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SIGGRAPH Asia 2015 Posters最新文献

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Dynamic rendering quality scaling for mobile GPU 移动GPU的动态渲染质量缩放
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820963
Minkyu Kim, Jinhong Park, Sunho Ki, Youngduke Seo, Chulho Shin
As display resolution exponentially increases in mobile platforms, maintaining acceptable frame rate (e.g., 60Hz) becomes more challenging than ever because elevated computing demand (for both CPU and GPU) results in reduction of battery use time and increase in device surface temperature. Because power consumption increases almost linearly with GPU workload, the heavy GPU workload imposed by fixed high resolution can be allowed to be actually computed only when there are human perceptible benefits. Some recent techniques are exploited at runtime to reduce the workload such as skipping frames or lowering resolution during rendering. From those techniques, we still observe noticeable artifacts because they did not carefully investigate whether resulting sequences of frames are perceived as containing artifacts or not. Although one of recent studies relies on a user's view distance [Nixon et al. 2014], it can malfunction depending on environmental and biometric limitation.
随着移动平台上的显示分辨率呈指数级增长,保持可接受的帧率(例如60Hz)变得比以往任何时候都更具挑战性,因为计算需求(CPU和GPU)的增加导致电池使用时间的减少和设备表面温度的增加。由于功耗随着GPU工作负载的增加几乎是线性增加的,所以只有当有人类可感知的好处时,才允许实际计算固定高分辨率所带来的繁重GPU工作负载。一些最新的技术在运行时被利用来减少工作量,比如在渲染过程中跳过帧或降低分辨率。从这些技术中,我们仍然观察到明显的伪影,因为它们没有仔细调查所产生的帧序列是否被认为包含伪影。尽管最近的一项研究依赖于用户的观看距离[Nixon等人,2014],但它可能会因环境和生物特征限制而发生故障。
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引用次数: 0
3-D crystal exhibiting multiple 2-D images with directivity 三维晶体表现出多个具有指向性的二维图像
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820936
R. Hirayama, H. Nakayama, A. Shiraki, T. Kakue, T. Shimobaba, T. Ito
Unlike conventional 2-D displays, volumetric displays have depth information and enable the 3-D images to be observed from any surrounding viewpoint. In a previous study, we developed an algorithm for utilizing the 3-D architecture of volumetric displays [Nakayama et al. 2013]. The 3-D objects designed by the algorithm can exhibit multiple 2-D images towards different directions simultaneously. Figure 2a shows a prototype of a 3-D crystal which has been designed using the proposed algorithm. As shown in Figure 2b, we can recognize three images when we look at it from the respective directions. In other words, the 3-D crystal is independently providing three images with directivity.
与传统的2-D显示器不同,体积显示器具有深度信息,可以从任何周围的视点观察到3-D图像。在之前的一项研究中,我们开发了一种利用三维立体显示器架构的算法[Nakayama et al. 2013]。该算法设计的三维物体可以同时呈现多个不同方向的二维图像。图2a显示了使用该算法设计的三维晶体原型。如图2b所示,当我们从不同的方向看时,我们可以识别出三幅图像。换句话说,三维晶体独立地提供三个具有指向性的图像。
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引用次数: 3
Video see-through augmented reality stereo microscope with customized interpupillary distance design 视频透视增强现实立体显微镜,可定制瞳距设计
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820960
Pei-Hsuan Tsai, Yu-Hsuan Huang, Tzu-Chieh Yu, M. Ouhyoung
We developed the Scope+ system, a video see-through augmented reality (AR) stereo microscope with computer graphics technology for medical and biological purposes (Figure 1d). We found out that it was inconvenient for medical scientists or researchers to look up information in reference books or do other tasks while using microscopes simultaneously. To solve the critical problems, we modify the structure of conventional microscope and implement AR technology for a better user experience. Not only text or video information, but also computer-generated content can be overlaid onto the real macro scene (Figure 2b); therefore users don't need to move away from the eyepieces anymore.
我们开发了Scope+系统,这是一种用于医学和生物学目的的视频透明增强现实(AR)立体显微镜,采用计算机图形技术(图1d)。我们发现,在使用显微镜的同时,医学科学家或研究人员在参考书中查找信息或做其他工作是不方便的。为了解决这些关键问题,我们修改了传统显微镜的结构,并实现了增强现实技术,以获得更好的用户体验。除了文字或视频信息,计算机生成的内容也可以叠加到真实的宏场景上(图2b);因此,用户不需要离开目镜了。
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引用次数: 0
3D display that uses transparent cones 使用透明锥体的3D显示器
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820957
K. Yanaka, Masayuki Yamada
A novel 3D image display that uses a transparent solid cone and a flat panel display is proposed in this study. Under this system, an image that is actually positioned below the base of the cone appears to be located within the cone.
提出了一种采用透明实心锥体和平面显示器的新型三维图像显示器。在这个系统下,实际上位于锥底下方的图像似乎位于锥内。
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引用次数: 0
Snow globe of a neural forest 神经森林的雪花玻璃球
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820934
A. Sato
Biological cells are the smallest units of life. The functions of the human body are mainly controlled by the cells of the central nervous system. In this work We present a brain shaped snow globe, by which it is possible to experience the mystery of the living body. We manufactured the snow globe by using neuro-scientific imaging, 3D computer aided design and microfabrication.
生物细胞是最小的生命单位。人体的机能主要由中枢神经系统的细胞控制。在这个作品中,我们展示了一个大脑形状的雪花玻璃球,通过它可以体验生命体的神秘。我们利用神经科学成像、三维计算机辅助设计和微细加工技术制作了雪花玻璃球。
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引用次数: 0
A method to generate hybrid pointillistic images 一种生成混合点画图像的方法
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820962
Junichi Sugita, Tokiichiro Takahashi
A hybrid image is an image that changes interpretation as a function of viewing distance [Oliva et al. 2006]. Hybrid image IH obtained by superimposing two images, I1 and I2, is represented as follows:
混合图像是一种随着观看距离的变化而改变解释的图像[Oliva et al. 2006]。由I1和I2两幅图像叠加得到的混合图像IH表示如下:
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引用次数: 1
Smart curtain as interactive display in living space 智能窗帘作为生活空间的互动展示
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820971
T. Takashina, Kotaro Aoki, Akiya Maekawa, Chihiro Tsukamoto, H. Kawai, Yoshiyuki Yamariku, Kaori Tsuruta, Marie Shimokawa, Yuji Kokumai, H. Koike
In the era of IoT, there is the necessity of information display for IoT devices in living space. One ideal realization should be 'ubiquitous' for such a purpose. We propose smart curtain as an implementation of ubiquitous computing in living space, which has the following four advantages; (a) a role of boundary between two spaces such as indoor and outdoor, (b) natural layer structure which consists of translucent curtain and drape curtain, (c) relatively large area which can offer enough space for displaying a lot of information and image which can make good atmosphere, and (d) context awareness by sensing surrounding environment and the state (opening/closing) of curtain. Though its visual quality is not expected to be so high, there should be many kinds of contents which don't need high visual quality.
在物联网时代,物联网设备在生活空间中有信息显示的必要性。一个理想的实现应该是“无处不在”的。我们提出智能窗帘作为普适计算在生活空间中的实现,它有以下四个优势:(a)室内外两个空间之间的边界作用;(b)由半透明窗帘和悬垂窗帘组成的自然层状结构;(c)相对较大的面积,可以提供足够的空间来展示大量的信息和图像,可以营造良好的氛围;(d)通过感知周围环境和窗帘的状态(打开/关闭)来感知语境。虽然它的视觉质量不要求那么高,但应该有很多不需要高视觉质量的内容。
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引用次数: 4
Reusing MRTs for mobile GPUs 在移动gpu上重用mrt
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820961
Sunho Ki, Jinhong Park, Jae-Ho Nah, Minkyu Kim, Youngduke Seo, Chulho Shin
Recent mobile GPUs support OpenGL ES 3.x for high quality graphics contents. Multiple render targets (MRTs) are one of the new important features of the OpenGL ES 3.x specification. MRTs facilitate rendering multiple render-target textures (called G-buffer) at once, so this feature enables deferred shading; after various geometry data, such as color, normal, reflection, and refraction, are rendered into the G-buffer in the first pass, we can perform screen-space lighting using the G-buffer data in the second pass. Complex lighting with deferred shading is now very common on desktop and console devices.
最近的移动gpu支持OpenGL ES 3。X用于高质量的图形内容。多渲染目标(mrt)是OpenGL ES 3新的重要特性之一。x规范。mrt有助于同时渲染多个渲染目标纹理(称为G-buffer),因此该功能支持延迟着色;在各种几何数据,如颜色、法线、反射和折射,在第一次被渲染到G-buffer后,我们可以在第二次使用G-buffer数据执行屏幕空间照明。带有延迟阴影的复杂照明现在在桌面和控制台设备上非常常见。
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引用次数: 0
Wrinkles individuality representing aging simulation 皱纹个性代表衰老模拟
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820942
Pavel A. Savkin, Daiki Kuwahara, Masahide Kawai, Takuya Kato, S. Morishima
An appearance of a human face changes due to aging: sagging, spots, lusters, and wrinkles would be observed. Therefore, facial aging simulation techniques are required for long-term criminal investigation. While the appearance of an aged face varies greatly from person to person, wrinkles are one of the most important features which represent the human individuality. An individuality of wrinkles is defined by wrinkles shape and position.
由于衰老,人脸的外观会发生变化:下垂、斑点、光泽和皱纹。因此,面部衰老模拟技术需要长期的刑事侦查。虽然衰老的脸的外观因人而异,但皱纹是代表人类个性的最重要特征之一。皱纹的个性是由皱纹的形状和位置决定的。
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引用次数: 2
Dollhouse VR: a multi-view, multi-user collaborative design workspace with VR technology 玩偶之家VR:一个多视图,多用户协同设计工作空间与VR技术
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820948
Hikaru Ibayashi, Yuta Sugiura, Daisuke Sakamoto, N. Miyata, M. Tada, T. Okuma, T. Kurata, M. Mochimaru, T. Igarashi
Architecture-scale design requires two different viewpoints: a small-scale internal view, i.e., a first-person view of the space to see local details as an occupant of the space, and a large-scale external view, i.e., a top-down view of the entire space to make global decisions when designing the space. Architects or designers need to switch between these two viewpoints, but this can be inefficient and time-consuming. We present a collaborative design system, Dollhouse, to address this problem. By using our system, users can discuss the design of the space from two viewpoints simultaneously. This system also supports a set of interaction techniques to facilitate communication between these two user groups.
建筑尺度的设计需要两种不同的视角:一种是小规模的内部视角,即以空间的第一人称视角来观察空间的局部细节;另一种是大规模的外部视角,即从上至下观察整个空间,从而在设计空间时做出全局决策。架构师或设计人员需要在这两种观点之间切换,但这可能是低效且耗时的。我们提出了一个协作设计系统,娃娃屋,来解决这个问题。通过使用我们的系统,用户可以同时从两个角度讨论空间的设计。该系统还支持一组交互技术,以促进这两个用户组之间的通信。
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引用次数: 103
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SIGGRAPH Asia 2015 Posters
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