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Patterns of Creativity in Design 设计中的创意模式
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2007/209-212
E. Bilotta, Pietro S. Pantano
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引用次数: 1
Fractal Compression Approach for Efficient Interactive Terrain Rendering on the GPU 基于GPU的高效交互式地形绘制分形压缩方法
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2008/081-087
U. Erra, V. Scarano, D. Guida
This paper describes an efficient technique for the renderingof large terrain surfaces. The technique is based on a simple rings structure:a sequenceof concentricrings at different resolutionsand centeredon the viewer’s position. Each ring is represented by a set of patches at identical resolutions. Rings near the viewer have a finer resolution than the rings further from the viewer. At runtime, the patches within the rings change resolution based on the viewer’s position. The GPU decodes in real time height maps encoded by a fractal compressorfrom which sample the height component of the terrain. Since adjacent patches of different rings can disagree on the resolution of common edge GPU stitches the meshes in order to avoid any cracks or degenerate triangles. The renderedmeshes ensurethe absenceof cracks that may cause the appearanceof visual artifacts. In addition, a tile managersupport is evaluated in order to maintain terrain datasets on disk storage avoiding a costly load of the entire datasets into the memory. Categories and Subject Descriptors (according to ACM CCS) : I.3.3 [Computer Graphics]: Picture and Image Gener-ation I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism I.3.7 [Computer Graphics]: Fractals
本文描述了一种高效的大型地形表面渲染技术。该技术基于一个简单的环结构:一系列不同分辨率的同心圆,并以观看者的位置为中心。每个环由一组相同分辨率的补丁表示。靠近观测者的光环比远离观测者的光环具有更好的分辨率。在运行时,环内的补丁会根据观看者的位置改变分辨率。GPU解码由分形压缩器编码的实时高度图,从中采样地形的高度成分。由于不同环的相邻补丁在公共边的分辨率上可能不一致,GPU缝合网格以避免任何裂缝或退化三角形。渲染的网格确保没有可能导致视觉伪影的裂缝。此外,为了在磁盘存储上维护地形数据集,对tile管理器支持进行了评估,从而避免了将整个数据集加载到内存中的代价高昂。分类和主题描述符(根据ACM CCS): I.3.3[计算机图形学]:图片和图像生成I.3.7[计算机图形学]:三维图形学和现实主义I.3.7[计算机图形学]:分形
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引用次数: 1
Shape Reconstruction with Uncertainty 不确定形状重构
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2006/053-059
Laura Papaleo, E. Puppo
Abstract This paper presents a general Surface Reconstruction framework which encapsulates the uncertainty of the sam-pled data, making no assumption on the shape of the surface to be reconstructed. Starting from the input points(either points clouds or multiple range images), an Estimated Existence Function (EEF) is built which modelsthe space in which the desired surface could exist and, by the extraction of EEF critical points, the surface isreconstructed. The nal goal is the development of a generic framework able to adapt the result to different kindsof additional information coming from multiple sensors. Categories and Subject Descriptors (according to ACM CCS) : I.3.3 [Computer Graphics]: Shape Modeling, Uncer-tain data, Multi-sensor Data Fusion 1. Introduction 3D scanning devices are becoming more and more availableand affordable. Thanks to modern acquisition technologies,heterogeneous data can be acquired from multiple acquisi-tion sensors, which often incorporate information about un-certainty of the data sampling process. Surface reconstruc-tion techniques designed over a specic sensor often takeinto account uncertainty during the reconstruction process,but they are limited to work with a single device. On thecontrary, general techniques that can process data comingfrom different sensors usually disregard much part of sensor-specic information, and seldom take into account uncer-tainty.The basic concept of our approach is
摘要:本文提出了一种通用的曲面重构框架,该框架封装了采样数据的不确定性,对待重构曲面的形状不做任何假设。从输入点(点云或多个距离图像)开始,构建一个估计存在函数(EEF),该函数对期望表面可能存在的空间进行建模,并通过提取EEF临界点来重建表面。最终目标是开发一种通用框架,能够使结果适应来自多个传感器的不同类型的附加信息。分类和主题描述符(根据ACM CCS): I.3.3[计算机图形学]:形状建模,不确定数据,多传感器数据融合3D扫描设备越来越普及,价格也越来越便宜。由于现代采集技术,可以从多个采集传感器获取异构数据,这些传感器通常包含有关数据采样过程不确定性的信息。基于特定传感器设计的表面重建技术通常会考虑重建过程中的不确定性,但它们仅限于使用单个设备。相反,一般的技术可以处理来自不同传感器的数据,通常忽略了传感器特定信息的大部分,很少考虑到不确定性。我们方法的基本概念是
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引用次数: 1
Crime Scene Interpretation Through an Augmented Reality Environment 通过增强现实环境的犯罪现场解读
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2011/029-033
Andrea Casanova, M. De Marsico, S. Ricciardi
Despite its potential advantages, gesture based interface usage is currently rather limited due to operational and practical issues, while most proposals aim at replacing mouse and keyboard functionalities for medical/surgical applications. This paper presents a crime scene interpretation framework which combines augmented reality visual paradigm and gesture based interaction to provide a new generation of detectives with interactive visualization and manipulation of virtual exhibits while seeing the real environment. The idea is to augment the exploration of the crime scene by means of a see-through head mounted display, exploiting a small set of simple (user-wise) gestures and the visual interface to enable a wider set of commands and functionalities, improving both the efficacy and the accuracy of user-system interaction. The proposed system allow the user to freely position virtual replicas of real object to interactively build visual hypothesis about the crime under investigation, or even to set virtual landmarks which can be used to take distance/angular measurements. All these action can be performed without mouse and keyboard but simply through intuitive gestures. Interaction techniques.
尽管有潜在的优势,但由于操作和实际问题,基于手势的界面使用目前相当有限,而大多数建议旨在取代鼠标和键盘功能的医疗/外科应用。本文提出了一种结合增强现实视觉范式和基于手势交互的犯罪现场解释框架,为新一代侦探在看到真实环境的同时提供交互式可视化和虚拟展品操作。这个想法是通过一个透明的头戴式显示器来增强对犯罪现场的探索,利用一小组简单的(用户明智的)手势和视觉界面来实现更广泛的命令和功能,提高用户系统交互的效率和准确性。该系统允许用户自由定位真实物体的虚拟复制品,以交互方式建立关于正在调查的犯罪的视觉假设,甚至可以设置虚拟地标,用于距离/角度测量。所有这些操作都可以通过直观的手势来完成,而不需要鼠标和键盘。交互技术。
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引用次数: 1
Tools and Applications for Teaching and Research in Computer Graphics 计算机图形学教学与研究的工具与应用
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2010/147-152
F. Guggeri, Marco Livesu, R. Scateni
In this paper we present the work in progress along with some preliminary research results in the field of Computational Geometry and Mesh Processing obtained by the Computer Graphics Group of the University of Cagliari, Italy. We focus on the work in mesh analysis by introducing the development of a lightweight visualization and processing tool that helped expanding the aims of the group by letting the students from the University move their first steps in Computer Graphics. We show some results obtained by the group with the focus on the usefulness of a common framework of reference.
在本文中,我们介绍了意大利卡利亚里大学计算机图形学小组在计算几何和网格处理领域的一些初步研究成果。我们专注于网格分析的工作,通过引入轻量级可视化和处理工具的开发,帮助扩展小组的目标,让大学的学生在计算机图形学方面迈出了第一步。我们展示了小组获得的一些结果,重点是一个共同参考框架的有用性。
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引用次数: 0
ImaginationTOOLS (TM)- A 3D Environment for Learning and Playing Music ImaginationTOOLS (TM)-一个学习和播放音乐的3D环境
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2007/139-144
E. Bilotta, Pietro S. Pantano, F. Bertacchini, L. Gabriele, G. Longo, Vincenzo Mazzeo, C. Rizzuti, A. Talarico, G. Tocci, S. Vena
In this paper, we present ImaginationTOOLS, a software which uses mathematical models to generate, analyse and synthesize sound and music. User learns in an imaginary 3D-city basic concepts on mathematical models and music by interacting with pedagogical agents; composes in a laboratory room using a manipulatory agent-like interface; listens to music in an immersive room and creates interactive music with ad-hoc designed instruments and performs and shares music on the net. It represents a real advancement on the existing similar scientificallyoriented products available on the market and it is considered a fusion of different music and multimedia technologies, with a strong developmental trend into physical interaction design. It is the first software using 3D interaction in a 3D environment to produce sound and music, extending the potential of musicians by experimenting in the psycho-acoustical domain of sound and overcoming the problems of musical education, with simple interface.
在本文中,我们提出了ImaginationTOOLS,一个使用数学模型来生成、分析和合成声音和音乐的软件。用户通过与教学代理互动,在虚拟的3d城市中学习数学模型和音乐的基本概念;在实验室房间中使用类似操作代理的接口进行合成;在一个沉浸式的房间里听音乐,用特别设计的乐器创作互动音乐,在网上表演和分享音乐。它代表了市场上现有的同类科学导向产品的真正进步,它被认为是不同音乐和多媒体技术的融合,具有很强的发展趋势,进入物理交互设计。这是第一个在3D环境中使用3D交互来产生声音和音乐的软件,通过在声音的心理声学领域进行实验来扩展音乐家的潜力,并克服音乐教育的问题,界面简单。
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引用次数: 7
Preserving Information from Real Objects to Digital Shapes 从真实物体到数字形状的信息保存
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2007/079-085
Riccardo Albertoni, Laura Papaleo, F. Robbiano
Nowadays, the success of the scientific enterprise largely depends on the ability of sharing resources among the scientific community. This problem is particularly relevant in the field of Computer Graphics and Vision. During the last years specific domains ontologies are emerging in support of different contexts, aiming at facilitating automated resource-sharing among information systems in specific fields. A fast evolution of Computer Graphics and Vision is now conditioned by how research teams will be able to intercommunicate. The shared resources should preserve as much meaningful information as possible, in order to allow and improve collaborative research and complete understanding of complex tasks. A critical phase in Computer Graphics and Vision is the Acquisition Phase, which includes different conditions and properties related to the object to be scanned, to the surrounding environment or even to the knowledge of the scanning experts. The novelty of our work is the tentative to integrate Knowledge Management approaches to Computer Graphics and Vision and, in particular, we aim at preserving information when passing from the real world (Real Objects) to the digital one (Digital Shapes). This is a fundamental step for moving knowledge from humans to machines.
当今,科学事业的成功在很大程度上取决于科学共同体之间资源共享的能力。这个问题在计算机图形学和视觉领域尤为重要。在过去的几年中,为了支持不同的上下文,出现了特定的领域本体,旨在促进特定领域信息系统之间的自动化资源共享。计算机图形学和视觉的快速发展现在取决于研究团队如何能够相互交流。共享资源应尽可能多地保存有意义的信息,以便允许和改进合作研究,并完全理解复杂的任务。计算机图形学和视觉的一个关键阶段是采集阶段,它包括与被扫描对象、周围环境甚至扫描专家的知识相关的不同条件和属性。我们工作的新颖之处在于尝试将知识管理方法整合到计算机图形学和视觉中,特别是,我们的目标是在从现实世界(真实对象)传递到数字世界(数字形状)时保留信息。这是将知识从人类转移到机器的基本步骤。
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引用次数: 1
Maya Sun Simulation of Bosnian Gravestone Virtual Model 玛雅太阳模拟波斯尼亚墓碑虚拟模型
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2006/171-175
S. Rizvić, Aida Sadzak, Z. Avdagić, A. Chalmers
Bosnia and Herzegovina is very rich with cultural heritage sites. Perhaps the most famous of these are the stecaks; the monumental gravestones of Bosnian Heretic Christians. The orientation of the stećaks was important to the ancient Bosnians, Unfortunately, their orientation towards the sun has been changed when they were moved from their original locations to more secure sites at museums. This is particularly true of the stećak from Donje Zgosce, one of the most beautiful stećaks in B&H. Using high-fidelity graphics techniques we have created a detailed virtual reconstruction of this stećak and produced a sun simulation in Maya This enables archaeologists to be able to investigate the interaction of the light with the stećak’s carvings as it may have appeared in 14 century.
波斯尼亚和黑塞哥维那拥有丰富的文化遗产。也许其中最著名的是牛排;波斯尼亚异教徒的墓碑。stećaks的方向对古代波斯尼亚人来说很重要,不幸的是,当它们从原来的位置转移到博物馆更安全的地方时,它们对太阳的方向已经改变了。来自Donje Zgosce的stećak尤其如此,这是B&H最美丽的stećaks之一。利用高保真的图形技术,我们对这个stećak进行了详细的虚拟重建,并在玛雅语中制作了一个太阳模拟,这使考古学家能够研究14世纪可能出现的stećak雕刻与光的相互作用。
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引用次数: 4
3D Reconstruction and Augmented Reality in Bronchoscopic Intervention 支气管镜介入的三维重建和增强现实
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2011/009-013
A. Torrisi, S. Livatino, G. Gallo
The use of stereoscopic visualization has recently been proposed for many applications. Other than for entertain-ment, stereo viewing is being proposed for robotics and medical teleoperation. This paper proposes to exploit the stereo-camera setup available in stereo-viewing systems for 3D reconstruction. We focus on medical endoscopic applications. The advantages of having a reconstructed vision-based depth map during endoscopic navigation and intervention are many, including the possibility for generation of an augmented-reality visual scenario to support surgeons during interventions. We ran our experiments on a realistic graphic model of human bronchus to study feasibility of the proposed concept. We reconstructed depth maps of a bronchus environment and used them to generate augmented reality views of the observed scenes.
立体可视化最近被提出用于许多应用。除了娱乐之外,立体视觉还被提议用于机器人和医疗远程操作。本文提出利用立体视觉系统中现有的立体摄像机装置进行三维重建。我们专注于医疗内窥镜应用。在内窥镜导航和干预期间,重建基于视觉的深度图有很多优点,包括在干预期间生成增强现实视觉场景以支持外科医生的可能性。我们在一个真实的人体支气管图形模型上进行了实验,以研究所提出概念的可行性。我们重建了支气管环境的深度图,并使用它们来生成观察场景的增强现实视图。
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引用次数: 0
An Efficient Algorithm for Adaptive Segmentation and Tessellation with Pixel Precision 一种有效的像素精度自适应分割和镶嵌算法
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2007/015-022
Alessandro Martinelli
We propose a new algorithm to get a representation of a curved surface with the precision of the image pixel. This technique uses some results from Scan-line algorithms, but it considers also the new functionalities from graphics hardware and takes advantages from it. We explain the general method, with principles common to every kind of surface: then we illustrate how these principles can be applied to quadratic and cubic beziér triangles, showing formulas and some algorithm details.
提出了一种以图像像素精度表示曲面的新算法。该技术使用了扫描线算法的一些结果,但它也考虑了图形硬件的新功能并从中获益。我们用各种曲面的通用原理解释一般方法,然后我们说明如何将这些原理应用于二次和三次bezizemadr三角形,给出公式和一些算法细节。
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引用次数: 0
期刊
European Interdisciplinary Cybersecurity Conference
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