In this paper we propose a particle-based volume rendering approach for unstructured, three-dimensional, tetrahedral polygon meshes. We stochastically generate millions of particles per second and project them on the ...
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The adaption of a given kinematic skeleton to a triangular mesh representing the shape of a human is a task still done manually in most animation pipelines. In this work we propose methods for automating this process....
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ISBN:
(纸本)9789898565020
The adaption of a given kinematic skeleton to a triangular mesh representing the shape of a human is a task still done manually in most animation pipelines. In this work we propose methods for automating this process. By thoroughly analyzing the mesh and utilizing anatomical knowledge, we are able to provide an accurate skeleton alignment, suited for animating the surface of a virtual human based on motion capture data. In contrast to existing work, our methods on the one hand support the anatomically correct adaption of detailed skeletal structures, but on the other hand are robust against the reduction of the mesh's tessellation complexity.
In real-time rendering, global lighting information that is too expensive to be computed on the fly is typically pre-computed and baked as vertex attributes or into textures. Prominent examples are view independent ef...
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Three-dimensional models of urban environments have great appeal and offer promises of interesting applications. While initially it was of interest to just have such 3D data, it increasingly becomes evident that one r...
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Three-dimensional models of urban environments have great appeal and offer promises of interesting applications. While initially it was of interest to just have such 3D data, it increasingly becomes evident that one really would like to have interpreted urban objects. To be able to interpret buildings we have to split a visible whole building block into its different single buildings. Usually this is done using cadastral information to divide the single land parcels. The problem in this case is that sometimes the building boundaries derived from the cadastre are insufficiently accurate due to several reasons like old databases with lower accuracies or inaccuracies due to transformation between two coordinate systems. For this reason it can happen that a cadastral boundary coming from an old map is displaced by up to several meters and therefore divides two buildings incorrectly. To overcome such problems we incorporate the information from vertical aerial images. We introduce a façade separation method that is able to find individual building façades using multi view stereo. The purpose is to identify the individual façades and separate them from one another before on proceeds with the analysis of a façade's details. The source was a set of overlapping, thus "redundant" vertical aerial images taken by an UltraCam digital aerial camera. Therefore in a first step we determine the building block outlines using the building classification and use the height values from the Digital Surface Model (DSM) to determine approximate "façade quadrilaterals". We also incorporate height discontinuities using the height profiles along the building outlines to enhance our façade separation. In a next step we detect repeated pattern in these "façade images" and use them to separate the façades respectively building blocks from one another. We show that this method can be successfully used to separate building façades using vertical aerial images with a very high detection rate of 88%
We present a novel shape from focus method for high-speed shape reconstruction in optical microscopy. While the traditional shape from focus approach heavily depends on the presence of surface texture, and requires a ...
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This paper presents novel interactive visualization techniques for inspecting the global light transport in virtual scenes. First, we propose a simple extension to photon mapping to gather required lighting informatio...
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Real-time three-dimensional acquisition of real-world scenes has many important applications in computergraphics, computer vision and human-computer interaction. Inexpensive depth sensors such as the Microsoft Kinect...
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ISBN:
(纸本)9781450314695
Real-time three-dimensional acquisition of real-world scenes has many important applications in computergraphics, computer vision and human-computer interaction. Inexpensive depth sensors such as the Microsoft Kinect allow to leverage the development of such applications. However, this technology is still relatively recent, and no detailed studies on its scalability to dense and view-independent acquisition have been reported. This paper addresses the question of what can be done with a larger number of Kinects used simultaneously. We describe an interference-reducing physical setup, a calibration procedure and an extension to the KinectFusion algorithm, which allows to produce high quality volumetric reconstructions from multiple Kinects whilst overcoming systematic errors in the depth measurements. We also report on enhancing image based visual hull rendering by depth measurements, and compare the results to KinectFusion. Our system provides practical insight into achievable spatial and radial range and into bandwidth requirements for depth data acquisition. Finally, we present a number of practical applications of our system. Copyright 2012 ACM.
Measuring radioactivity is almost exclusively a professional task in the realms of science, industry and defense, but recent events spur the interest in low-cost consumer detection devices. We show that by using image...
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The use of procedural content generation to support adaptive games is starting to gain momentum in current research. However, there are still many open issues to tackle, namely the reusability of methodologies. Our re...
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The use of procedural content generation to support adaptive games is starting to gain momentum in current research. However, there are still many open issues to tackle, namely the reusability of methodologies. Our research focuses on reusable and generic methods for linking the procedural generation of 3D game worlds with gameplay, as measured by player modelling techniques. As the interface for that link, we propose the use of gameplay semantics, a knowledge representation technique that allows our case-based generator to match content to player models. We present and discuss the implementation of our proposed method in an existing game, Stunt Playground. Gameplay semantics is created by designers in a generic way and is then used to procedurally generate player-matching Stunt Playground game worlds, both at the design and game stage. Current results show that our approach can automatically create such adaptive game content, thus effectively bridging game world designers, procedural generation and gameplay.
Current game worlds often fall short in providing consistency between the visual representation of the world and the way it feels, behaves, and reacts. This problem partly originates from the goal-oriented and cost-ef...
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Current game worlds often fall short in providing consistency between the visual representation of the world and the way it feels, behaves, and reacts. This problem partly originates from the goal-oriented and cost-effective nature of the game development process, which mostly favors ad hoc solutions for one particular game, rather than investing in concepts like reusability and emergent gameplay. In broader terms, we observe that game worlds miss semantics, and we argue that its deployment has the potential to bring about the consistency missing in their content. Therefore, we present a novel approach aimed at enriching virtual entities in game worlds with information about their roles, how they relate to others, and how they can affect and interact with players, NPCs, and with each other. We discuss several requirements to achieve these goals, and introduce a semantic model to represent game worlds. In order to support and validate this model, we have developed Entika, a framework to facilitate the deployment of semantics during game development, as well as its maintenance during run-time. Furthermore, we briefly discuss several applications that demonstrate the power of this semantic model for game worlds. After careful evaluation of our semantic game world model and framework, we conclude that a semantically rich world representation can substantially assist designers in creating much more consistent game worlds.
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