J. Veeder, Paul D. Lewis, Bob Zigado, Robert Stein, C. Upson
The booming videogame industry is currently making a dramatic move from modest, low end production techniques to state-of-the-art computer animation frontiers such as 3D character animation. Video games is driving the development of new animation techniques such as motion capture and adapting cinematic production techniques as Hollywood and Silicon Valley merge. Through presentations and demonstrations by the midwives of these dramatic developments, animators, producers, and directors will gain practical insight about the special demands of videogames animation and how new production techniques are being developed and adapted. Description Interactive entertainment overall is a rapidly expanding area with a great requirement for creative intervention and sophisticated computer graphics: a good target for SIGGRAPH conference focus. Videogame development is the largest and most established component of the interactive entertainment field. The videogame industry has only very recently come into focus for many people in the computer graphics field and has certainly not figured much at all in SIGGRAPH venues and events. Yet, this industry is driving much of the technology development in computer animation. The production segment of the SIGGRAPH audience will benefit from information about new animation production techniques being applied to this large job market. Why this special panel focusing on videogames and not just generic production show-and-tell on these topics? Because a) the application of existing techniques in videogames development requires major adaptations and b) videogames are driving the development of many new techniques and technologies. Video game production has all the complexity of linear-media animation production, but the animation must then interface with interactive software and be displayed in real-time on low cost platform hardware. Non-linear content presents different challenges than linear content. Platform hardware, whether arcade, consumer cartridge, or PC/ CDR OM, changes regularly and frequently. All these factors introduce additional and demanding requirements to animation design and execution which must be discussed within the context of videogame animation production to be understood. Here are some of the primary topics to be considered: 3D Graphics, 3D Character Animation, and Motion Capture Video game development is moving quickly from exclusively 2D into 3D computer graphics, from low-end to high end technologies, and from proprietary to production standard software. Low-end and limited only a couple of years ago, the videogames industry is emerging as a primary developer and user of motion capture and 3D character animation, both state-of-the-art computer animation techniques. Evolution of Production Techniques and Animator Roles How exactly were videogame graphics designed and produced in the past? As we work to define and master new production techniques and adapt them to videogames, how does the role of the
蓬勃发展的电子游戏产业目前正从中等、低端的制作技术向最先进的计算机动画前沿(如3D角色动画)进行戏剧性的转变。随着好莱坞和硅谷的融合,电子游戏正在推动新的动画技术的发展,如动作捕捉和改编电影制作技术。通过这些戏剧性发展的助产士的演讲和演示,动画师,制作人和导演将获得关于电子游戏动画的特殊需求以及如何开发和适应新的制作技术的实际见解。总的来说,互动娱乐是一个迅速发展的领域,对创造性干预和复杂的计算机图形学有很大的要求:这是SIGGRAPH会议关注的一个很好的目标。电子游戏开发是互动娱乐领域中规模最大、最成熟的组成部分。电子游戏产业直到最近才成为计算机图形领域许多人关注的焦点,当然在SIGGRAPH的会场和活动中也没有得到太多关注。然而,这个行业正在推动计算机动画技术的发展。SIGGRAPH观众的制作部分将受益于有关应用于这个庞大就业市场的新动画制作技术的信息。为什么这个特别的小组关注的是电子游戏,而不仅仅是关于这些主题的一般制作展示?因为a)在电子游戏开发中应用现有技术需要进行重大调整,b)电子游戏正在推动许多新技术和技术的发展。电子游戏制作具有线性媒体动画制作的所有复杂性,但动画必须与交互式软件交互,并在低成本的平台硬件上实时显示。非线性内容呈现出与线性内容不同的挑战。平台硬件,无论是街机、消费卡带还是PC/ CDR OM,都经常发生变化。所有这些因素都为动画设计和执行带来了额外和苛刻的要求,必须在电子游戏动画制作的背景下进行讨论才能理解。电子游戏开发正在迅速地从专门的2D计算机图形转变为3D计算机图形,从低端技术转变为高端技术,从专有软件转变为生产标准软件。几年前,电子游戏行业还处于低端且受限制状态,如今它正成为动作捕捉和3D角色动画的主要开发者和用户,这两种技术都是最先进的计算机动画技术。过去的电子游戏图像是如何设计和制作的?当我们努力定义和掌握新的制作技术并将其应用于电子游戏时,动画师的角色会发生怎样的变化?受市场规模和数据压缩技术进步的启发,好莱坞将电子游戏作为另一个发行领域,现在,电影制作技术也被应用于电子游戏开发。互动娱乐媒体创作的需求和日益激烈的市场竞争正在刺激游戏设计师和动画师的工作方式创新。与上世纪80年代用户界面工具包和管理系统的出现类似,数字媒体开发正步入一个高层次创作环境、复杂资产管理和游戏原型环境的时代。Paul D. Lewis:将高端计算机特效制作技术应用到电子游戏中我们目前的电子游戏项目拥有高端电影特效设备的所有内容开发复杂性,并且时间表大大减少,并且需要与实时显示的交互软件进行交互。我演讲的主题将是结合这些领域的问题和机遇。电子游戏的开发过程与传统特效的开发过程在很多方面都是不同的,比较两者是有启发意义的。传统媒体(如电影)的发展过程反映了由此产生的线性产品。同样地,电子游戏开发过程也反映了动态的、非线性的、交互式的最终产品。在电影中,你制定了一个你想要的计划,并将其付诸实践,但在投币电子游戏开发中,有人(市场)正在挖掘一个不断改变深度和方向的沟渠。电影的目标是向被动的观众呈现经过精心调整的产品。观众的反应可能各不相同,但这部电影是可以预测的。电子游戏的角色会根据玩家的参与而改变。 游戏内容开发不仅需要为一条路径制作图像,还需要为所有可能的路径以及如何在它们之间任意平滑地过渡而制作图像。相对而言,电影的内容开发过程已经被很好地理解和确立,而游戏的形式和互动,更不用说制作技术和平台能力,可能会随着每一款新产品而改变。内容量和时间表是其他方面的对比。电影动作序列可能有30个特效镜头,而典型的格斗游戏则有1200-1500个动作或镜头。电影制作从概念到交付可能需要4年或更长时间,而游戏开发周期需要16个月或更短的时间才能达到成本效益,并与用户趋势保持一致。尽管电影特效和电子游戏图像制作是不同的,但“互动娱乐”领域不断扩大的主要挑战之一是成功地将它们结合起来。有很多激励因素。电子游戏受到电影和电视观众对照片写实主义、角色表现力和整体图像复杂性的期望的影响。生产和交付技术以及专业知识现在在所有这些线性和非线性领域自由迁移,以响应市场机会。我们开始将最先进的动画技术应用到电子游戏项目中,却发现它需要进一步扩展和扩展才能满足我们的要求。一些需求是在共享数据库和工作实践、计算机支持的协作工作、并行分布式处理、原型管道、生产跟踪和资产管理领域。
{"title":"New developments in animation production for video games (panel session)","authors":"J. Veeder, Paul D. Lewis, Bob Zigado, Robert Stein, C. Upson","doi":"10.1145/218380.218523","DOIUrl":"https://doi.org/10.1145/218380.218523","url":null,"abstract":"The booming videogame industry is currently making a dramatic move from modest, low end production techniques to state-of-the-art computer animation frontiers such as 3D character animation. Video games is driving the development of new animation techniques such as motion capture and adapting cinematic production techniques as Hollywood and Silicon Valley merge. Through presentations and demonstrations by the midwives of these dramatic developments, animators, producers, and directors will gain practical insight about the special demands of videogames animation and how new production techniques are being developed and adapted. Description Interactive entertainment overall is a rapidly expanding area with a great requirement for creative intervention and sophisticated computer graphics: a good target for SIGGRAPH conference focus. Videogame development is the largest and most established component of the interactive entertainment field. The videogame industry has only very recently come into focus for many people in the computer graphics field and has certainly not figured much at all in SIGGRAPH venues and events. Yet, this industry is driving much of the technology development in computer animation. The production segment of the SIGGRAPH audience will benefit from information about new animation production techniques being applied to this large job market. Why this special panel focusing on videogames and not just generic production show-and-tell on these topics? Because a) the application of existing techniques in videogames development requires major adaptations and b) videogames are driving the development of many new techniques and technologies. Video game production has all the complexity of linear-media animation production, but the animation must then interface with interactive software and be displayed in real-time on low cost platform hardware. Non-linear content presents different challenges than linear content. Platform hardware, whether arcade, consumer cartridge, or PC/ CDR OM, changes regularly and frequently. All these factors introduce additional and demanding requirements to animation design and execution which must be discussed within the context of videogame animation production to be understood. Here are some of the primary topics to be considered: 3D Graphics, 3D Character Animation, and Motion Capture Video game development is moving quickly from exclusively 2D into 3D computer graphics, from low-end to high end technologies, and from proprietary to production standard software. Low-end and limited only a couple of years ago, the videogames industry is emerging as a primary developer and user of motion capture and 3D character animation, both state-of-the-art computer animation techniques. Evolution of Production Techniques and Animator Roles How exactly were videogame graphics designed and produced in the past? As we work to define and master new production techniques and adapt them to videogames, how does the role of the ","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125578206","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}
There have been several recent efforts to build behavior-based autonomous creatures. While competent autonomous action is highly desirable, there is an important need to integrate autonomy with “directability”. In this paper we discuss the problem of building autonomous animated creatures for interactive virtual environments which are also capable of being directed at multiple levels. We present an approach to control which allows an external entity to “direct” an autonomous creature at the motivational level, the task level, and the direct motor level. We also detail a layered architecture and a general behavioral model for perception and action-selection which incorporates explicit support for multi-level direction. These ideas have been implemented and used to develop several autonomous animated creatures.
{"title":"Multi-level direction of autonomous creatures for real-time virtual environments","authors":"B. Blumberg, Tinsley A. Galyean","doi":"10.1145/218380.218405","DOIUrl":"https://doi.org/10.1145/218380.218405","url":null,"abstract":"There have been several recent efforts to build behavior-based autonomous creatures. While competent autonomous action is highly desirable, there is an important need to integrate autonomy with “directability”. In this paper we discuss the problem of building autonomous animated creatures for interactive virtual environments which are also capable of being directed at multiple levels. We present an approach to control which allows an external entity to “direct” an autonomous creature at the motivational level, the task level, and the direct motor level. We also detail a layered architecture and a general behavioral model for perception and action-selection which incorporates explicit support for multi-level direction. These ideas have been implemented and used to develop several autonomous animated creatures.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122408773","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}
A method is presented to broaden implicit surface modeling. The implicit surfaces usually employed in computer graphics are two dimensional manifolds because they are defined by real-valued functions that impose a binary regionalization of space (i.e., an inside and an outside). When tiled, these surfaces yield edges of degree two. The new method allows the definition of implicit surfaces with boundaries (i.e., edges of degree one) and intersections (i.e., edges of degree three or more). These non-manifold implicit surfaces are defined by a multiple regionalization of space. The definition includes a list of those pairs of regions whose separating surface is of interest. Also presented is an implementation that converts a nonmanifold implicit surface definition into a collection of polygons. Although following conventional implicit surface polygonization, there are significant differences that are described in detail. Several example surfaces are defined and polygonized. CR
{"title":"Polygonization of non-manifold implicit surfaces","authors":"J. Bloomenthal, K. Ferguson","doi":"10.1145/218380.218462","DOIUrl":"https://doi.org/10.1145/218380.218462","url":null,"abstract":"A method is presented to broaden implicit surface modeling. The implicit surfaces usually employed in computer graphics are two dimensional manifolds because they are defined by real-valued functions that impose a binary regionalization of space (i.e., an inside and an outside). When tiled, these surfaces yield edges of degree two. The new method allows the definition of implicit surfaces with boundaries (i.e., edges of degree one) and intersections (i.e., edges of degree three or more). These non-manifold implicit surfaces are defined by a multiple regionalization of space. The definition includes a list of those pairs of regions whose separating surface is of interest. Also presented is an implementation that converts a nonmanifold implicit surface definition into a collection of polygons. Although following conventional implicit surface polygonization, there are significant differences that are described in detail. Several example surfaces are defined and polygonized. CR","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122693456","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}
The theory of the multivariate polyhedral splines is applied to analytic antialiasing: a triangular simplex spline is used to represent surface intensity, while a box spline is used as a filter. Their continuous convolution is a prism spline that can be evaluated exactly via recurrence. Evaluation performance can be maximized by exploiting the properties of the prism spline and its relationship to the sampling grid. After sampling, digital signal processing can be used to evaluate exactly and efficiently the sampled result of any analytic spline filter in the span of the box spline basis used as the original analytic filter.
{"title":"Analytic antialiasing with prism splines","authors":"M. McCool","doi":"10.1145/218380.218499","DOIUrl":"https://doi.org/10.1145/218380.218499","url":null,"abstract":"The theory of the multivariate polyhedral splines is applied to analytic antialiasing: a triangular simplex spline is used to represent surface intensity, while a box spline is used as a filter. Their continuous convolution is a prism spline that can be evaluated exactly via recurrence. Evaluation performance can be maximized by exploiting the properties of the prism spline and its relationship to the sampling grid. After sampling, digital signal processing can be used to evaluate exactly and efficiently the sampled result of any analytic spline filter in the span of the box spline basis used as the original analytic filter.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129594682","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}
Ruth E. Iskin, M. Halpin, Michael Nash, G. Legrady, R. Greenblat
The last one hundred and fifty years have generated an avalanche of visual technologies through which an ever expanding visual culture has been marketed to mass audiences. From the invention of photography in 1839 to film in the 1890's and the marketing of television in the 1940's-50's, our steady diet of images has increased our voracious appetite by quantum leaps. In the 1990's we are faced with another invention of great potential, much hype and as yet unforseen repercussions-interactive multimedia. "Employing these new media requires inventiveness as well as overcoming the double jeopardy of techno-phobias and the strictures of a paper/print design mentality; it calls upon practitioners operating in a new electronic paradigm whose parameters are still forming to recreate the roles of designer, artist and entertainer .. " It remains to be seen to what extent this new communication commodity truly represents a new artistic frontier. A multi-sensory dynamic form of communication, multimedia enables a new unprecedented level of intermediality between the previously relatively separate forms of writing, voice, music, still images, motion pictures and video. It promises innovative intermedia relationships between these in non-linear, user-driven options incorporating the interactive game format along with more passive reception and unlimited playback options. To be sure, it recycles older communication products from photography, film and books to museum art collections. Is multimedia as yet more than the sum of its recycled parts? Michael Nash states that "The promise of the new media lies in its ability to intertextualize the elements that constitute our tele-visual systems of meaning with a depth and richness that will enable artists to more fully mirror the activities of consciousness, and to engineer new dialogues between its reflection and articulation, between reading and writing." Interactive multimedia are a genre of culture commodities that stimulate consumer interest with the promise of repeated and engaged usage. Yet "the significance of interactivity extends far beyond an emergence of a more enticing set of commodities, though that they certainly are. Interactivity is also not reducible to a new art genre, though that too, it certainly is becoming. Rather, we intuit interactivity as a fundamental change in socialized patterns of intersubjectivity, forms of knowledge and communication and relationship to objects. In the process, notions of self, agency, art and commodity are reconfigured ... lt should come as no surprise then that art... is claiming interactivity as its arena along-side with inert objecthood." Artists and users/consumers alike have a heightened sense that multimedia plays a crucial role in the tidal wave of changes sweeping the late twentieth century world of communications. The questions that arise are vast. This panel will begin to tackle some of them. Panel Goals and Issues This roundtable of artists and producers sha
{"title":"Interactive multimedia (panel session): a new creative frontier or just a new commodity?","authors":"Ruth E. Iskin, M. Halpin, Michael Nash, G. Legrady, R. Greenblat","doi":"10.1145/218380.218515","DOIUrl":"https://doi.org/10.1145/218380.218515","url":null,"abstract":"The last one hundred and fifty years have generated an avalanche of visual technologies through which an ever expanding visual culture has been marketed to mass audiences. From the invention of photography in 1839 to film in the 1890's and the marketing of television in the 1940's-50's, our steady diet of images has increased our voracious appetite by quantum leaps. In the 1990's we are faced with another invention of great potential, much hype and as yet unforseen repercussions-interactive multimedia. \"Employing these new media requires inventiveness as well as overcoming the double jeopardy of techno-phobias and the strictures of a paper/print design mentality; it calls upon practitioners operating in a new electronic paradigm whose parameters are still forming to recreate the roles of designer, artist and entertainer .. \" It remains to be seen to what extent this new communication commodity truly represents a new artistic frontier. A multi-sensory dynamic form of communication, multimedia enables a new unprecedented level of intermediality between the previously relatively separate forms of writing, voice, music, still images, motion pictures and video. It promises innovative intermedia relationships between these in non-linear, user-driven options incorporating the interactive game format along with more passive reception and unlimited playback options. To be sure, it recycles older communication products from photography, film and books to museum art collections. Is multimedia as yet more than the sum of its recycled parts? Michael Nash states that \"The promise of the new media lies in its ability to intertextualize the elements that constitute our tele-visual systems of meaning with a depth and richness that will enable artists to more fully mirror the activities of consciousness, and to engineer new dialogues between its reflection and articulation, between reading and writing.\" Interactive multimedia are a genre of culture commodities that stimulate consumer interest with the promise of repeated and engaged usage. Yet \"the significance of interactivity extends far beyond an emergence of a more enticing set of commodities, though that they certainly are. Interactivity is also not reducible to a new art genre, though that too, it certainly is becoming. Rather, we intuit interactivity as a fundamental change in socialized patterns of intersubjectivity, forms of knowledge and communication and relationship to objects. In the process, notions of self, agency, art and commodity are reconfigured ... lt should come as no surprise then that art... is claiming interactivity as its arena along-side with inert objecthood.\" Artists and users/consumers alike have a heightened sense that multimedia plays a crucial role in the tidal wave of changes sweeping the late twentieth century world of communications. The questions that arise are vast. This panel will begin to tackle some of them. Panel Goals and Issues This roundtable of artists and producers sha","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125550565","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}
We suggest an approach for correcting several types of perceived geometric distortions in computer-generated and photographic images. The approach is based on a mathematical formalization of desirable properties of pictures. We provide a review of perception of pictures and identify perceptually important geometric properties of images. From a small set of simple assumptions we obtain perceptually preferable projections of three-dimensional space into the plane and show that these projections can be decomposed into a perspective or parallel projection followed by a planar transformation. The decomposition is easily implemented and provides a convenient framework for further analysis of the image mapping. We prove that two perceptually important properties are incompatible and cannot be satisfied simultaneously. It is impossible to construct a projection such that the images of all lines are straight and the images of all spheres are exact circles. Perceptually preferable tradeoffs between these two types of distortions can depend on the content of the picture. We construct parametric families of projections with parameters representing the relative importance of the perceptual characteristics. By adjusting the settings of the parameters we can minimize the overall distortion of the picture. It turns out that a simple family of transformations produces results that are sufficiently close to optimal. We implement the proposed transformations and apply them to computer-generated and photographic perspective projection images. Our transformations can considerably reduce distortion in wide-angle motion pictures and computer-generated animations.
{"title":"Correction of geometric perceptual distortions in pictures","authors":"D. Zorin, A. Barr","doi":"10.1145/218380.218449","DOIUrl":"https://doi.org/10.1145/218380.218449","url":null,"abstract":"We suggest an approach for correcting several types of perceived geometric distortions in computer-generated and photographic images. The approach is based on a mathematical formalization of desirable properties of pictures. We provide a review of perception of pictures and identify perceptually important geometric properties of images. From a small set of simple assumptions we obtain perceptually preferable projections of three-dimensional space into the plane and show that these projections can be decomposed into a perspective or parallel projection followed by a planar transformation. The decomposition is easily implemented and provides a convenient framework for further analysis of the image mapping. We prove that two perceptually important properties are incompatible and cannot be satisfied simultaneously. It is impossible to construct a projection such that the images of all lines are straight and the images of all spheres are exact circles. Perceptually preferable tradeoffs between these two types of distortions can depend on the content of the picture. We construct parametric families of projections with parameters representing the relative importance of the perceptual characteristics. By adjusting the settings of the parameters we can minimize the overall distortion of the picture. It turns out that a simple family of transformations produces results that are sufficiently close to optimal. We implement the proposed transformations and apply them to computer-generated and photographic perspective projection images. Our transformations can considerably reduce distortion in wide-angle motion pictures and computer-generated animations.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127744434","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}
H. Sowizral, I. Angus, S. Bryson, Stefan Haas, M. Mine, R. Pausch
Ian G. Angus Boeing Information and Support Services VR will remain inferior to the desktop as a serious work environment until users of VR can access the same data as available on the desktop. VR promises users the ability to visualize and manipulate data in ways different or even more natural than possible on a flat screen display. However, unless users have access to all the data they need to make intelligent decisions, VR interfaces will only provide a partial solution, one that may in the end hamper rather than enhance users' ability to perform work. The design and analysis process needs more information than just geometry. Design engineers need to access information such as text descriptions and 2D schematic graphics, and even programmatic information such as machine checkable design rules. Without access to such mundane information sources, a designer may find it difficult to perform a required task within VR. Realistically, VR will not replace the workstation in the immediate future. Most VR users and especially those located in a design setting will spend a limited amount of time per day, perhaps only a few tens of minutes, in a VR environment. Most of the time these users will use a flat screen application to access the data they need. Requiring a whole new mode of data access just for use within the VR environment does not make sense, especially if the data more naturally fits within a flat screen paradigm. We believe that one of the crucial challenges for virtual environments is allowing immersed users to access and manipulate all of their non-geometric data in a familiar manner. To meet this challenge, we have a developed a mechanism for inserting new and even some existing flat screen applications into virtual environments. We display their window on a "virtual clipboard." Users hold the clipboard in their hand and control the application by any of several mechanisms, for example, by touching the application's virtual screen. To demonstrate the effectiveness of this capability we inserted the familiar "Mosaic" browser into our VR environment. Users can now access the entire World Wide Web from within VR in the same way as on they do from the desktop. The virtual clipboard can also allow users to control the virtual environment's parameters, parameters not easily changed using physical metaphors, such as a user's location within the environment. While not a complete solution to the problems of performing work in a virtual environment, we believe the virtual clipboard or tools similar to it will provide critical support to future users of virtual environments.
{"title":"Performing work within virtual environments (panel session)","authors":"H. Sowizral, I. Angus, S. Bryson, Stefan Haas, M. Mine, R. Pausch","doi":"10.1145/218380.218532","DOIUrl":"https://doi.org/10.1145/218380.218532","url":null,"abstract":"Ian G. Angus Boeing Information and Support Services VR will remain inferior to the desktop as a serious work environment until users of VR can access the same data as available on the desktop. VR promises users the ability to visualize and manipulate data in ways different or even more natural than possible on a flat screen display. However, unless users have access to all the data they need to make intelligent decisions, VR interfaces will only provide a partial solution, one that may in the end hamper rather than enhance users' ability to perform work. The design and analysis process needs more information than just geometry. Design engineers need to access information such as text descriptions and 2D schematic graphics, and even programmatic information such as machine checkable design rules. Without access to such mundane information sources, a designer may find it difficult to perform a required task within VR. Realistically, VR will not replace the workstation in the immediate future. Most VR users and especially those located in a design setting will spend a limited amount of time per day, perhaps only a few tens of minutes, in a VR environment. Most of the time these users will use a flat screen application to access the data they need. Requiring a whole new mode of data access just for use within the VR environment does not make sense, especially if the data more naturally fits within a flat screen paradigm. We believe that one of the crucial challenges for virtual environments is allowing immersed users to access and manipulate all of their non-geometric data in a familiar manner. To meet this challenge, we have a developed a mechanism for inserting new and even some existing flat screen applications into virtual environments. We display their window on a \"virtual clipboard.\" Users hold the clipboard in their hand and control the application by any of several mechanisms, for example, by touching the application's virtual screen. To demonstrate the effectiveness of this capability we inserted the familiar \"Mosaic\" browser into our VR environment. Users can now access the entire World Wide Web from within VR in the same way as on they do from the desktop. The virtual clipboard can also allow users to control the virtual environment's parameters, parameters not easily changed using physical metaphors, such as a user's location within the environment. While not a complete solution to the problems of performing work in a virtual environment, we believe the virtual clipboard or tools similar to it will provide critical support to future users of virtual environments.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"196 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120974349","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}
N. Gershon, B. Ferren, J. Foley, J. Hardin, F. Kappe, William A. Ruh
{"title":"Visualizing the Internet (panel session): putting the user in the driver's seat","authors":"N. Gershon, B. Ferren, J. Foley, J. Hardin, F. Kappe, William A. Ruh","doi":"10.1145/218380.218529","DOIUrl":"https://doi.org/10.1145/218380.218529","url":null,"abstract":"","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121500291","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}
In this paper we describe a new tool for interactive free-form fair surface design. By generalizing classical discrete Fourier analysis to two-dimensional discrete surface signals - functions defined on polyhedral surfaces of arbitrary topology -, we reduce the problem of surface smoothing, or fairing, to low-pass filtering. We describe a very simple surface signal low-pass filter algorithm that applies to surfaces of arbitrary topology. As opposed to other existing optimization-based fairing methods, which are computationally more expensive, this is a linear time and space complexity algorithm. With this algorithm, fairing very large surfaces, such as those obtained from volumetric medical data, becomes affordable. By combining this algorithm with surface subdivision methods we obtain a very effective fair surface design technique. We then extend the analysis, and modify the algorithm accordingly, to accommodate different types of constraints. Some constraints can be imposed without any modification of the algorithm, while others require the solution of a small associated linear system of equations. In particular, vertex location constraints, vertex normal constraints, and surface normal discontinuities across curves embedded in the surface, can be imposed with this technique.
{"title":"A signal processing approach to fair surface design","authors":"G. Taubin","doi":"10.1145/218380.218473","DOIUrl":"https://doi.org/10.1145/218380.218473","url":null,"abstract":"In this paper we describe a new tool for interactive free-form fair surface design. By generalizing classical discrete Fourier analysis to two-dimensional discrete surface signals - functions defined on polyhedral surfaces of arbitrary topology -, we reduce the problem of surface smoothing, or fairing, to low-pass filtering. We describe a very simple surface signal low-pass filter algorithm that applies to surfaces of arbitrary topology. As opposed to other existing optimization-based fairing methods, which are computationally more expensive, this is a linear time and space complexity algorithm. With this algorithm, fairing very large surfaces, such as those obtained from volumetric medical data, becomes affordable. By combining this algorithm with surface subdivision methods we obtain a very effective fair surface design technique. We then extend the analysis, and modify the algorithm accordingly, to accommodate different types of constraints. Some constraints can be imposed without any modification of the algorithm, while others require the solution of a small associated linear system of equations. In particular, vertex location constraints, vertex normal constraints, and surface normal discontinuities across curves embedded in the surface, can be imposed with this technique.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116496822","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}
Techniques from the image and signal processing domain can be successfully applied to designing, modifying, and adapting animated motion. For this purpose, we introduce multiresolution motion filtering, multitarget motion interpolation with dynamic timewarping, waveshaping and motion displacement mapping. The techniques are well-suited for reuse and adaptation of existing motion data such as joint angles, joint coordinates or higher level motion parameters of articulated figures with many degrees of freedom. Existing motions can be modified and combined interactively and at a higher level of abstraction than conventional systems support. This general approach is thus complementary to keyframing, motion capture, and procedural animation.
{"title":"Motion signal processing","authors":"Armin Bruderlin, Lance Williams","doi":"10.1145/218380.218421","DOIUrl":"https://doi.org/10.1145/218380.218421","url":null,"abstract":"Techniques from the image and signal processing domain can be successfully applied to designing, modifying, and adapting animated motion. For this purpose, we introduce multiresolution motion filtering, multitarget motion interpolation with dynamic timewarping, waveshaping and motion displacement mapping. The techniques are well-suited for reuse and adaptation of existing motion data such as joint angles, joint coordinates or higher level motion parameters of articulated figures with many degrees of freedom. Existing motions can be modified and combined interactively and at a higher level of abstraction than conventional systems support. This general approach is thus complementary to keyframing, motion capture, and procedural animation.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126409797","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}