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A study on 3D digital image applying oriental painting techniques 应用东方绘画技术的三维数字图像研究
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945104
Yoomi Choi
With the advent of media, artists have expanded the domains of visual arts through various new attempts to integrate digital technology with arts. Along with the changes in working environment, nowadays, there have been new attempts to reinterpret old masterpiece using digital media. The initial studies regarding 3D image of oriental painting were mainly focused on non-photorealistic rendering techniques. However, the technique has limitations in expressing or reproducing the unique elements of expression used in oriental paintings. The traditional oriental paintings were not expressed with perspective view and shadow; and in a water ink painting, color expression is also limited because of the unique properties of the ingredient, 'Muk (Ink Stick).' Moreover, the oriental paintings have multiple viewpoints in one scene. Therefore, there are difficulties in using tools such as Maya or 3DMax to express the traditional artworks of the East. In this context, the purpose of this study is to provide alternative solutions to resolve the problems that arise in the process of recreating oriental paintings into 3D image, based on the theoretical framework of spatial arrangement and composition principles. Also, the study reinterpreted the classical works by applying storytelling techniques, which utilize the expandability of time, a main characteristic of visual media. and , the two major artwork of Gyeomjae Jeong Seon, who is one of the most representative literary artists of the Joseon Dynasty, were reinterpreted with 3D digital image, and new design methods and techniques were applied.
随着媒体的出现,艺术家们通过各种新的尝试将数字技术与艺术相结合,扩大了视觉艺术的领域。随着工作环境的变化,如今出现了用数字媒体重新诠释老作品的新尝试。对东方绘画三维图像的初步研究主要集中在非真实感的渲染技术上。然而,这种技术在表达或再现东方绘画中使用的独特表达元素方面存在局限性。传统的东方绘画没有透视和阴影的表现;在水墨画中,由于颜料“墨”的独特性质,色彩表现也受到限制。此外,东方绘画在一个场景中有多个视点。因此,使用Maya或3DMax等工具来表达东方传统艺术品存在困难。在此背景下,本研究的目的是基于空间排列和构图原理的理论框架,为东方绘画在三维图像再创作过程中出现的问题提供替代解决方案。同时,利用视觉媒体的主要特征——时间的延伸性,运用叙事手法对经典作品进行重新解读。朝鲜时代最具代表性的文艺家景宰郑善的两幅主要作品用3D数码影像进行了重新诠释,并运用了新的设计方法和技术。
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引用次数: 0
Model predictive control for robust art-directable fluids 鲁棒艺术导向流体的模型预测控制
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945088
Tuur Stuyck, P. Dutré
Physics-based animation has become an important tool in computer graphics and is essential in recreating realistic looking natural phenomena. Researchers have been looking for tools to control passive simulations that allow artists to easily modify the simulation to best suit the artistic requirements. However, fluid motion is very hard to predict and it is very difficult, if not impossible, to achieve specific behavior just by altering the global variables. Active control of the simulation will be necessary to achieve this goal.
基于物理的动画已经成为计算机图形学的一个重要工具,在再现逼真的自然现象方面是必不可少的。研究人员一直在寻找控制被动模拟的工具,使艺术家能够轻松地修改模拟以最适合艺术需求。然而,流体运动是很难预测的,如果不是不可能的话,仅仅通过改变全局变量来实现特定的行为是非常困难的。为了实现这一目标,主动控制仿真是必要的。
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引用次数: 2
Straightening walking path using redirected walking technique 使用重定向步行技术使步行路径变直
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945139
Ayaka Nishi, Keisuke Hoshino, H. Kajimoto
Virtually infinite space is a holy grail of immersive virtual environment (IVE), and numerous approaches have been proposed, yet there still is a hardware and spatial cost. We propose a novel low-cost locomotion interface that combines a 1-DoF treadmill and a head mounted display (HMD), in which displayed image is rotated to induce straightened trajectory for the treadmill, similar to the technique known as Redirected Walking. We conducted an experiment using the proposed method, and showed that by using PD control algorithm, the walking path became straightened.
几乎无限的空间是沉浸式虚拟环境(IVE)的圣杯,已经提出了许多方法,但仍然存在硬件和空间成本。我们提出了一种新颖的低成本运动接口,它结合了1自由度跑步机和头戴式显示器(HMD),其中显示的图像被旋转以诱导跑步机的直线轨迹,类似于被称为重定向行走的技术。采用该方法进行了实验,实验结果表明,通过PD控制算法,行走路径得到了伸直。
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引用次数: 3
AXAA: adaptive approximate anti-aliasing 自适应近似抗混叠
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945129
Jae-Ho Nah, Sunho Ki, Yeongkyu Lim, Jinhong Park, Chulho Shin
Post-processing anti-aliasing algorithms are widely used now for real-time rendering because of their simplicity, performance, and suitability for deferred shading. Fast approximate anti-aliasing (FXAA) [Lottes 2009] is the fastest method among them, so many games support FXAA to get anti-aliased images. However, FXAA can easily lose texture details and text sharpness due to its excessive blurring. To alleviate those problems of FXAA, we present adaptive approximate anti-aliasing (AXAA). Our approach adds three contributions to FXAA in order to avoid unnecessary filtering. First, we stop further anti-aliasing processes if the current pixel or its neighbors are judged as pixels on already filtered textures or fonts. Second, we try to maintain thin lines as much as possible in order to avoid blurring fonts and lines. Third, for higher performance, we adaptively set the search range of each pixel according to luma contrast. Our experiments show that AXAA provides significantly better image quality than FXAA, in terms of texture, text, and geometry details. Nevertheless, processing overhead of AXAA is still similar to that of FXAA.
后处理抗混叠算法因其简单、性能好、适合延迟着色而被广泛应用于实时渲染。快速近似抗锯齿(FXAA) [lotttes 2009]是其中最快的方法,因此许多游戏支持FXAA来获得抗锯齿图像。然而,由于过度模糊,FXAA很容易失去纹理细节和文本清晰度。为了解决这些问题,我们提出了自适应近似抗混叠算法(AXAA)。我们的方法为FXAA增加了三个贡献,以避免不必要的过滤。首先,如果当前像素或其邻居被判断为已经过滤的纹理或字体上的像素,我们停止进一步的抗混叠处理。其次,我们尽量保持细线,以避免模糊的字体和线条。第三,为了获得更高的性能,我们根据亮度对比度自适应设置每个像素的搜索范围。我们的实验表明,在纹理、文本和几何细节方面,AXAA提供的图像质量明显优于FXAA。尽管如此,AXAA的处理开销仍然与FXAA相似。
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引用次数: 7
Intuitive 3D flight gaming with tangible objects 直观的3D飞行游戏与有形的对象
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945156
Jhengyi Lin, Po-Wen Cheng, Chien-Hung Lin, I-Chen Lin
Object movement in virtual 3D space involves 3D rotations and translations. Conventional desktop interfaces are difficult for a user to simultaneously control the variations of six degrees of freedom. In this paper, we present a vision-based user-friendly method for this purpose. A user can simply grasp one or more objects and fly the objects intuitively. The proposed system using an efficient method to detect and track the objects in the scene. The estimated object motions are used to drive the corresponding targets on the screen or to trigger predefined actions. This interface can track more than one objects at an interactive rate and is applied to a 3D flight shooting game.
虚拟三维空间中的物体运动包括三维旋转和三维平移。传统的桌面界面很难让用户同时控制6个自由度的变化。在本文中,我们提出了一种基于视觉的用户友好方法。用户可以简单地抓住一个或多个物体,并直观地飞行物体。该系统采用一种有效的方法对场景中的物体进行检测和跟踪。估计的对象运动用于驱动屏幕上相应的目标或触发预定义的动作。该界面可以以交互速率跟踪多个对象,并应用于3D飞行射击游戏。
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引用次数: 1
An evaluation of the relationship between impression and the physical properties of human skin 印痕与人体皮肤物理特性之间关系的评价
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945167
T. Matsumoto, Kensuke Tobitani, Yusuke Tani, Hiroki Fujii, N. Nagata
The visual expression of a surface quality of human skin is required in a wide range of fields, such as in cosmetics industry. It is much harder, however, to generate intuitively and accurately a computer graphics (CG) image of human skin that has a desired impression without professional knowledge and skills because of its complex physical properties. It is necessary to model the linkage between the visual impressions and physical properties of human skin in order to effectively determine parameters for the generation of CG images.
人体皮肤表面质量的视觉表达在许多领域都是需要的,比如化妆品行业。然而,由于人体皮肤复杂的物理特性,在没有专业知识和技能的情况下,要直观而准确地生成具有理想印象的计算机图形(CG)图像要困难得多。为了有效地确定CG图像生成的参数,有必要对人体皮肤的视觉印象和物理特性之间的联系进行建模。
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引用次数: 0
Suggestive painterly style image generation system to satisfy user preferences 暗示性画风图像生成系统,满足用户偏好
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945095
S. Kodama, Tokiichiro Takahashi
In non-photorealistic rendering (NPR), an evaluated value of the rendered image is not absolute. It is different for each user. Therefore, in NPR, it is important to render an image that satisfies user preferences. Many methods of painterly style image generation have been proposed/developed. However, these methods focus on image generation that imitates painting material or a painterly style. Therefore, to the best of our knowledge, the study of how to generate a painterly style image that satisfies user preferences dose not yet exist. When gazing at an image, the user is more effective at quickly identifying regions that the user dislikes than in finding preferred regions. To address this point, we propose a mechanism of painterly style rendering that satisfies user preferences.
在非真实感渲染(NPR)中,所渲染图像的评估值不是绝对的。对于每个用户来说都是不同的。因此,在NPR中,呈现满足用户偏好的图像非常重要。许多绘画风格的图像生成方法已经提出/发展。然而,这些方法侧重于模仿绘画材料或绘画风格的图像生成。因此,据我们所知,如何生成满足用户偏好的绘画风格图像的研究尚不存在。当用户盯着一张图片看时,比起寻找自己喜欢的区域,用户更能快速识别出自己不喜欢的区域。为了解决这一点,我们提出了一种满足用户偏好的绘画风格渲染机制。
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引用次数: 0
Automatic blend shape creation for facial motion capture 自动混合形状创建面部动作捕捉
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945122
Victoria McGowen, Joe Geigel
Blend shape animation is one of the most common methods for facial animation used by animators. Creation of effective blend shapes is an investment as they can take a very long time to create, but once finished, help with consistency in animation. As this is a prime animation method, its extensive process can be off-putting to newcomers. This project is focused on creating a system that will automate the blend shape creation process. The resulting blend shapes could be used in a blend shape based facial motion capture system (eg. [Weise et al. 2011]). The goal of this application is to produce a comparable result to that of blend shapes done by hand for student projects.
混合形状动画是动画师使用的最常用的面部动画方法之一。创建有效的混合形状是一种投资,因为它们可能需要很长时间来创建,但一旦完成,有助于动画的一致性。由于这是一种主要的动画方法,其广泛的过程可能会让新手感到不快。这个项目的重点是创建一个系统,将自动混合形状的创建过程。所得到的混合形状可用于基于混合形状的面部动作捕捉系统(例如;[Weise et al. 2011])。此应用程序的目标是为学生项目生成与手工混合形状相当的结果。
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引用次数: 1
Texture map generation for large-scale 3D reconstructed scenes 大规模三维重构场景的纹理贴图生成
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945147
Junho Jeon, Yeongyu Jung, Haejoon Kim, Seungyong Lee
Nowadays RGB-D cameras, such as Microsoft Kinect, have become widely available. Various researches on 3D reconstruction based on RGB-D images have enabled 3D navigation of a scene by rendering the reconstructed 3D model from desirable viewpoints. However, these reconstructed 3D models are not yet popularly used in applications due to the lack of accurate color information.
如今,像微软Kinect这样的RGB-D相机已经随处可见。基于RGB-D图像的三维重建的各种研究已经通过从理想的视点渲染重建的三维模型来实现场景的三维导航。然而,由于缺乏准确的颜色信息,这些重建的3D模型尚未广泛应用于应用中。
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引用次数: 0
Vintage VR: a method of processing 19th century stereoviews for display on 21st century VR systems 复古VR:一种处理19世纪立体视图的方法,用于在21世纪的VR系统上显示
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945103
Adam Schuster, A. S. Eddin
Hundreds of thousands of stereoscopic view cards (stereoviews) produced in the late 1800s and early 1900s are being digitized in collections and museums worldwide. However, viewing this important part of media technology history requires dedicated stereoscopes or difficult eye exercises. With the recent spread of Consumer VR, a fresh way to view, study, and learn from this vast store of knowledge becomes available. In this project, we present an automated method to process digitized stereoviews and make them suitable for VR viewing.
世界各地的收藏和博物馆正在对19世纪末和20世纪初生产的数十万张立体视图卡(立体视图)进行数字化处理。然而,观看媒体技术历史的这一重要部分需要专门的立体镜或困难的眼保健操。随着最近消费者虚拟现实的普及,一种全新的方式来观察、研究和学习这一巨大的知识储备成为可能。在这个项目中,我们提出了一种自动化的方法来处理数字化立体视图,使它们适合VR观看。
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引用次数: 0
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ACM SIGGRAPH 2016 Posters
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