The construction and processing of surface geometry can be done by connecting surface primitives to vertices, edges, and neighbors. The representation schemes of surface geometry are vertex-based, edge-based, and quad...
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The construction and processing of surface geometry can be done by connecting surface primitives to vertices, edges, and neighbors. The representation schemes of surface geometry are vertex-based, edge-based, and quad-edge-based. Catmull and Clark rule of subdivision includes three different rules to create new vertices in the refined control mesh, that are vertex, edge, and face subdivision rule. A new vertex can be created in the refined mesh as a convex combination of the vertices in the neighborhood of vertex, edge, and face in the control mesh. The first subdivision step has a quadrangle control mesh and number of vertices with valence unequal to four constant during refinement. The Charles Loop subdivision scheme is based on box spline and during a subdivision a triangle is divided into four triangles through vertex and edge subdivision rule.
This paper proposes a novel parallel data transfer mechanism to improve the performance of data transfer in grid environment. It utilizes the servers distributed in grid system and selects some of them as the proxy se...
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Text categorization is the process of assigning documents to a set of previously fixed categories. It is widely used in many data-oriented management applications. Many popular algorithms for text categorization have ...
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We present a novel rendering algorithm that analyses the ray profiles along the line of sight. The profiles are subdivided according to encountered peaks and valleys at so called transition points. The sensitivity of ...
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ISBN:
(纸本)1568813376
We present a novel rendering algorithm that analyses the ray profiles along the line of sight. The profiles are subdivided according to encountered peaks and valleys at so called transition points. The sensitivity of these transition points is calibrated via two thresholds. The slope threshold is based on the magnitude of a peak following a valley, while the peeling threshold measures the depth of the transition point relative to the neighboring rays. This technique separates the dataset into a number of feature layers. The user can scroll through the layers inspecting various features from the current view position. While our technique has been inspired by opacity peeling approach, we demonstrate that we can reveal detectable features even in the third and forth layers for both CT and MRI datasets.
Based on El Gamal homomorphic encryption, a protocol of secure multi-party multi-data ranking problem was proposed. The problem extended millionaires' problem. Furthermore, the correctness and security of this pro...
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Based on El Gamal homomorphic encryption, a protocol of secure multi-party multi-data ranking problem was proposed. The problem extended millionaires' problem. Furthermore, the correctness and security of this protocol were shown in semi-honest model, using the definition of secure multi-party computation. The solution of secure multi-party multi-data ranking problem can form a fundamental basis of new-style electronic transaction, such as private biding and auction, secret online transaction and so on.
In recent years 3D virtual characters have become more common in desktop interfaces, particularly in gaming and entertainment applications. In this paper we describe how augmented reality (AR) technology can be used t...
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This paper reports on the evaluation of a digitallyaugmented exhibition on the history of modern media. We discuss visitors' interaction with installations and corresponding interaction design issues, drawing on r...
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ISBN:
(纸本)1595935452
This paper reports on the evaluation of a digitallyaugmented exhibition on the history of modern media. We discuss visitors' interaction with installations and corresponding interaction design issues, drawing on results from analysis of logfiles, interviews, and observation in the museum. We see this as an exploration into interaction design of interactive installations for public settings, using the evaluation as a case study on what makes an installation engaging and how it can provide an engaging experience for groups. Copyright the author(s) and CHISIG.
This paper reports on the evaluation of a digitally-augmented exhibition on the history of modern media and our experiences with the methodic approach employed. As a central element of this exhibition visitors can buy...
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ISBN:
(纸本)1595934731
This paper reports on the evaluation of a digitally-augmented exhibition on the history of modern media and our experiences with the methodic approach employed. As a central element of this exhibition visitors can buy a smartcard that enables them to store collected or self-created data in a 'digital backpack', which can be accessed via internet as a personalized souvenir. We have evaluated the exhibition, visitors' perceptions and usage of the card using a multi-method strategy complementing quantitative data-analysis with qualitative, ethnographic methods. This paper focuses on visitors' use and the perceived utility of the smartcard, and our experiences with using automatically generated data from interaction logfiles for analyzing visitor behavior, and with the multi-method strategy. Copyright 2006 ACM.
We present a simplification algorithm for manifold polygonal meshes of plane-dominant models. Models of this type are likely to appear in man-made environments. While traditional simplification algorithms focus on gen...
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We present a simplification algorithm for manifold polygonal meshes of plane-dominant models. Models of this type are likely to appear in man-made environments. While traditional simplification algorithms focus on generality and smooth meshes, the approach presented here considers a specific class of man-made models. By detecting and classifying edge loops on the mesh and providing a guided series of binary mesh partitions, our approach generates a series of simplified models, each of which better respects the semantics of these kinds of models than conventional approaches do. A guiding principle is to eliminate simplifications that do not make sense in constructed environments. This, coupled with the concept of "punctuated simplification", leads to an approach that is both efficient and delivers high visual quality. Comparative results are given.
Blendshapes (linear shape interpolation models) are perhaps the most commonly employed technique in facial animation practice. A major problem in creating blendshape animation is that of blendshape interference: the a...
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