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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
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
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
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 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
A Framework for Rendering, Simulation and Animation of Crowds 一个群体渲染、模拟和动画的框架
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/001-010
N. Pelechano, B. Spanlang, A. Beacco
Real-time crowd simulation for virtual environment applications requires not only navigation and locomotion in large environments while avoiding obstacles and agents, but also rendering high quality 3D fully articulated figures to enhance realism. In this paper, we present a framework for real-time simulation of crowds. The framework is composed of a Hardware Accelerated Character Animation Library (HALCA), a crowd simulation system that can handle large crowds with high densities (HiDAC), and an Animation Planning Mediator (APM) that bridges the gap between the global position of the agents given by HiDAC and the correct skeletal state so that each agent is rendered with natural locomotion in real-time. The main goal of this framework is to allow high quality visualization and animation of several hundred realistic looking characters (about 5000 polygons each) navigating virtual environments on a single display PC, a HMD (Head Mounted Display), or a CAVE system. Results of several applications on a number of platforms are presented.
虚拟环境应用的实时人群模拟不仅需要在大型环境中导航和运动,同时避开障碍物和代理,还需要渲染高质量的3D全铰铰式人物,以增强真实感。在本文中,我们提出了一个实时模拟人群的框架。该框架由硬件加速角色动画库(HALCA)、可以处理高密度大人群的人群模拟系统(HiDAC)和动画规划中介(APM)组成,APM在HiDAC给出的代理的全局位置和正确的骨骼状态之间架起桥梁,以便每个代理实时呈现自然运动。这个框架的主要目标是允许高质量的可视化和动画几百个逼真的角色(每个大约5000个多边形)在单个显示PC, HMD(头戴式显示器)或CAVE系统上导航虚拟环境。给出了在多个平台上的几个应用结果。
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引用次数: 4
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
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
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
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
期刊
Spanish Computer Graphics Conference
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