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ACM SIGGRAPH 2016 Posters最新文献

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Physics-aided editing of simulation-ready muscles for visual effects 物理辅助编辑模拟准备肌肉的视觉效果
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945158
F. Turchet, M. Romeo, O. Fryazinov
Recent developments in character rigging and animation shape the computer graphics industry in general and visual effects in particular. Advances in deformation techniques, which include linear blend skinning, dual quaternion skinning and shape interpolation, meet with sophisticated muscle and skin simulations to produce more realistic results. Effects such as skin sliding, wrinkling and contact of subcutaneous fat and muscles become possible when simulating the anatomy of human-like characters as well as creatures in feature films. One of the main techniques adopted nowadays in the industry is the Finite Element Method (FEM) for deformable objects. Despite the life-like results, the setup cost to generate and tweak volumetric anatomical models for a FEM solver is not only very high, but it cannot easily guarantee the quality of the models either, in terms of simulation requirements. In a production environment in fact (see Fig. 1), models often require additional processing in order to be ready for FEM simulations. For example, self-intersections or interpenetrations in rest pose may result in unwanted forces from the collision detection and response algorithms that affect negatively the simulation at its start.
角色装配和动画的最新发展塑造了计算机图形工业,特别是视觉效果。变形技术的进步,包括线性混合蒙皮,对偶四元数蒙皮和形状插值,满足复杂的肌肉和皮肤模拟,以产生更逼真的结果。不仅可以模拟电影中生物的解剖结构,还可以模拟出皮肤滑动、褶皱、皮下脂肪和肌肉的接触等效果。目前在工业中采用的主要技术之一是可变形物体的有限元法(FEM)。尽管具有逼真的结果,但有限元求解器生成和调整体积解剖模型的设置成本非常高,而且就仿真要求而言,也难以保证模型的质量。事实上,在生产环境中(见图1),模型通常需要额外的处理,以便为有限元模拟做好准备。例如,静止姿态下的自交或互穿可能会导致碰撞检测和响应算法产生不必要的力,从而在开始时对模拟产生负面影响。
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引用次数: 3
Multimodal augmentation of surfaces using conductive 3D printing 使用导电3D打印对表面进行多模态增强
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945093
Caio Brito, Gutenberg Barros, W. Correia, V. Teichrieb, J. M. Teixeira
Accessible tactile pictures (ATPs) consist of tactile representations that convey different kinds of messages and present information through the sense of touch. Traditional approaches use contours and patterns, which create a distinct and recognizable shape and enables separate objects to be identified. The success rate for recognizing pictures by touch is much lower than it would be for vision. Besides that, some pictures are more frequently recognized than others. Finally, there is also some variation from individual to individual: while some blind people recognize many images, others recognize few. Auditory support can improve the points listed before, even eliminating the need for sighted assistance.
可达性触觉图像(ATPs)是一种通过触觉传递不同类型信息的触觉表征。传统的方法使用轮廓和模式,创建一个独特的和可识别的形状,并使单独的对象被识别。用触觉识别图片的成功率比用视觉识别要低得多。除此之外,有些照片比其他照片更容易被识别。最后,个体之间也存在一些差异:一些盲人能识别很多图像,而另一些只能识别很少的图像。听觉支持可以改善前面列出的要点,甚至消除对视力帮助的需要。
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引用次数: 5
Immersive paleoart: reconstructing dreadnoughtus schrani and remediating the science documentary for cinematic virtual reality 沉浸式古艺术:重建dreadnoughtus schrani并为电影虚拟现实修复科学纪录片
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945160
V. Feldman
This project is a synthesis of digital paleoart reconstruction, prototype VR pipeline design, and the remediation of structural narrative principles for immersive media. We approach common issues associated with the accurate portrayal of dinosaurs in media, Cinematic Virtual Reality (CVR) production, and the direction of viewer attention in immersive digital environments. After developing and testing a stable CVR workflow, we designed and produced a piece of scientific VR Paleoart content intended for educational outreach. Our production methods include a state-of-the-art CGI dinosaur reconstruction informed by comparative anatomy and biomechanical simulation, stereoscopic spherical rendering, and photographic CVR film production. Our approach is validated through the completion of a CVR documentary about the titanosaur Dreadnoughtus schrani, one of the largest dinosaurs yet discovered. This documentary, starring paleontologist Dr. Ken Lacovara, will be made publicly available for all common VR distribution platforms. Our goal is to make scientific CVR content accessible to an audience of mobile device owners, taking advantage of the VR media disruption to establish new design guidelines for educational media.
这个项目是一个综合了数字古艺术重建,原型VR管道设计,以及沉浸式媒体的结构叙事原则修复的项目。我们探讨了与媒体中恐龙的准确描绘、电影虚拟现实(CVR)制作以及沉浸式数字环境中观众注意力方向相关的常见问题。在开发和测试了一个稳定的CVR工作流程后,我们设计并制作了一个科学的VR古艺术内容,用于教育推广。我们的制作方法包括最先进的CGI恐龙重建,通过比较解剖学和生物力学模拟,立体球面渲染和摄影CVR电影制作。我们的方法通过完成一部关于雷龙Dreadnoughtus schrani的CVR纪录片得到了验证,这是迄今为止发现的最大的恐龙之一。这部由古生物学家肯·拉科瓦拉(Ken Lacovara)博士主演的纪录片将在所有常见的VR分发平台上公开发布。我们的目标是为移动设备用户提供科学的CVR内容,利用VR媒体的中断为教育媒体建立新的设计准则。
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引用次数: 1
Quick, unconstrained, approximate l-shape method 快速,无约束,近似l形方法
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945163
Kwamina Edum-Fotwe, P. Shepherd, Matthew Brown, Dan Harper, Richard Dinnis
This simple paper describes an intuitive data-driven approach to reconstructing architectural building-footprints from structured or unstructured 2D pointsets. The function is fast, accurate and unconstrained. Further unlike the prevalent L-Shape detectors predicated on a shape's skeletal descriptor [Szeliski 2010], the method is robust to sensing noise at the boundary of a 2D pointset.
这篇简单的文章描述了一种直观的数据驱动方法,从结构化或非结构化的二维点集重建建筑的建筑足迹。该函数快速、准确、不受约束。此外,与基于形状骨架描述符的流行L-Shape检测器不同[Szeliski 2010],该方法对于感知2D点集边界的噪声具有鲁棒性。
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引用次数: 0
RatCAVE: calibration of a projection virtual reality system 一个投影虚拟现实系统的校准
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945091
Ari Rapkin Blenkhorn, Yu Wang, M. Olano
We have created a suite of automated tools to calibrate and configure a projection virtual reality system. Test subjects (rats) explore an interactive computer-graphics environment presented on a large curved screen using multiple projectors. The locations and characteristics of the projectors can vary and the shape of the screen may be complex. We place several cameras around the workspace for redundant coverage. We locate each projector's hotspot as seen by each camera, and produce a brightness profile which tells the projector how much to dim each pixel of its output to achieve uniform output. We reconstruct the 3D geometry of the screen and the location of each projector using shape-from-motion and structured-light multi-camera computer vision techniques. We determine which projected pixel corresponds to a given view direction for the rat. From these, we create a warping profile for each projector, which tells it how to pre-distort its output image to appear undistorted to the rat's viewpoint. We apply both pre-distortion and hotspot correction before displaying to the screen.
我们已经创建了一套自动化工具来校准和配置投影虚拟现实系统。测试对象(大鼠)探索在使用多个投影仪的大曲面屏幕上呈现的交互式计算机图形环境。投影机的位置和特点可以变化,屏幕的形状可能很复杂。我们在工作区周围放置了几台摄像机以进行冗余覆盖。我们定位每个摄像机看到的每个投影机的热点,并生成亮度配置文件,该配置文件告诉投影机输出的每个像素调暗多少以实现均匀输出。我们利用运动形状和结构光多摄像头计算机视觉技术重建了屏幕的三维几何形状和每个投影仪的位置。我们确定哪个投影像素对应于老鼠的给定视图方向。从这些,我们为每个投影仪创建一个扭曲的配置文件,它告诉它如何预扭曲它的输出图像,使其在老鼠的视点上看起来不扭曲。在显示到屏幕之前,我们同时应用预失真和热点校正。
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引用次数: 0
PulmonaReality: transforming pediatric pulmonary function experience using virtual reality PulmonaReality:利用虚拟现实改变儿童肺功能体验
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945164
Andrew Jacobson, J. Seo
This paper presents PulmonaReality, an interactive virtual reality game aimed at young patients to help immerse them into a world that makes pulmonary function tests more enjoyable for the user while providing more reliable results for the examiner. Computer games designed to work with medical tests have been shown to have potential. While there are existing games out there, they are beginning to show their age in comparison to many games played by modern-day patients. The design of our project focuses on usability and enjoyment for young children. In our preliminary user studies, children reported that the system was easy to use with minimal instruction and evoked a sense of wonder when they experienced our different interactive 3D environments.
本文介绍了PulmonaReality,一个针对年轻患者的交互式虚拟现实游戏,帮助他们沉浸在一个让用户更愉快的肺功能测试的世界中,同时为检查人员提供更可靠的结果。设计用于医学测试的电脑游戏已被证明具有潜力。虽然市面上已有游戏,但与现代患者玩的许多游戏相比,它们已经开始显得有些过时了。我们项目的设计重点是儿童的可用性和乐趣。在我们的初步用户研究中,孩子们报告说,该系统很容易使用,只需很少的指导,当他们体验到我们不同的交互式3D环境时,他们会产生一种惊奇感。
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引用次数: 1
Sculpting fluids: a new and intuitive approach to art-directable fluids 雕刻流体:一个新的和直观的方法,以艺术导向流体
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945089
Tuur Stuyck, P. Dutré
Fluid simulations are very useful for creating physically based water effects in computer graphics but are notoriously hard to control. In this talk we propose a novel and intuitive animation technique for fluid animations using interactive direct manipulation of the simulated fluid inspired by clay sculpting. Artists can simply shape the fluid directly into the desired visual effect whilst the fluid still adheres to its physical properties such as surface tension and volume preservation. Our approach is faster and much more intuitive compared to previous work which relies on indirect approaches such as providing reference geometry or density fields. It makes it very easy, even for novice users, to modify simulations ranging from enlarging splashes or altering droplet shapes to adjusting the flow of a large fluid body. The sculpted fluid shapes are incorporated into the simulation using guided re-simulation using control theory instead of simply using geometric deformations resulting in natural-looking animations.
流体模拟对于在计算机图形中创建基于物理的水效果非常有用,但众所周知难以控制。在这次演讲中,我们提出了一种新颖直观的流体动画技术,利用受粘土雕刻启发的模拟流体的交互式直接操作。艺术家可以简单地将流体直接塑造成想要的视觉效果,而流体仍然坚持其物理特性,如表面张力和体积保存。与以前依赖间接方法(如提供参考几何或密度场)的工作相比,我们的方法更快,更直观。它使它非常容易,即使是新手用户,修改模拟范围从扩大飞溅或改变液滴形状调整大流体体的流动。雕刻的流体形状被纳入使用引导重新模拟使用控制理论的模拟,而不是简单地使用几何变形导致自然的动画。
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引用次数: 4
Combining multiple flow fields for editing existing fluid animations 合并多个流场以编辑现有的流体动画
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945140
Syuhei Sato, Y. Dobashi, T. Nishita
In this paper, we develop a method for synthesizing desired flow fields by combining existing multiple flow fields. Our system allows the user to specify arbitrary regions of the precomputed flow fields and combine them to synthesize a new flow field. In order to maintain plausible physical behavior, we ensure the incompressibility for the combined flow field. To address this, we use stream functions for representing the flow fields. However, there exist discontinuities at the boundaries between the combined flow fields, resulting in unnatural animation of fluids. In order to remove the discontinuities, we apply Poisson image editing to the stream functions.
本文提出了一种将已有的多个流场结合起来合成理想流场的方法。我们的系统允许用户指定预先计算的流场的任意区域,并将它们组合成一个新的流场。为了保持合理的物理行为,我们保证了组合流场的不可压缩性。为了解决这个问题,我们使用流函数来表示流场。然而,在组合流场之间的边界处存在不连续,导致流体的非自然运动。为了消除不连续点,我们对流函数进行了泊松图像编辑。
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引用次数: 0
Real-time collection and analysis of 3-Kinect v2 skeleton data in a single application 在单个应用程序中实时收集和分析3-Kinect v2骨骼数据
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945131
Serguei A. Mokhov, Miao Song, Jonathan Llewellyn, J. Zhang, A. Charette, Ruofan Wu, Shuiying Ge
It was not possible to do reliable 3D skeletal tracking with the currently publicly available inexpensive consumer grade hardware/software tools, such as depth cameras and their SDKs using multiple of such sensors in a single application (e.g., a game, motion recording for animation, or 3D scanning). We successfully attached 3 Kinect v2 sensors to a single application to track skeletal data without using Microsoft's Kinect 2 SDK. We created a new toolkit -- MultiCamTk++ for 3 or more Kinects v2 with skeleton support in C++. It is a successor of our previous version, MultiCamTk, done in Processing/Java that had no skeletal tracking. We achieve high resiliency and good frame rate even if 1--2 Kinects are disconnected at runtime. We are able to receive the skeleton data from the multiple sources to correlate the coordinates for spatial 3D user tracking.
这是不可能做可靠的3D骨骼跟踪与目前公开可用的廉价消费级硬件/软件工具,如深度相机和他们的sdk使用多个这样的传感器在一个单一的应用程序(例如,游戏,动画的运动记录,或3D扫描)。我们成功地将3个Kinect v2传感器连接到单个应用程序中,以在不使用微软Kinect 2 SDK的情况下跟踪骨骼数据。我们创建了一个新的工具包——MultiCamTk++,用于3个或更多的kinect v2,并在c++中提供骨架支持。它是我们之前的版本MultiCamTk的继承者,用Processing/Java完成,没有骨骼跟踪。即使在运行时断开1- 2个kinect,我们也能实现高弹性和良好的帧率。我们能够从多个来源接收骨架数据,以关联空间3D用户跟踪的坐标。
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引用次数: 5
Enhancement of 3D character animations through the use of automatically generated guidelines inspired by traditional art concepts 通过使用受传统艺术概念启发的自动生成指南增强3D角色动画
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945114
Jose A. S. Fonseca, Denis Kravtsov, Anargyros Sarafopoulos, J. Zhang
Effective communication through character animation depends on the recognition of the performed body expressions. The creation of the right body postures is crucial for character animation in the context of animated films and games, as it allows for conveying the right set of emotions to the viewer. Audience needs to be able to identify familiar features mainly based on their own experiences, which allows the viewer to relate and feel empathy to observed characters. It is, therefore, crucial for the animator to accurately create the right posture and expressive body motion, during the posing phase of the animation process.
通过角色动画进行有效的交流取决于对所表演的肢体表情的识别。在动画电影和游戏的背景下,创造正确的身体姿势对角色动画至关重要,因为它可以向观众传达正确的情感。观众需要能够根据自己的经历识别熟悉的特征,这让观众能够与观察到的角色联系起来并产生共鸣。因此,在动画过程的摆拍阶段,动画师准确地创造正确的姿势和富有表现力的身体运动是至关重要的。
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引用次数: 0
期刊
ACM SIGGRAPH 2016 Posters
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