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VirtualTable: a projection augmented reality game VirtualTable:一个投影增强现实游戏
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820950
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.
VirtualTable是一个投影增强现实装置,用户可以参与互动塔防游戏。这个装置是连续运行的,旨在吸引人们到一张桌子前,把游戏投影到桌子上。任何数量的玩家都可以在一段可选的时间内加入游戏。这样做的目的是防止在桌子的一边生成的虚拟风格化煤烟球接触到奶酪。为了阻止他们,玩家可以在桌子上放置任何类型的物体,然后这些物体就会成为游戏的一部分。根据物体的不同,它要么变成一堵墙,成为烟灰球的障碍物,要么变成一座塔,将烟灰球排除在物理范围内。敌人的数量取决于场地中物体的数量,这迫使玩家使用策略和合作,而不是单纯依靠物体的数量来赢得游戏。
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引用次数: 11
Procedural wrinkles generation in the implicit skinning framework 隐式蒙皮框架中的程序皱纹生成
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820937
F. Turchet, O. Fryazinov, M. Romeo
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。
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引用次数: 0
Development of drunk driving virtual experience teaching materials 酒驾虚拟体验教材的开发
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820946
Yuki Tadokoro, Katsumi Sato, Shinichi Watabe
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.
酒驾很危险。酒后驾车的经历会让你感受到其中的危险。例如,有一个研讨会,你可以在日本的一所驾驶学校虚拟体验酒驾。使用驾驶模拟器的酒后驾驶虚拟体验也存在,但这些程序针对的是成年人和会开车的人。此外,使用这些类型的仿真程序存在明显的空间、时间和成本限制。在真正上路之前,了解酒驾的危险性是很有必要的[ERSO 2007]。换句话说,一个正在申请驾照的人需要教材,在教材中,他或她可以体验酒驾并了解其危险。
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引用次数: 0
Particle swarm density for transfer function design 粒子群密度传递函数设计
Pub Date : 2015-11-02 DOI: 10.1145/2820926.2820966
Wen-Jay Shen, Tung-Ju Hsieh, P. Chiang
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.
本研究采用仿生学算法绘制粒子的访问次数来设计传递函数。对于给定的体素,其不透明度由当前其中的粒子数决定,并受过去通过它的粒子数的影响。该系统成功地提取了体块数据中的骨骼或问题等特征。最初,代理分散在体数据周围,并被特征区域所吸引。代理的运动由全局优化控制,避免了为给定体积数据提出良好传递函数设计的试错努力。
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引用次数: 0
SIGGRAPH Asia 2015 Posters SIGGRAPH亚洲2015海报展
Pub Date : 1900-01-01 DOI: 10.1145/2820926
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引用次数: 0
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SIGGRAPH Asia 2015 Posters
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