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2012 Ninth International Conference on Computer Graphics, Imaging and Visualization最新文献

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Context-aware Camera Planning for Interactive Storytelling 互动故事叙述的情境感知相机规划
C. Chen, Tsai-Yen Li
In the application of 3D interactive narratives, virtual camera is a crucial element for appropriate presentation of scenarios happening dynamically. In this work, we have designed a virtual cinematographic system to generate appropriate camera plans automatically in a 3D virtual environment for interactive storytelling. In such a system, not only the story line but also the relative positions between the actors may be changed at run time due to interaction with the user. Therefore, a camera plan that can reflect the changes in dynamic scenarios needs to be generated automatically at run time. We have also designed a scripting language to describe the directive details of the story and implemented a camera planning system to generate camera configurations according to the scenario descriptions. We will use an example to illustrate the idea of interactive narratives in 3D environment and how appropriate camera motions can be generated according to the result of interaction.
在三维互动叙事的应用中,虚拟摄像机是正确呈现动态发生的场景的关键。在这项工作中,我们设计了一个虚拟电影系统,可以在3D虚拟环境中自动生成适当的相机计划,用于交互式讲故事。在这样的系统中,不仅故事情节,演员之间的相对位置也可能由于与用户的交互而在运行时发生变化。因此,需要在运行时自动生成能够反映动态场景变化的摄像机计划。我们还设计了一种脚本语言来描述故事的指令细节,并实现了一个摄像机规划系统,根据场景描述生成摄像机配置。我们将用一个例子来说明在3D环境中的互动叙事的想法,以及如何根据互动的结果产生适当的相机运动。
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引用次数: 3
An Approach to the Approximation of Rational Bézier Curve 有理bsamzier曲线逼近的一种方法
Tanatep Techopittayakul, Chitsanuphong Thanutong, N. Dejdumrong
Based on the works of scan conversion of B'ezier curve, it has been proved that using degree elevation with Bresenham's line algorithm to construct a B'ezier curve is the fastest way. In this paper this idea has been applied to construct a rational B'ezier curve by converting rational B'ezier control points into non-rational B'ezier control points. Then use the degree elevation technique to construct the curve. This method is proven to be faster than any existing methods for rendering rational B'ezier curve e.g. rational Bernstein basis function. Moreover, the scan conversion used in this method makes it suitable for raster display devices.
通过对B’ezier曲线的扫描转换工作,证明了利用度标高结合Bresenham线算法构造B’ezier曲线是最快的方法。本文将这一思想应用于构造有理B’ezier曲线,将有理B’ezier控制点转化为非理性B’ezier控制点。然后利用度标高技术构造曲线。该方法被证明比任何现有的绘制有理B’ezier曲线(如有理Bernstein基函数)的方法都要快。此外,该方法中使用的扫描转换使其适用于光栅显示设备。
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引用次数: 0
Real-time Hand Gesture Recognition from Depth Image Sequences 深度图像序列的实时手势识别
Hong-Min Zhu, Chi-Man Pun
As a certain case in the domain of human actions, hand gestures can be expressed by the motion of user's hand to provide nature interaction in many applications. In this paper we proposed a real-time hand gesture recognition system based on robust hand tracking from depth image sequences. Using hidden markov models (HMM) with varying states, gesture models are trained online along with user's feedback, and the real-time classification is taken simultaneously. A gesture may be falsely classified as the models are trained insufficiently at beginning, in which case we provide a feedback and update the gesture model with this gesture sample. The performance of the system can always be improved by more updating, and in our experiment we give an appropriate result after a reasonable number of samples are used for training.
手势作为人类行为领域的一种特定情况,在许多应用中可以通过用户的手部运动来表达手势,从而提供自然的交互。本文提出了一种基于深度图像序列鲁棒手部跟踪的实时手势识别系统。利用隐马尔可夫模型(HMM),结合用户反馈在线训练手势模型,同时进行实时分类。在一开始,由于模型训练不足,手势可能会被错误分类,在这种情况下,我们提供反馈并使用该手势样本更新手势模型。系统的性能总是可以通过更多的更新来提高,在我们的实验中,我们在使用合理数量的样本进行训练后给出了一个合适的结果。
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引用次数: 20
Modeling of Bézier Curves Using a Combination of Linear and Circular Arc Approximations 使用线性和圆弧近似组合的bsamizier曲线建模
P. Kaewsaiha, N. Dejdumrong
This paper presents the new approach of the Bézier curve rendering using linear and circular arc approximations, instead of a recursive method that calculates all points on the curve pixel by pixel. The new developed algorithm also works better than a pure-linear approximation which generates rough output, and a pure-circular-arc approximation which involves with too many parameters. The purposed algorithm subdivides the curve into a series of lines and arcs satisfying the user-defined tolerance. This new method can reduce the number of points involved with the calculation and also decrease the computational time since the software built-in line and arc functions calculate faster than the recursive method. This algorithm is based on the monomial form approach which can provides more efficiency and flexibility, compare with traditional methods that are mostly based on a polynomial basis or the de Casteljau's algorithm.
本文提出了用线性和圆弧近似代替逐像素计算曲线上所有点的递归方法来绘制bsamzier曲线的新方法。该算法也优于输出粗糙的纯线性近似和参数过多的纯圆弧近似。该算法将曲线细分为一系列满足用户定义公差的直线和圆弧。由于软件内置的直线和圆弧函数的计算速度比递归方法快,因此该方法可以减少计算涉及的点数,减少计算时间。与传统的基于多项式基或de Casteljau算法的方法相比,该算法基于单项式形式方法,具有更高的效率和灵活性。
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引用次数: 6
A Sketch-based Skeletal Figure Animation Tool for Novice Users 一个基于草图的骨骼图形动画工具的新手用户
S. Yonemoto
Our goal is to develop a rough sketch-based animation tool which is simple enough to use for novice users. The animation process begins with sketching an object to be animated. Our tool consists of object sketching and motion sketching. In object sketching, user sketches an object and then turns into a sketched object using modeling operations such as rigid transformation and grouping. An animated motion is then created for the sketched object by motion sketching. Motion sketching provides two motion creation techniques: a sketch-based motion path editing and a skeletal motion editing which can add articulated structure and its motion to the sketched object.
我们的目标是开发一个粗略的草图为基础的动画工具,这是足够简单的新手用户使用。动画过程从绘制要动画的对象开始。我们的工具包括对象素描和运动素描。在对象素描中,用户先画出一个对象的草图,然后使用刚性转换和分组等建模操作将其变成一个草图对象。然后通过运动素描为草图对象创建动画运动。运动草图提供了两种运动创建技术:基于草图的运动路径编辑和骨骼运动编辑,可以将铰接结构及其运动添加到草图对象中。
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引用次数: 6
Mouth Image Controlled Web Page 嘴图像控制的网页
Yuan-Fei Cheng
This paper introduces a particular mouth image controlled hyper-link method that is used in web page switching. The traditional switching method is done by computer mouse click or screen touched. This method is not convenient compared to the traditional method, but can used by the handicapped people, who are not able to use the computer mouse or touch the computer screen to switch the web pages.
本文介绍了一种特殊的用于网页切换的口控超链接方法。传统的切换方法是通过电脑鼠标点击或触摸屏幕来完成的。与传统的方法相比,这种方法并不方便,但对于不能使用电脑鼠标或触摸电脑屏幕切换网页的残疾人来说,这种方法是可以使用的。
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引用次数: 1
Oriented Animal-mask Decoration Pattern Generation 定向动物面具装饰图案生成
Ming-Te Chi, W. Liou
Oriented Animal-mask on the bronze vessels in the Shang and Zhou dynasty is an art of abstraction and stylization from animal face. The non-photo realistic rendering technology tires to establish a system to reproduce the style after analyzing how people create artworks. In this paper, we develop a pattern generation method for the animal-mask decorations. By analyzing the structure and identifying association between animals and animal-mask decorations, we generate facial features from employing a structural matching method to find correspondence from an sample database. For pattern stylization, we propose a modified reaction-diffusion method to stylize the input image patterns and enhance the features in animal-mask decoration. And the proposed reaction-diffusion method can also simulate the diffusion alone user designated flow vectors to generate background decoration patterns. Combining the processes above, we can generate an animal-mask decoration style image. We demonstrate results with a number of animal input images.
商周青铜器上的定向动物面具是一种对动物面孔进行抽象和风格化处理的艺术。非照片写实渲染技术在分析人们如何创作艺术品后,试图建立一套再现风格的系统。本文提出了一种动物面具装饰图案生成方法。通过分析动物和动物面具装饰之间的结构和关联,采用结构匹配方法从样本数据库中寻找对应关系,生成人脸特征。在图案风格化方面,我们提出了一种改进的反应扩散方法,对输入图像图案进行风格化处理,增强动物面具装饰的特征。所提出的反应扩散方法也可以模拟单独的扩散,用户指定流向量生成背景装饰图案。结合上面的步骤,我们可以生成一个动物面具装饰风格的图像。我们用一些动物输入图像来演示结果。
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引用次数: 2
The Quartic Trigonometric Bézier Curve with Two Shape Parameters 具有两个形状参数的四次三角bsamizier曲线
U. Bashir, M. Abbas, J. Ali
A quartic trigonometric Bézier curve with two shape parameters based on newly constructed trigonometric basis functions is presented in this paper. The curve is drawn by using end point curvature conditions and carries all the geometric features of the ordinary quartic Bézier curve. The presence of shape parameters provides an opportunity to adjust the shape of the curve by simply altering their values. The G2 and C2 continuity under appropriate conditions is achieved by joining two pieces of trigonometric curve.
本文提出了一种基于新构造的三角基函数的具有两个形状参数的四次三角bassazier曲线。该曲线是利用端点曲率条件绘制的,具有普通四次bsamzier曲线的所有几何特征。形状参数的存在提供了通过简单地改变它们的值来调整曲线形状的机会。通过两条三角曲线的连接,实现了在适当条件下的G2和C2连续性。
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引用次数: 4
GPU Ray Tracing Based on Reduced Bounding Volume Hierarchies 基于简化边界体层次结构的GPU光线跟踪
Sai-Keung Wong, Yu-Chun Cheng, Shing-Yeu Lii
We present a bounding volume hierarchy construction based on a culling technique for performing ray tracing on manycore GPUs. The objects are divided into view-sets of triangles with respect to a set of view targets (including the camera and the light sources). A bounding volume hierarchy, namely reduced bounding volume hierarchy (RBVH), is then constructed for each view-set. Each RBVH contains a portion of the triangles of the objects. The ray traversal is improved for primary and shadow rays, leading to a net improvement of ray tracing. We also handle multiple lights that are close to each other. Our method has been implemented on manycore GPUs and evaluated for dynamics scenes. Experimental results show that our method improves ray tracing for primary and shadow rays.
我们提出了一种基于剔除技术的边界体层次结构,用于在多核gpu上进行光线跟踪。这些物体相对于一组视图目标(包括相机和光源)被划分为三角形视图集。然后为每个视图集构建一个边界卷层次结构,即减少边界卷层次结构(RBVH)。每个RBVH都包含物体三角形的一部分。改进了原始光线和阴影光线的光线遍历,从而改善了光线跟踪。我们还处理彼此靠近的多个光源。我们的方法已经在多核gpu上实现,并对动态场景进行了评估。实验结果表明,该方法改善了原始光线和阴影光线的跟踪效果。
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引用次数: 1
An Automated Adaption of K-means Based Hybrid Segmentation System into Direct Volume Rendering Object Distinction Mode for Enhanced Visualization Effect 基于k均值的混合分割系统自动适应于直接体绘制对象区分模式以增强可视化效果
A. A. Irani, B. Belaton
Ray Casting is a direct volume rendering technique for visualizing 3D arrays of sampled data. It has vital applications in medical and biological imaging. Nevertheless, it is inherently open to cluttered classification results. It suffers from overlapping transfer function values and lacks a sufficiently powerful voxel parsing mechanism for object distinction. In this work, we are proposing an image processing based approach towards enhancing ray casting technique for object distinction process. The rendering mode is modified to accommodate masking information generated by a K-means based hybrid segmentation system. An effective set of image processing techniques are creatively employed in construction of a generic segmentation system capable of generating object membership information. Preprocessing, initialization of cluster centers, clustering, statistical optimization, edge detection & analysis and spatial adjustment are respectively the six main segmentation phases.
光线投射是一种直接体渲染技术,用于可视化采样数据的3D阵列。它在医学和生物成像方面有着重要的应用。然而,它本质上是对杂乱的分类结果开放的。它存在传递函数值重叠和缺乏足够强大的体素解析机制来区分对象的问题。在这项工作中,我们提出了一种基于图像处理的方法来增强射线投射技术在物体区分过程中的应用。修改了渲染模式,以适应基于k均值的混合分割系统生成的遮蔽信息。创造性地采用了一套有效的图像处理技术来构建能够生成对象隶属信息的通用分割系统。预处理、聚类中心初始化、聚类、统计优化、边缘检测与分析和空间调整分别是分割的六个主要阶段。
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引用次数: 1
期刊
2012 Ninth International Conference on Computer Graphics, Imaging and Visualization
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