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3D Interaction with Smartphone-like Devices 与智能手机类设备的3D交互
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG12/154-154
A. Aguilera, Alejandro León, J. Torres
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引用次数: 0
Uncertainty Visualization of Brain Fibers 脑纤维的不确定性可视化
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG12/031-040
P. Hermosilla, R. Brecheisen, Pere-Pau Vázquez, A. Vilanova
Diffuse Tensor Imaging (DTI) is an acquisition method based on Magnetic Resonance (MR) that provides information on the white matter fiber pathways in the living human brain. Such knowledge is crucial for understanding the way different parts of the brain work and how they interact with each other. The reconstruction of fiber tracts, however, depends on a number of parameters that introduce a degree of uncertainty in the data. Together with the parameter setting, other elements such as noise, motion, partial volume effects, or image artifacts increase the uncertainty. Therefore, fiber tracking algorithms may produce misleading results. Visualizing such uncertainty is important to avoid taking wrong decisions in medical environments. In this paper we present a set of techniques that provide a better understanding on the visualization of brain fibers by means of textures, silhouettes, occlusion, and animation.
弥散张量成像(DTI)是一种基于磁共振(MR)的采集方法,可以提供活体大脑中白质纤维通路的信息。这些知识对于理解大脑不同部分的工作方式以及它们如何相互作用至关重要。然而,纤维束的重建取决于一些参数,这些参数在数据中引入了一定程度的不确定性。与参数设置一起,其他因素,如噪声、运动、部分体积效果或图像伪影增加了不确定性。因此,光纤跟踪算法可能会产生误导性的结果。可视化这种不确定性对于避免在医疗环境中做出错误的决定非常重要。在本文中,我们提出了一套技术,通过纹理,剪影,遮挡和动画的方式,提供了对大脑纤维可视化的更好理解。
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引用次数: 6
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
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
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
Management of 3D Geometry on Portable Devices
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG12/156-156
José Olmos Martínez, F. Ramos, Carlos González
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引用次数: 0
A Survey on Development Tools for Mobile Augmented Reality 移动增强现实开发工具综述
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG12/141-150
Gustavo Rovelo, F. Abad, E. Camahort
Augmented Reality (AR) applications have become more popular beyond the research laboratory due to recent technological breakthroughs in computer hardware and mobile devices. Users are starting to interact with virtual content mixed with real environments at their offices, homes, and schools using their mobile phones. For this growing market, developers have first to decide the platform in which they will develop the application (e.g. Apple iOS or Android). Then they must decide whether start writing the application from scratch using only platform native tools, or using one of the available Software Development Kits (SDKs), or using high-level authoring tools for the chosen platform. Besides, developers have to face different AR related issues according to the application’s requirements: markers, barcodes or general image tracking, geolocation, efficient rendering of 3D objects, and designing a robust GUI for the target devices. To help developers and researchers to start writing mobile AR applications, this survey identifies the main features of several freeware and commercial SDKs and authoring tools. Categories and Subject Descriptors (according to ACM CCS) :
由于计算机硬件和移动设备的最新技术突破,增强现实(AR)应用在研究实验室之外变得更加流行。用户开始在他们的办公室、家庭和学校使用手机与混合了真实环境的虚拟内容进行交互。对于这个不断增长的市场,开发者必须首先决定他们将在哪个平台上开发应用程序(如苹果iOS或Android)。然后,他们必须决定是否只使用平台原生工具从头开始编写应用程序,或者使用可用的软件开发工具包(sdk)之一,或者使用所选平台的高级创作工具。此外,根据应用程序的要求,开发人员必须面对不同的AR相关问题:标记,条形码或一般图像跟踪,地理定位,3D对象的高效渲染,以及为目标设备设计一个强大的GUI。为了帮助开发人员和研究人员开始编写移动AR应用程序,本调查确定了几个免费软件和商业sdk和创作工具的主要功能。类别和主题描述符(根据ACM CCS):
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引用次数: 1
A Usability Study for a Novel Approach to Virtual Reality Interaction 一种虚拟现实交互新方法的可用性研究
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20181151
José Negrillo-Cárdenas, J. Jiménez, F. Feito-Higueruela
The number of virtual reality-based systems have considerably increased in recent years due to many technical improvements and lower prices. Nowadays, the applications of this kind of systems go further than videogames. Additionally, they enable new interaction paradigms adapted to this new technology. In this paper we propose a new interaction model to visualize objects in a virtual reality context. We describe our proposed mechanisms to achieve a set of graphical tasks and we conduct an experiment to assess the usability of the system, comparing it to other traditional methods.
近年来,由于许多技术改进和价格降低,基于虚拟现实的系统数量大幅增加。如今,这类系统的应用已经超越了电子游戏。此外,它们还支持适应这种新技术的新交互范例。在本文中,我们提出了一种新的交互模型来可视化虚拟现实环境中的对象。我们描述了我们提出的实现一组图形任务的机制,并进行了一个实验来评估系统的可用性,将其与其他传统方法进行比较。
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引用次数: 1
An Improved Parallel Technique for Neighbour Search on CUDA 一种改进的CUDA邻域并行搜索技术
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20171201
J. J. Perea, Juan M. Cordero
In Computer Graphics is usual the modelling of dynamic systems through particles. The simulation of liquids, cloths, gas, smoke... are highlighted examples of that modelling. In this scope, is particularly relevant the procedure of neighbour particles searching, which represents a bottleneck in terms of computational cost. One of the most used searching techniques is the cell– based spatial division by cubes, where each cell is tagged by a hash value. Thus, all particles located into each cell have the same tag and are the candidate to be neighbours. The most useful feature of this technique is that it can be easily parallelized, what reduces the computational costs. Nevertheless, the parallelizing process has some drawbacks associated with data memory management. Also, during the process of neighbour search, it is necessary to trace into the adjacent cells to find neighbour particles, as a consequence, the computational cost is increased. To solve these shortcomings, we have developed a method that reduces the search space by considering the relative position of each particle in its own cell. This method, parallelized using CUDA, shows improvements in processing time and memory management over other “standard” spatial division techniques. (see http://www.acm.org/about/class/class/2012) CCS Concepts •Computing methodologies → Distributed computing methodologies; Physical simulation;
在计算机图形学中,通常是通过粒子对动态系统进行建模。模拟液体、衣服、气体、烟雾……是这种建模的突出例子。在这个范围内,特别相关的是邻居粒子搜索过程,这是计算成本方面的瓶颈。最常用的搜索技术之一是基于单元格的立方体空间划分,其中每个单元格都用散列值标记。因此,位于每个细胞中的所有粒子都具有相同的标签,并且是候选邻居。这种技术最有用的特点是它可以很容易地并行化,从而降低了计算成本。然而,并行化进程有一些与数据内存管理相关的缺点。另外,在邻域搜索过程中,需要跟踪到相邻单元中寻找邻域粒子,这增加了计算量。为了解决这些缺点,我们开发了一种通过考虑每个粒子在其自身细胞中的相对位置来减少搜索空间的方法。这种使用CUDA并行化的方法在处理时间和内存管理方面比其他“标准”空间划分技术有所改进。(见http://www.acm.org/about/class/class/2012) CCS概念•计算方法→分布式计算方法;物理模拟;
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引用次数: 1
Modelling the Fluid-Boundary Interaction in SPH SPH流体-边界相互作用的模拟
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20181147
J. J. Perea, Juan M. Cordero
Smoothed Particle Hydrodynamics (SPH) is a numerical method based on mutually interacting meshfree particles, and has been widely applied to fluid simulation in Computer Graphics. Originally SPH does not define the behaviour of the particle system in the contour, so the different variants of SPH have been solving this deficiency with different techniques. Some of these techniques are based on fictitious forces, specular particles or semi–analytic fields. However, all these proposals present a drawback, that are may introduce additional inaccuracy as a divergent behaviour of the particle dynamics or an artificial separation between the fluid limits and the contour. To solve these limitations at this paper presents a new technique based on contour particles that are used during simulation to model the interaction with the fluid. The use of contour particles had already been used in other works to construct the contour like a particle layer. That solution presents problems especially when increasing the complexity of the contour shape. In addition, unlike other techniques, this paper presents an additional advantage, the possibility of obtaining all the dynamic magnitudes for improving efficiency and versatility. CCS Concepts •Computing methodologies → Collision detection; Physical simulation;
光滑粒子流体动力学(SPH)是一种基于相互作用的无网格粒子的数值方法,已广泛应用于计算机图形学中的流体模拟。最初SPH没有定义粒子系统在轮廓中的行为,因此不同的SPH变体用不同的技术解决了这一缺陷。其中一些技术是基于虚构的力、镜面粒子或半解析场。然而,所有这些建议都存在一个缺点,即可能由于粒子动力学的发散行为或流体极限与轮廓之间的人为分离而引入额外的不准确性。为了解决这些限制,本文提出了一种基于轮廓粒子的新技术,该技术在模拟中用于模拟与流体的相互作用。在其他作品中已经使用了等高线粒子来构造像粒子层一样的等高线。当增加轮廓形状的复杂性时,这种解决方案会出现问题。此外,与其他技术不同,本文提出了一个额外的优势,即获得所有动态幅度的可能性,以提高效率和通用性。•计算方法→碰撞检测;物理模拟;
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Spanish Computer Graphics Conference
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