In augmented reality, consistent illumination plays an important role when integrating a virtual object into a video of real scene. In this paper, we propose a novel image based framework to estimate-on-line the dynam...
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In augmented reality, consistent illumination plays an important role when integrating a virtual object into a video of real scene. In this paper, we propose a novel image based framework to estimate-on-line the dynamic ally changing illumination parameters of outdoor video sequences captured by a fixed camera. Unlike previous approaches which either request to know the scene geometry or involve huge storage to preserve time dependent basis images or statistic parameters, our approach requires very simple interaction at the initialization stage by a few brushes to select areas with specified surface normal, which are used to calculate the sunlight parameters. An optimization procedure is also applied, ensuring the robustness and precision of our estimation. Experimental results demonstrate the effectiveness and flexibility of the proposed approach.
this paper investigates the convergence of an algorithm geometrically interpolating a given polygon using uniform quadratic and cubic B-splines respectively. the geometric interpolation method views the polygon itself...
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this paper investigates the convergence of an algorithm geometrically interpolating a given polygon using uniform quadratic and cubic B-splines respectively. the geometric interpolation method views the polygon itself as the initial guess of the control polygon of the B-spline and reduces the approximate error by iteratively updating the control points withthe deviation from the interpolated vertices to their nearest foot points on the current B-spline curve. We demonstrate that the algorithm usually does not converge if the nearest points are searched on the whole curve and present a sufficient condition under which the algorithm is convergent, for quadratic and cubic B-splines respectively. Furthermore, we introduce a new strategy to update the control points incrementally. Experiments show that though our condition constrains the search range of the nearest points, it can still produce interpolation curves withthe same high quality as the original method.
this study focused on the projection of a shampoo container as a case of computerization of tactile sensibility. there is a projection distinguishing it from a conditioner container without having to look at the shamp...
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the proceedings contain 9 papers. the special focus in this conference is on Constraint Solving and Constraint Logic Programming. the topics include: Procedural code generation vs static expansion in modelling languag...
ISBN:
(纸本)9783642194856
the proceedings contain 9 papers. the special focus in this conference is on Constraint Solving and Constraint Logic Programming. the topics include: Procedural code generation vs static expansion in modelling languages for constraint programming;solving the static design routing and wavelength assignment problem;a resource cost aware cumulative;integrating strong local consistencies into constraint solvers;dynamic constraint satisfaction problems: Relations among search strategies, solution sets and algorithm performance;constraint-based modeling and scheduling of clinical pathways;MAC-DBT revisited.
In order to inspire and assist designers to create novel 3D animation modelings, an improved cellular genetic algorithm with evolutionary rules is proposed in this paper and applied in 3D animation modeling design. In...
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In order to inspire and assist designers to create novel 3D animation modelings, an improved cellular genetic algorithm with evolutionary rules is proposed in this paper and applied in 3D animation modeling design. In this algorithm, ACIS rule expressions are used for deforming the initial 3D animation modeling created by Maya or 3D Max, and human-computer interaction which used expert knowledge to determine fitness function values of individuals is adopted to evaluate generated modelings. Tree-structure encoding is used for the generation and evolution of ACIS rule expressions and an evolutionary rule based on expert knowledge is introduced to reduce the number of human-computer interactions. Besides, a prototype system, called 3D Animation Modeling design System, is developed based on the proposed algorithm. the experimental results show that the proposed algorithm can automatically and efficiently generate a series of creative 3D animation modelings and reduce the number of human-computer interactions to some extent.
this paper presents a "change'n play" software architecture in order to realize user-centric aspects for, integrated engineering analysis tasks within immersive environments. the proposed architecture ha...
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this paper presents a "change'n play" software architecture in order to realize user-centric aspects for, integrated engineering analysis tasks within immersive environments. the proposed architecture has been designed to enable conceptual simulations performed on an engineering mock-up. Major attention is given to the realization of modules and functionalities going far beyond traditional post-processing capabilities, establishing a user centric problem solving environment. It allows closed turn-around simulation-to-visualization loops as well as an inclusion of traditional point-and-click legacy systems, steered from an immersive environment and providing interchangeable mechanism. Existing research work addresses only different aspects, even worse neither does provide a holistic approach nor does show on how to actually do it. Aim of this paper is therefore, to propose and develop an architectural blueprint, supporting "what-if" reasoning with respect to preliminary design analysis objectives: Executed within one single point of access and based on a distributed, hybrid 2D legacy system/VR interactive environment.
the proceedings contain 51 papers. the topics discussed include: the value in muddling around modeling;towards quality driven exploration of model transformation spaces;automated model-to-metamodel transformations bas...
ISBN:
(纸本)9783642244841
the proceedings contain 51 papers. the topics discussed include: the value in muddling around modeling;towards quality driven exploration of model transformation spaces;automated model-to-metamodel transformations based on the concepts of deep instantiation;lazy execution of model-to-model transformations;morsa: a scalable approach for persisting and accessing large models;expressing aspectual interactions in design: experiences in the slot machine domain;aspect-oriented modeling for distributed systems;a precise style for business process modeling: results from two controlled experiments;semantically configurable consistency analysis for class and object diagrams;engineering android applications based on UML activities;domain-specific model transformation in building quantity take-off;and improving scalability and maintenance of software for high-performance scientific computing by combining MDE and frameworks.
Player experience constitutes one of the most significant factors in determining the success rate of games. Games which do not provide enormous user experience usually will not gain intense interest from players. the ...
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this paper discusses a method to create pictograms referring to several local sign languages with applying the concept of Service Science with Multivariate Analysis (MVA). Since pictograms are universal communication ...
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ISBN:
(纸本)9783642216688;9783642216695
this paper discusses a method to create pictograms referring to several local sign languages with applying the concept of Service Science with Multivariate Analysis (MVA). Since pictograms are universal communication tools, human centred design (HCD) and context analysis by Persona model are applied. the experiments consist of two steps. through the proposed method, the relationship between selected words and local sign languages are initially explained by sensory evaluation of the subjects. Under the cycle of HCD, the pictogram designer will perform to summarize the expression of several local sign languages by this method. the acquisition of user experience is to include it as a design guideline for context of emergency and traveling situations. Considering the results of the second experienced phase to prove the outcome design, the proposed method is one of the guidelines to create pictograms referring to several sign languages.
As mega-scale power/ground (P/G) grids came into being, the IR drop analysis is of the daunting computational complexity. By taking the topological advantage of the structure P/G grids, this work uses the row-based an...
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As mega-scale power/ground (P/G) grids came into being, the IR drop analysis is of the daunting computational complexity. By taking the topological advantage of the structure P/G grids, this work uses the row-based analysis method to transform the mesh-circuit analysis into many parallel triangle-diagonal row-circuit analyses of far smaller complexity. then, the graphics Process Unit (GPU) is employed to fast solve these row circuits in the parallel style. And this work further employs the LU decomposition of the triple-diagonal matrix to increase the efficiency of our method. Experimental results show that our method out-performs the traditional methods implemented on CPU. For mega-scale P/G grids of 1-4 million nodes, our GPU-implemented method is 9-12 times faster than its CPU counterpart and 2-3 times faster than its OpenMP counterpart.
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