1,425 results
Search Results
2. The LivePaper system: augmenting paper on an enhanced tabletop
- Author
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John Robinson and Charles Robertson
- Subjects
Human-Computer Interaction ,Computer science ,Human–computer interaction ,Computer graphics (images) ,General Engineering ,Design elements and principles ,Augmented reality ,Business card ,Computer Graphics and Computer-Aided Design ,Desk ,Visualization ,Rendering (computer graphics) - Abstract
The LivePaper system augments ordinary pieces of paper with projected information. Pages, cards and books are placed on an instrumented tabletop to activate their enhancement. To the user, it appears as if the paper gains new visual and auditory features. Projected annotations track the orientation and location of pages as the user moves them on the desktop. A piece of paper that is removed, but then returned to the desk, regains the same features that it previously exhibited. The LivePaper system accomplishes this by using features extracted from written material on the page, not from glyphs or other artificial marks. The paper describes both the system as a whole, and a number of sample applications we have developed to illustrate the feasibility of the LivePaper system. These applications include an architectural visualization tool, which projects a 3D hidden-line rendering of walls onto a page. The user may rotate and move the page to view the rendering from different angles. Another application is an audio player, which begins playing when a page (such as a business card) is laid on the desk. The user may control playback with his or her finger via projected buttons. Other applications include page-sharing, remote collaboration, and World Wide Web page viewing. From the user's perspective, all of these applications are attributes of the particular page, not features of the tabletop. Particular attention is given to the design of interaction: LivePaper is object-oriented, because the individual sheets are treated as computational units, but it also provides functions that involve several objects. The design principles applied to handle the different kinds of functionality are explained and illustrated in the LivePaper system, but are also proposed for wider use in augmented reality.
- Published
- 2001
3. Diffusion rendering of black ink paintings using new paper and ink models
- Author
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Jintae Lee
- Subjects
Human-Computer Interaction ,Dynamic simulation ,Painting ,Inkwell ,Computer science ,Computer graphics (images) ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,General Engineering ,Polygon mesh ,Computer Graphics and Computer-Aided Design ,ComputingMethodologies_COMPUTERGRAPHICS ,Rendering (computer graphics) - Abstract
A practical technique is presented for efficiently rendering oriental black ink paintings with realistic diffusion effects, being based on models which simulate a variety of paper types and black ink properties. Strokes can be generated by bristles or elastic brush models simulating those actually used in oriental black ink painting. Incorporation of paper modeling allows users to draw on a wide variety of papers having either randomly generated fiber meshes or uniform meshes commonly found in fabrics which are also frequently used. This accordingly provides a unique platform for real-time dynamic simulation of realistic ink diffusion in that the resultant diffusion images reflect the texture and the global change of gray tones as well as local temporal variations specific to a particular paper. Examples are presented demonstrating the capability of the proposed technique for handling different ink and paper properties.
- Published
- 2001
4. A photogrammetry-based verification of assumptions applied in the interpretation of paper architecture
- Author
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Yu-Tun Tsai and Naai-Jung Shih
- Subjects
Theoretical computer science ,Process (engineering) ,Computer science ,Interpretation (philosophy) ,media_common.quotation_subject ,Perspective (graphical) ,General Engineering ,Space (commercial competition) ,Computer Graphics and Computer-Aided Design ,Human-Computer Interaction ,Photogrammetry ,Deconstruction (building) ,Perception ,Architecture ,media_common - Abstract
This research investigated the space compositions of Chernikhov’s 101 Architectural Fantasies via computer-aided simulation to interpret the relationships between architectural components and spatial organization. An algorithmic approach and a perception approach were tested. Traditional analysis emphasized the simulation of corresponding objects by perspective deconstruction methods, which might not be able to show the exactly correct spatial relationship between objects. This research adopted photogrammetry to investigate the non-orthogonal spatial construction of 3D objects in 2D pictures. Research results showed that the algorithmic approach may derive different degrees of angles of parallel or intersected objects, and that observers tend to be misled by the effect of “orthogonal assumption” in terms of their own visual experiences. This finding revealed that Chernikhov had created unreasonable descriptions of space. This result was verified by the existence of false parallel and orthogonal relationships between drawn building parts. Three tests were conducted. Observers used a reverse verification process to analyze three-dimensional objects re-built in simulation. The verification mirrored a two-way construction relationship between 2D perspective and 3D models.
- Published
- 2002
5. Foreword to the special section on Computer Graphics in Brazil: A selection of papers from SIBGRAPI 2012
- Author
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Carla Dal Sasso Freitas and Roberto Scopigno
- Subjects
Human-Computer Interaction ,Computer graphics ,Engineering drawing ,Computer science ,General Engineering ,Special section ,Computer Graphics and Computer-Aided Design ,Selection (genetic algorithm) - Published
- 2014
6. Special issue on executable papers for 3D object retrieval
- Author
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Michela Spagnuolo and Remco C. Veltkamp
- Subjects
Human-Computer Interaction ,Information retrieval ,Computer science ,Programming language ,General Engineering ,Executable ,computer.file_format ,computer.software_genre ,Object (computer science) ,computer ,Computer Graphics and Computer-Aided Design ,Engineering(all) - Published
- 2013
- Full Text
- View/download PDF
7. Computer graphics in Spain: A selection of papers from CEIG 2009
- Author
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Javier Lluch and Carlos Andujar
- Subjects
Human-Computer Interaction ,Computer graphics ,Computer science ,Computer graphics (images) ,General Engineering ,Computer Graphics and Computer-Aided Design ,Selection (genetic algorithm) - Published
- 2010
8. Computer graphics in Brazil: A selection of papers from SIBGRAPI 2006
- Author
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Manuel M. Oliveira
- Subjects
Human-Computer Interaction ,Computer graphics ,Computer science ,Computer graphics (images) ,General Engineering ,Computer Graphics and Computer-Aided Design ,Selection (genetic algorithm) - Published
- 2008
9. Call for papers
- Author
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JoséL. Encarnação
- Subjects
Human-Computer Interaction ,General Engineering ,Computer Graphics and Computer-Aided Design - Published
- 1983
10. Call for paper
- Author
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JoséL. Encarnacao
- Subjects
Human-Computer Interaction ,General Engineering ,Computer Graphics and Computer-Aided Design - Published
- 1984
11. Diffusion-geometric maximally stable component detection in deformable shapes
- Author
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Roee Litman, Michael M. Bronstein, and Alexander M. Bronstein
- Subjects
FOS: Computer and information sciences ,business.industry ,Computer Vision and Pattern Recognition (cs.CV) ,Computation ,Computer Science - Computer Vision and Pattern Recognition ,I.4.7 ,General Engineering ,Pattern recognition ,I.4.8 ,Geometric shape ,3d shapes ,Computer Graphics and Computer-Aided Design ,Full paper ,Human-Computer Interaction ,Diffusion geometry ,Artificial intelligence ,business ,Mathematics ,Shape analysis (digital geometry) - Abstract
Maximally stable component detection is a very popular method for feature analysis in images, mainly due to its low computation cost and high repeatability. With the recent advance of feature-based methods in geometric shape analysis, there is significant interest in finding analogous approaches in the 3D world. In this paper, we formulate a diffusion-geometric framework for stable component detection in non-rigid 3D shapes, which can be used for geometric feature detection and description. A quantitative evaluation of our method on the SHREC'10 feature detection benchmark shows its potential as a source of high-quality features.
- Published
- 2011
12. Displaced subdivision surfaces of animated meshes
- Author
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Minsu Ahn, Hyunjun Lee, and Seungyong Lee
- Subjects
Computer science ,Graphics hardware ,Mesh networking ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Motion (geometry) ,Topology (electrical circuits) ,Volume mesh ,T-vertices ,Mathematics::Numerical Analysis ,Rendering (computer graphics) ,Computer graphics (images) ,Polygon mesh ,Subdivision surface ,Computer vision ,Static mesh ,ComputingMethodologies_COMPUTERGRAPHICS ,business.industry ,General Engineering ,Computer Graphics and Computer-Aided Design ,Full paper ,Vertex (geometry) ,Human-Computer Interaction ,Displacement mapping ,Computer Science::Graphics ,Artificial intelligence ,business - Abstract
This paper proposes a novel technique for converting a given animated mesh into a series of displaced subdivision surfaces. Instead of independently converting each mesh frame in the animated mesh, our technique produces displaced subdivision surfaces that share the same topology of the control mesh and a single displacement map. We first propose a conversion framework that enables sharing the same control mesh topology and a single displacement map among frames, and then present the details of the components in the framework. Each component is specifically designed to minimize the shape conversion errors that can be caused by enforcing a single displacement map. The resulting displaced subdivision surfaces have a compact representation, while reproducing the details of the original animated mesh. The representation can also be used for efficient rendering on modern graphics hardware that supports accelerated rendering of subdivision surfaces.
- Published
- 2011
13. Cyclic twill-woven objects
- Author
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Jianer Chen, Yen-Lin Chen, Qing Xing, Jonathan L. Gross, and Ergun Akleman
- Subjects
Offset (computer science) ,Diagonal ,General Engineering ,Geometry ,Software_PROGRAMMINGTECHNIQUES ,Computer Graphics and Computer-Aided Design ,Full paper ,Human-Computer Interaction ,Topological graph theory ,Polygon mesh ,Weaving ,Algorithm ,ComputingMethodologies_COMPUTERGRAPHICS ,Mathematics - Abstract
Classical (or biaxial) twill is a textile weave in which the weft threads pass over and under two or more warp threads, with an offset between adjacent weft threads to give an appearance of diagonal lines. This paper introduces a theoretical framework for constructing twill-woven objects, i.e., cyclic twill-weavings on arbitrary surfaces, and it provides methods to convert polygonal meshes into twill-woven objects. It also develops a general technique to obtain exact triaxial-woven objects from an arbitrary polygonal mesh surface.
- Published
- 2011
14. Geometric models with weigthed topology
- Author
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M. Attene and S. Biasotti
- Subjects
Strongly connected component ,General Engineering ,Topology ,Computer Graphics and Computer-Aided Design ,Full paper ,Human-Computer Interaction ,Robustness (computer science) ,Shape modeling ,Active shape model ,Segmentation ,Robustness ,Shape description ,Shape analysis (digital geometry) ,Applicability domain ,Mathematics - Abstract
This paper introduces the concept of weighted topology to model a 3D object whose connectivity and metric depend on a novel notion of weighted arc-length. The weighted arc-length between any two points of the shape takes into account the fact that a part of the object may be either weakly or strongly connected to another part. The new model is useful to treat problems which are intrinsically not robust to small topological changes. We describe an example implementation of the model and show how it can be exploited to (1) extend the applicability domain of existing segmentation algorithms and (2) improve the performances of a shape descriptor in a 3D object retrieval scenario.
- Published
- 2011
15. Direct quad-dominant meshing of point cloud via global parameterization
- Author
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Bo Xu, Wujun Che, Xiaopeng Zhang, Yi-Kuan Zhang, and Er Li
- Subjects
Mathematical optimization ,Delaunay triangulation ,Scalar (mathematics) ,General Engineering ,Point cloud ,Computer Graphics and Computer-Aided Design ,Full paper ,Human-Computer Interaction ,Fully automatic ,Fairness measure ,Image-based meshing ,Algorithm ,Surface reconstruction ,ComputingMethodologies_COMPUTERGRAPHICS ,Mathematics - Abstract
In this paper, we present a new algorithm for quad-dominant meshing of unorganized point clouds based on periodic global parameterization. Our meshing method is guided by principal directions so as to preserve the intrinsic geometric properties. We use local Delaunay triangulation to smooth the initial principal directions and adapt the global parameterization to point clouds. By optimizing the fairness measure we can find the two scalar functions whose gradients best align with the guided principal directions. To handle the redundant vertices in the iso-lines due to overlapped triangles, an approach is specially designed to clean the iso-lines. Our approach is fully automatic and applicable to a surface of arbitrary genus. We also show an application of our method in curve skeleton extraction from incomplete point cloud data.
- Published
- 2011
16. Feature based volumes for implicit intersections
- Author
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Turlif Vilbrandt, Pierre-Alain Fayolle, Alexander Pasko, Galina Pasko, and Oleg Fryazinov
- Subjects
Offset (computer science) ,General Engineering ,Topology ,Computer Graphics and Computer-Aided Design ,Constructive ,Full paper ,Visualization ,Human-Computer Interaction ,Bounding overwatch ,csi ,Feature based ,Function representation ,Algorithm ,Mathematics - Abstract
The automatic generation of volumes bounding the intersection of two implicit surfaces (isosurfaces of real functions of 3D point coordinates) or feature based volumes (FBV) is presented. Such FBVs are defined by constructive operations, function normalization and offsetting. By applying various offset operations to the intersection of two surfaces, we can obtain variations in the shape of an FBV. The resulting volume can be used as a boundary for blending operations applied to two corresponding volumes, and also for visualization of feature curves and modeling of surface based structures including microstructures.
- Published
- 2011
17. On visual complexity of 3D shapes
- Author
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Waqar Saleem, Alexander Belyaev, Danyi Wang, and Hans-Peter Seidel
- Subjects
Theoretical computer science ,business.industry ,media_common.quotation_subject ,General Engineering ,Similarity matrix ,3d shapes ,Computer Graphics and Computer-Aided Design ,Full paper ,Visual complexity ,Human-Computer Interaction ,Active shape model ,Perception ,Computer vision ,Artificial intelligence ,business ,Scaling ,Shape analysis (digital geometry) ,Mathematics ,media_common - Abstract
We present an approach to compute the perceived complexity of a given 3D shape using the similarity between its views. Previous studies on 3D shape complexity relied on geometric and/or topological properties of the shape and are not appropriate for incorporating results from human shape perception which claim that humans perceive 3D shapes as organizations of 2D views. Therefore, we base our approach to computing 3D shape complexity on the (dis)similarity matrix of the shape's 2D views. To illustrate the application of our approach, we note that simple shapes lead to similar views whereas complex ones result in different, dissimilar views. This reflected in the View Similarity Graph (VSG) of a shape as tight clusters of points if the shape is simple and increasingly dispersed points as it gets more complex. To get a visual intuition of the VSG, we project it to 2D using Multi-Dimensional Scaling (MDS) and introduce measures to compute shape complexity through point dispersion in the resulting MDS plot. Experiments show that results obtained using our measures alleviate some of the drawbacks present in previous approaches.
- Published
- 2011
18. Context-aware garment modeling from sketches
- Author
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Ron Maharik, Nathan A. Carr, Alla Sheffer, and Cody Robson
- Subjects
Multimedia ,Computer science ,media_common.quotation_subject ,General Engineering ,Context (language use) ,computer.software_genre ,Computer Graphics and Computer-Aided Design ,Geometric method ,Full paper ,Sketch ,Variety (cybernetics) ,Human-Computer Interaction ,Sketch-based modeling ,Human–computer interaction ,ComputerApplications_MISCELLANEOUS ,Perception ,Set (psychology) ,computer ,ComputingMethodologies_COMPUTERGRAPHICS ,media_common - Abstract
Modeling of realistic garments is essential for creating believable virtual environments. Sketch-based modeling of garments presents an appealing, easy to use alternative to the established modeling approaches which are time consuming and require significant tailoring expertise. Unfortunately, the results created using existing sketch-based methods lack realism. Driven by human perception of garment sketches, we propose a context-aware garment sketch interpretation based on a set of observations about key factors that affect the shape of garments. Based on this analysis we develop a geometric method for sketch-based modeling of garments which obtains more realistic results than previous techniques. We demonstrate the effectiveness of our method on a variety of inputs and validate our approach via a user study where viewers were asked to compare the believability of our outputs versus previous ones.
- Published
- 2011
19. Localized Cocone surface reconstruction
- Author
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Ramsay Dyer, Lei Wang, and Tamal K. Dey
- Subjects
Correctness ,Delaunay triangulation ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,General Engineering ,Reconstruction algorithm ,Topology ,Computer Graphics and Computer-Aided Design ,Full paper ,Smooth surface ,Human-Computer Interaction ,Octree ,Point (geometry) ,Surface reconstruction ,ComputingMethodologies_COMPUTERGRAPHICS ,Mathematics - Abstract
We introduce a surface reconstruction algorithm suitable for large point sets. The algorithm is an octree-based version of the Cocone reconstruction algorithm [4], allowing independent processing of small subsets of the total input point set. When the points are sufficiently sampled from a smooth surface, the global guarantee of topological correctness of the original algorithm is preserved, together with the geometric accuracy guarantees.
- Published
- 2011
20. Modeling (seemingly) impossible models
- Author
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Gershon Elber
- Subjects
Class (computer programming) ,Computer science ,General Engineering ,Realization (linguistics) ,3d model ,Computer Graphics and Computer-Aided Design ,Two stages ,Full paper ,Human-Computer Interaction ,Computer graphics ,Derivative work ,Hardware_GENERAL ,Computer graphics (images) ,Geometric modeling - Abstract
In recent years, there has been a growing interest in computer graphics and geometric modeling in the ability to create and manipulate seemingly impossible models (SIMs). Methods to create derivative work and modify drawings and paintings of SIMs made by artists were suggested. Similarly, 3D realization of SIMs of some of these drawings were also offered. In this work, we further explore the nature of SIMs and identify a class of SIMs that can be realized and modeled in 3D. As part of this analysis we show an invariance whose preservation allows one to model SIM artifacts that are completely realizable. We further present a mini-modeling package that allow end-users to realize whole new SIMs in two stages: modeling a regular 3D model and then converting it into a SIM using special deformations. We conclude with some examples, a discussion on the current limitations and a layout of possible future work.
- Published
- 2011
21. Interactive 3D caricature from harmonic exaggeration
- Author
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Adelailson Peixoto, Luiz Velho, Thales Vieira, Dimas Martínez, Vinícius Mello, and Thomas Lewiner
- Subjects
Harmonic filtering ,Computer science ,business.industry ,Quantitative Biology::Tissues and Organs ,media_common.quotation_subject ,Interactive 3d ,General Engineering ,Computer Graphics and Computer-Aided Design ,Full paper ,Rendering (computer graphics) ,Human-Computer Interaction ,Interactivity ,Computer graphics (images) ,Exaggeration ,Computer vision ,Polygon mesh ,Artificial intelligence ,business ,media_common - Abstract
A common variant of caricature relies on exaggerating characteristics of a shape that differs from a reference template, usually the distinctive traits of a human portrait. This work introduces a caricature tool that interactively emphasizes the differences between two three-dimensional meshes. They are represented in the manifold harmonic basis of the shape to be caricatured, providing intrinsic controls on the deformation and its scales. It further provides a smooth localization scheme for the deformation. This lets the user edit the caricature part by part, combining different settings and models of exaggeration, all expressed in terms of harmonic filter. This formulation also allows for interactivity, rendering the resulting 3d shape in real time.
- Published
- 2011
22. A survey of immersive technologies and applications for industrial product development.
- Author
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Liu, Rui, Peng, Chao, Zhang, Yunbo, Husarek, Hannah, and Yu, Qi
- Subjects
- *
NEW product development , *INDUSTRIAL goods , *INDUSTRIALIZATION , *PLANT layout , *INDUSTRIAL applications , *RAPID prototyping , *HUMAN-computer interaction - Abstract
• The focus of this review paper is immersive technology that combines high-performance CAD model processing methods, engaging display technologies, and human-centered interaction modalities, in applications for smart manufacturing. • We reviewed and summarized a collection of publications gathered from proceedings and journals in multiple disciplines, including visual computing, graphics, virtual reality, human-computer interaction, manufacturing, computer-aided design, and industrial systems. • We also looked into particular areas of manufacturing that immersive technology has been integrated into, including product design, prototyping, fabrication, training, and logistics. [Display omitted] With the expanded digitalization of manufacturing and product development process, research into the use of immersive technology in smart manufacturing has increased. The use of immersive technology is theorized to increase the productivity of all steps in the product development process, from the start of the concept generation phase to assembling the final product. Many aspects of immersive technology are considered, including techniques for CAD model conversion and rendering, types of VR/AR displays, interaction modalities, as well as its integration with different areas of product development. The purpose of this survey paper is to investigate the potential applications of immersive technology and advantages and potential drawbacks that should be considered when integrating the technology into the workplace. The potential application is broad, and the possibilities are continuing to expand as the technology used becomes more advanced and more affordable for commercial business to implement on a large scale. The technology is currently being utilized in the concept generation and in the design or engineering of new products. Additionally, the immersive technology have great potential to increase the productivity of assembly line workers and of the factory layout/functionality, and could provide a more hands-on form of training, which leads to the conclusion that immersive technology is the step to the future in terms of smart product development strategies to implement for employers. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
23. Data-driven online traffic reconstructions: Interactively optimizing in virtual reality.
- Author
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Wang, Hua, He, Yifan, Wang, Zheng, Li, Guanfeng, Xiao, Yanqiu, and Xu, Mingliang
- Subjects
- *
INTERNET traffic , *VIRTUAL reality , *KALMAN filtering , *CAMCORDERS , *HUMAN-computer interaction , *OBJECT tracking (Computer vision) - Abstract
It is important to realize three-dimensional (3D) online traffic reconstructions based on the video data. Existing methods always use structured data to generate 3D traffic reconstructions and do not process unstructured pixel data. In this paper, we propose a 3D online traffic reconstruction method driven by video data and virtual traffic simulations. There are mainly two steps in our method. The first step is data preprocessing. We extract vehicles' trajectories from video data and transform them into the geodetic coordinate system. The transformation parameters are optimally solved in multiple human–computer interactions. The second step is trajectory reconstructions. We use the traffic simulation method to predict vehicles' trajectories and use the Kalman filter to optimize vehicles' trajectories according to the extracted trajectories and the predicted trajectories. We also optimize the traffic simulation parameters iteratively according to the optimized trajectories when needed. The experimental results show that our method can provide realistic and smooth traffic reconstructions. It has nearly the same efficiency as that of existing online multiple object tracking methods. [Display omitted] • 3D online traffic reconstruction based on video data directly. Our results are shown in a 3D virtual reality space comparing that of the existing methods, the results of which are in 2D pixel space. • No need to provide the camera parameters of the video data. There are few limitations on the position of the camera. • The reconstruction is with good visual effects. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
24. Design considerations for combining augmented reality with intelligent tutors.
- Author
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Herbert, Bradley, Ens, Barrett, Weerasinghe, Amali, Billinghurst, Mark, and Wigley, Grant
- Subjects
- *
INTELLIGENT tutoring systems , *PERCEPTUAL motor learning , *AUGMENTED reality , *HUMAN-computer interaction , *EXPERIENTIAL learning - Abstract
Highlights • The effectiveness of Intelligent Tutoring Systems in psychomotor domains can potentially be enhanced by combining them with Augmented Reality paradigms. • Due to ITS complexity and design, work on the use of ITSs with AR is significantly limited and how these paradigms work together is not well understood. • Existing work shows that combining ITSs with AR enhances significantly enhances performance and learning. • Combining AR with ITS requires a gateway interface and networking capabilities in both the ITS and the AR application, due to non-standardised mechanisms used in these systems. • Additional research on the design of the interface; authoring systems for ITSs in AR and their learning effectiveness is required. Graphical abstract Abstract Augmented Reality overlays virtual objects on the real world in real-time and has the potential to enhance education, however, few AR training systems provide personalised learning support. Combining AR with intelligent tutoring systems has the potential to improve training outcomes by providing personalised learner support, such as feedback on the AR environment. This paper reviews the current state of AR training systems combined with ITSs and proposes a series of requirements for combining the two paradigms. In addition, this paper identifies a growing need to provide more research in the context of design and implementation of adaptive augmented reality tutors (ARATs). These include possibilities of evaluating the user interfaces of ARAT and potential domains where an ARAT might be considered effective. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
25. SketchCleanNet — A deep learning approach to the enhancement and correction of query sketches for a 3D CAD model retrieval system
- Author
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Bharadwaj Manda, Prasad Pralhad Kendre, Subhrajit Dey, and Ramanathan Muthuganapathy
- Subjects
FOS: Computer and information sciences ,Human-Computer Interaction ,Computer Science - Machine Learning ,Artificial Intelligence (cs.AI) ,Computer Science - Artificial Intelligence ,Computer Vision and Pattern Recognition (cs.CV) ,Computer Science - Computer Vision and Pattern Recognition ,General Engineering ,Computer Graphics and Computer-Aided Design ,Machine Learning (cs.LG) - Abstract
Search and retrieval remains a major research topic in several domains, including computer graphics, computer vision, engineering design, etc. A search engine requires primarily an input search query and a database of items to search from. In engineering, which is the primary context of this paper, the database consists of 3D CAD models, such as washers, pistons, connecting rods, etc. A query from a user is typically in the form of a sketch, which attempts to capture the details of a 3D model. However, sketches have certain typical defects such as gaps, over-drawn portions (multi-strokes), etc. Since the retrieved results are only as good as the input query, sketches need cleaning-up and enhancement for better retrieval results. In this paper, a deep learning approach is proposed to improve or clean the query sketches. Initially, sketches from various categories are analysed in order to understand the many possible defects that may occur. A dataset of cleaned-up or enhanced query sketches is then created based on an understanding of these defects. Consequently, an end-to-end training of a deep neural network is carried out in order to provide a mapping between the defective and the clean sketches. This network takes the defective query sketch as the input and generates a clean or an enhanced query sketch. Qualitative and quantitative comparisons of the proposed approach with other state-of-the-art techniques show that the proposed approach is effective. The results of the search engine are reported using both the defective and enhanced query sketches, and it is shown that using the enhanced query sketches from the developed approach yields improved search results.
- Published
- 2022
26. OrthoGaze: Gaze-based three-dimensional object manipulation using orthogonal planes.
- Author
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Liu, Chang, Plopski, Alexander, and Orlosky, Jason
- Subjects
- *
OBJECT manipulation , *EYE tracking , *HEAD-mounted displays , *USER interfaces , *VIRTUAL reality , *AUGMENTED reality , *PREHENSION (Physiology) - Abstract
• A gaze-based method that enables pure hands-free object positioning in a virtual world for head-mounted displays. • Our method can function with both pure head gaze and pure eye gaze. • Experimental results show that eye and head gaze-based control with our method can achieve 78% and 96% success rates, respectively, when compared to a hand-held controller. In virtual and augmented reality, gaze-based methods have been explored for decades as effective user interfaces for hands-free interaction. Though several well-known gaze-based methods exist for simple interactions such as selection, no solutions exist for 3D manipulation tasks requiring a higher degree of freedom (DoF). In this paper, we introduce OrthoGaze, a novel user interface that allows users to intuitively manipulate the three-dimensional position of a virtual object using only their eye or head gaze. Our approach makes use of three selectable, orthogonal planes, where each plane not only helps guide the user's gaze in an arbitrary virtual space, but also allows for 2-DoF manipulations of object position. To evaluate our method, we conducted two user studies involving aiming and docking tasks in virtual reality to evaluate the fundamental characteristics of sustained gaze aiming and to determine which type of gaze-based control performs best when combined with OrthoGaze. Results showed that eye gaze was more accurate than head gaze for sustained aiming. Additionally, eye and head gaze-based control for 3D manipulations achieved 78% and 96% performance, respectively, in comparison with a hand-held controller. Subjective results also suggest that gaze-based manipulation can comprehensively cause more fatigue than controller-based. From the experimental results, we expect OrthoGaze to become an effective method for pure hands-free object manipulation in head-mounted displays. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
27. Simple implementation and low computational cost simulation of curved folds based on ruling-aware triangulation
- Author
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Kosuke Sasaki and Jun Mitani
- Subjects
Developable surface ,Discretization ,Ruled surface ,Computer science ,General Engineering ,Process (computing) ,Triangulation (social science) ,Folding (DSP implementation) ,Computer Science::Computational Geometry ,Computer Graphics and Computer-Aided Design ,Human-Computer Interaction ,Simple (abstract algebra) ,Triangle mesh ,Algorithm ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Folding a thin sheet material such as paper along curves creates a developable surface composed of ruled surface patches. When using such surfaces in design, designers often repeat a process of folding along curves drawn on a sheet and checking the folded shape. Although several methods for constructing such shapes on a computer have been proposed, it is still difficult to check the folded shapes instantly from the crease patterns. In this paper, we propose a simple method that approximately realizes a simulation of curved folds with a triangular mesh from its crease pattern. The proposed method first approximates curves in a crease pattern with polylines and then generates a triangular mesh. In order to construct the discretized developable surface, the edges in the mesh are rearranged so that they align with the estimated rulings. The proposed method is characterized by its simplicity and is implemented on an existing origami simulator that runs in a web browser.
- Published
- 2022
28. Designing distributed user interfaces for ambient intelligent environments using models and simulations
- Author
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Luyten, Kris, Van den Bergh, Jan, Vandervelpen, Chris, and Coninx, Karin
- Subjects
- *
USER interfaces , *HUMAN-computer interaction , *COMPUTER software , *VISUAL perception - Abstract
Abstract: There is a growing demand for design support to create interactive systems that are deployed in ambient intelligent environments. Unlike traditional interactive systems, the wide diversity of situations these type of user interfaces need to work in require tool support that is close to the environment of the end-user on the one hand and provide a smooth integration with the application logic on the other hand. This paper shows how the model-based user interface development methodology can be applied for ambient intelligent environments; we propose a task-centered approach towards the design of interactive systems by means of appropriate visualizations and simulations of different models. Besides the use of these typical user interface models such as the task- and presentation-model to support interface design, we focus on user interfaces supporting situated task distributions and a visualization of context influences on deployed, possibly distributed, user interfaces. To enable this we introduce an environment model describing the device configuration at particular moment in time. To support the user interface designer while creating these complex interfaces for ambient intelligent environments, we discuss tool support using a visualization of the environment together with simulations of the user interface configurations. We also show how the concepts presented in the paper can be integrated within model-driven engineering, hereby narrowing the gap between HCI design and software engineering. [Copyright &y& Elsevier]
- Published
- 2006
- Full Text
- View/download PDF
29. Beyond traditional interaction in a mobile environment: New approach to 3D scene rendering
- Author
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Mikovec, Zdenek, Cmolik, Ladislav, Kopsa, Jiri, and Slavik, Pavel
- Subjects
- *
USER interfaces , *HUMAN-computer interaction , *WIRELESS communications , *XML (Extensible Markup Language) - Abstract
Abstract: In this paper the problems of user interaction in a mobile environment are investigated. Interaction in this environment imposes new requirements both on UI designers and the users. This paper deals in particular with problems of graphical interaction in a mobile environment. The interaction in a mobile environment requires new approaches that will result in a new type of rendering of graphical data. A rendering technique that enables rendering and annotation of objects in a 3D scene on mobile devices is presented. This technique is based on transformation of the 3D scene to a 2D vector graphic representation. The input 3D scene is given in the VRML format and the output 2D format is SVG. In the second part of this paper we are presenting a prototype of a voice user interface that allows users to interact with the graphical data in a mobile environment. The semantic description of the scene plays the key role in restriction of the language used for communication. The communication between the user and the mobile system is performed by means of natural language that is restricted according to the context the user is currently in. The implementation of the voice user interface is based on the existing VoiceXML platform. [Copyright &y& Elsevier]
- Published
- 2006
- Full Text
- View/download PDF
30. Interactive learning of CG in networked virtual environments
- Author
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Pan, Zhigeng, Zhu, Jiejie, Hu, Weihua, Pak Lun, Hung, and Zhou, Xin
- Subjects
- *
INTERACTIVE computer systems , *COMPUTER graphics , *LEARNING , *HUMAN-computer interaction - Abstract
Abstract: Nowadays, computer graphics courses are usually taught with traditional teaching methodologies and tools, which have several limitations. In this paper, we present an online interactive computer graphics (CG) tutorial, which supports the collaborative learning of the concepts and algorithms of computer graphics in a networked virtual environment. The practical part of the tutorial consists of example programs for users to test the theoretical concepts and to obtain their own experiments. The integration of the different theoretical and practical parts of the course is realized through a common Web-based interface to the system. The main objectives are to (1) allow the users to learn and practice with the algorithms of computer graphics in a virtual environment, (2) support avatar-based collaborative learning based on avatars involving, several users connected through the Internet. Two versions of the system in Chinese and English language, respectively, have been implemented and are described in the paper. [Copyright &y& Elsevier]
- Published
- 2005
- Full Text
- View/download PDF
31. Virtual characters facial and body animation through the edition and interpretation of mark-up languages
- Author
-
Carretero, Maria del Puy, Oyarzun, David, Ortiz, Amalia, Aizpurua, Iker, and Posada, Jorge
- Subjects
- *
ANIMATION (Cinematography) , *HUMAN-computer interaction , *USER interfaces , *GRAPHIC arts - Abstract
Abstract: The virtual characters are starting to be widely used in user interfaces in order to improve the human–computer communication. However, the design of avatar animation is still largely restricted to specialized users, revealing a current lack of intuitive and easy-to-use editing tools. In this paper, we propose to develop a graphic editor based on mark-up language. After analyzing the main existing mark-up languages, we decided to follow the specifications of the virtual human mark-up language (VHML). In this paper, we present the development of the graphic editor based on this mark-up language and its interpreter for generating the real-time avatar animation. [Copyright &y& Elsevier]
- Published
- 2005
- Full Text
- View/download PDF
32. DIMNet: Dense implicit function network for 3D human body reconstruction
- Author
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Nam Ling, Shufang Zhang, Jiang Liu, and Yuhong Liu
- Subjects
Marching cubes ,Computer science ,business.industry ,Deep learning ,3D reconstruction ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,General Engineering ,020207 software engineering ,02 engineering and technology ,Perceptron ,Computer Graphics and Computer-Aided Design ,Convolution ,Human-Computer Interaction ,Feature (computer vision) ,0202 electrical engineering, electronic engineering, information engineering ,RGB color model ,020201 artificial intelligence & image processing ,Computer vision ,Artificial intelligence ,Additive smoothing ,business - Abstract
In recent years, with the improvement of artificial intelligence technology, it has become possible to reconstruct high-precision 3D human body models based on ordinary RGB images. The current 3D human body reconstruction technology requires complex external equipment to scan all angles of the human body, which is complicated to be implemented and cannot be popularized. In order to solve this problem, this paper applies deep learning models on reconstructing 3D human body based on monocular images. First of all, this paper uses Stacked Hourglass network to perform convolution operations on monocular images collected from different views. Then Multi-Layer Perceptrons (MLPs) are used to decode the encoded high-level images. The feature codes in the two views(main and side) are fused, and the interior and exterior points are classified by the fusion features, so as to obtain the corresponding 3D occupancy field. At last, the Marching Cube algorithm is used for 3D reconstruction with a specific threshold and then we use Laplace smoothing algorithm to remove artifacts. This paper proposes a dense sampling strategy based on the important joint points of the human body, which has a certain optimization effect on the realization of high-precision 3D reconstruction. The performance of the proposed scheme has been validated on the open source datasets, MGN dataset and the THuman dataset, provided by Tsinghua University. The proposed scheme can reconstruct features such as clothing folds, color textures, and facial details,and has great potential to be applied in different applications.
- Published
- 2021
33. Conjugate shape simplification via precise algebraic planar sweeps toward gear design
- Author
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Jinesh Machchhar, Gershon Elber, and Henry Segerman
- Subjects
Computer science ,General Engineering ,Process (computing) ,Motion (geometry) ,Physics::Classical Physics ,Topology ,Computer Graphics and Computer-Aided Design ,Human-Computer Interaction ,Planar ,Transmission (telecommunications) ,Robustness (computer science) ,Variety (universal algebra) ,Algebraic number ,Reduction (mathematics) - Abstract
Gears play a pivotal role in machine design. This paper proposes an algorithm to simplify the shapes of planar gears. This is achieved via iterative conjugation, using precise algebraic sweeps. The notion of shape simplification is introduced in a mathematically rigorous manner and it is shown that the conjugation process converges, yielding a pair of meshing gears that follow the desired motion. Simplified gear shapes may lead to improved mechanical characteristics and reduction in manufacturing costs. The generality of algebraic sweeps allows precise design of gears with freeform shapes and non-uniform motion transmission. Moreover, the computational framework proposed in this paper is versatile, with applications beyond gear design. A variety of examples from an implementation of our algorithm, that offers topological guarantees, are presented, which demonstrate the robustness and efficacy of our approach.
- Published
- 2020
34. Boundary particle resampling for surface reconstruction in liquid animation
- Author
-
Paulo Pagliosa, Afonso Paiva, Nicolas Oe, Douglas Cedrim, and Marcos Sandim
- Subjects
Boundary detection ,Computer science ,General Engineering ,020207 software engineering ,02 engineering and technology ,Animation ,Computer Graphics and Computer-Aided Design ,Human-Computer Interaction ,Computer graphics ,Robustness (computer science) ,Surface fitting ,Resampling ,Principal component analysis ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Algorithm ,Surface reconstruction - Abstract
In this paper, we present a novel adaptive particle resampling method tailored for surface reconstruction of level-sets defined by the boundary particles from a particle-based liquid simulation. The proposed approach is simple and easy to implement, and only requires the positions of the particles to identify and refine regions with small and thin fluid features accurately. The method comprises four main stages: boundary detection, feature classification, particle refinement, and surface reconstruction. For each simulation frame, firstly the free-surface particles are captured through a boundary detection method. Then, the boundary particles are classified and labeled according to the deformation and the stretching of the free-surface computed from the Principal Component Analysis (PCA) of the particle positions. The particles placed at feature regions are then refined according to their feature classification. Finally, we extract the free-surface of the zero level-set defined by the resampled boundary particles and its normals. In order to render the free-surface, we demonstrate how the traditional methods of surface fitting in Computer Graphics and Computational Physics literature can benefit from the proposed resampling method. Furthermore, the results shown in the paper attest the effectiveness and robustness of our method when compared to state-of-the-art adaptive particle resampling techniques.
- Published
- 2019
35. Foreword to the Special Section on Smart Tool and Applications for Graphics (STAG 2020)
- Author
-
Silvia Biasotti, Stefano Berretti, and Ruggero Pintus
- Subjects
Human-Computer Interaction ,Tree (data structure) ,Cover (telecommunications) ,Computer science ,Computer graphics (images) ,Motion blur ,General Engineering ,Special section ,Graphics ,Data structure ,Computer Graphics and Computer-Aided Design ,Motion (physics) ,Visual computing - Abstract
This special issue contains extended and revised versions of the best papers presented at the 7th Conference on Smart Tools and Applications in Graphics (STAG 2020), held virtually on November 12–13, 2020. The two selected papers cover two different visual computing domains. The first contribution proposes a novel Level-of-Detail data structure (Motion Tree) to efficiently render motion blur of animated objects, while the second contribution presents an evaluation of current deep-learning based 3D registration solutions.
- Published
- 2021
36. Edge topology construction of Voronoi diagrams of spheres in non-general position
- Author
-
Sara McMains, Adarsh Krishnamurthy, Iddo Hanniel, and Xiang Li
- Subjects
Computer science ,Modulo ,MathematicsofComputing_GENERAL ,General Engineering ,020207 software engineering ,02 engineering and technology ,Computer Science::Computational Geometry ,Topology ,Computer Graphics and Computer-Aided Design ,Human-Computer Interaction ,Bounding overwatch ,Medial axis ,Robustness (computer science) ,TheoryofComputation_ANALYSISOFALGORITHMSANDPROBLEMCOMPLEXITY ,0202 electrical engineering, electronic engineering, information engineering ,Mathematics::Metric Geometry ,020201 artificial intelligence & image processing ,Cube ,Voronoi diagram ,General position ,ComputingMethodologies_COMPUTERGRAPHICS ,MathematicsofComputing_DISCRETEMATHEMATICS ,Parametric statistics - Abstract
Although 3D Voronoi diagrams and medial axis transforms have numerous applications in biology, robotics, and manufacturing, most researchers use Voronoi diagrams of points instead of the true 3D input geometry, due to issues of robustness and scalability. In this paper, we present a robust sample-based GPU algorithm for calculating the full topology of Voronoi diagrams of non-general position spheres. Prior work demonstrated that the presence, geometry, and combinatorial basis of spheres that contribute to Voronoi vertices can be efficiently computed by shooting rays from each input sphere, mapping ray intersections with the nearest bisector surface to parametric bounding cubes, and analyzing the results. In this paper, we propose an algorithm on this parametric bounding cube to compute Voronoi edges in addition to the vertices. We successfully extract the full topology of the Voronoi diagram, including special cases such as isolated Voronoi edges that do not contain Voronoi vertices, more than three Voronoi edges emanating from a Voronoi vertex, and Voronoi edges that are shared by more than three Voronoi cells. Our GPU implementation efficiently and robustly handles all input, whether in general or non-general position, and finds all Voronoi vertices and edges, modulo the sampling density, including isolated disconnected edges.
- Published
- 2019
37. EvalViz – Surface visualization evaluation wizard for depth and shape perception tasks
- Author
-
Monique Meuschke, Kai Lawonn, Noeska N. Smit, Bernhard Preim, and Nils Lichtenberg
- Subjects
Creative visualization ,Computer science ,media_common.quotation_subject ,General Engineering ,020207 software engineering ,02 engineering and technology ,Wizard ,Computer Graphics and Computer-Aided Design ,Visualization ,Human-Computer Interaction ,User studies ,Human–computer interaction ,Perception ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,User interface ,media_common ,Coding (social sciences) - Abstract
User studies are indispensable for visualization application papers in order to assess the value and limitations of the presented approach. Important aspects are how well depth and shape information can be perceived, as coding of these aspects is essential to enable an understandable representation of complex 3D data. In practice, there is usually little time to perform such studies, and the establishment and conduction of user studies can be labour-intensive. In addition, it can be difficult to reach enough participants to obtain expressive results regarding the quality of different visualization techniques. In this paper, we propose a framework that allows visualization researchers to quickly create task-based user studies on depth and shape perception for different surface visualizations and perform the resulting tasks via a web interface. With our approach, the effort for generating user studies is reduced and at the same time the web-based component allows researchers to attract more participants to their study. We demonstrate our framework by applying shape and depth evaluation tasks to visualizations of various surface representations used in many technical and biomedical applications.
- Published
- 2019
38. Hybrid modeling of Lagrangian–Eulerian method for high-speed fluid simulation
- Author
-
Shenfan Zhang, Hong Qin, Changbo Wang, and Chen Li
- Subjects
Computer science ,Perspective (graphical) ,General Engineering ,020207 software engineering ,Eulerian path ,02 engineering and technology ,Animation ,Solver ,Computer Graphics and Computer-Aided Design ,Computational science ,Human-Computer Interaction ,symbols.namesake ,Distortion ,Synchronization (computer science) ,0202 electrical engineering, electronic engineering, information engineering ,symbols ,Particle ,020201 artificial intelligence & image processing ,Graphics ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
This paper proposes a hybrid Lagrangian–Eulerian method involving all participating media for high-speed fluid simulation and its accompanying phenomena. We take advantages of both particle- and grid-based solvers in our new approach by dividing all the physical states into two different parts based on their individual characteristics. Lagrangian-based solver gives rise to liquid, droplet, and foam creation and facilitates the drastic shape distortion and state transition during the multi-physical processes simulation from the perspective of individual particles. At the same time, Eulerian-based solver mainly focuses on the animation of spray, which enables a fog-like atmosphere. Essential to all of the aforementioned functionalities is the state transition among different media considering both physical and geometric features in this paper. The state transition enables to streamline the dis-association and generation of certain physical states. Moreover, to ensure the synchronization of hybrid models, we establish essential interaction and build tight coupling between the particle- and grid-based subsystems. With the comprehensive experimental results, we have manifested that our new modeling approach is both effective and highly modularized, and is capable of producing convincing visual effects for a wider range of graphics and animation tasks.
- Published
- 2019
39. Design considerations for combining augmented reality with intelligent tutors
- Author
-
Bradley M. Herbert, Amali Weerasinghe, Barrett Ens, Grant Wigley, Mark Billinghurst, Herbert, Bradley, Ens, Barrett, Weerasinghe, Amali, Billinghurst, Mark, and Wigley, Grant
- Subjects
experiential learning ,Computer science ,05 social sciences ,General Engineering ,050301 education ,Kinesthetic learning ,020207 software engineering ,Context (language use) ,02 engineering and technology ,Overlay ,Computer Graphics and Computer-Aided Design ,Experiential learning ,augmented reality ,intelligent tutoring systems ,Human-Computer Interaction ,kinaesthetic learning ,Human–computer interaction ,human computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Augmented reality ,Learning support ,computers and learning ,User interface ,psychomotor learning ,0503 education - Abstract
In this paper, we review Augmented Reality Training systems and how they can be combined with Intelligent Tutoring Systems to improve pedagogical outcomes on spatial learning tasks. Intelligent Tutoring Systems (ITSs) are computer-based systems that provide personalised feedback, learner support and task selection by modelling learner knowledge. They have been shown to significantly improve learning, however currently provide little support for psychomotor tasks that involve spatial learning. For such tasks, ITSs may not be able to present instruction in an intuitive manner for mental model reconstruction. Augmented Reality (AR) overlays 3-Dimensional virtual objects on the real world, and has been shown to be useful for training in physical manipulation tasks. However, most current AR training systems provide only step by step instructions and do not adapt training content to user needs. In this paper we show how combining ITS with AR systems has the potential to overcome the limitations of both approaches and produce a significantly improved learning experience. We provide examples of previous work in this area, and provide guidelines for future AR ITS systems. Refereed/Peer-reviewed
- Published
- 2018
40. KinetiX - designing auxetic-inspired deformable material structures
- Author
-
Jifei Ou, Nikolaos Vlavianos, Zhao Ma, Jannik Peters, Hiroshi Ishii, and Dai Sen
- Subjects
Shearing (physics) ,Auxetics ,Computer science ,General Engineering ,Hinge ,Mechanical engineering ,020207 software engineering ,02 engineering and technology ,Bending ,Degrees of freedom (mechanics) ,021001 nanoscience & nanotechnology ,Compression (physics) ,Computer Graphics and Computer-Aided Design ,Human-Computer Interaction ,Transformation (function) ,0202 electrical engineering, electronic engineering, information engineering ,0210 nano-technology ,Scaling - Abstract
This paper describes a group of auxetic-inspired material structures that can transform into various shapes upon compression. We developed four cellular-based material structure units composed of rigid plates and elastic/rotary hinges. Different compositions of these units lead to a variety of tunable shape-changing possibilities, such as uniform scaling, shearing, bending and rotating. By tessellating those transformations together, we can create various higher level transformations for product design. In the paper, we first give a geometrical and numerical description of the units’ configuration and their degrees of freedom. An interactive simulation tool is developed for users to input designed structures and preview the transformation. Finally we present three application prototypes that utilize our proposed structures.
- Published
- 2018
41. 2D skeleton extraction based on heat equation
- Author
-
Shanshan Gao, Guangshun Wei, Shiqing Xin, Yuanfeng Zhou, and Fengyi Gao
- Subjects
Computer science ,Binary image ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,General Engineering ,020207 software engineering ,02 engineering and technology ,Computer Graphics and Computer-Aided Design ,Skeletonization ,Human-Computer Interaction ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Heat equation ,Distance transform ,Algorithm ,ComputingMethodologies_COMPUTERGRAPHICS ,Shape analysis (digital geometry) - Abstract
Object skeleton is a useful geometric tool for shape analysis tasks. It encodes the topological structure of the primitive shape and preserves a geometric cue as well. Skeletonization is a seemingly simple but difficult research problem. A desirable skeletonization algorithm has to be topologically complete, insensitive to boundary noise, without any branch pruning and free of user-specified parameters. In this paper, we propose a novel method based on the heat equation to extract skeletons assuming that the input is a binary image. Based on the connection between the skeleton and ridge lines, we use the smooth heat diffusion height surface to approximate the real distance field, and then extract the ridge lines of the surface as the output skeleton. Different from the existing approaches, the proposed method in this paper has the above-mentioned excellent properties and can capture the clean and stable skeleton directly. Extensive experimental results show that the new approach can yield better skeletons than the state-of-the-art.
- Published
- 2018
42. Real-time animation of human characters’ anatomy
- Author
-
Marcos Garcia, Antoine Serrurier, Aaron Sújar, and Juan José Casafranca
- Subjects
Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,General Engineering ,020207 software engineering ,02 engineering and technology ,Animation ,Anatomy ,Computer Graphics and Computer-Aided Design ,Pipeline (software) ,030218 nuclear medicine & medical imaging ,Human-Computer Interaction ,Computer graphics ,03 medical and health sciences ,Skinning ,0302 clinical medicine ,Interactivity ,Workflow ,0202 electrical engineering, electronic engineering, information engineering ,Skeletal animation ,Dual quaternion ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
The animation of articulated characters is a central problem in the computer graphics field. Skeletal animation techniques define a workflow which has proven to be effective for boundary representations (B-Reps). This paper extends the classical skeletal animation pipeline to deal with characters internal tissues. In contrast to most common approaches, the proposed technique automates all the stages of this workflow. Well known skinning algorithms, such as Linear Blending Skinning, Dual Quaternion Skinning or Optimized Centers of Rotation were adapted to allow the use of our technique in applications where interactivity is required. The pipeline proposed in this paper can be used in many computer graphics systems such as games or educational applications to visualize and animate the internal anatomy of a virtual character at interactive rates.
- Published
- 2018
43. Heuristic misfit reduction: A programmable approach for 3D garment fit customization
- Author
-
Wonseop Lee and Hyeong-Seok Ko
- Subjects
0209 industrial biotechnology ,Landmark ,Computer science ,Heuristic ,General Engineering ,020207 software engineering ,02 engineering and technology ,Landmark point ,Computer Graphics and Computer-Aided Design ,Personalization ,Human-Computer Interaction ,Reduction (complexity) ,020901 industrial engineering & automation ,Line (geometry) ,0202 electrical engineering, electronic engineering, information engineering ,Algorithm ,Simulation - Abstract
Based on the physically-based clothing simulation, this paper develops a novel method to customize the fit of the given garment to the reference body. The method defines three misfit measures, namely the landmark point misfit, landmark line misfit, and circumferential misfit, based on the correspondence between the landmark points and landmark lines in the body and garment. In terms of the above misfit measures, this paper proposes the heuristic misfit reduction method. The heuristic misfit reduction method works in the following way. Starting from a given preliminary garment, it (1) performs the fit evaluation, (2) modifies the panels based on the evaluation to enhance the fit, then (3) performs the draping simulation with the modified panels. The procedure is repeated until a satisfactory fit is achieved. According to our experiments, the proposed method successfully customizes a given garment to fit to the given body.
- Published
- 2018
44. Sequence searching with CNN features for robust and fast visual place recognition
- Author
-
Chaoqun Wang, Xuejun Yang, Dongdong Bai, Xiaodong Yi, and Bo Zhang
- Subjects
0209 industrial biotechnology ,Sequence ,Matching (graph theory) ,Computer science ,business.industry ,Deep learning ,media_common.quotation_subject ,General Engineering ,02 engineering and technology ,Computer Graphics and Computer-Aided Design ,Adaptability ,Image (mathematics) ,Human-Computer Interaction ,Range (mathematics) ,Acceleration ,020901 industrial engineering & automation ,0202 electrical engineering, electronic engineering, information engineering ,Feature (machine learning) ,020201 artificial intelligence & image processing ,Computer vision ,Artificial intelligence ,business ,media_common - Abstract
The primary purpose of this paper is to realize robust place recognition algorithms towards simultaneous viewpoint and condition changes, and provide satisfactory computational efficiency. In this paper, we significantly improve the viewpoint invariance of the SeqSLAM algorithm by using state-of-the-art deep learning techniques to generate robust feature representations of images and develop the SeqCNNSLAM. Experimental results show that SeqCNNSLAM outperforms state-of-the-art place recognition systems in most cases, such as, when precision is maintained at 100%, the maximum recall obtained by SeqCNNSLAM is 50% higher than SeqSLAM on the Norland dataset with simultaneous condition change and 12.5% viewpoint change. Besides, we develop an acceleration method called A-SeqCNNSLAM, which exploits the location relationship between the matching images of adjacent images to reduce the matching range of the current image. Experimental results demonstrate that an acceleration of ∼ 5 times is achieved with minimal accuracy degradation of ∼ 5%. Finally, to enable A-SeqCNNSLAM adaptability in new environments, O-SeqCNNSLAM is devised for the online parameter adjustment in A-SeqCNNSLAM.
- Published
- 2018
45. Position based simulation of solids with accurate contact handling
- Author
-
Florica Moldoveanu and Mihai Frâncu
- Subjects
Coupling ,Mathematical optimization ,General Engineering ,020207 software engineering ,02 engineering and technology ,Solver ,Computer Graphics and Computer-Aided Design ,Position based dynamics ,Regularization (mathematics) ,Finite element method ,Human-Computer Interaction ,Nonlinear system ,Integrator ,Convex optimization ,0202 electrical engineering, electronic engineering, information engineering ,Applied mathematics ,020201 artificial intelligence & image processing ,Mathematics - Abstract
Simulating multi-body dynamics with both rigid and flexible parts and with frictional contacts is a hard problem. We solve this by expressing the couplings between the bodies as position level constraints. The implicit treatment of the constraint directions gives us improved stability over velocity based methods. Then by employing regularization of nonlinear constraints and a convex minimization formulation, we bridge constraint-based methods to traditional force-based methods. In fact, the former are just a dual variables formulation of the latter. We solve this dual problem using position based dynamics (PBD). We show how PBD is a completely valid modeling technique and we extend it with an accurate contact and Coulomb friction model. We further show for the first time how the same solver can be used to simulate both rigid and deformable solids with two way coupling. For the soft bodies we introduce a novel form of linear finite elements expressed as constraints, that is more accurate than PBD mass-spring systems. More of our results include the energy conserving Newmark integrator and the accelerated Jacobi solver suitable for parallel architectures. Note that this paper is an extended and revised version of the conference paper published in [1].
- Published
- 2017
46. Humans are easily fooled by digital images
- Author
-
Victor Schetinger, Manuel M. Oliveira, Tiago Carvalho, and Roberto da Silva
- Subjects
FOS: Computer and information sciences ,Information retrieval ,Computer science ,Computer Vision and Pattern Recognition (cs.CV) ,Computer Science - Computer Vision and Pattern Recognition ,Computer Science - Human-Computer Interaction ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,General Engineering ,020207 software engineering ,Subject (documents) ,02 engineering and technology ,Computer Graphics and Computer-Aided Design ,Graphics (cs.GR) ,Human-Computer Interaction (cs.HC) ,Image (mathematics) ,Human-Computer Interaction ,Digital image ,Computer Science - Graphics ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Social media ,Digital image forensics - Abstract
Digital images are ubiquitous in our modern lives, with uses ranging from social media to news, and even scientific papers. For this reason, it is crucial evaluate how accurate people are when performing the task of identify doctored images. In this paper, we performed an extensive user study evaluating subjects capacity to detect fake images. After observing an image, users have been asked if it had been altered or not. If the user answered the image has been altered, he had to provide evidence in the form of a click on the image. We collected 17,208 individual answers from 383 users, using 177 images selected from public forensic databases. Different from other previously studies, our method propose different ways to avoid lucky guess when evaluating users answers. Our results indicate that people show inaccurate skills at differentiating between altered and non-altered images, with an accuracy of 58%, and only identifying the modified images 46.5% of the time. We also track user features such as age, answering time, confidence, providing deep analysis of how such variables influence on the users' performance.
- Published
- 2017
47. A hybrid human–computer approach for recovering incomplete cultural heritage pieces
- Author
-
Adán, Antonio, Salamanca, Santiago, and Merchán, Pilar
- Subjects
- *
COMPUTER algorithms , *HUMAN-computer interaction , *CULTURAL property , *HYPOTHESIS , *PROBLEM solving , *IMAGE reconstruction , *ROMAN sculpture - Abstract
Abstract: The automatic reconstruction of archeological pieces through the integration of a set of unknown segments is a highly complex problem which is still being researched. When only a few segments of the original piece are available, solutions exclusively based on computational algorithms are inefficient when attempting to create a credible whole restoration. Incomplete 3D puzzles must consequently be tackled by considering hybrid human/computer strategies. This paper presents a reconstruction approach in which the knowledge of human experts and computational solutions coexist together. Hypotheses, models and integration solutions originating from both humans and computers are thus continuously updated until an agreement is reached. This semi-automatic restoration approach has been tested on a set of ancient fractured pieces belonging to the remains of Roman sculptures at the well known Mérida site (Spain), and promising results have been obtained. The successful results and applicability of this method have led us to believe that computational solutions should evolve towards hybrid human–computer strategies. [Copyright &y& Elsevier]
- Published
- 2012
- Full Text
- View/download PDF
48. Categorizing art: Comparing humans and computers
- Author
-
Wallraven, Christian, Fleming, Roland, Cunningham, Douglas, Rigau, Jaume, Feixas, Miquel, and Sbert, Mateu
- Subjects
- *
HUMAN-computer interaction , *COMPUTER vision , *MENTAL calculators , *ART & literature , *PERFORMANCE technology , *AESTHETICS , *COMPUTER programming - Abstract
Abstract: The categorization of art (paintings, literature) into distinct styles such as Expressionism, or Surrealism has had a profound influence on how art is presented, marketed, analyzed, and historicized. Here, we present results from human and computational experiments with the goal of determining to which degree such categories can be explained by simple, low-level appearance information in the image. Following experimental methods from perceptual psychology on category formation, naive, non-expert participants were first asked to sort printouts of artworks from different art periods into categories. Converting these data into similarity data and running a multi-dimensional scaling (MDS) analysis, we found distinct categories which corresponded sometimes surprisingly well to canonical art periods. The result was cross-validated on two complementary sets of artworks for two different groups of participants showing the stability of art interpretation. The second focus of this paper was on determining how far computational algorithms would be able to capture human performance or would be able in general to separate different art categories. Using several state-of-the-art algorithms from computer vision, we found that whereas low-level appearance information can give some clues about category membership, human grouping strategies included also much higher-level concepts. [Copyright &y& Elsevier]
- Published
- 2009
- Full Text
- View/download PDF
49. Sketch-based modeling: A survey
- Author
-
Olsen, Luke, Samavati, Faramarz F., Sousa, Mario Costa, and Jorge, Joaquim A.
- Subjects
- *
USER interfaces , *HUMAN-computer interaction , *WEB development , *SURVEYS - Abstract
Abstract: User interfaces in modeling have traditionally followed the WIMP (Window, Icon, Menu, Pointer) paradigm. Though functional and very powerful, they can also be cumbersome and daunting to a novice user, and creating a complex model requires considerable expertise and effort. A recent trend is toward more accessible and natural interfaces, which has lead to sketch-based interfaces for modeling (SBIM). The goal is to allow sketches—hasty freehand drawings—to be used in the modeling process, from rough model creation through to fine detail construction. Mapping a 2D sketch to a 3D modeling operation is a difficult task, rife with ambiguity. To wit, we present a categorization based on how a SBIM application chooses to interpret a sketch, of which there are three primary methods: to create a 3D model, to add details to an existing model, or to deform and manipulate a model. Additionally, in this paper we introduce a survey of sketch-based interfaces focused on 3D geometric modeling applications. The canonical and recent works are presented and classified, including techniques for sketch acquisition, filtering, and interpretation. The survey also provides an overview of some specific applications of SBIM and a discussion of important challenges and open problems for researchers to tackle in the coming years. [Copyright &y& Elsevier]
- Published
- 2009
- Full Text
- View/download PDF
50. Newton's Pen: A pen-based tutoring system for statics
- Author
-
Lee, WeeSan, de Silva, Ruwanee, Peterson, Eric J., Calfee, Robert C., and Stahovich, Thomas F.
- Subjects
- *
INTELLIGENT tutoring systems , *PEN-based computers , *USER interfaces , *COMPUTER assisted instruction , *PROGRAMMED instruction , *PATTERN recognition systems , *ENGINEERING graphics - Abstract
Abstract: We present Newton''s Pen, a statics tutor implemented on a “pentop computer,” a writing instrument with an integrated digitizer and embedded processor. The tutor, intended for undergraduate education, scaffolds students in the construction of free body diagrams and equilibrium equations. This project entailed the development of sketch understanding techniques and user interface principles for creating pedagogically sound instructional tools for pentop computers. Development on the pentop platform presented novel challenges because of limited computational resources and a visually static, ink-on-paper display (the only dynamic output device is an audio speaker). We show that a system architecture based on a finite state machine serves as a convenient means for providing context-sensitive tutorial help. We also demonstrate the effectiveness of an instructional model based on a structured solution process with feedback provided at each problem-solving step. This model is designed to match the pentop''s unusual user interface capabilities. Our three user studies suggest that Newton''s Pen is an effective teaching tool. [Copyright &y& Elsevier]
- Published
- 2008
- Full Text
- View/download PDF
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