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PhysIK: Physically Plausible and Intuitive Keyframing PhysIK:物理上合理和直观的关键帧
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.19
A. Rabbani, P. Kry
We present an approach for animating characters using inverse kinematics (IK) handles that allows for intuitive keyframing of physically plausible motion. Specifically, we extend traditional IK and keyframing to include center-of-mass (CM) and inertia handles along with physically based templates to help an animator produce trajectories that respect physics during dynamic activities, such as swinging, stepping, and jumping. Animators can easily control both posture and physics-based quantities (inertia shape, CM position, and linear momentum) when building motions from scratch, but also have complete freedom to create exaggerated or impossible motions. We present results for a variety of planar characters of different morphologies.
我们提出了一种使用逆运动学(IK)处理动画角色的方法,该方法允许直观的物理合理运动的关键帧。具体来说,我们扩展了传统的IK和关键帧,包括质心(CM)和惯性处理以及基于物理的模板,以帮助动画师在动态活动中产生尊重物理的轨迹,例如摆动,步进和跳跃。当从头开始构建运动时,动画师可以轻松地控制姿势和基于物理的量(惯性形状,CM位置和线性动量),但也可以完全自由地创建夸张或不可能的运动。我们给出了不同形态的各种平面特征的结果。
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引用次数: 5
Revectorization-Based Shadow Mapping 基于反转的阴影映射
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.10
Márcio C. F. Macedo, A. Apolinario
Real-time rendering of high-quality, anti-aliased shadows is a challenging problem in shadow mapping. Filtering the shadow map reduces aliasing, but artifacts are still visible for low-resolution shadow maps or small kernel sizes. Moreover, the existing techniques suffer from light leaking artifacts. Shadow silhouette recovery reduces perspective aliasing at the cost of large memory footprint and high computational overhead for the shadow mapping. In this paper, we reduce aliasing with the revectorizationbased shadow mapping. To effectively reduce the perspective aliasing, we revectorize shadow boundaries based on their discontinuity directions. Then, we take advantage of the discontinuity space to filter the shadow silhouettes, further suppressing the remaining artifacts. To control the filter kernel size, we incorporate percentage-closer filtering into the algorithm. This enables us to reduce jagged shadow boundaries, to simulate penumbra and to provide high-quality screen-space anti-aliasing. Compared to previous techniques, we show that shadow revectorization produces less artifacts, consumes less memory and offers real-time performance. The results show that our solution can be used in games and other applications in which real-time, high-quality shadows are desirable.
高质量、抗混叠阴影的实时渲染是阴影映射中的一个难题。过滤阴影映射减少了混叠,但是对于低分辨率阴影映射或小内核大小仍然可以看到工件。此外,现有的技术还存在光泄漏的问题。阴影轮廓恢复减少了视角混叠的代价是大量的内存占用和阴影映射的高计算开销。在本文中,我们使用基于反转的阴影映射来减少混叠。为了有效地减少透视混叠,我们根据阴影边界的不连续方向对阴影边界进行了反演。然后,我们利用不连续空间对阴影轮廓进行过滤,进一步抑制残留的伪影。为了控制过滤器核的大小,我们在算法中加入了百分比逼近过滤。这使我们能够减少锯齿状阴影边界,模拟半影,并提供高质量的屏幕空间抗锯齿。与以前的技术相比,我们表明阴影反求产生更少的伪影,消耗更少的内存并提供实时性能。结果表明,我们的解决方案可以用于游戏和其他需要实时、高质量阴影的应用。
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引用次数: 10
Usability and Performance of Mouse-based Rotation Controllers 基于鼠标的旋转控制器的可用性和性能
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.12
S. Rybicki, B. DeRenzi, J. Gain
Rotation controllers are used to interactively orient models in many important applications in 3D computer graphics and visualisation. Unfortunately, previous studies do not provide clear guidance on which rotation controller to use in a particular situation, either because they assess performance measures and rotation tasks in relative isolation or because they do not achieve statistical significance. In this paper, we present the results of a broad quantitative user experiment (n = 46) to compare the three most prevalent rotation controllers (Arcball, Two-Axis Valuator, and Discrete Sliders) according to both speed and accuracy across two classes of tasks (orientation matching and inspection). While we found no significant differences between Arcball and Two-Axis Valuator, Discrete Sliders were found to be significantly more accurate for simple orienting tasks (a medium to large effect), but slower across all tasks (a small to medium effect, median approximately two seconds). Thus, a Discrete Sliders controller is better suited to situations where finegrained accuracy is valued over speed and in other instances, e.g., inspection, either an Arcball or Two-Axis Valuator is appropriate.
在三维计算机图形学和可视化的许多重要应用中,旋转控制器用于交互式地定位模型。遗憾的是,以前的研究并没有就在特定情况下使用哪种旋转控制器提供明确的指导,要么是因为它们相对孤立地评估性能指标和旋转任务,要么是因为它们没有达到统计显著性。在本文中,我们提出了一个广泛的定量用户实验(n = 46)的结果,根据两类任务(方向匹配和检查)的速度和精度来比较三种最流行的旋转控制器(Arcball, two - axis Valuator和Discrete Sliders)。虽然我们发现Arcball和two - axis Valuator之间没有显著差异,但我们发现Discrete Sliders在简单定向任务中更准确(中等到较大的影响),但在所有任务中都较慢(中等到中等的影响,中位数约为2秒)。因此,离散滑块控制器更适合于细粒度精度高于速度的情况,在其他情况下,例如检查,Arcball或Two-Axis Valuator都是合适的。
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引用次数: 4
Visual Feedforward Guides for Performing Bend Gestures on Deformable Prototypes 在可变形原型上执行弯曲手势的视觉前馈指南
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.27
Farshad Daliri, A. Girouard
As a novel input techniques for deformable devices, bend gestures can prove difficult for users to perform correctly as they have many characteristics to master. In this paper, we present three bend visual guides which use feedforward and feedback mechanisms to lead users to correctly perform bend gestures on a flexible device. We conducted an experiment to evaluate the efficiency and preference for our visual feedback designs. Our results show that users performed faster when the visual guidance appeared at the location where the bend gesture is to be performed instead of always at a fixed location on the screen. While feedforward improved users' performance, using feedback had a negative effect. We propose a set of design guidelines for visual systems for bend gestures.
弯曲手势作为可变形设备的一种新型输入技术,由于其具有许多需要掌握的特性,用户很难正确执行。在本文中,我们提出了三个弯曲视觉指南,它们使用前馈和反馈机制来引导用户在柔性设备上正确执行弯曲手势。我们进行了一个实验来评估我们的视觉反馈设计的效率和偏好。我们的研究结果表明,当视觉引导出现在弯曲手势要执行的位置时,用户的操作速度比总是在屏幕上的固定位置更快。虽然前馈可以提高用户的表现,但使用反馈会产生负面影响。我们提出了一套弯曲手势视觉系统的设计准则。
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引用次数: 5
All Across the Circle: Using Auto-Ordering to Improve Object Transfer between Mobile Devices 整个循环:使用自动排序来改善移动设备之间的对象传输
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.07
Chengzhao Li, C. Gutwin, Kevin G. Stanley, Miguel A. Nacenta
People frequently form small groups in many social and professional situations: from conference attendees meeting at a coffee break, to siblings gathering at a family barbecue. These ad-hoc gatherings typically form into predictable geometries based on circles or circular arcs (called F-Formations). Because our lives are increasingly stored and represented by data on handheld devices, the desire to be able to share digital objects while in these groupings has increased. Using the relative position in these groups to facilitate file sharing can enable intuitive techniques such as passing or flicking. However, there is no reliable, lightweight, ad-hoc technology for detecting and representing relative locations around a circle. In this paper, we present two systems that can auto-order locations about a circle based on sensors that are standard on commodity smartphones. We tested these systems using an object-passing task in a laboratory environment against unordered and proximity-based systems, and show that our techniques are faster, are more accurate, and are preferred by users.
在许多社会和职业场合,人们经常组成小团体:从在咖啡休息时间开会的与会者,到在家庭烧烤时的兄弟姐妹聚会。这些特别的集合通常形成基于圆形或圆弧的可预测几何形状(称为f - formation)。由于我们的生活越来越多地由手持设备上的数据存储和表示,因此能够在这些分组中共享数字对象的愿望也在增加。使用这些组中的相对位置来促进文件共享,可以实现传递或轻弹等直观的技术。然而,目前还没有可靠的、轻量级的、专门的技术来检测和表示圆周围的相对位置。在本文中,我们提出了两个系统,可以自动订购一个圆的位置基于传感器是标准的商用智能手机。我们在实验室环境中使用对象传递任务对无序和基于邻近的系统进行了测试,结果表明我们的技术更快、更准确,并且受到用户的青睐。
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引用次数: 1
Assessing the Readability of Stacked Graphs 评估堆叠图的可读性
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.21
Alice Thudt, Jagoda Walny, Charles Perin, F. Rajabiyazdi, Lindsay MacDonald, Riane Vardeleon, S. Greenberg, Sheelagh Carpendale
Stacked graphs are a visualization technique popular in casual scenarios for representing multiple time-series. Variations of stacked graphs have been focused on reducing the distortion of individual streams because foundational perceptual studies suggest that variably curved slopes may make it difficult to accurately read and compare values. We contribute to this discussion by formally comparing the relative readability of basic stacked area charts, ThemeRivers, streamgraphs and our own interactive technique for straightening baselines of individual streams in a ThemeRiver. We used both real-world and randomly generated datasets and covered tasks at the elementary, intermediate and overall information levels. Results indicate that the decreased distortion of the newer techniques does appear to improve their readability, with streamgraphs performing best for value comparison tasks. We also found that when a variety of tasks is expected to be performed, using the interactive version of the themeriver leads to more correctness at the cost of being slower for value comparison tasks.
堆叠图是一种在非正式场景中流行的可视化技术,用于表示多个时间序列。堆叠图的变化集中在减少单个流的失真上,因为基础感知研究表明,可变的弯曲斜率可能会使准确读取和比较值变得困难。我们通过正式比较基本堆叠面积图、ThemeRivers、流图和我们自己的用于矫直ThemeRiver中单个流基线的交互技术的相对可读性,为这一讨论做出贡献。我们使用了真实世界和随机生成的数据集,并涵盖了初级、中级和总体信息级别的任务。结果表明,新技术失真的减少确实提高了它们的可读性,流图在值比较任务中表现最好。我们还发现,当期望执行各种任务时,使用themeriver的交互式版本可以提高正确性,但代价是值比较任务的速度较慢。
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引用次数: 8
Twist 'n' Knock: A One-handed Gesture for Smart Watches 扭和敲:智能手表的单手手势
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.24
V. Cannanure, Xiang 'Anthony' Chen, Jennifer Mankoff
Interacting with a smart watch requires a fair amount of attention, which can disrupt a user's primary activity. While single-handed gestures have been developed for other platforms, they are cumbersome to perform with a watch. A simple interaction is needed that can be used to quickly and subtly access the watch at the user's convenience. In this paper, we developed Twist "n" Knock--a one-handed gesture that can quickly trigger functionality on a smart watch without causing unintended false positives. This gesture is performed by quickly twisting the wrist that wears the watch and then knocking on a nearby surface such as the thigh when standing or a table when sitting. Our evaluation with 11 participants shows that by chunking the twisting and knocking motion into a combined action, Twist 'n' Knock offers distinct features that produced only 2 false positives over a combined 22 hours of real world collection (11 users for 2 hours each). In structured tests, accuracy was 93%.
与智能手表互动需要相当多的注意力,这可能会干扰用户的主要活动。虽然单手手势已经为其他平台开发出来,但在手表上操作起来很麻烦。需要一个简单的交互,可以在用户方便的时候快速而巧妙地访问手表。在本文中,我们开发了Twist“n”Knock——一种单手手势,可以快速触发智能手表上的功能,而不会导致意外的误报。这个动作是通过快速扭动佩戴手表的手腕,然后敲打附近的表面来完成的,比如站着的时候敲大腿,坐着的时候敲桌子。我们对11名参与者的评估表明,通过将扭转和敲打动作分成一个组合动作,Twist 'n' Knock提供了独特的功能,在22小时的真实世界收集中只产生了2个误报(11名用户每人2小时)。在结构化测试中,准确率为93%。
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引用次数: 3
Virtual Reality Rehearsals for Acting with Visual Effects 用视觉效果表演的虚拟现实排练
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.16
Rozenn Bouville Berthelot, V. Gouranton, B. Arnaldi
This paper presents the use of Virtual Reality (VR) for movie actors rehearsal of VFX-enhanced scenes. The impediment behind VFX scenes is that actors must be filmed in front of monochromatic green or blue screens with hardly any cue to the digital scenery that is supposed to surround them. The problem is worsens when the scene includes interaction with digital partners. The actors must pretend they are sharing the set with imaginary creatures when they are, in fact, on their own on an empty set. To support actors in this complicated task, we introduce the use of VR for acting rehearsals not only to immerse actors in the digital scenery but to provide them with advanced features for rehearsing their play. Indeed, our approach combines a fully interactive environment with a dynamic scenario feature to allow actors to become familiar with the virtual elements while rehearsing dialogue and action at their own speed. The interactive and creative rehearsals enabled by the system can be either single-user or multi-user. Moreover, thanks to the wide range of supported platforms, VR rehearsals can take place either on-set or off-set. We conducted a preliminary study to assess whether VR training can replace classical training. The results show that VR-trained actors deliver a performance just as good as ordinarily trained actors. Moreover, all the subjects in our experiment preferred VR training to classic training.
本文介绍了虚拟现实(VR)在电影演员的vfx增强场景排练中的应用。视觉特效场景背后的障碍是,演员必须在单色的绿色或蓝色屏幕前拍摄,几乎没有任何线索表明他们周围的数字场景。当场景包括与数字合作伙伴的互动时,问题会变得更糟。演员们必须假装他们与想象中的生物共享布景,而事实上,他们是在一个空荡荡的布景上独自一人。为了支持演员完成这项复杂的任务,我们在表演排练中引入了VR技术,不仅让演员沉浸在数字场景中,还为他们提供了排练戏剧的高级功能。事实上,我们的方法结合了一个完全互动的环境和一个动态的场景特征,让演员在排练对话和动作的同时,以自己的速度熟悉虚拟元素。该系统可实现单用户或多用户的互动性和创造性排练。此外,由于有广泛的支持平台,VR排练可以在片场或场外进行。我们进行了初步研究,以评估VR训练是否可以取代经典训练。结果表明,经过vr训练的演员的表演和普通训练的演员一样好。此外,在我们的实验中,所有的被试都更喜欢VR训练而不是经典训练。
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引用次数: 9
Animated 3D Creatures from Single-view Video by Skeletal Sketching 动画3D生物从单视图视频由骨骼素描
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.17
Bernhard Reinert, Tobias Ritschel, H. Seidel
Extraction of deformable 3D geometry is not accessible to casual users, as it either requires dedicated hardware or vast manual effort. Inspired by the recent success of semi-automatic 3D reconstruction from a single image, we introduce a sketch-based extraction technique that allows a fast reconstruction of a dynamic articulated shape from a single video. We model the shape as a union of generalized cylinders deformed by an animation of their axes, representing the "limbs" of the articulated shape. The axes are acquired from strokes sketched by the user on top of a few key frames. Our method bypasses the meticulous effort required to establish dense correspondences when applying common structure from motion techniques for shape reconstruction. Instead, we produce a plausible shape from the fusion of silhouettes over multiple frames. Reconstruction is performed at interactive rates, allowing interaction and refinement until the desired quality is achieved.
一般用户无法提取可变形的3D几何图形,因为它要么需要专用硬件,要么需要大量的手工工作。受到最近从单个图像半自动3D重建成功的启发,我们引入了一种基于草图的提取技术,该技术允许从单个视频中快速重建动态铰接形状。我们将该形状建模为由其轴的动画变形的广义圆柱体的联合,代表铰接形状的“肢体”。这些轴是由用户在几个关键帧上绘制的笔画获得的。我们的方法绕过了在应用运动技术进行形状重建时建立密集对应关系所需的细致努力。相反,我们从多个帧的剪影融合中产生一个合理的形状。重建以交互速率执行,允许交互和细化,直到达到所需的质量。
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引用次数: 9
Recursive SAH-based Bounding Volume Hierarchy Construction 基于递归sah的边界体层次结构构建
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.13
Dominik Wodniok, M. Goesele
Advances in research on quality metrics for bounding volume hierarchies (BVHs) have shown that greedy top-down SAH builders construct BVHs with superior traversal performance despite the fact that the resulting SAH values are higher than those created by more sophisticated builders. Motivated by this observation we examine a construction algorithm that uses recursive SAH values of temporarily constructed SAH-built BVHs to guide the construction. The resulting BVHs achieve up to 28% better trace performance for primary rays and up to 24% better trace performance for secondary diffuse rays compared to standard plane sweeping without applying spatial splits. Allowing spatial splits we still achieve up to 20% resp. 19% better performance. While our approach is not suitable for real-time BVH construction, we show that the proposed algorithm has subquadratic computational complexity in the number of primitives, which renders it usable in practical applications.
对边界体积层次结构(BVHs)质量指标的研究进展表明,尽管最终的SAH值高于更复杂的构建器所创建的值,但贪婪的自顶向下SAH构建器构建的BVHs具有更好的遍历性能。基于这一观察结果,我们研究了一种构建算法,该算法使用临时构建的SAH构建的bvh的递归SAH值来指导构建。与不应用空间分割的标准平面扫描相比,BVHs对初级光线的跟踪性能提高28%,对次级漫射光线的跟踪性能提高24%。在允许空间分割的情况下,我们仍然可以达到20%的响应速率。性能提高19%。虽然我们的方法不适合实时BVH构建,但我们表明,所提出的算法在原语数量上具有次二次的计算复杂度,这使得它在实际应用中可用。
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引用次数: 5
期刊
Proceedings. Graphics Interface (Conference)
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