This work presents an efficient extension of pre-integrated volume rendering for multi-dimensional transfer functions. Since even two-dimensional transfer functions can result in strong rendering artifacts that cannot...
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In this paper we discuss generalizations of instantaneous, local vortex criteria. We incorporate information on spatial context and temporal development into the detection process. The presented method is generic in s...
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ISBN:
(纸本)9781586039219
In this paper we discuss generalizations of instantaneous, local vortex criteria. We incorporate information on spatial context and temporal development into the detection process. The presented method is generic in so far that it can extend any given Eulerian criterion to take the Lagrangian approach into account. Furthermore, we present a visual aid to understand and steer the feature extraction process. We show that the delocalized detectors are able to distinguish between connected vortices and help understanding regions of multiple interacting vortex structures. The delocalized detectors extract smoother structures and reduce noise in the vortex detection result.
The performance of deep neural networks for image recognition tasks such as predicting a smiling face is known to degrade with under-represented classes of sensitive attributes. We address this problem by introducing ...
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The paper presents a general non-rigid body representation for physically-based modeling of dynamic behaviour of heterogeneous objects and its application in a development of a new heterogeneous morphing technique to ...
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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.
The synchronization of a single user's interactions with multiple parametrized graphics in a single web page is an important and povverful feature of interactive illustrations. In this work we present an interface...
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ISBN:
(纸本)9789898111678
The synchronization of a single user's interactions with multiple parametrized graphics in a single web page is an important and povverful feature of interactive illustrations. In this work we present an interface to specifv this kind of svnchronization and its implementation in a Java applet for rendering and interacting with three-dimensional web graphics. Our design allovvs authors of web pages to svnchronize the parameters of groups of interactive graphics vvithin a web page by specifying identical text labels for all applets of the same group. Further labels may be specified to svnchronize changes of the vievvpoints and/or of the magnification. This design allovvs for multiple, independently svnchronized groups of graphics on the same web page as well as any combination of svnchronized parameters, vievvpoints and magnification factors. Only three additional applet parameters are necessary, vvhich are not restricted by any syntax.
We propose a novel encoder/decoder-based neural network architecture that learns view-dependent shape and appearance of geometry represented by voxel representations. Since the network is trained on local geometry pat...
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Traveling through virtual environments (VEs) by means of real walking is a challenging task since usually the size of the virtual world exceeds the size of the tracked interaction space. Redirected walking is one conc...
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When modeling in 3D CAD, architects often search for already existing 3D content to complete their own design, e.g. environmental models, furniture models or detailed window profiles. 3D models are normally indexed an...
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ISBN:
(纸本)9789068141818
When modeling in 3D CAD, architects often search for already existing 3D content to complete their own design, e.g. environmental models, furniture models or detailed window profiles. 3D models are normally indexed and accessed based on textual metadata. As this metadata is expensive to obtain, PROBADO3D aims to develop workflows and tools for semi-automatic indexing of 3D models. Another goal is the development of intuitive visual search and presentation interfaces that face the needs of architects looking for 3D content. PROBADO3D is a part of the PROBADO framework designed to support multimedia objects of different domains.
We propose a 3D object retrieval system which uses parametric templates as prior knowledge for the retrieval. A parametric template represents an object-domain and a semantic concept like 'chair' or 'plane...
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