directly on the GPU including sub-pixel wavelength selective views. We describe our algorithm precisely and provide details about its implementation. Experimental results demonstrate the performance advantage of our multi-view point splatting algorithm compared to the standard multi-pass approach.
当前立体和多视图可视化的根本缺点是需要执行多通道渲染(每个视图一个通道)和随后的图像合成+遮罩来生成多个立体视图。因此,渲染时间通常随着视图的数量线性增加。本文提出了一种基于延迟混合的多视图喷绘新方法。我们的方法利用现代图形处理单元(gpu)的可编程性,在单个渲染通道中渲染多个立体视图。视图直接在GPU上计算,包括亚像素波长选择视图。我们精确地描述了我们的算法,并提供了其实现的细节。实验结果表明,与标准的多通道方法相比,我们的多视点溅射算法具有性能优势。
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引用次数: 28
Visualizing Hurricane Katrina: large data management, rendering and display challenges 可视化卡特里娜飓风:大数据管理、渲染和显示挑战
S. Venkataraman, W. Benger, A. Long, Byungil Jeong, L. Renambot
The onslaught of Hurricane Katrina has highlighted the need for effective information display. Visualization of geoscientific data faces challenges of size, integration and representation. Rendering methods need to cope with the surge of data due to advancements in acquisition techniques and computing power. Moreover, data stemming from different application communities are not compatible a-priori. Holistic representations are important to communicate the causes and impact of natural catastrophes to the scientists themselves, decision-makers and the general public. To address these issues, we have developed efficient data layout mechanisms to ensure fast and uniform access to diverse data. We apply effective rendering techniques that intuitively and interactively convey the phenomena. Finally, we discuss the use of high-resolution displays connected via high-speed networks to support collaboration. These components establish a framework for application in hurricane research, coastal modeling and beyond.
卡特里娜飓风的袭击凸显了有效信息展示的必要性。地球科学数据的可视化面临着规模、集成和表示等方面的挑战。由于获取技术和计算能力的进步,渲染方法需要应对数据的激增。此外,来自不同应用程序社区的数据先验地不兼容。整体表征对于向科学家本人、决策者和公众传达自然灾害的原因和影响非常重要。为了解决这些问题,我们开发了有效的数据布局机制,以确保快速和统一地访问各种数据。我们采用有效的渲染技术,直观和交互地传达现象。最后,我们讨论了通过高速网络连接的高分辨率显示器的使用,以支持协作。这些组成部分为飓风研究、海岸建模等方面的应用建立了一个框架。
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引用次数: 16
期刊
Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia
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