Students' motivation in computer graphic courses is a challenge for educators. computer courses entail abstract notions and algorithmic features, and these difficulties affect the students' motivation. A probl...
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Students' motivation in computer graphic courses is a challenge for educators. computer courses entail abstract notions and algorithmic features, and these difficulties affect the students' motivation. A problem-based learning serious game framework named Immersivio was designed. The researchers designed a quantitative study with a between subject design and implemented a treatment course using the problem-based serious game. The game was designed based on the principles of problem-based learning and serious games, i.e., higher order thinking, collaborative learning, and cognitive thinking and information visualization theory. A non-random sampling procedure (purposive sampling) was used in this quasi-experimental study and the participants formed to 2 groups, the experimental group (n = 24) and the control group (n = 26). MANOVA test results indicated that the experimental group participants who had experienced the Immersivio game were more motivated to learn computer graphics in terms of extrinsic motivation, intrinsic motivation, interest, attainment, cost, identification with academics, self-efficacy, and instrumentality. This study has implications for basic and advanced computer graphic lecturers and educators in this field.
We introduce a robust optimization method for flip-free distortion energies used, for example, in parametrization, deformation, and volume correspondence. This method can minimize a variety of distortion energies, suc...
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We introduce a robust optimization method for flip-free distortion energies used, for example, in parametrization, deformation, and volume correspondence. This method can minimize a variety of distortion energies, such as the symmetric Dirichlet energy and our new symmetric gradient energy. We identify and exploit the special structure of distortion energies to employ an operator splitting technique, leading us to propose a novel alternating direction method of multipliers (ADMM) algorithm to deal with the nonconvex, nonsmooth nature of distortion energies. The scheme results in an efficient method where the global step involves a single matrix multiplication and the local steps are closed-form per-triangle/per-tetrahedron expressions that are highly parallelizable. The resulting general-purpose optimization algorithm exhibits robustness to flipped triangles and tetrahedra in initial data as well as during the optimization. We establish the convergence of our proposed algorithm under certain conditions and demonstrate applications to parametrization, deformation, and volume correspondence.
In this paper, we focus on pointwise and weighted approximation properties of newly defined Stancu variant of lambda-Schurer operators. We establish a direct local approximation theorem and obtain a global approximati...
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In this paper, we focus on pointwise and weighted approximation properties of newly defined Stancu variant of lambda-Schurer operators. We establish a direct local approximation theorem and obtain a global approximation formula. These newly defined operators reduce to classical Schurer, Bernstein, Stancu, lambda-Bernstein, lambda-Stancu, lambda-Schurer operators for the special cases of parameters. Certain illustrative and numerical examples are given to verify the convergence behavior and accuracy of the proposed operators. The numerical evaluations that obtained in this study may facilitate understanding and interpreting main results of this paper for the reader.
Neural field methods have seen great progress in various long-standing tasks in computer vision and computer graphics, including novel view synthesis and geometry reconstruction. As existing neural field methods try t...
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We have developed a system called "Podiy" that supports handicraft production of pouch-style bags using three-dimensional (3-D) computer graphics. We divide the making of a pouch into four steps: pouch desig...
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We have developed a system called "Podiy" that supports handicraft production of pouch-style bags using three-dimensional (3-D) computer graphics. We divide the making of a pouch into four steps: pouch design, fabric design, pattern design, and production, each supported by different panels. In pouch design mode, the user can design both the size and pattern. In fabric design mode, the user can design two types of checkered patterns. In cloth cutout mode, the user can choose from three ways of printing the pattern onto the fabric. In production mode, the system shows the user a 3-D illustration view using the user-designed fabrics. Using Podiy, even a handicraft novice can design an original pouch and produce it successfully.
Guidance has been proposed as a conceptual framework to understand how mixed-initiative visual analytics approaches can actively support users as they solve analytical tasks. While user tasks received a fair share of ...
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Guidance has been proposed as a conceptual framework to understand how mixed-initiative visual analytics approaches can actively support users as they solve analytical tasks. While user tasks received a fair share of attention, it is still not completely clear how they could be supported with guidance and how such support could influence the progress of the task itself. Our observation is that there is a research gap in understanding the effect of guidance on the analytical discourse, in particular, for the knowledge generation in mixed-initiative approaches. As a consequence, guidance in a visual analytics environment is usually indistinguishable from common visualization features, making user responses challenging to predict and measure. To address these issues, we take a system perspective to propose the notion of guidance tasks and we present it as a typology closely aligned to established user task typologies. We derived the proposed typology directly from a model of guidance in the knowledge generation process and illustrate its implications for guidance design. By discussing three case studies, we show how our typology can be applied to analyze existing guidance systems. We argue that without a clear consideration of the system perspective, the analysis of tasks in mixed-initiative approaches is incomplete. Finally, by analyzing matchings of user and guidance tasks, we describe how guidance tasks could either help the user conclude the analysis or change its course.
Screen content video (SCV) consists primarily of text areas, computer graphics and other computer-generated content and possesses unique perceptual characteristics. To compress SCVs more effectively with less reductio...
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Screen content video (SCV) consists primarily of text areas, computer graphics and other computer-generated content and possesses unique perceptual characteristics. To compress SCVs more effectively with less reduction in subjective quality, perceptual characteristics of SCVs are analyzed and a perceptual redundancy (PR) model for SCV compression is proposed, including spatial PR (SPR), temporal PR (TPR) and foveated PR (FPR) model. In SPR modeling, the SCV is divided into sharp edge (SE) areas and non-SE areas, then SPR is estimated separately. In TPR modeling, both inter-frame luminance adaptation effect and motion masking effect are taken into account. In FPR modeling, each frame of SCV is classified into abrupt frames, relative motion frames or static frames. Then fixation points of different kinds of frames are predicted using different methods, and FPR is modeled considering foveated masking effect and visual attention. Finally, the perceptual redundancy of SCV is estimated based on the product of SPR, TPR and FPR. It is experimentally demonstrated that compared to the state-of-the-art models, the authors' model could obtain more accurate estimates of PR. Moreover, the model is incorporated into SCV compression with an adaptive perceptual quantizer. An average of 7.42% bits could be saved with less decline in subjective quality.
In recent years, with the rapid development of ADVB (Avionics Digital Video Bus) avionics digital bus, ADVB bus has gradually replaced the original airborne DVI (Digital Visual Interface), VGA (Video graphics Array), ...
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Rendering bridges the gap between 2D vision and 3D scenes by simulating the physical process of image formation. By inverting such renderer, one can think of a learning approach to infer 3D information from 2D images....
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Rendering bridges the gap between 2D vision and 3D scenes by simulating the physical process of image formation. By inverting such renderer, one can think of a learning approach to infer 3D information from 2D images. However, standard graphics renderers involve a fundamental step called rasterization, which prevents rendering to be differentiable. Unlike the state-of-the-art differentiable renderers (Kato et al. 2018 and Loper 2018), which only approximate the rendering gradient in the backpropagation, we propose a natually differentiable rendering framework that is able to (1) directly render colorized mesh using differentiable functions and (2) back-propagate efficient supervisions to mesh vertices and their attributes from various forms of image representations. The key to our framework is a novel formulation that views rendering as an aggregation function that fuses the probabilistic contributions of all mesh triangles with respect to the rendered pixels. Such formulation enables our framework to flow gradients to the occluded and distant vertices, which cannot be achieved by the previous state-of-the-arts. We show that by using the proposed renderer, one can achieve significant improvement in 3D unsupervised single-view reconstruction both qualitatively and quantitatively. Experiments also demonstrate that our approach can handle the challenging tasks in image-based shape fitting, which remain nontrivial to existing differentiable renders.
In the author's previous work, we introduced an open-source accelerated computational fluid dynamics code for scientific computations using a graphics processing unit system (OpenCFD-SCU). This code offers signifi...
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In the author's previous work, we introduced an open-source accelerated computational fluid dynamics code for scientific computations using a graphics processing unit system (OpenCFD-SCU). This code offers significantly improved computation speed and can be applied to challenging direct numerical simulation (DNS) problems. This paper presents several high-resolution cases using OpenCFD-SCU: (1) a 24? compression ramp at Mach 2.9, where the length of the ramp is 200 mm and the mesh number is 7.68 x 109;(2) a 34? compression ramp at Mach 6 with a mesh number of 9.3 x 109;(3) a cold-wall flat plate at Mach 10 with a friction Reynolds number of 1550 and mesh number of 4.5 x 109;(4) a blunt cone with a 1 mm head radius and 0? attack angle at Mach 10, where the mesh number is 24 x 109;and (5) a lifting-body model at Mach 6 with a mesh number of 11.1 x 109. Compared with DNS studies of compressible wall-bound turbulent flow under similar conditions, these cases have larger computational domains, finer resolutions, or higher Reynolds numbers, demonstrating the simulation capability of OpenCFD-SCU and broadening the scope of DNS applications. We have conducted preliminary analyses of these cases and have established an open-access database to store these data. The source code of OpenCFD-SCU can be accessed at http://***/codes/danggl/***;this website also contains detailed database descriptions and data acquisition methods. (C) 2022 Author(s).
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