We present Sweepers, a new class of space deformations suitable for interactive virtual sculpture. The artist describes a basic deformation as a path through which a tool is moved. Our tools are simply shapes, subsets...
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We present Sweepers, a new class of space deformations suitable for interactive virtual sculpture. The artist describes a basic deformation as a path through which a tool is moved. Our tools are simply shapes, subsets of 3d space. So we can use shapes already created as customized tools to make more complex shapes or to simplify the modeling process. When a tool is moved it causes a deformation of the working shape along the path of the tool. This is in accordance with a clay modeling metaphor and easy to understand and predict. More complicateddeformations are achieved by using several tools simultaneously in the same region. It is desirable that deformations for modeling are 'foldover-free' that is part of deformed space cannot overlap so that the deformations are reversible. There are good intuitive reasons to believe that our deformations are foldover-free but we have not yet completed a proof. We have an efficient formulation for a single tool following a simple path (translation, scaling or rotation) and we can demonstrate the effects of multiple tools used simultaneously. For representing shapes, we present a mesh refinement anddecimation algorithm that takes advantage of the definition of our deformations. The prototype implementation described has been used to create a variety of models quickly and conveniently.
Aimed at ancient architectures which own the characteristics of huge data quantity, fine-grained and high-precise, a 3d fine management andvisualization method for ancient architectures based on the integration of 2d...
Aimed at ancient architectures which own the characteristics of huge data quantity, fine-grained and high-precise, a 3d fine management andvisualization method for ancient architectures based on the integration of 2d and3d GIS is proposed. Firstly, after analysing various data types and characters of digital ancient architectures, main problems and key technologies existing in the 2d and3ddata management are discussed. Secondly, data storage and indexing model of digital ancient architecture based on 2d and3d GIS integration were designed and the integrative storage and management of 2d and3ddata were achieved. Then, through the study of data retrieval method based on the space-time indexing and hierarchical object model of ancient architecture, 2d and3d interaction of fine-grained ancient architectures3d models was achieved. Finally, take the fine database of Liangyi Temple belonging to Wudang Mountain as an example, fine management andvisualization prototype of 2d and3d integrative digital ancient buildings of Liangyi Temple was built and achieved. The integrated management and visual analysis of 10GB fine-grained model of the ancient architecture was realized and a new implementation method for the store, browse, reconstruction, and architectural art research of ancient architecture model was provided.
T.E.A.M. is a research project that was created to facilitate the design of kinetic projects and components created through a computational design process. Time is the ingredient that allows dynamism. The following pa...
T.E.A.M. is a research project that was created to facilitate the design of kinetic projects and components created through a computational design process. Time is the ingredient that allows dynamism. The following paper examines the core features of Platform One, an experimental digital application born within the project and aimed at supporting designers during the development, in a VE (virtual Environment) of dynamic architectures and components, as well as the principles that inspired it. The application presents two key features: the first one is that everything modified anddeveloped in the VE retains its geometric characteristics, allowing the user to reach an informed3d model at the end of the process; the second one is the ease and enjoyment with which the user manipulates complexdynamic geometries in the three-dimensional environment through a natural interface design approach that focuses on direct manipulation of architectural objects and components. The simulator is designed to be used in a 6dOF virtual environment using a commercial VR headset. It has currently been loaded with several archetypal test architectures and soon it will be available to designers who want to test their work with it.
This paper proposes the integration of photogrammetric reconstruction, 3d modelling and augmented reality application in order to achieve the complete visualization of a stone sculpture even if highly damaged or fragm...
This paper proposes the integration of photogrammetric reconstruction, 3d modelling and augmented reality application in order to achieve the complete visualization of a stone sculpture even if highly damaged or fragmentary. The first part of the research aims to the reconstruction of the original aspect of an incomplete sculpture, by using photogrammetry techniques based on standard resolution photos and free software in order to obtain a first model; then, we integrate this model with other 3ddigital data (from other sculptures of the same period) or with 3d modelling based on historical sources and views from historians, aiming to achieve the original aspect of the sculpture. The second part of the research consists of the embedding of the obtained model in a custom application able to render in real-time the 3dreconstruction of the lion. Then, the rendering is overlaid to the video stream of the real scene and, as a result, a complete 3ddigital model of the sculpture is achieved and could be visualized through a VR viewer. As a case study, we focus on a Roman stone sculpture of a male lion conserved in the Museo Estense of Modena (Italy), which lacks of its head and its four legs. The original aspect of the lion may be achieved by integrating the damaged sculpture with other photogrammetric reconstructions of lions sculptures of the same period and with 3d model based on historical sources. Finally, the lion is visualized through an augmented reality application which digitally overlays the reconstructed models on the original one.
Gesture Control is a subject which has been investigated almost from the beginning of using terminals to interact with the computer central unit. The advent of Kinect, has sparked a series of efforts to apply gesture ...
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ISBN:
(纸本)9781467346214
Gesture Control is a subject which has been investigated almost from the beginning of using terminals to interact with the computer central unit. The advent of Kinect, has sparked a series of efforts to apply gesture control not only in gaming, but rather in controlling TVs or set-top boxes, PCs, laptops, and others. Gestures have been captured by various sensors, either triggering some binary events using primitive methods like mounting diodes around the bezel of the monitor and sensing the passage of the hand over them, or trying to interpret gestures using a camera andcomplex image processing algorithms based on learning machines techniques. By using special infrared (IR) illumination, it is now possible to obtain robust and stable real-time interaction between the user and the computer. Existing 3d cameras, however, require exotic hardware components, multiple image sensors, or structured IR light projected onto the user. In this paper, a novel real-time depth-mapping principle and IR camera is introduced. The new IR camera architecture comprises an illuminator module which is pulsed and modulated via a monotonic function using a phase-locked loop control for the laser intensity, while the reflected infrared light is captured in "slices" of the space in which the object of interest is situated. A reconfigurable hardware architecture unit calculates the depth slices and combines them in a depth-map of the object. The depth map is further used in the detection, tracking, and recognition of the gesture made by the user. The resolution is variable depending on the resolution and gating possibilities of the image sensor. A sensor of 1 megapixel is used, providing a resolution of 1024×1024. Images of real objects are reconstructed in 3d based on the data obtained by the laser slicing technique, and a corresponding image processing algorithm builds the 3d map of the object in real-time. As this paper will show through a series of experiments, the camera can be used in
A 3ddose reconstruction coulddetect many errors for IMRT plans, including delivery machine error and suboptimal treatment plans, as well as enhancedvisualization of the beam deviation on volume target. In this stud...
A 3ddose reconstruction coulddetect many errors for IMRT plans, including delivery machine error and suboptimal treatment plans, as well as enhancedvisualization of the beam deviation on volume target. In this study, we aim to develop an in-house software based on MATLAB to enable 3ddose calculation model based on 2d energy fluence data. A homogeneous virtual water phantom, which has a density of 1 g/cm3, was used to test the 3dreconstruction. We reconstructed the field sizes of 4×4, 10×10, and 15×15 cm2 from jaws only collimating to ensure that the algorithm agrees with the small field, standard field, and maximum opening field, in intensity-modulated radiotherapy (IMRT) treatment procedure. The evaluation was done for percentage depth doses (Pdds) and beam profiles. We found that the photon attenuation varies with increasing depth but remains the same after 10 cm depth of water. Moreover, it depends on the flattening filter and jaws design. The Pdd of our algorithm was found to agree with the Monte Carlo (MC) simulation, with the average dose differences 1.07 ± 1.45%, 1.14 ± 3.49%, and 1.11 ± 1.52% for the field sizes of 4×4, 10×10, and 15×15 cm2, respectively. A large error was found in the build-up region, but still within 10%. The dose difference on beam profile was evaluated at zmax equals 1.6, 5, and 10 cm. The highest dose deviation of beam profile to MC simulation was found to be -35.5 ± 9.14% for the field size of 4×4 cm2 at zmax anddecreases with increasing depth and field size of the photon beam.
Extended Reality (xR) encapsulates various computer-altered reality technologies that cover virtual reality (VR), augmented reality (AR), and mixed reality (MR). xR is a technology that merges a virtual element into t...
Extended Reality (xR) encapsulates various computer-altered reality technologies that cover virtual reality (VR), augmented reality (AR), and mixed reality (MR). xR is a technology that merges a virtual element into the real-world with the aims to enhance reality on the virtual world immerse onto real-world space. xR has been improved from time to time as the advanced immersive technologies to extend the reality we experience by either combining the virtual and real worlds or by generating a fully immersive experience. Remote collaboration in xR is a challenge since both parties need to have the same system and to set to parallel to xR environments. In a collaborative interface context, the user can be in a remote collaboration or face-to-face to sense the immersive environment. Human teleportation is transferring a human from a local location to a remote location, where the reconstruction of a human appears in a realistic visual representation. However, creating a fully realistic representation of the human figure need a complex3dreconstruction method. Therefore, the paper describes the human teleportation in the xR environment using the advanced RGB-d sensor devices. It explains the phases to develop the real human teleportation in xR. The paper also discusses the proposed collaborative xR system that has successfully actualized the user teleportation.
The relevance of the research presented is based on a new collaboration between the exact and the humanities. The humanitarian sciences, which usually reject modeling, and in particular the historical sciences, are no...
The relevance of the research presented is based on a new collaboration between the exact and the humanities. The humanitarian sciences, which usually reject modeling, and in particular the historical sciences, are now beginning to actively apply it in the applied field. Notable examples include 3d modeling. Content of work. Using the methods of in-teracting sciences, it is possible to approach the solution of some old problems in the content, in particular, in the issues of reconstruction and analysis of the "material world" of bygone eras. On the example of the archaeological collections of the East Pomorye town of Lalsk of the 17th - 19th centuries. demonstrates the possibilities of digital processing of bulk ceramic material from expeditions. The traditional laborious gluing of pottery fragments from the debris found in the ex-cavation site is being replaced by digital modeling techniques. At the same time, museum originals do not suffer. The resulting collections of 3d models logically expand the field of applied use of historical knowledge through the creation of virtual museums. The use of new technologies adapts knowledge for young people, reveals methods for the wider application of IT in liberal arts education. The involvement of people with limited mobility in the public environment has been especially actualized. By mastering 3d modeling, the designated category can more actively get acquainted with the cultural heritage, including educational collections, through virtual museums, and use this information in distance education and education. Conclusions and research prospects. The presented specific studies in the frontier of engineering and the humanities outline the range of modern use of cyber technologies in various non-technical areas and show the directions for further digitalization of life. development and implementation of high-alloy corrosion-resistant steels with an in-creasedcomplex of physical and mechanical properties, including heat resis
After the successful first run of the LHC, data taking is scheduled to restart in Summer 2015 with experimental conditions leading to increaseddata volumes and event complexity. In order to process the data generated...
After the successful first run of the LHC, data taking is scheduled to restart in Summer 2015 with experimental conditions leading to increaseddata volumes and event complexity. In order to process the data generated in such scenario and exploit the multicore architectures of current CPUs, the LHC experiments have developed parallelized software for data reconstruction and simulation. However, a good fraction of their computing effort is still expected to be executed as single-core tasks. Therefore, jobs with diverse resources requirements will be distributed across the Worldwide LHC Computing Grid (WLCG), making workload scheduling a complex problem in itself. In response to this challenge, the WLCG Multicore deployment Task Force has been created in order to coordinate the joint effort from experiments and WLCG sites. The main objective is to ensure the convergence of approaches from the different LHC virtual Organizations (VOs) to make the best use of the shared resources in order to satisfy their new computing needs, minimizing any inefficiency originated from the scheduling mechanisms, and without imposing unnecessary complexities in the way sites manage their resources. This paper describes the activities and progress of the Task Force related to the aforementioned topics, including experiences from key sites on how to best use different batch system technologies, the evolution of workload submission tools by the experiments and the knowledge gained from scale tests of the different proposed job submission strategies.
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