This paper describes ARCOLite, our low cost XML based client-server architecture for building and presenting digital heritage content in virtual museums. Our system includes components for creation and refinement of v...
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This paper describes ARCOLite, our low cost XML based client-server architecture for building and presenting digital heritage content in virtual museums. Our system includes components for creation and refinement of virtual artefacts including virtual reconstruction of buildings; XML content management, XML technologies for content repositories and presentation; and content visualisation using Web3D, virtual and augmented reality
In this paper we propose an efficient algorithm for handling strong secondary light sources within the photon mapping framework. We introduce an additional photon map as an implicit representation of such light source...
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In this paper we propose an efficient algorithm for handling strong secondary light sources within the photon mapping framework. We introduce an additional photon map as an implicit representation of such light sources. At the rendering stage this map is used for the explicit sampling of strong indirect lighting in a similar way as it is usually performed for primary light sources. Our technique works fully automatically, improves the computation performance, and leads to a better image quality than traditional rendering approaches
In games, entertainment, medical and architectural applications, the creation of populated virtual city environments has recently become widespread. In this paper we want to provide a technique that allows the simulat...
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In games, entertainment, medical and architectural applications, the creation of populated virtual city environments has recently become widespread. In this paper we want to provide a technique that allows the simulation of up to 10,000 pedestrians walking in real-time. Simulation for such environments is difficult as a trade off needs to be found between realism and real-time simulation. This paper presents a pedestrian crowd simulation method aiming at improving the local and global reactions of the pedestrians. The method uses a subdivision of space into a 2D (two-dimensional) grid for pedestrian-to-pedestrian collision avoidance, while assigning goals to pedestrians to make their trajectories smoother and coherent. Goals are computed automatically and connected into a graph that reflects the structure of the city and triggers a spatial repartition of the density of pedestrians. In order to create realistic reactions when areas become crowded, local directions are stored and updated in real-time, allowing the apparition of pedestrian streams. Combining the different methods contributes to a more realistic model, while keeping a real-time frame rate for up to 10,000 simulated pedestrians.
Designers working within the practice of interior architecture are periodically allowed opportunities to previsualize unbuilt space using 3D (three-dimensional) software packages. These packages arguably translate the...
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Designers working within the practice of interior architecture are periodically allowed opportunities to previsualize unbuilt space using 3D (three-dimensional) software packages. These packages arguably translate the proposed final space into a virtually "built" form. This paper addresses the use of digital technologies in the teaching of interior architecture, which accepts but challenges representations of what is possible in terms of interior design.
Real-time path planning is a challenging task that has many applications in the fields of AI, moving robots, virtual reality, agent behavior simulation, and action games. The various approaches for path planning have ...
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Real-time path planning is a challenging task that has many applications in the fields of AI, moving robots, virtual reality, agent behavior simulation, and action games. The various approaches for path planning have different criteria that have to be met, resulting in a number of algorithms for solutions to specific problems. In this paper, we introduce our approach and recent development regarding path planning in game environments. We propose a real-time motion-optimization algorithm called Adaptive Dynamic Points of Visibility (ADPV) for navigation of vehicles or moving agents in dynamical unconfigured environments, which computes a collision-free, time-optimal motion track for the moving objects. Our approach is able to deal with the obstacle-space that is unknown or partially unknown to the moving agent. It therefore solves the drawbacks of traditional obstacle-space configuration methods.
This paper presents the results of a project generalizing the 'video textures' technique as described in (Schodl et al., 2000). The algorithms used were generalized such that either video or audio input clips ...
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This paper presents the results of a project generalizing the 'video textures' technique as described in (Schodl et al., 2000). The algorithms used were generalized such that either video or audio input clips could be used to create novel and infinitely varying video or audio 'textures'. The algorithms were tested and refined to produce acceptable results for both forms of media, and a simple interface was developed allowing the application to be easily extended to other forms of media commonly used in computer graphics such as motion capture.
This paper describes the development of a Web service that provides a 3D (three-dimensional) (VRML (Virtual Reality Modelling Language)) virtual environment for automated management and exhibition of imagery data. Wit...
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This paper describes the development of a Web service that provides a 3D (three-dimensional) (VRML (Virtual Reality Modelling Language)) virtual environment for automated management and exhibition of imagery data. With this service, users can upload imagery data (such as images, videos and presentations) through a Web browser, and the data will be automatically placed into virtual galleries, cinemas and studios. The environment modifies itself dynamically to accommodate addition and deletion of imagery data. The service empowers ordinary users to utilize the Internet as a global data repository and showplace and provides an intuitive and stimulating way to visualize and explore large volumes of imagery data. It removes the burden of nontrivial management of large volumes of data, including ontological organization of users files and geometrical design of the virtual environment. The service also introduces several interesting and useful metaphors, such as virtual archives and space-warp tram that cohere with the imagery world.
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