Imagination-based interaction can complement reality-based interaction in the design of 3d user interfaces. This hybrid approach could lead to interface design guidelines that promote higher-level consistency, and thu...
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Imagination-based interaction can complement reality-based interaction in the design of 3d user interfaces. This hybrid approach could lead to interface design guidelines that promote higher-level consistency, and thus usability, for a large range of diverse interfaces.
Computing the visible portions of curved surfaces from a given viewpoint is of great interest in many applications. It is closely related to the hidden surface removal problem in computergraphics, and machining appli...
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Computing the visible portions of curved surfaces from a given viewpoint is of great interest in many applications. It is closely related to the hidden surface removal problem in computergraphics, and machining applications in manufacturing. Most of the early work has focused on discrete methods based on polygonization or ray-tracing and hidden curve removal. In this paper we present an algorithm for decomposing a given surface into regions so that each region is either completely visible or hidden from a given viewpoint. Initially, it decomposes the domain of each surface based on silhouettes and boundary curves. To compute the exact visibility, we introduce a notion of visibility curves obtained by projection of silhouette and boundary curves anddecomposition of the surface into nonoverlapping regions. These curves are computed using marching methods and we present techniques to compute all the components. The nonoverlapping and visible portions of the surface are represented as trimmed surfaces and we present a representation based on polygon trapezoidation algorithms. The algorithms presented use some recently developed algorithms from computational geometry like triangulation of simple polygons and point location. Given the nonoverlapping regions, we use an existing randomized algorithm for visibility computation. We also present results from a preliminary implementation of OUT algorithm. (C) 2000 Academic Press.
Buddhist stone inscriptions of the 8th to 12th centuries ad are important cultural assets of China that need to be documented, analysed and interpreted archaeologically, art-historically and linguistically. On the one...
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Buddhist stone inscriptions of the 8th to 12th centuries ad are important cultural assets of China that need to be documented, analysed and interpreted archaeologically, art-historically and linguistically. On the one hand, such Buddhist stone inscriptions have to be conserved for future generations, but on the other hand, further possibilities for analysing the data could be achieved if the inscriptions were made accessible to a wider community, for instance, for understanding of the historical growth of Buddhism in China. In this paper, innovative techniques for the documentation of stone inscriptions located in the province of Sichuan, in the south-west of China, are demonstrated. The tasks to be performed include capturing the stone inscriptions by using high precision measuring techniques to generate copies of the original inscriptions, together with processing of the data enabling improvement in the legibility of characters and thus aiding the interpretation of the inscriptions. The concept and features of image processing as applied to the captured inscriptions are outlined. In order to present the outcome to as many people as possible and to allow individual interpretations of the results of the stone inscription reconstruction, their current interpretation and additional 2d/3d maps are published within an interactive web platform.
This paper presents a delay and area optimized multifunction unit with a wide operation set of matrix, vector, and elementary functions for mobile and wearable GPU shaders. The proposed unit unifies 25 non-trivial ari...
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This paper presents a delay and area optimized multifunction unit with a wide operation set of matrix, vector, and elementary functions for mobile and wearable GPU shaders. The proposed unit unifies 25 non-trivial arithmetic operations on its single four-way arithmetic hardware. It employs two programmable modules for the unification of its operations. Novel unification architectures for these programmable modules are presented to optimize delay and area of the unit. Based on these architectures, the multifunction unit shows 10% and3.5% reductions in its delay and area, respectively, compared with the prior art.
Many scientists have demonstrated that compared to the real world egocentric distances in head-mounteddisplay virtual environments are underestimated. However, distance perception in large screen immersive displays h...
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Many scientists have demonstrated that compared to the real world egocentric distances in head-mounteddisplay virtual environments are underestimated. However, distance perception in large screen immersive displays has received less attention. We investigate egocentric distance perception in a virtual office room projected using a semi-spherical, a Max Planck Institute CyberMotion Simulator cabin and a flat large screen immersive display. The goal of our research is to systematically investigate distance perception in large screen immersive displays with commonly used technical specifications. We specifically investigate the role of distance to the target, stereoscopic projection and motion parallax on distance perception. We use verbal reports and blind walking as response measures for the real world experiment. due to the limited space in the three large screen immersive displays we use only verbal reports as the response measure for the experiments in the virtual environment. Our results show an overall underestimation of distance perception in the large screen immersive displays, while verbal estimates of distances are nearly veridical in the real world. We find that even when providing motion parallax and stereoscopic depth cues to the observer in the flat large screen immersive display, participants estimate the distances to be smaller than intended. Although stereo cues in the flat large screen immersive display do increase distance estimates for the nearest distance, the impact of the stereoscopic depth cues is not enough to result in veridical distance perception. Further, we demonstrate that the distance to the target significantly influences the percent error of verbal estimates in both the real and virtual world. The impact of the distance to the target on the distance judgments is the same in the real world and in two of the used large screen displays, namely, the MPI CyberMotion Simulator cabin and the flat displays. However, in the semi-spherical dis
This paper describes a new algorithm that generates a cartoon-style bas-relief surface from photographs of general scenes. Most previous methods for bas-relief generation have focused on accurate restoration of input ...
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This paper describes a new algorithm that generates a cartoon-style bas-relief surface from photographs of general scenes. Most previous methods for bas-relief generation have focused on accurate restoration of input 3d models on a background plane. The generation of bas-reliefs with artistic effects has rarely been studied. Considering that non-photorealistic rendering (NPR) techniques are currently very popular and3d printing technology is developing rapidly, extending NPR techniques to the generation of a bas-relief surface with artistic effects is natural and valuable. Furthermore, cartoon is a basic non-realistic and artistic style familiar to general users. From this motivation, our method focuses on generating a cartoon-style bas-relief surface. We use the lens blur function of Google Camera, which is a smartphone application, to obtain a photograph and its depth map as inputs. Using coherent line drawing and histogram-based quantization methods, we construct a depth map that contains the salient features of given input scenes in abstract form. displacement mapping from the depth map onto a thin plane generates a cartoon-style bas-relief. Experimental results show that our method generates bas-relief surfaces that contain the characteristics of cartoons, such as coherent border lines and quantized layers.
Stereotactic neurosurgical interventions are characterized by a high risk of rupturing intracranial vessels or damaging vital brain structures. By MRI and MRA, the anatomic information necessary for stereotactic treat...
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Stereotactic neurosurgical interventions are characterized by a high risk of rupturing intracranial vessels or damaging vital brain structures. By MRI and MRA, the anatomic information necessary for stereotactic treatment planning may be assessed with a single modality as a high-resolution digital image volume. The adequacy of MR as a modality for stereotactic guidance is demonstrated by the example of the radiosurgical treatment of cerebral angiomas. An optimized acquisition protocol, a stereotactic apparatus, a distortion correction and minimization method, and a 3d treatment planning workstation are elements of a proposed preoperative approach which in a clinical study met with good acceptance.
The application of the architectural concept of service-oriented architectures (SOA) in combination with open standards when building distributed, 3d geovisualization systems offers the potential to cover and take adv...
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The application of the architectural concept of service-oriented architectures (SOA) in combination with open standards when building distributed, 3d geovisualization systems offers the potential to cover and take advantage of the opportunities anddemands created by the rise of ubiquitous computer networks and the Internet as well as to overcome prevalent interoperability barriers. In this paper, based on a literature study and our own experiences, we discuss the potential and challenges that arise when building standards-based, distributed systems according to the SOA paradigm for 3d geovisualization, with a particular focus on 3d geovirtual environments and virtual 3d city models. First, we briefly introduce fundamentals of the SOA paradigm, identify requirements for service-oriented3d geovisualization systems, and present an architectural framework that relates SOA concepts, geovisualization concepts, and standardization proposals by the Open Geospatial Consortium in a common frame of reference. Next, we discuss the potential and challenges driven by the SOA paradigm on four different levels of abstraction, namely service fundamentals, service composition, interaction services, performance, and overarching aspects, and we discuss those driven by standardization. We further exemplify and substantiate the discussion in the scope of a case study and the image-based provisioning of and interaction with visual representations of remote virtual 3d city models. (C) 2010 Elsevier Ltd. All rights reserved.
A facial image was reconstructed from the skull, part of a complete skeleton found in woodland, of a male person who had hanged himself from a tree. In addition, video superimposition was carried out with antemortem p...
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A facial image was reconstructed from the skull, part of a complete skeleton found in woodland, of a male person who had hanged himself from a tree. In addition, video superimposition was carried out with antemortem photographs of a person suspected of being the victim, and a good match was obtained. In a further case, a cheaper video-transparency superimposition was carried out, with identity later being confirmed on the basis of dental records. The techniques and the problems encountered are discussed. According to our experience, 3dcomputer reconstruction and video superimposition have a useful role in the process of identification, particularly in the early stages of an investigation and when other more definitive methods may not be available.
From the Publisher: Lighting is arguably the most critical element in creating computer-generated (CG) artwork that looks believable. The professional animator must be able to use virtual lighting to incorporate CG el...
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ISBN:
(纸本)9781556223549
From the Publisher: Lighting is arguably the most critical element in creating computer-generated (CG) artwork that looks believable. The professional animator must be able to use virtual lighting to incorporate CG elements into background photography or into all-CG shots to create a seamless, accurate, and beautiful scene. LightWave 3d 7.5 Lighting explains in depth how to accomplish this task. The author begins with a thorough explanation of real-world lighting and color theory anddiscusses the lighting toolkit available in LightWave. These topics are brought together in a number of tutorials that demonstrate the application of lighting concepts in LightWave.
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