In every computer graphics oriented application today, it is a common practice to texture 3D models as a way to obtain realistic material. As part of this process, mesh texturing, deformation, and visualization are al...
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In every computer graphics oriented application today, it is a common practice to texture 3D models as a way to obtain realistic material. As part of this process, mesh texturing, deformation, and visualization are all key parts of the computer graphics field. This PhD dissertation was completed in the context of these three important and related fields in computer graphics. The article presents techniques that improve on existing state-of-the-art approaches related to continuity and interpolation in texture space (texturing), object space (deformation), and screen space (rendering): [ABSTRACT FROM AUTHOR]
In this paper, we conduct analysis on the current condition of virtual reality and the computer graphics and the applications on the digital media interaction. We proposed the systematic review of the digital media in...
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ISBN:
(纸本)9781509012862
In this paper, we conduct analysis on the current condition of virtual reality and the computer graphics and the applications on the digital media interaction. We proposed the systematic review of the digital media interaction modes with the theoretical analysis of the virtual reality and computer graphics. Multimedia gateway is a separate control of the entire media interaction center core components, has the media docking and adaptation, multimedia intelligent routing, configuration and management, and other functions and at the center of the centralized control of all media interaction, the configuration and management of multimedia intelligent routing. With this basis, we integrate the 3D reconstruction methodology to propose the new perspective of the digital media interaction paradigm. The man-machine interface design principles should include the basic principles of general interface design, analysis and man-machine interface specification and the type of interface requirements. Our review summarizes the characteristics of the method well and in the future, the VR integration with the multimedia system and optimized re-construction method and image representation algorithms will be considered.
With many new members joining the CG&A editorial board over the past year, and with a renewed commitment to not only document the state of the art in computer graphics research and applications but to anticipate a...
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With many new members joining the CG&A editorial board over the past year, and with a renewed commitment to not only document the state of the art in computer graphics research and applications but to anticipate and where possible foster future areas of scientific discourse and industrial practice, CG&A asked its editorial and advisory council members about where they see their fields of expertise going. The answers compiled here aren't meant to be all encompassing or deterministic when it comes to the opportunities computer graphics and interactive visualization hold for the future. Instead, the goal is to give a more in-depth introduction of members of the editorial board to the CG&A readership and encourage cross-disciplinary discourse toward approaching, complementing, or disputing the visions laid out in this compilation. Here's what the CG&A editorial and advisory council members had to say.
We investigate the efficacy of the Clifford algebra R(4, 4) as a computational framework for contemporary 3-dimensional computer graphics. We give explicit rotors in R(4, 4) for all the standard affine and projective ...
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We investigate the efficacy of the Clifford algebra R(4, 4) as a computational framework for contemporary 3-dimensional computer graphics. We give explicit rotors in R(4, 4) for all the standard affine and projective transformations in the graphics pipeline, including translation, rotation, reflection, uniform and nonuniform scaling, classical and scissor shear, orthogonal and perspective projection, and pseudoperspective. We also explain how to represent planes by vectors and quadric surfaces by bivectors in R(4, 4), and we show how to apply rotors in R(4, 4) to these vectors and bivectors to transform planes and quadric surfaces by affine transformations.
This paper describes the development and evaluation of a user adaptive kanji learning system for JFL (Japanese as a foreign language) learners. Japanese language education for international students is an emergent iss...
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ISBN:
(纸本)9781479999583
This paper describes the development and evaluation of a user adaptive kanji learning system for JFL (Japanese as a foreign language) learners. Japanese language education for international students is an emergent issue in Japan. Especially learning kanji is a real challenge for them. Therefore we have tried to implement our newly developed kanji learning system, which received good reputations when introduced it into an elementary school, to a Japanese language class for non-native speakers. A pilot evaluation was conducted in order to find which aspects of our system to be modified to fit for JSL learners. The result of the pilot evaluation reveals that the participants' feedback was not good compared with that of elementary school children, especially about computer animations and fun factor. A user-unfriendliness about its navigation has been found. Our future works include the improvement of computer animations, the implementation of English navigation and the summary dashboards for reviewing.
graphics processing technology has gradually evolved into a new discipline widely used in multiple fields with the development of computers. According to the concept and characteristics of computer graphics processing...
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With the rapid development of computer technology, computer graphics auxiliary functions are more and more mature and are widely used in modern art design. computer graphics-aided designation can effectively improve p...
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The paper reports on the 40 years of development of computer graphics and,more recently,Visual computing (VC)at the Technische Universitat Darmstadt in Germany,from it sbeginning in 1975 to the leading "computer ...
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Fabric and costume is an integral part of film media and increasingly so in computer graphics. There exists a growing interest in the creation of period films. To stay true to historical accuracy, creating believable,...
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Fabric and costume is an integral part of film media and increasingly so in computer graphics. There exists a growing interest in the creation of period films. To stay true to historical accuracy, creating believable, accurate costumes with appropriate fabric is key. While films such as Pixar?s Brave have made attempts at visual accuracy, there is little existing literature discussing a method of creating such costumes. This thesis aims to form a methodology and approach to historical costume using available technology, extant historical garments, period artist renderings and real world fabrics and sewing *** approach this problem, a focus time period and location was selected for review and recreation. Due to the amount of visual data available, mid 16th century Florence proved a desirable candidate. Existing software packages Maya, Marvelous Designer, Mental Ray and Renderman were used for modeling, simulation and rendering respectively in order to execute the final product. The end goal was to render a model of a Florentine dress with identifiable fabrics using the designed methodology. An additional goal was to demonstrate a variety of fabric shaders to illustrate fabrics found during this period such as wool, linen, silk and velvet. The resulting renders represented visual accuracy to the sources used. Applications for this methodology can include film, games, historical documentation and education
This thesis explores the topic of recreating Chinese ink-and-brush painting in 3D computer graphics and introducing film lighting aesthetics into the result. The method is primarily based on non-photorealistic shader ...
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This thesis explores the topic of recreating Chinese ink-and-brush painting in 3D computer graphics and introducing film lighting aesthetics into the result. The method is primarily based on non-photorealistic shader development and digital compositing. The goal of this research is to study how to bing the visual aesthetics of Chinese ink-and-brush painting into 3D computer graphics as well as explore the artistic possibility of using film lighting principles in Chinese painting for visual story telling by using 3D computer graphics. In this research, we use the Jiangnan water country paintings by renowned contemporary Chinese artist Yang Ming-Yi as our primary visual reference. An analysis of the paintings is performed to study the visual characteristics of Yang''s paintings. These include how the artist expresses shading, forms, shadow, reflection and compositing principles, which will be used as the guidelines for recreating the painting in computer graphics. 3D meshes are used to represent the subjects in the painting like houses, boats and water. Then procedural non-photorealistic shaders are developed and applied on 3D meshes to give the models an ink-look. Additionally, different types of 3D data are organized and rendered into different layers, which include shading, depth, and geometric information. Those layers are then composed together by using 2D image processing algorithms with custom artistic controls to achieve a more natural-looking ink-painting result. As a result, a short animation of Chinese ink-and-brush painting in 3D computer graphics will be created in which the same environment is rendered with different lighting designs to demonstrate the artistic intention
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