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WebGL-based Visualization of Voxelized Brain Models 基于webgl的体素化脑模型可视化
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG12/151-151
J. D. L. Torre, J. J. Ibáñez, A. Estrella, J. R. D. Miras
This work presents our preliminary results on the interactive construction and visualization of voxelized brain models into Web platforms by using WebGL. Our voxel model is a non-usual level of detail (LOD) representation based on the box-counting algorithm used to calculate the fractal dimension of 3D brain images. Our results to date show a promising solution based on a client-server approach. Categories and Subject Descriptors (according to ACM CCS) : I.3.3 [Computer Graphics]: Image Generation—
本工作展示了我们使用WebGL在Web平台上交互构建和可视化体素化大脑模型的初步结果。我们的体素模型是基于用于计算三维脑图像分形维数的盒计数算法的非通常细节水平(LOD)表示。到目前为止,我们的结果显示了一种基于客户机-服务器方法的有前途的解决方案。分类和主题描述符(根据ACM CCS): I.3.3[计算机图形学]:图像生成-
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引用次数: 0
Simulación de Lluvia sobre Escenas Dinámicas
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/247-250
Nicolau Sunyer, Anna Puig-Centelles, O. Ripolles, Miguel Chover, Mateu Sbert
La lluvia es un fenómeno complejo y su simulación suele ser muy costosa. En este artículo se propone un sistema de simulación de lluvia mediante sistemas de partículas que funciona únicamente en la tarjeta gráfica (GPU). La flexibilidad de CUDA permite incluir, además de la simulación de la precipitación, un sistema de detección y manejo de las colisiones de las partículas contra el escenario que permite simular al mismo tiempo las salpicaduras. En el apartado de resultados mostramos cómo el uso de CUDA permite mejorar el rendimiento que se obtenía utilizando métodos anteriores. to ACM
降雨是一种复杂的现象,模拟降雨往往非常昂贵。本文拟在雨水通过仿真系统运行的粒子系统只有在卡gráfica (GPU)。CUDA的flexibilidad允许包括模拟降水、检测和管理系统对粒子碰撞场景能够模拟同时飞溅。在结果部分,我们展示了使用CUDA如何提高使用以前方法获得的性能。to ACM
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引用次数: 0
User-reconfigurable CAD Feature Recognition in 1- and 2-topologies with Reduction of Search Space via Geometry Filters 利用几何滤波器减少搜索空间的1-和2-拓扑中用户可重构CAD特征识别
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20191205
J. Corcho, Oscar Mauricio Betancur Acosta, O. Ruiz, C. Cadavid
In the context of Computer-Aided Design and Manufacturing, the problem of feature recognition plays a key role in the integration of systems. Until now, compromises have been reached by only using FACE-based geometric information of prismatic CAD models to prune the search domain. This manuscripts presents a feature recognition method which more aggressively prunes the search space with reconfigurable geometric tests. This reconfigurable approach allows to enforce arbitrary confluent tests which are topologic and geometric, with enlarged domain. The test sequence is itself a graph (i.e. not a linear or total-order sequence). Unlike the existing methods which are FACE-based, the present one permits combinations of topologies whose dimensions are 2, 1 or 0. This system has been implemented in an industrial environment. The industrial incarnation allows industry-based customization and is faster when compared to topology-based feature recognition. Future work is required in improving robustness of search conditions and improving the graphic input interface. CCS Concepts •Applied computing → Computer-aided design; Computer-aided manufacturing;
在计算机辅助设计与制造的背景下,特征识别问题在系统集成中起着关键作用。到目前为止,仅使用基于人脸的棱柱形CAD模型的几何信息来修剪搜索域已经达到妥协。本文提出了一种利用可重构几何测试对搜索空间进行更积极修剪的特征识别方法。这种可重构的方法允许执行任意的拓扑和几何融合测试,具有扩大的域。测试序列本身是一个图(即不是线性或全序序列)。与现有的基于face的方法不同,本方法允许维度为2、1或0的拓扑组合。该系统已在工业环境中实现。与基于拓扑的特征识别相比,工业化身允许基于行业的定制,并且速度更快。未来的工作需要提高搜索条件的鲁棒性和改进图形输入界面。•应用计算→计算机辅助设计;计算机辅助制造;
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引用次数: 2
Study of the Influence of User Characteristics on the Virtual Reality Presence 用户特征对虚拟现实存在感的影响研究
Pub Date : 1900-01-01 DOI: 10.2312/CEIG.20181156
J. Mayor, Alberto Sánchez, Laura Raya
In recent years, virtual reality has grown a lot in different areas of application, including ludic, social and research, being used by a large and growing number of users with different profiles. Presence is one of the most distinctive and important features of a virtual reality experience. The aim of this article is to study the most suitable areas of application for users and to analyze the influence of different characteristics of the user’s profile in the perceived presence. We have tested the interest applications indicated by 159 subjects and we have designed an immersive virtual reality experience, testing the behavior and performance of 48 users. The results obtained show that gender can influence the perceptual sensation of presence in these types of virtual
近年来,虚拟现实在不同的应用领域有了很大的发展,包括娱乐、社交和研究,被越来越多的不同用户使用。临场感是虚拟现实体验中最独特、最重要的特征之一。本文的目的是研究最适合用户的应用领域,并分析在感知在场中用户配置文件的不同特征的影响。我们测试了159名受试者的兴趣应用,并设计了沉浸式虚拟现实体验,测试了48名用户的行为和表现。结果表明,性别可以影响这些类型的虚拟存在的知觉感觉
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引用次数: 0
Modal Locomotion of C.elegans 秀丽隐杆线虫的模式运动
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20191197
A. Mujika, Sara Merino, P. Leskovský, Gorka Epelde, D. Oyarzun, M. Otaduy
Caenorhabditis elegans (C. elegans) is a roundworm that, thanks to its combination of biological simplicity and behavioral richness, offers an excellent opportunity for initial experimentation of many human diseases. In this work, we introduce a locomotion model for C. elegans, which can enable in-silico validation of behavioral experiments prior to physical experimentation with actual C. elegans specimens. Our model enables interactive simulation of self-propelling C. elegans, using as sole input biologically inspired muscle forces and frictional contact. The key to our model is a simple locomotion control strategy that activates selected natural vibration modes of the worm. We perform an offline analysis of the natural vibration modes, select those that best match the deformation of the worm during locomotion, and design force profiles that activate these vibration modes in a coordinated manner. Together with force compensation for momentum conservation and an anisotropic friction model, we achieve locomotions that match qualitatively those of real-world worms. Our approach is general, and could be extended to the locomotion of other types of animals or characters. CCS Concepts •Computing methodologies → Physical simulation; Motion processing;
秀丽隐杆线虫(秀丽隐杆线虫)是一种蛔虫,由于其生物简单性和行为丰富性的结合,为许多人类疾病的初步实验提供了极好的机会。在这项工作中,我们引入了秀丽隐杆线虫的运动模型,该模型可以在实际秀丽隐杆线虫标本进行物理实验之前对行为实验进行计算机验证。我们的模型可以实现自我推进的秀丽隐杆线虫的交互模拟,使用生物启发的肌肉力量和摩擦接触作为唯一输入。我们的模型的关键是一个简单的运动控制策略,激活选定的蠕虫的自然振动模式。我们对蜗杆的固有振动模式进行离线分析,选择最符合蜗杆运动变形的振动模式,并设计以协调方式激活这些振动模式的力廓线。结合动量守恒的力补偿和各向异性摩擦模型,我们实现了与现实世界中蠕虫的运动质量相匹配的运动。我们的方法是通用的,并且可以扩展到其他类型的动物或角色的运动。•计算方法→物理模拟;运动加工;
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引用次数: 0
Animación de Actores Virtuales: Expresión de Emociones Mediante Lenguaje Corporal 虚拟演员动画:通过肢体语言表达情感
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG08/245-248
A. Guedes, Sandra Baldassarri, Eva Cerezo
Para lograr que los personajes sinteticos resulten mas creibles y con un comportamiento mas natural para el usuario, en este articulo se aborda el problema de la expresion de las emociones, centrandose en el lenguaje corporal. El sistema desarrollado permite la sintesis corporal de seis emociones basicas: enfado, disgusto, miedo, alegria, tristeza y sorpresa, y no se limita a un ambito o entorno especifico.
为了使合成角色对用户来说更可信和更自然的行为,本文解决了情感表达的问题,重点关注肢体语言。开发的系统允许身体合成六种基本情绪:愤怒、厌恶、恐惧、喜悦、悲伤和惊讶,而不局限于特定的环境或环境。
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引用次数: 0
Aplicación del motor de videojuegos Unity para la reconstrucción virtual de yacimientos arqueológicos Unity视频游戏引擎在考古遗址虚拟重建中的应用
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20211359
Alberto Calzado-Martínez, A. Fernández, Lidia M. Ortega-Alvarado
En este trabajo se presenta una aplicación desarrollada para enriquecer y ampliar las técnicas actuales de registro arqueológico. Basada en una arquitectura cliente-servidor, se ha utilizado el motor de videojuegos Unity para implementar una aplicación cliente sencilla e intuitiva que permite realizar la reconstrucción virtual de un yacimiento a partir del escaneado 3D in situ del terreno excavado, así como del escaneado 3D en laboratorio de los hallazgos más importantes. Así se consigue preservar la información espacial del yacimiento, y se facilita la visita virtual del mismo desde cualquier equipo conectado a Internet. CCS Concepts • Applied computing → Arts and humanities; • Human-centered computing → Graphical user interfaces; Information visualization; • Computing methodologies → Virtual reality; 1. Introducción y estado del arte El proceso de registro es una de las tareas más importantes en Arqueología. Desde que se encuentra un hallazgo en un yacimiento hasta que se cataloga e integra en una base de datos, se realizan una serie de tareas muy meticulosas [Luc11]. El objetivo es capturar y preservar para la posteridad la mayor información posible. A pesar de lo preciso de la metodología seguida, aún hay aspectos que pueden mejorarse en el registro arqueológico. En concreto, la disposición espacial de dichos hallazgos es crucial para una reconstrucción posterior o para tratar de hacer una retrospectiva del momento en el que fueron sepultados [DCC18]. Para poder añadir la mayor información posible al respecto, es habitual añadir a la información alfanumérica (fechas, nombres, dimensiones, etcétera) fotografías o dibujos hechos a mano de los objetos, siempre antes de ser extraídos. Aunque estas entradas 2D son muy enriquecedoras, tienen muchas limitaciones porque: (1) son representaciones con un alto nivel de abstracción al tratar una realidad tridimensional de manera bidimensional; (2) están tomadas en un instante de la excavación y normalmente desde un punto de vista o ángulo específico y (3) no suelen estar totalmente integradas con la base de datos, es decir, son campos de información añadida pero no conectada con la información alfanumérica. Las limitaciones del 2D se han resuelto en gran medida con la digitalización en 3D [KFH10]. Algunos ejemplos de técnicas de captura 3D son la fotogrametría (dentro de la cual encontramos la ∗ Autor de contacto: algarcia@ujaen.es Structure from Motion) [ES20], y los escaneados tipo láser o LiDAR (Light Detection and Ranging) [RR17, ABPK∗18]. Los modelos 3D ofrecen ventajas, principalmente en términos de visualización, y también para el análisis y el intercambio de datos [Jen18]. Estas tecnologías pueden solucionar la falta de precisión en la representación. Sin embargo, la integración de información 3D con una base de datos tradicional sigue siendo un desafío [GCM19]. Los modelos escaneados suelen ser muy pesados, y se necesita software y a veces hardware diferente para su visualización. En algunos cas
使用的数据库管理系统是PostgreSQL,辅以PostGIS扩展。客户端和服务器之间的通信是双向的,通过PHP实现的REST API。来自客户端的请求可以通过多种方式执行,例如通过查询表单或使用Unity开发的环境的图形界面。在任何情况下,零件定位的更新,使用通常的修改器在3D建模工具中执行,意味着更新服务器数据库中相应的转换矩阵。也就是说,这种双向通信允许使用客户端应用程序作为可视化工具,为用户有效和直观地更新数据库信息。3. 考古遗址的重建有两个不同的部分:1)捕获和2)发现的空间重新定位。需要指出的是,考古挖掘的通常工作方式是分层的(由地形组成的相关变化或每一层的发现定义),所以在虚拟重建的时候,我们也将使用这个概念。数据采集是在1)现场进行的,在提取发现的碎片之前扫描每一层的地形;2)在实验室中,提取的碎片已经被清洗并编目到数据库中。对于地形扫描,我们选择使用带有ToF(飞行时间)传感器的移动设备,这在今天的移动电话中越来越普遍。它的使用非常灵活,允许在不同的光照条件下工作,你可以在几秒钟内获得地面表面的扫描。生成带有纹理的3D模型,可以很容易地合并到数据库中。在这些模型中获得的细节水平不是很高,但足以获得储层表面的参考模型。使用的软件是“3D Live Scanner”,可以通过谷歌Play免费访问。图1显示了我们大学考古学学位学生在实践领域进行的扫描结果。单个零件的扫描过程是在实验室使用标准的3D扫描仪进行的。在我们的例子中,我们使用了Shining 3D制造的EinScan Pro 2X扫描仪。精度可达0.04mm,速度可达30帧/秒。每一块的扫描大约需要4或5分钟,因为通常需要进行几次拍摄,图1:使用ToF技术扫描的地形模型将部分结果与扫描仪的专有软件合并。图2显示了陶瓷件的扫描过程和结果。一旦碎片被扫描,被扫描的地形的3D模型被用作支撑或指导,以放置获得的模型,并创建虚拟的矿床重建。为了做到这一点,每一个扫描的模型都被赋予了正确的比例,而在挖掘过程中获得的每一块相当接近的位置(UTM坐标)保存在数据库中。每个零件的3D模型的初始方向是在捕获过程中生成的。因此,考虑到已经建立的比例,每个部件的重新定位过程包括移动和旋转模型,直到它与该部件在地形模型中的表示相匹配。这是基于两个模型的比例是一致的,目标部分是半埋在三维地形模型。在客户端完成这个编辑过程后,生成的转换矩阵将更新到服务器上的数据库中。为了进行3D模型的编辑过程,我们在Unity中开发了一个应用程序,允许我们加载3D模型并生成一个可视化的场景。在我们的例子中,这些模型是从数据库中获得的,一旦选择了储层。用户可以自由地在场景中导航,并允许与组成场景的对象进行一定程度的交互。简而言之,它添加了一个图形界面来操作这些3D模型。我们感兴趣的编辑过程,如上所述,是旋转和平移发现,以匹配扫描的地形模型。
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引用次数: 0
CAVAST: The Crows Animation, Visualization, and Simulation Testbed CAVAST:乌鸦动画、可视化和仿真试验台
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20141108
A. Beacco, N. Pelechano
Simulation, animation and rendering of crowds has become an important part of real-time applications such as videogames. Virtual environments achieve higher realism when being populated by virtual crowds as opposed to appearing uninhabited. There has been a large amount of research on simulation, animation and rendering of crowds, but in most cases they seem to be treated separately as if the limitations in one area did not affect the others. At the end of the day the goal is to populate environments with as many characters as possible in real time, and it is of little use if one can for instance render thousands of characters in real time, but you cannot move more than a hundred due to a simulation bottleneck. The goal of our work is to provide a framework that lets the researcher focus on each of these topics at a time (simulation, animation, or rendering) and be able to explore and push the boundaries on one topic without being strongly limited by the other related issues. This paper presents therefore a new prototyping testbed for crowds that lets the researcher focus on one of these areas of research at a time without loosing sight of the others. We offer default representations, animation and simulation controllers for real time crowd simulation, that can easily be replaced or extended. Fully configurable level-of-detail for both rendering and simulation is also available
人群的模拟、动画和渲染已经成为视频游戏等实时应用的重要组成部分。当被虚拟人群占据时,虚拟环境的真实感更高,而不是看起来无人居住。关于人群的模拟、动画和渲染已经有了大量的研究,但在大多数情况下,它们似乎被分开对待,好像一个领域的限制并不会影响到其他领域。在一天结束时,我们的目标是用尽可能多的角色实时填充环境,如果一个人可以实时渲染数千个角色,但由于模拟瓶颈,你不能移动超过100个角色,那么它就没什么用了。我们工作的目标是提供一个框架,让研究人员一次专注于这些主题(模拟,动画或渲染),并能够探索和推动一个主题的边界,而不受其他相关问题的强烈限制。因此,本文提出了一个新的群体原型测试平台,让研究人员一次专注于其中一个研究领域,而不会忽视其他领域。我们为实时人群模拟提供默认表示,动画和仿真控制器,可以很容易地替换或扩展。渲染和模拟的完全可配置的细节级别也是可用的
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引用次数: 5
Locally-Adaptive Texture Compression 局部自适应纹理压缩
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/105-114
C. Andújar, Jonàs Martínez
Current schemes for texture compression fail to exploit spatial coherence in an adaptive manner due to the strict efficiency constraints imposed by GPU-based, fragment-level decompression. In this paper we present a texture compression framework for quasi-lossless, locally-adaptive compression of graphics data. Key elements include a Hilbert scan to maximize spatial coherence, efficient encoding of homogeneous image regions through arbitrarily-sized texel runs, a cumulative run-length encoding supporting fast random-access, and a compression algorithm suitable for fixed-rate and variable-rate encoding. Our scheme can be easily integrated into the rasterization pipeline of current programmable graphics hardware allowing real-time GPU decompression. We show that our scheme clearly outperforms competing approaches such as S3TC DXT1 on a large class of images with some degree of spatial coherence. Unlike other proprietary formats, our scheme is suitable for compression of any graphics data including color maps, shadow maps and relief maps. We have observed compression rates of up to 12:1, with minimal or no loss in visual quality and a small impact on rendering time.
由于基于gpu的碎片级解压缩对效率的严格限制,当前的纹理压缩方案无法自适应地利用空间相干性。本文提出了一种纹理压缩框架,用于图形数据的准无损、局部自适应压缩。关键要素包括希尔伯特扫描以最大化空间一致性,通过任意大小的文本运行对均匀图像区域进行有效编码,支持快速随机访问的累积运行长度编码,以及适用于固定速率和可变速率编码的压缩算法。我们的方案可以很容易地集成到当前可编程图形硬件的光栅化管道中,允许实时GPU解压缩。我们表明,我们的方案在具有一定程度空间相干性的大类图像上明显优于S3TC DXT1等竞争方法。与其他专有格式不同,我们的方案适用于压缩任何图形数据,包括彩色地图,阴影地图和浮雕地图。我们已经观察到压缩率高达12:1,视觉质量损失很小或没有损失,对渲染时间的影响很小。
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引用次数: 3
A GPU-accelerated LiDAR Sensor for Generating Labelled Datasets 用于生成标记数据集的gpu加速激光雷达传感器
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20211360
Alfonso López Ruiz, C. Ogáyar-Anguita, F. F. Higueruela
This paper presents a GPU-based LiDAR simulator to generate large datasets of ground-truth point clouds. LiDAR technology has significantly increased its impact on academic and industrial environments. However, some of its applications require a large amount of annotated LiDAR data. Furthermore, there exist many types of LiDAR sensors. Therefore, developing a parametric LiDAR model allows simulating a wide range of LiDAR scanning technologies and obtaining a significant number of points clouds at no cost. Beyond their intensity data, these synthetic point clouds can be classified with any level of detail.
本文提出了一种基于gpu的激光雷达模拟器,用于生成大型地真点云数据集。激光雷达技术对学术和工业环境的影响显著增加。然而,它的一些应用需要大量带注释的激光雷达数据。此外,存在多种类型的激光雷达传感器。因此,开发参数化激光雷达模型可以模拟各种激光雷达扫描技术,并免费获得大量的点云。除了它们的强度数据外,这些合成点云还可以进行任何级别的详细分类。
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引用次数: 1
期刊
Spanish Computer Graphics Conference
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