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ACM SIGGRAPH 2016 Posters最新文献

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View interpolation for video see-through head-mounted display 查看插值视频透视头戴式显示器
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945135
Chun-Jui Lai, Ping-Hsuan Han, Y. Hung
By using the head-mounted display (HMD), we can have an immersive virtual reality experience. But the user cannot see any information from the real world. To solve the problem, video seethrough HMD can acquire images from real environment, and present into the HMD, then, we could build a mixed reality (MR) or augmented reality (AR) system. However, how to append and calibrate cameras on HMD for recovering real environment is still a research issue. HTC VIVE has a single camera in front of its device. [Steptoe et al. 2014] and OVRVISION Pro proposed to append dual cameras to capture left and right images. Due to the difference of viewpoint, images captured by cameras are different to what human eyes see (figure 2). Although we could recover true 3D information with a depth map, there are still some occlusion areas that we cannot recover by single camera. Therefore, multiple cameras with different positions could complement each other for reducing occlusion areas. In this work, four configurations are simulated with a synthesized scene.
通过使用头戴式显示器(HMD),我们可以获得身临其境的虚拟现实体验。但是用户无法看到来自现实世界的任何信息。为了解决这个问题,视频可视头戴设备可以从真实环境中获取图像,并呈现到头戴设备中,然后我们可以构建一个混合现实(MR)或增强现实(AR)系统。然而,如何在头戴式显示器上附加和校准相机以恢复真实环境仍然是一个研究问题。HTC VIVE的设备前只有一个摄像头。[Steptoe et al. 2014]和OVRVISION Pro提出附加双摄像头来捕捉左右图像。由于视点的不同,相机捕捉到的图像与人眼看到的图像是不同的(图2)。虽然我们可以通过深度图恢复真实的3D信息,但仍然有一些遮挡区域是单相机无法恢复的。因此,不同位置的多个摄像机可以相互补充,以减少遮挡区域。在这项工作中,用一个合成场景模拟了四种配置。
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引用次数: 4
Enhancing character posing by a sketch-based interaction 通过基于草图的交互增强角色姿势
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945134
Simone Barbieri, Nicola Garau, Wenyu Hu, Zhidong Xiao, Xiaosong Yang
Sketch as the most intuitive and powerful 2D design method has been used by artists for decades. However it is not fully integrated into current 3D animation pipeline as the difficulties of interpreting 2D line drawing into 3D. Several successful research for character posing from sketch has been presented in the past few years, such as the Line of Action [Guay et al. 2013] and Sketch Abstractions [Hahn et al. 2015]. However both of the methods require animators to manually give some initial setup to solve the corresponding problems. In this paper, we propose a new sketch based character posing system which is more flexible and efficient. It requires less input from the user than the system from [Hahn et al. 2015]. The character can be easily posed no matter the sketch represents a skeleton structure or shape contours.
素描作为最直观、最强大的2D设计方法已经被艺术家们使用了几十年。然而,由于将2D线条绘制解释为3D的困难,它并没有完全集成到当前的3D动画管道中。在过去几年中,已经提出了几项成功的人物素描研究,例如动作线[Guay等人,2013]和素描抽象[Hahn等人,2015]。然而,这两种方法都需要动画师手动给出一些初始设置来解决相应的问题。本文提出了一种新的基于草图的人物造型系统,该系统更加灵活高效。它比[Hahn et al. 2015]中的系统需要更少的用户输入。无论草图代表骨架结构还是形状轮廓,角色都可以很容易地摆出姿势。
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引用次数: 4
Estimating skeleton from skin data for designing subject-specific knee braces 从皮肤数据估计骨骼,设计受试者特定的膝关节支架
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945146
Seungbae Bang, Meekyoung Kim, Deok-Kyeong Jang, Sung-Hee Lee
Knee brace is a sports product or medical equipment that increases the stability in the dynamics of the knee. The proper design of a subject-specific knee brace should take her anatomical characteristics into account since they are influential to the knee dynamics. However, anatomical information is hidden under the skin, and obtaining such information is restricted to expensive equipments such as Magnetic Resonance Imaging (MRI) device or Computed Tomography (CT) scan device.
护膝是一种运动产品或医疗设备,可以增加膝关节动态的稳定性。适当的设计一个特定的膝关节支架应该考虑到她的解剖特征,因为它们对膝关节动力学有影响。然而,解剖信息隐藏在皮肤下,并且这些信息的获取仅限于昂贵的设备,如磁共振成像(MRI)设备或计算机断层扫描(CT)设备。
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引用次数: 0
Rusting and corroding simulation taking into account chemical reaction processes 考虑化学反应过程的生锈和腐蚀模拟
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945143
Tomokazu Ishikawa, Kousaku Kamata, Yuriko Takeshima, Masanori Kakimoto
In recent years, expressions close to realities have become possible thanks to the technologically advanced computer graphics. Secular change and weathering are important factors to create realistic computer graphics images. Metal rust is an important secular change and there are much research work on rust [Kanazawa et al. 2015]. Although the rust forming processes vary according to coating rain-water and seawater, dissolved oxygen contents of them and flowing water effects, no rust forming methods which have examined the object geometry of models and chemical reaction processes exist as far as we know. Our proposed method calculates water flowing on 3D models to reproduce the process of corrosion which advances from the surface region coated with water. Our corrosion simulation model takes into account the quantity of coating water and the chemical reaction processes. As a result, we confirm that the images close to the rust formed in reality can be obtained.
近年来,由于技术先进的计算机图形学,接近现实的表达成为可能。长期变化和风化是创造逼真的计算机图形图像的重要因素。金属锈蚀是一种重要的长期变化,关于锈蚀的研究工作很多[Kanazawa etal . 2015]。虽然锈的形成过程因涂层雨水和海水、溶解氧含量和流水的影响而有所不同,但据我们所知,还没有检验过模型对象几何形状和化学反应过程的锈形成方法。我们提出的方法在三维模型上计算水的流动,以再现从表面被水覆盖的区域开始的腐蚀过程。我们的腐蚀模拟模型考虑了涂层水量和化学反应过程。因此,我们确认可以获得接近现实中形成的铁锈的图像。
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引用次数: 0
Non-humanoid creature performance from human acting 非人形生物模仿人类的表演
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945080
Gustavo Eggert Boehs, M. Vieira
We propose a framework for using human acting as input for the animation of non-humanoid creatures; captured motion is classified using machine learning techniques, and a combination of preexisting clips and motion retargeting are used to synthetize new motions. This should lead to a broader use of motion capture.
我们提出了一个使用人类行为作为非人形生物动画输入的框架;使用机器学习技术对捕获的运动进行分类,并使用预先存在的剪辑和运动重新定位的组合来合成新的运动。这将导致更广泛的使用动作捕捉。
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引用次数: 1
Escaping chair: furniture-shaped device art 逃生椅:家具形状的装置艺术
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945086
Takeshi Oozu, Aki Yamada, Yuki Enzaki, Hiroo Iwata
Furniture-device is the device having furniture appearance and physical input and output function. The Escaping Chair is a furniture-device having physical and dynamic interaction with a user to let them perceive the intent of their action and personify the furniture. The Escaping Chair interacts with the bystanders by trying to move away from nearby people. By doing this, the device tries to make the person fail to sit on it, and stimulates their perception about sitting. The idea of a furniture-shaped device was extended from one of my previous artworks, which used furniture as input mechanisms. I exhibited the chair and observed the interaction sit produced with exhibition visitors. It succeeded in making people wonder during the interaction, as I planned, and making them further chase the chair, which indicates a new capability of the device. There were some challenges regarding load tolerance, detection latency and failure, which I have proposed improvements for.
家具设备是具有家具外观和物理输入输出功能的设备。逃逸椅是一种与用户进行物理和动态交互的家具设备,让用户感知到他们的行为意图,并将家具拟人化。逃生椅与旁观者互动,试图远离附近的人。通过这样做,该设备试图让人无法坐在上面,并刺激他们对坐的感知。家具形状的装置的想法是从我以前的一个作品中延伸出来的,它使用家具作为输入机制。我展出了这把椅子,并观察了它与参观者的互动。它成功地让人们在互动中好奇,正如我计划的那样,让他们进一步追逐椅子,这表明了设备的新功能。在负载容忍度、检测延迟和故障方面存在一些挑战,对此我提出了改进建议。
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引用次数: 6
Synesthesia suit: the full body immersive experience 联觉服:全身沉浸式体验
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945149
Yukari Konishi, Nobuhisa Hanamitsu, K. Minamizawa, Ayahiko Sato, Tetsuya Mizuguchi
The Synesthesia Suit provides immersive embodied experience in Virtual Reality environment with vibro-tactile sensations on the entire body. Each vibro-tactile actuator provides not a simple vibration such as traditional game controller, but we designed the haptic sensation based on the haptic design method we have developed in the TECHTILE[Minamizawa et al. 2012] technology. In haptics research using multi-channel vibro-tactile feedback, Surround Haptics [Israr et al. 2012] proposed moving tactile strokes using multiple vibrators spaced on a gaming chair. And then they also proposed Po2[Israr et al. 2015], which shows illusion of tactile sensation for gesture based games by providing vibrations on the hand based on psycho-physical study.
联觉服在虚拟现实环境中提供身临其境的体验,整个身体都有振动触觉。每个振动触觉致动器都不像传统游戏控制器那样提供简单的振动,而是基于我们在TECHTILE[Minamizawa et al. 2012]技术中开发的触觉设计方法来设计触觉。在使用多通道振动触觉反馈的触觉研究中,Surround haptics [Israr et al. 2012]提出使用游戏椅上间隔的多个振动器来移动触觉触击。然后他们还提出了Po2[Israr et al. 2015],它通过基于心理物理研究提供手部振动来显示基于手势的游戏的触觉错觉。
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引用次数: 6
Adaptable game experience through procedural content generation and brain computer interface 通过程序化内容生成和脑机接口实现适应性强的游戏体验
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945124
Henry Fernández, Koji Mikami, K. Kondo
For high skilled players, an easy game might become boring and for low skilled players, a difficult game might become frustrating. This research's goal is to offer players a personalized experience adapted according to their performance and levels of attention. We created a simple side-scrolling 2D platform game using Procedural Content Generation, Dynamic Difficulty Adjustment techniques and brain computer data obtained from players in real time using an Electroencephalography device. We conducted a series of experiments with different players and got results that confirm that our method is adjusting each level according to performance and attention.
对于高技能玩家来说,一款简单的游戏可能会变得无聊,而对于低技能玩家来说,一款困难的游戏可能会让他们感到沮丧。这项研究的目标是根据玩家的表现和注意力水平为他们提供个性化的体验。我们创造了一款简单的横向卷轴2D平台游戏,使用程序内容生成、动态难度调整技术以及使用脑电图设备实时获取玩家的脑机数据。我们对不同的玩家进行了一系列的实验,得到的结果证实了我们的方法是根据表现和注意力来调整每个关卡。
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引用次数: 3
Ray-traced diffusion points 光线追踪的扩散点
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945085
H. Lieng
Diffusion curves [Orzan et al. 2008] (DCs) has risen as an attractive vector primitive for representing complex colour gradients. Its flexible mathematical definition, taking curves with colour values as input, can be easily adopted by artists and designers because curves represent an intuitive approach to 2D drawing and design. However, the (Laplacian) diffusion process is computationally expensive and naive DCs (solving the large sparse PDE naively) are consequently unattractive as a practical vector graphics primitive. Lots of work has therefore been undertaken to identify a practical framework for defining and rendering DCs.
扩散曲线[Orzan et al. 2008] (DCs)已成为表示复杂颜色梯度的有吸引力的矢量原语。它灵活的数学定义,将曲线与颜色值作为输入,可以很容易地被艺术家和设计师采用,因为曲线代表了一种直观的2D绘图和设计方法。然而,(拉普拉斯)扩散过程在计算上是昂贵的,因此朴素dc(简单地求解大型稀疏偏微分方程)作为一种实用的矢量图原语是没有吸引力的。因此,为确定用于定义和呈现dc的实用框架进行了大量工作。
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引用次数: 0
Dynamic spatial augmented reality with a single IR camera 动态空间增强现实与一个单一的红外相机
Pub Date : 2016-07-24 DOI: 10.1145/2945078.2945083
N. Hashimoto, Daisuke Kobayashi
We propose a dynamic spatial augmented reality (SAR) system with effective machine learning techniques and edge-based object tracking. Real-time 3D pose estimation is the significant problem of projecting images on moving objects. However, camera-based feature detection is difficult, because most targets have a texture-less surface. Image projection and projected images also interfere with detection. Obtaining 3D shape information with stereo-paired cameras [Resch et al. 2016] is still a time-consuming process, and using a depth sensor with IR [Koizumi et al. 2015] is still unstable and have a fatal time-delay for the dynamic SAR. Therefore, we quickly and robustly estimate the 3D pose of the target objects by using effective machine learning with IR images. And by the combined use of high-speed edge-based object tracking, we realize a stable and low-delay SAR for moving objects.
我们提出了一个动态空间增强现实(SAR)系统,该系统具有有效的机器学习技术和基于边缘的目标跟踪。实时三维姿态估计是在运动物体上投影图像的重要问题。然而,基于相机的特征检测是困难的,因为大多数目标具有无纹理的表面。图像投影和投影图像也会干扰检测。使用立体对相机获取三维形状信息[Resch等人,2016]仍然是一个耗时的过程,并且使用红外深度传感器[Koizumi等人,2015]仍然不稳定,并且对动态SAR具有致命的时间延迟。因此,我们通过使用有效的红外图像机器学习快速鲁棒地估计目标物体的三维姿态。结合高速边缘目标跟踪,实现了对运动目标的稳定低时延SAR。
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引用次数: 4
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ACM SIGGRAPH 2016 Posters
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