Efficient algorithms for compressing geometric data have been widely developed in the recent years, but they are mainly designed for closed polyhedral surfaces which are manifold or "nearly manifold". We pro...
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ISBN:
(纸本)9781581135213
Efficient algorithms for compressing geometric data have been widely developed in the recent years, but they are mainly designed for closed polyhedral surfaces which are manifold or "nearly manifold". We propose here a progressive geometry compression scheme which can handle manifold models as well as "triangle soups" and 3D tetrahedral meshes. the method is lossless when the decompression is complete which is extremely important in some domains such as medical or finite element. While most existing methods enumerate the vertices of the mesh in an order depending on the connectivity, we use a kd-tree technique [Devillers and Gandoin 2000] which does not depend on the connectivity. then we compute a compatible sequence of meshes which can be encoded using edge expansion [Hoppe et al. 1993] and vertex split [Popović and Hoppe 1997]. the main contributions of this paper are: the idea of using the kd-tree encoding of the geometry to drive the construction of a sequence of meshes, an improved coding of the edge expansion and vertex split since the vertices to split are implicitly defined, a prediction scheme which reduces the code for simplices incident to the split vertex, and a new generalization of the edge expansion operation to tetrahedral meshes.
A common measure of the quality or effectiveness of a virtual environment (VE) is the amount of presence it evokes in users. Presence is often defined as the sense of being there in a VE. there has been much debate ab...
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ISBN:
(纸本)9781581135213
A common measure of the quality or effectiveness of a virtual environment (VE) is the amount of presence it evokes in users. Presence is often defined as the sense of being there in a VE. there has been much debate about the best way to measure presence, and presence researchers need, and have sought, a measure that is reliable, valid, sensitive, and objective. We hypothesized that to the degree that a VE seems real, it would evoke physiological responses similar to those evoked by the corresponding real environment, and that greater presence would evoke a greater response. To examine this, we conducted three experiments, the results of which support the use of physiological reaction as a reliable, valid, sensitive, and objective presence measure. the experiments compared participants' physiological reactions to a non-threatening virtual room and their reactions to a stressful virtual height situation. We found that change in heart rate satisfied our requirements for a measure of presence, change in skin conductance did to a lesser extent, and that change in skin temperature did not. Moreover, the results showed that inclusion of a passive haptic element in the VE significantly increased presence and that for presence evoked: 30FPS > 20FPS > 15FPS.
We propose a new methodology to detect social aspects of crowds in video sequences based on pedestrian features, which are obtained through image processing/computer vision techniques. the main idea is to apply and ex...
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In our media studies program, the introductory lecture for computer science involves programming a game in the Processing language. the final test also assessed the ability to program games. Up until now, these tests ...
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ISBN:
(纸本)9798400706035
In our media studies program, the introductory lecture for computer science involves programming a game in the Processing language. the final test also assessed the ability to program games. Up until now, these tests have been done in a written format, making the evaluation of handwritten code challenging. Learning assessment differed from laboratory practice and professional daily work. this paper presents an approach to automate the evaluation of simple games using Processing with CodeRunner in examinations. the approach enables students to deal with programming problems in a way they will encounter in professional work.
We have built a system for acquiring and displaying high quality graphical models of objects that are impossible to scan with traditional scanners. Our system can acquire highly specular and fuzzy materials, such as f...
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ISBN:
(纸本)9781581135213
We have built a system for acquiring and displaying high quality graphical models of objects that are impossible to scan with traditional scanners. Our system can acquire highly specular and fuzzy materials, such as fur and feathers. the hardware set-up consists of a turntable, two plasma displays, an array of cameras, and a rotating array of directional lights. We use multi-background matting techniques to acquire alpha mattes of the object from multiple viewpoints. the alpha mattes are used to construct an opacity hull. the opacity hull is a new shape representation, defined as the visual hull of the object with view-dependent opacity. It enables visualization of complex object silhouettes and seamless blending of objects into new environments. Our system also supports relighting of objects with arbitrary appearance using surface reflectance fields, a purely image-based appearance representation. Our system is the first to acquire and render surface reflectance fields under varying illumination from arbitrary viewpoints. We have built three generations of digitizers with increasing sophistication. In this paper, we present our results from digitizing hundreds of models.
the ability to learn is a potentially compelling and important quality for interactive synthetic characters. To that end, we describe a practical approach to real-time learning for synthetic characters. Our implementa...
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ISBN:
(纸本)9781581135213
the ability to learn is a potentially compelling and important quality for interactive synthetic characters. To that end, we describe a practical approach to real-time learning for synthetic characters. Our implementation is grounded in the techniques of reinforcement learning and informed by insights from animal training. It simplifies the learning task for characters by (a) enabling them to take advantage of predictable regularities in their world, (b) allowing them to make maximal use of any supervisory signals, and (c) making them easy to train by humans. We built an autonomous animated dog that can be trained with a technique used to train real dogs called "clicker training". Capabilities demonstrated include being trained to recognize and use acoustic patterns as cues for actions, as well as to synthesize new actions from novel paths through its motion space. A key contribution of this paper is to demonstrate that by addressing the three problems of state, action, and state-action space discovery at the same time, the solution for each becomes easier. Finally, we articulate heuristics and design principles that make learning practical for synthetic characters.
Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avata...
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ISBN:
(纸本)9781581135213
Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this set of behaviors, possibly with a low-dimensional input device. One appealing approach to obtaining a rich set of avatar behaviors is to collect an extended, unlabeled sequence of motion data appropriate to the application. In this paper, we show that such a motion database can be preprocessed for flexibility in behavior and efficient search and exploited for real-time avatar control. Flexibility is created by identifying plausible transitions between motion segments, and efficient search through the resulting graph structure is obtained through clustering. three interface techniques are demonstrated for controlling avatar motion using this data structure: the user selects from a set of available choices, sketches a paththrough an environment, or acts out a desired motion in front of a video camera. We demonstrate the flexibility of the approach through four different applications and compare the avatar motion to directly recorded human motion.
this paper introduces a Genetic Programming-based method for band selection and combination, aiming to support remote sensing image classification tasks. Relying on ground-truth data, our method selects spectral bands...
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this article presents two facial geometric-based approaches for facial expression recognition using support vector machines. the first method performed an experimental research to identify the relevant geometric featu...
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computer games are one of the most successful application domains in the history of interactive systems. this success has come despite the fact that games were 'separated at birth' from most of the accepted pa...
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ISBN:
(纸本)1568812078
computer games are one of the most successful application domains in the history of interactive systems. this success has come despite the fact that games were 'separated at birth' from most of the accepted paradigms for designing usable interactive software. It is now apparent that this separate and less-constrained environment has allowed for much design creativity and many innovations that make game interfaces highly usable. We analyzed several current game interfaces looking for ideas that could be applied more widely to general UIs. In this paper we present four of these: effortless community, learning by watching, deep customizability, and fluid system-human interaction. these ideas have arisen in games because of their focus on user performance and user satisfaction, and we believe that they can help to improve the usability of other types of applications.
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