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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
Dissipation Potentials for Yarn-Level Cloth 纱线级布的耗散势
Pub Date : 1900-01-01 DOI: 10.2312/CEIG.20171202
R. M. Sánchez-Banderas, M. Otaduy
Damping is a critical phenomenon in determining the dynamic behavior of animated objects. For yarn-level cloth models, setting the correct damping behavior is particularly complicated, because common damping models in computer graphics do not account for the mixed Eulerian-Lagrangian discretization of efficient yarn-level models. In this paper, we show how to derive a damping model for yarn-level cloth from dissipation potentials. We develop specific formulations for the deformation modes present in yarn-level cloth, circumventing various numerical difficulties. We show that the proposed model enables independent control of the damping behavior of each deformation mode, unlike other previous models. CCS Concepts •Computing methodologies → Physical simulation;
阻尼是决定动画物体动态行为的关键现象。对于纱线级布料模型,设置正确的阻尼行为是特别复杂的,因为计算机图形学中常见的阻尼模型没有考虑到有效的纱线级模型的混合欧拉-拉格朗日离散化。本文展示了如何从耗散势推导出纱级布的阻尼模型。我们针对纱线级布中存在的变形模式开发了特定的公式,以避免各种数值困难。我们表明,与其他先前的模型不同,所提出的模型能够独立控制每种变形模式的阻尼行为。•计算方法→物理模拟;
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引用次数: 2
Realtime Dense Stereo Matching with Dynamic Programming in CUDA 基于CUDA动态规划的实时密集立体匹配
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/231-234
John Congote, Javier Barandiarán, I. Barandiaran, O. Ruiz
Real-time depth extraction from stereo images is an important process in computer vision. This paper proposes a new implementation of the dynamic programming algorithm to calculate dense depth maps using the CUDA architecture achieving real-time performance with consumer graphics cards. We compare the running time of the algorithm against CPU implementation and demonstrate the scalability property of the algorithm by testing it on different graphics cards.
立体图像的实时深度提取是计算机视觉中的一个重要过程。本文提出了一种动态规划算法的新实现,该算法使用CUDA架构计算密集深度图,在消费类显卡上实现实时性能。我们比较了该算法与CPU实现的运行时间,并通过在不同显卡上的测试来证明该算法的可扩展性。
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引用次数: 27
Smooth Transitioning Between two Walking Metaphors for Virtual Reality Applications 虚拟现实应用中两个行走隐喻之间的平滑过渡
Pub Date : 1900-01-01 DOI: 10.2312/CEIG.20191212
I. Salvetti, Alex Rios, N. Pelechano
Virtual navigation should be as similar as possible to how we move in the real world, however the limitations of hardware and physical space make this a challenging problem. Tracking natural walk is only feasible when the dimensions of the virtual environment match those of the real world. The problem of most navigation techniques is that they produce motion sickness because the optical flow observed does not match the vestibular and proprioceptive information that appears during real physical movement. Walk in place is a technique that can successfully reduce motion sickness without losing presence in the virtual environment. It is suitable for navigating in a very large virtual environment but it is not usually needed in small virtual spaces. Most current work focuses on one specific navigation metaphor, however in our experience we have observed that if users are given the possibility to use walk in place for large distances, they tend to switch to normal walk when they are in a confined virtual area (such as a small room). Therefore, in this paper we present our ongoing work to seamlessly switch between two navigation metaphors based on leg and head tracking to achieve a more intuitive and natural virtual navigation.
虚拟导航应该尽可能与我们在现实世界中的移动方式相似,但是硬件和物理空间的限制使这成为一个具有挑战性的问题。只有当虚拟环境的维度与现实世界相匹配时,跟踪自然行走才是可行的。大多数导航技术的问题在于,它们会产生晕动病,因为观察到的光流与真实身体运动中出现的前庭和本体感觉信息不匹配。原地行走是一种技术,可以成功地减少晕动病,而不会失去在虚拟环境中的存在感。它适合在非常大的虚拟环境中导航,但在小的虚拟空间中通常不需要。目前大多数工作都集中在一个特定的导航隐喻上,然而根据我们的经验,我们已经观察到,如果用户有可能在很远的地方使用步行,当他们在一个受限的虚拟区域(比如一个小房间)时,他们倾向于切换到正常的步行。因此,在本文中,我们介绍了我们正在进行的基于腿部和头部跟踪的两种导航隐喻之间无缝切换的工作,以实现更直观和自然的虚拟导航。
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引用次数: 0
A Level-of-Detail Technique for Urban Physics Calculations in Large Urban Environments 大型城市环境中城市物理计算的细节级技术
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20191198
D. Novoa, G. Besuievsky, G. Patow
In many applications, such as urban physics simulations or the study of the solar impact effects at different scales, complex 3D city models are required to evaluate physical values. In this paper we present a new technique which, through the use of an electrical analogy and the calculation of sky view factors and form factors, allows to simulate and study the thermal behaviour of an urban environment, taking into account the solar and sky radiation, the air and sky temperatures, and even the thermal interaction between nearby buildings. We also show that it is possible, from a 3D recreation of a large urban environment, to simulate the heat exchanges that take place between the buildings of a city and its immediate surroundings. In the same way, taking into account the terrestrial zone, the altitude and the type of climate with which the simulations are carried out, it is possible to compare the thermal behaviour of a large urban environment according to the chosen conditions.
在许多应用中,如城市物理模拟或研究不同尺度的太阳撞击效应,需要复杂的3D城市模型来评估物理值。在本文中,我们提出了一种新技术,通过使用电学类比和天空视图因素和形状因素的计算,可以模拟和研究城市环境的热行为,考虑到太阳和天空辐射,空气和天空温度,甚至附近建筑物之间的热相互作用。我们还表明,通过大型城市环境的3D重建,模拟城市建筑物与其周围环境之间发生的热交换是可能的。同样,考虑到进行模拟时所使用的陆地地带、海拔高度和气候类型,就有可能根据所选条件比较大型城市环境的热行为。
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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
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
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
Auto-labeling as a Minimization Problem with Virtual Occlusions 自动标记作为虚拟闭塞的最小化问题
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG08/133-139
Adrián Cuevas, J. Rodríguez-Navarro, A. Susín
In this paper we propose a fast algorithm for the automatic labeling of a set of predefined markers in an optical motion capture system. This algorithm is facing the problem as a minimization problem, using a virtual representation of the real model to predict possible occlusions that happen in the captured images. Moreover, we take advan-tage of the knowledge of the cameras parameters to solve potential labeling conflicts between markers. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - animation.
本文提出了一种在光学运动捕捉系统中对一组预定义标记进行自动标记的快速算法。该算法面临的问题是最小化问题,使用真实模型的虚拟表示来预测捕获图像中可能发生的遮挡。此外,我们利用相机参数的知识来解决标记之间潜在的标记冲突。类别和主题描述符(根据ACM CCS): I.3.7[计算机图形学]:三维图形和现实主义-动画。
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引用次数: 1
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
期刊
Spanish Computer Graphics Conference
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