The 2010 IEEE Symposium on 3D User Interfaces ran the symposium\'s first 3DUI Grand Prize, a contest for innovative, practical solutions to classic 3DUI problems. The authors describe the rationale for the first c...
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The 2010 IEEE Symposium on 3D User Interfaces ran the symposium\'s first 3DUI Grand Prize, a contest for innovative, practical solutions to classic 3DUI problems. The authors describe the rationale for the first contest and give an analysis of all submissions. Each category\'s winners also discuss their solutions.
Developing visualization applications is nontrivial and poses special challenges. This is because typical visualization software processes a large amount of data, resulting in large and sometimes very complex data str...
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Developing visualization applications is nontrivial and poses special challenges. This is because typical visualization software processes a large amount of data, resulting in large and sometimes very complex data structures. Traditional debugging tools have limited use because they decouple the information they report from the spatiotemporal domain in which unexpected problems occur. This article presents a set of guidelines specifically for debugging visualization software. The guidelines come from experience in developing applications in both industry and research. The key is to exploit the strengths of computer graphics and visualization, while still using good software development practices. [ABSTRACT FROM PUBLISHER]
We present a new algorithm for morphing simple polygons that is inspired by growing forms in nature. While previous algorithms require user-assisted definition of complicated correspondences between the morphing objec...
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We present a new algorithm for morphing simple polygons that is inspired by growing forms in nature. While previous algorithms require user-assisted definition of complicated correspondences between the morphing objects, our algorithm defines the correspondence by overlapping the input polygons. Once the morphing of one object into another is defined, very little or no user interaction is necessary to achieve intuitive results. Our algorithm is suitable namely for growth-like morphing. We present the basic algorithm and its three variations. One of them is suitable mainly for convex polygons, the other two are for more complex polygons, such as curved or spiral polygonal forms.
This paper introduces a simple direct manipulation algorithm for the popular blendshape facial animation approach. As is the case for body animation, direct manipulation of blendshape models is an inverse problem: whe...
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This paper introduces a simple direct manipulation algorithm for the popular blendshape facial animation approach. As is the case for body animation, direct manipulation of blendshape models is an inverse problem: when a single vertex is moved, the system must infer the movement of other points. The key to solving the inverse problem is the observation that the blendshape sliders are a semantic parameterization -- the corresponding blendshape targets have clear, interpretable functions. Distance in 'slider space'' is easily computed and provides the necessary regularization for the inverse problem: The change in semantic position is minimized subject to interpolating the artist's direct manipulations. We give empirical and mathematical demonstrations that a single direct manipulation edit is often the equivalent of multiple slider edits, but the converse is also true, confirming the principle that both editing modes should be supported.
This paper presents two self-similar models that allow the control of curves and surfaces. The first model is based on IFS (Iterated Function Systems) theory and the second on subdivision curve and surface theory. Bot...
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This paper presents two self-similar models that allow the control of curves and surfaces. The first model is based on IFS (Iterated Function Systems) theory and the second on subdivision curve and surface theory. Both of these methods employ the detail concept as in the wavelet transform, and allow the multiresolution control of objects with control points at any resolution level. In the first model, the detail is inserted independently of control points, requiring it to be rotated when applying deformations. In contrast, the second method describes details relative to control points, allowing free control point deformations. Modeling examples of curves and surfaces are presented, showing manipulation facilities of the models.
The Digital Emily Project uses advanced face scanning, character rigging, performance capture, and compositing to achieve one of the world's first photorealistic digital facial performances. The project scanned th...
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The Digital Emily Project uses advanced face scanning, character rigging, performance capture, and compositing to achieve one of the world's first photorealistic digital facial performances. The project scanned the geometry and reflectance of actress Emily O'Brien's face in 33 poses, showing different emotions, gaze directions, and lip formations in a light stage. These high-resolution scans—accurate to skin pores and fine wrinkles—became the basis for building a blendshape-based facial-animation rig whose expressions closely matched the scans. The blendshape rig drove displacement maps to add dynamic surface detail. A video-based facial animation system animated the face according to the performance in a reference video, and the digital face was tracked onto the video's motion and rendered under the same illumination. The result was a realistic 3D digital facial performance credited as one of the first to cross the "uncanny valley" between animated and fully human performances.
Virtual reconstruction and representation of historical environments and objects have been of research interest for nearly two decades. Physically based and historically accurate illumination allows archaeologists and...
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Virtual reconstruction and representation of historical environments and objects have been of research interest for nearly two decades. Physically based and historically accurate illumination allows archaeologists and historians to authentically visualise a past environment to deduce new knowledge. This report reviews the current state of illuminating cultural heritage sites and objects using computer graphics for scientific, preservation and research purposes. We present the most noteworthy and up-to-date examples of reconstructions employing appropriate illumination models in object and image space, and in the visual perception domain. Finally, we also discuss the difficulties in rendering, documentation, validation and identify probable research challenges for the future. The report is aimed for researchers new to cultural heritage reconstruction who wish to learn about methods to illuminate the past.
The iFeel_IM! system employs six haptic devices and visual stimulation to augment the emotions experienced during online conversations. The Web extra is a video that shows the authors\' system, iFeel_IM!, which em...
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The iFeel_IM! system employs six haptic devices and visual stimulation to augment the emotions experienced during online conversations. The Web extra is a video that shows the authors\' system, iFeel_IM!, which employs haptic devices and visual stimulation to convey and augment the emotions experienced during online conversations.
The proposed method uses context-preserving, dynamic word clouds to illustrate content evolution. It generates a sequence of word clouds in which related words are grouped together. This sequence is then coupled with ...
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The proposed method uses context-preserving, dynamic word clouds to illustrate content evolution. It generates a sequence of word clouds in which related words are grouped together. This sequence is then coupled with a trend chart that summarizes content changes so that users can better explore large collections of documents.
Transportation is the backbone of civilization and the reason for our economic prosperity for the past 50-plus years. There's serious money in our transportation infrastructure, research, policy, data collection, ...
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Transportation is the backbone of civilization and the reason for our economic prosperity for the past 50-plus years. There's serious money in our transportation infrastructure, research, policy, data collection, and, yes, software and other IT systems. This article gives a high-level introduction to visualization research in the transportation community, discusses research opportunities, and encourages the computer graphics community to get involved. It briefly covers transportation data visualization, wide-area real-time simulation, massively multiplayer online games, public involvement, and even virtual design and construction.
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