A. Corso, Mikkel Damgaard Olsen, K. Steenstrup, J. Wilm, S. Jensen, R. Paulsen, E. Eiríksson, J. B. Nielsen, J. Frisvad, Gudmundur Einarsson, H. Kjer
VirtualTable is a projection augmented reality installation where users are engaged in an interactive tower defense game. The installation runs continuously and is designed to attract people to a table, which the game is projected onto. Any number of players can join the game for an optional period of time. The goal is to prevent the virtual stylized soot balls, spawning on one side of the table, from reaching the cheese. To stop them, the players can place any kind of object on the table, that then will become part of the game. Depending on the object, it will become either a wall, an obstacle for the soot balls, or a tower, that eliminates them within a physical range. The number of enemies is dependent on the number of objects in the field, forcing the players to use strategy and collaboration and not the sheer number of objects to win the game.
{"title":"VirtualTable: a projection augmented reality game","authors":"A. Corso, Mikkel Damgaard Olsen, K. Steenstrup, J. Wilm, S. Jensen, R. Paulsen, E. Eiríksson, J. B. Nielsen, J. Frisvad, Gudmundur Einarsson, H. Kjer","doi":"10.1145/2820926.2820950","DOIUrl":"https://doi.org/10.1145/2820926.2820950","url":null,"abstract":"VirtualTable is a projection augmented reality installation where users are engaged in an interactive tower defense game. The installation runs continuously and is designed to attract people to a table, which the game is projected onto. Any number of players can join the game for an optional period of time. The goal is to prevent the virtual stylized soot balls, spawning on one side of the table, from reaching the cheese. To stop them, the players can place any kind of object on the table, that then will become part of the game. Depending on the object, it will become either a wall, an obstacle for the soot balls, or a tower, that eliminates them within a physical range. The number of enemies is dependent on the number of objects in the field, forcing the players to use strategy and collaboration and not the sheer number of objects to win the game.","PeriodicalId":432851,"journal":{"name":"SIGGRAPH Asia 2015 Posters","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132263733","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Among the procedural skinning methods, implicit skinning [Vaillant et al. 2014] allows to achieve effects like bulge in contact with the use of gradient-based operators, but fine details like wrinkling are missing. Physics-inspired methods make use of the stretch tensor to produce controllable, believable results at acceptable computational cost [Rohmer et al. 2010]. We propose a method that generates plausible and temporally-coherent wrinkles for skeleton-driven 3D animated characters, by extending the implicit skinning framework.
在程序蒙皮方法中,隐式蒙皮[Vaillant et al. 2014]通过使用基于梯度的操作符可以实现凸起等效果,但缺少诸如起皱等细节。受物理启发的方法利用拉伸张量在可接受的计算成本下产生可控的、可信的结果[Rohmer et al. 2010]。我们提出了一种方法,通过扩展隐式蒙皮框架,为骨骼驱动的3D动画人物生成可信的和时间连贯的皱纹。
{"title":"Procedural wrinkles generation in the implicit skinning framework","authors":"F. Turchet, O. Fryazinov, M. Romeo","doi":"10.1145/2820926.2820937","DOIUrl":"https://doi.org/10.1145/2820926.2820937","url":null,"abstract":"Among the procedural skinning methods, implicit skinning [Vaillant et al. 2014] allows to achieve effects like bulge in contact with the use of gradient-based operators, but fine details like wrinkling are missing. Physics-inspired methods make use of the stretch tensor to produce controllable, believable results at acceptable computational cost [Rohmer et al. 2010]. We propose a method that generates plausible and temporally-coherent wrinkles for skeleton-driven 3D animated characters, by extending the implicit skinning framework.","PeriodicalId":432851,"journal":{"name":"SIGGRAPH Asia 2015 Posters","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125318429","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Drunk driving is dangerous. An experience of drunk driving gives you a sense of the danger involved. For example, there is a seminar where you can experience drunk driving virtually at a driving school in Japan. Drunk driving virtual experience using a driving simulator also exists, but these programs target adults and people who can drive. Furthermore, there are obvious space, time, and cost limitations on using these kinds of simulation programs. It is necessary to understand the dangers of drunk driving even before actually driving on the road [ERSO 2007]. In other words, a person who is in the process of acquiring a driver's license needs teaching materials, in which he or she can experience drunk driving and understand its dangers.
{"title":"Development of drunk driving virtual experience teaching materials","authors":"Yuki Tadokoro, Katsumi Sato, Shinichi Watabe","doi":"10.1145/2820926.2820946","DOIUrl":"https://doi.org/10.1145/2820926.2820946","url":null,"abstract":"Drunk driving is dangerous. An experience of drunk driving gives you a sense of the danger involved. For example, there is a seminar where you can experience drunk driving virtually at a driving school in Japan. Drunk driving virtual experience using a driving simulator also exists, but these programs target adults and people who can drive. Furthermore, there are obvious space, time, and cost limitations on using these kinds of simulation programs. It is necessary to understand the dangers of drunk driving even before actually driving on the road [ERSO 2007]. In other words, a person who is in the process of acquiring a driver's license needs teaching materials, in which he or she can experience drunk driving and understand its dangers.","PeriodicalId":432851,"journal":{"name":"SIGGRAPH Asia 2015 Posters","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123338724","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This research uses bionic algorithms mapping the number of visits of particles for the design of transfer functions. For a given voxel, its opacity is determined by the number of particles in it at the present and influenced by the number of particles passing it in the past. The proposed system successfully extract features such as bones or issues in the volume data. Initially, the agents scatter around the volume data and are attracted by the featured areas. The movement of agents are governed by global optimization, avoiding trial and error efforts to come up with a good transfer function design for a given volume data.
{"title":"Particle swarm density for transfer function design","authors":"Wen-Jay Shen, Tung-Ju Hsieh, P. Chiang","doi":"10.1145/2820926.2820966","DOIUrl":"https://doi.org/10.1145/2820926.2820966","url":null,"abstract":"This research uses bionic algorithms mapping the number of visits of particles for the design of transfer functions. For a given voxel, its opacity is determined by the number of particles in it at the present and influenced by the number of particles passing it in the past. The proposed system successfully extract features such as bones or issues in the volume data. Initially, the agents scatter around the volume data and are attracted by the featured areas. The movement of agents are governed by global optimization, avoiding trial and error efforts to come up with a good transfer function design for a given volume data.","PeriodicalId":432851,"journal":{"name":"SIGGRAPH Asia 2015 Posters","volume":"101 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121600269","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"SIGGRAPH Asia 2015 Posters","authors":"","doi":"10.1145/2820926","DOIUrl":"https://doi.org/10.1145/2820926","url":null,"abstract":"","PeriodicalId":432851,"journal":{"name":"SIGGRAPH Asia 2015 Posters","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129229267","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}