Realistic computergraphics will change the way people think and communicate. Achieving deeper success as a ubiquitous medium will require a more resonant understanding of visual modelling that must embrace mathematic...
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ISBN:
(纸本)9781482260038
Realistic computergraphics will change the way people think and communicate. Achieving deeper success as a ubiquitous medium will require a more resonant understanding of visual modelling that must embrace mathematical, philosophical, cultural, perceptual and social aspects. With an interleaved understanding, people will be able to create visual ontologies that better align to their expressive needs. In turn, this will naturally lead to ubiquitous supporting technologies. First we need good visual models. A model induces an ontology of things that inevitably omits aspects of the phenomenon, whether desired or not. Thus modelling a model's incompleteness is crucial, for it allows us to account for artifacts, errors, and ontological surprises such as the "uncanny valley". Over the years, my choice of tools to model models has been mathematics. In this paper, I will speak to how little progress we have made and how much broader our investigation must be.
We present Concepture, a framework based on regular language grammars for the authoring and recognition of sketched gestures with infinitely varying and repetitive patterns. Such gestures, while often seen in gesture ...
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Light transport is often characterized within a high-dimensional space although practitioners have long known that it commonly behaves as a much lower-dimensional phenomenon. We study the effective dimension of light ...
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Object selection is a primary interaction technique which must be supported by any interactive three-dimensional virtual reality application. Although numerous techniques exist, few have been designed to support the s...
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Object selection is a primary interaction technique which must be supported by any interactive three-dimensional virtual reality application. Although numerous techniques exist, few have been designed to support the selection of objects in dense target environments, or the selection of objects which are occluded from the user's viewpoint. There is, thus, a limited understanding on how these important factors will affect selection performance. In this paper, we present a set of design guidelines and strategies to aid the development of selection techniques which can compensate for environment density and target visibility. Based on these guidelines, we present two techniques, the depth ray and the 3D bubble cursor, both augmented to allow for the selection of fully occluded targets. In a formal experiment, we evaluate the relative performance of these techniques, varying both the environment density and target visibility. The results found that both of these techniques outperformed a baseline point cursor technique, with the depth ray performing best overall.
Dense 3D polygon meshes are now a pervasive product of various modelling and scanning processes that need to be subsequently processed and structured appropriately for various applications. In this paper we address th...
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Dense 3D polygon meshes are now a pervasive product of various modelling and scanning processes that need to be subsequently processed and structured appropriately for various applications. In this paper we address the restructuring of dense polygon meshes using their segmentation based on a number of ellipsoidal regions. We present a simple segmentation algorithm where connected components of a mesh are fit to ellipsoidal surface regions. The segmentation of a mesh into a small number of ellipsoidal elements makes for a compact geometric representation and facilitates efficient geometric queries and transformations. We also contrast and compare two polygon remeshing techniques based on the ellipsoidal surfaces and the segmentation boundaries.
The head related transfer function (HRTF) method of providing spatial sound images has not been capable of dealing with individual differences between human listeners yet. The HRTF varies from person to person and wit...
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The head related transfer function (HRTF) method of providing spatial sound images has not been capable of dealing with individual differences between human listeners yet. The HRTF varies from person to person and with the direction of the sound source. We focus on this directional variation of the individual HRTF. Principal component analysis is applied to draw the loci of the variation in an orthogonal basis space. Each locus corresponds to a single individual HRTF, and the loci are utilized for clustering the individual HRTF. Some typical ones can be extracted from clusters;we show that they are useful in compensating for the individual differences found in HRTFs.
This paper describes a method of building and maintaining a good set of triangle strips for both static and continuous level-of-detail (CLOD) meshes. For static meshes, the strips are better than those computed by the...
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This paper describes a method of building and maintaining a good set of triangle strips for both static and continuous level-of-detail (CLOD) meshes. For static meshes, the strips are better than those computed by the classic SGI and STRIPE algorithms. For CLOD meshes, the strips are maintained incrementally as the mesh topology changes. The incremental changes are fast and the number of strips is kept very small.
Professor John Belcher developed a series of short videos with animation and text of selected experiments to properly demonstrate the phenomena of electromagnetism. Such 3D animations are visually compelling, instilli...
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Professor John Belcher developed a series of short videos with animation and text of selected experiments to properly demonstrate the phenomena of electromagnetism. Such 3D animations are visually compelling, instilling in the student both a sense of wonder about the phenomena and a mental model of why and how it works. The products of these approach includes video clips of demonstrations, 3D animations of these demonstration which display time changing field-lines as a guide to understanding their dynamical effects and Java applets which allow the student to actively construct and animate 2D field lines for varying configurations of sources. These technologies are also implemented to develop animations for Faraday's insights, using video clips.
This paper presents an algorithm to estimate what parts of the surrounding environment are visible from each of many sample points on a surface, which may be highly folded and may contain holes. The results can be use...
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