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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
Real-time Cataract Surgery Simulation for Training 实时白内障手术模拟训练
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2006/183-187
Marco Agus, E. Gobbetti, G. Pintore, G. Zanetti, Antonio Zorcolo
Cataract is a clouding of the eye’s natural lens, normally due to natural aging changes, and involving at least half of the population over 65 years. Cataract extraction is the only solution for restoring a clear vision, and nowadays is probably the most frequently practiced surgical procedure. This paper describes a novel virtual reality simulation system for cataract surgery training, involving the capsulorhexis and phacoemulsication tasks. The simulator runs on a multiprocessing PC platform and provides realistic physically-based visual simulations of tools interactions. The current setup employs SensAble PHANToM for simulating the interaction devices, and a binocular display for presenting images to the user.
白内障是眼睛的自然晶状体混浊,通常是由于自然的衰老变化,至少有一半的65岁以上的人患有白内障。白内障摘除是恢复清晰视力的唯一方法,也是当今最常用的外科手术。本文介绍了一种新型的白内障手术训练虚拟现实仿真系统,包括撕囊和超声乳化任务。该模拟器运行在多处理PC平台上,并提供了基于物理的工具交互的逼真视觉模拟。目前的设置采用SensAble PHANToM来模拟交互设备,并使用双目显示器向用户呈现图像。
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引用次数: 25
Adaptive Frame Rate Up-conversion with Motion Extraction from 3D Space for 3D Pipelines 基于三维空间运动提取的三维管道自适应帧率上转换
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2006/247-253
M. Falchetto, M. Barone, D. Pau
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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
Toward Wide-Area Camera Localization for Mixed Reality 面向混合现实的广域摄像机定位研究
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2010/117-122
V. Garro, Andrea Fusiello
This paper describes a work in progress towards the implementation of a complete system that provides tourists with relevant visual information related to cultural heritage sites. Thanks to the diffusion of high-end mobile devices and the recent improvement in computer vision research on 3D Structure and Motion reconstruction, it is now possible to develop mobile mixed reality applications that can interact with spots of historical interest in the city. In particular we present an accurate localization of the mobile device that leverages on a pre-computed 3D structure to obtain image-model correspondences. Preliminary experiments with a calibrated camera – indoor and outdoor – demonstrate sufficient accuracy to support mixed reality.
本文描述了一项正在进行的工作,旨在实现一个完整的系统,为游客提供与文化遗产地相关的视觉信息。由于高端移动设备的普及以及最近计算机视觉研究在3D结构和运动重建方面的进步,现在可以开发移动混合现实应用程序,可以与城市中的历史名胜进行交互。特别是,我们提出了移动设备的精确定位,利用预先计算的3D结构来获得图像模型对应。在室内和室外标定相机的初步实验证明了足够的精度来支持混合现实。
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引用次数: 2
期刊
European Interdisciplinary Cybersecurity Conference
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