Virtual reality simulation of crowd movements in urban space and in architecture is a powerful complementary verification tool to assist urban planning, architectural design, and safety assessment. This paper describe...
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Virtual reality simulation of crowd movements in urban space and in architecture is a powerful complementary verification tool to assist urban planning, architectural design, and safety assessment. This paper describes a behaviour based simulation system for modeling movements of a high-density human crowd in buildings under constrains of fire evacuation procedures. Based on a behaviour simulation model, a realistic simulation prototype of human reactions to a fire event including both normal behaviours regarding to the fire regulations and behaviours against the rules such as panic, delay to evacuate, was implemented within a high quality visualization and real-time interactive 3D virtual environment
We present an algorithm for the visualization of trees during the passing of the year, taking into account the changing and vanishing of the tree's leaves as well as their color changes. In combination with the Ph...
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We present an algorithm for the visualization of trees during the passing of the year, taking into account the changing and vanishing of the tree's leaves as well as their color changes. In combination with the Phong lighting algorithm the color changes are directly integrated into the lighting model. In conjunction with the use of common off the shelf hardware shader programs we aim for a performance increase allowing for fast realtime rendering of trees. In contrast to earlier works we are able to rely on a more theoretical foundation of biological and chemical insights, taking into account botanic research results about biochemical reactions influencing the leaves' pigments during the seasons. This permits us to make our algorithm as realistic as possible regarding the available information and current research results in both biology and chemistry
It's currently impossible, even on modern graphics hardware to compute high fidelity graphics of complex scenes in real time. As we are producing the graphics for human observers it may be possible to exploit limi...
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It's currently impossible, even on modern graphics hardware to compute high fidelity graphics of complex scenes in real time. As we are producing the graphics for human observers it may be possible to exploit limitations of the human perceptual system to improve the quality/rendering time ratio. When confronted with multisensory input the human has to divide his/her cognitive resources between the different sensory stimuli. We present an independent samples experiment on the influence of musical tempo and emotional suggestiveness of music on the perception of motion and time duration in a computer graphics environment. The purpose is to investigate whether music would be a significant distractor, allowing us to render at a slower frame rate without any perceivable difference for the user. No overall main effect of fast tempo/exciting music was revealed, while slow tempo/relaxing music resulted in longer duration estimations and slower perceived temporal rates
We present two approaches for the generation of novel video textures, which portray a human expressing different emotions. Here training data is provided by video sequences of an actress expressing specific emotions s...
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We present two approaches for the generation of novel video textures, which portray a human expressing different emotions. Here training data is provided by video sequences of an actress expressing specific emotions such as angry, happy and sad. The main challenge of modelling these video texture sequences is the high variance in head position and facial expression. Principal components analysis (PCA) is used to generate so called 'motion signatures', which are shown to be complex and have nonGaussian distributions. The first method uses a combined appearance model to transform the video data into a lower dimensional Gaussian space. This can then be modelled using a standard autoregressive process. The second technique presented extracts subsamples from the original data using short temporal windows, some of which have Gaussian distributions and can be modelled by an autoregressive process (ARP). We find that the combined appearance technique produces more aesthetically pleasing clips but does not maintain the motion characteristics as well as the temporal window approach
The current development approach with networked applications is to isolate the user from the state of the network. With virtual environment systems and online games, this design principle seriously hampers the utility...
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The current development approach with networked applications is to isolate the user from the state of the network. With virtual environment systems and online games, this design principle seriously hampers the utility of the application for the users, who associate most disruptions to network problems. The perceptual network metaphors (PNM) is a novel approach to handle the negative impact of degraded network performance on people's experience with online applications of real-time interaction. Contrary to hiding the impact of the network from the participants, the application monitors the state of the network and integrates the information in the display in a seamless fashion. The paper presents the PNM conceptual framework and an early prototype
Even with modern graphics hardware, it is still not possible to achieve high fidelity renderings of complex scenes in real time. However, as these images are produced for human observers we exploit the fact that the h...
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Even with modern graphics hardware, it is still not possible to achieve high fidelity renderings of complex scenes in real time. However, as these images are produced for human observers we exploit the fact that the human eye is good, but not that good. In particular, it is possible to render parts of an image at high quality and the rest of the scene at lower quality without the user being aware of this difference. Image quality assessment algorithms, such as the Daly model, provide a measure of the perceptual quality difference between image pairs. This paper presents a psychophysical evaluation of an image quality metric and investigates how such models can be developed to rapidly determine the parts of the scene with the most noticeable perceptual difference
We present an approach for semiautomatically augmenting existing virtual environments with sensibly and plausibly distributed features which model the clutter we find in real-world scenes. It focuses on the stages of ...
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We present an approach for semiautomatically augmenting existing virtual environments with sensibly and plausibly distributed features which model the clutter we find in real-world scenes. It focuses on the stages of identifying sensible potential clutter placement regions and then describes a novel use of parametric surfaces as a generalised means of specifying distribution patterns within these regions
The cinema director controls the narrative and mood of a film by creative use of the camera and editing of the film. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively...
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The cinema director controls the narrative and mood of a film by creative use of the camera and editing of the film. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively controlled and has less effect on the player's appreciation of and engagement with the game. We discuss methods of controlling games by easy and intuitive interfaces and use of an automated virtual camera to increase the appeal of games for users
This paper extends research in collaborative virtual environments (CVEs) by exploring their use in a purposeful interactive public application. Though often discussed, few such studies have been undertaken, since the ...
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This paper extends research in collaborative virtual environments (CVEs) by exploring their use in a purposeful interactive public application. Though often discussed, few such studies have been undertaken, since the widespread availability of 3D platforms is a recent phenomenon. The application selected is that of urban design and review. The experiments use a virtual cityscape in which planning changes are presented to the public at large. Respondents inhabit the shared environment and can engage in dialogue with other participants, modify and comment upon proposed designs. We want to prove that the ready accessibility of the 3D presentation, together with the communication stimulus of the shared environment, facilitates useful communication and engagement by the public in the planning processes. The research involves investigating the mechanisms of interaction, cooperation and design commentary within this process
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