Proceedings of Theory and Practice of Computer Graphics, 2003.最新文献

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Image-based talking heads using radial basis functions 使用径向基函数的基于图像的谈话头
Proceedings of Theory and Practice of Computer Graphics, 2003. Pub Date : 2003-06-03 DOI: 10.1109/TPCG.2003.1206933
James D. Edge, Steve C. Maddock
{"title":"Image-based talking heads using radial basis functions","authors":"James D. Edge, Steve C. Maddock","doi":"10.1109/TPCG.2003.1206933","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206933","url":null,"abstract":"In recent years talking heads have received a great deal of interest, both in their application to natural human-computer dialogue, and their benefit to the intelligibility of synthesized speech. A model for the realistic synthesis of visual speech animation is described. Images representing the key visual speech poses (visemes) are pre-recorded and labeled. Transitions between visemes are created by using an image morphing technique based upon the use of radial basis functions. Timing information from the festival speech synthesis system is used to plan the appropriate transitions to create realistic speech animation. A model of coarticulation is included in the system to improve the realism of articulatory motion.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"622 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115825588","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Examination of the color selection process within digital design for the built environment 检查建筑环境中数字设计的色彩选择过程
Proceedings of Theory and Practice of Computer Graphics, 2003. Pub Date : 2003-06-03 DOI: 10.1109/TPCG.2003.1206948
Paul J. Bailey, K. Manktelow, P. Olomolaiye
{"title":"Examination of the color selection process within digital design for the built environment","authors":"Paul J. Bailey, K. Manktelow, P. Olomolaiye","doi":"10.1109/TPCG.2003.1206948","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206948","url":null,"abstract":"Color selection within built environment visualization involves the decisive arrangement and application of color for the principle interpretation and organization of structural and spatial information. Therefore, appropriate and accurate forms for selecting colors are necessary to ensure that a full communicative visualization can be generated for information processing. However, it appears that whilst tools and aids are available for active computerised color selection, this does not aid the visualization of built environment color information. Furthermore, the selection practices of architectural designers do not appear to be structured towards the goal of visualizing correct information, relying on an ad hoc criterion. We examine color selection methods for the visualization of built environment color information, the tools which are involved with modern color selection, and assess the selection criteria involved within architectural simulation practice.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124060210","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Real-time crowd movement on large scale terrains 大规模地形上的实时人群运动
Proceedings of Theory and Practice of Computer Graphics, 2003. Pub Date : 2003-06-03 DOI: 10.1109/TPCG.2003.1206942
Wen Tang, T. Wan, Sanket Patel
{"title":"Real-time crowd movement on large scale terrains","authors":"Wen Tang, T. Wan, Sanket Patel","doi":"10.1109/TPCG.2003.1206942","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206942","url":null,"abstract":"Crowds are described as complex adaptive systems in artificial intelligence. The generation of crowd in real-time simulations is beyond the manual design capability. In this paper, we present an integrated animation framework for simulating the adaptive movement behaviors of crowds on large terrains. A simulation system that is developed based on the framework can be used as a powerful animation and design tool to produce realistic crowd movements procedurally. The framework integrates efficient terrain rendering techniques and path planning algorithms to enable the simulation system to handle large terrain data sets and search optimal paths for crowds to progress on complex terrains. A local alignment algorithm is developed, which utilizes a set of conventional behavioral rules to produce robust real-time coordinated motions of crowds with respect to environmental situations.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129021494","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
An SVG browser for XML languages 用于XML语言的SVG浏览器
Proceedings of Theory and Practice of Computer Graphics, 2003. Pub Date : 2003-06-03 DOI: 10.1109/TPCG.2003.1206929
M. Sagar
{"title":"An SVG browser for XML languages","authors":"M. Sagar","doi":"10.1109/TPCG.2003.1206929","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206929","url":null,"abstract":"In this paper, we show how XML-based languages such as XHTML, MathML and SVG can be rendered into SVG. The SVG generated can then be displayed on a screen or printer. A variety of architectural approaches are explored and we present both server-side and client-side solutions using engines written in Java and JavaScript. Our approach enables a document containing a mixture of XHTML, MathML and SVG markup to be rendered for display. This approach has potential for the creation of scientific Web sites that frequently require a mixture of textual, mathematical and diagrammatical content.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128759485","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Point inversion and projection for NURBS curve: control polygon approach NURBS曲线的点反演与投影:控制多边形方法
Proceedings of Theory and Practice of Computer Graphics, 2003. Pub Date : 2003-06-03 DOI: 10.1109/TPCG.2003.1206938
YingLiang Ma, W. T. Hewitt
{"title":"Point inversion and projection for NURBS curve: control polygon approach","authors":"YingLiang Ma, W. T. Hewitt","doi":"10.1109/TPCG.2003.1206938","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206938","url":null,"abstract":"Projecting a test point to a NURBS curve finds the closest point on the curve and point inversion finds the corresponding parameter for this test point. This paper presents an accurate and efficient method to solve both of these problems. We first subdivide the NURBS curves into a set of Bezier curves using knot insertion. For point projection, we extract candidate Bezier subcurves based on the relationship between the test point and the control polygon of the Bezier subcurve. For point inversion, we extract candidate Bezier subcurves based on the strong convex hull property, and then find the approximate candidate points and their corresponding parameter values. Finally, by comparing the distances between the test point and candidate points, we can find the closest point. We improve its accuracy by using the Newton-Raphson method.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127668879","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Guided navigation in task-oriented 3D graph visualizations 在面向任务的3D图形可视化中引导导航
Proceedings of Theory and Practice of Computer Graphics, 2003. Pub Date : 2003-06-03 DOI: 10.1109/TPCG.2003.1206927
G. Reina, Sven Lange-Last, Klaus Engel, T. Ertl
{"title":"Guided navigation in task-oriented 3D graph visualizations","authors":"G. Reina, Sven Lange-Last, Klaus Engel, T. Ertl","doi":"10.1109/TPCG.2003.1206927","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206927","url":null,"abstract":"In many application areas an optimal visualization of a complex graph depends on the specific task to be accomplished by the user. Therefore a means of locally customizable layouts is required to focus on different problem aspects. We propose a concept of user-driven hierarchy formation and layout optimization in the context of IBM zSeries I/O configurations. We combine the concepts of glyphs, local 3D layout managers and partitioning galaxies to create an optimal layout for a given task. Additionally, to simplify global navigation, structural details are abstracted and can be refined upon user request. Since element context is crucial for understanding and consistently configuring an I/O configuration, guided navigation along the connections in this data structure is essential. To efficiently customize a graph layout, complex selection mechanisms are needed to quickly define the areas affected by a particular layout. Although we focus on IBM zSeries I/O configurations, the approach we present is quite generic and can be adopted for other fields of application.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123770791","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Designing projective environments 设计投影环境
Proceedings of Theory and Practice of Computer Graphics, 2003. Pub Date : 2003-06-03 DOI: 10.1109/TPCG.2003.1206924
A. Dountsis, P. Lister
{"title":"Designing projective environments","authors":"A. Dountsis, P. Lister","doi":"10.1109/TPCG.2003.1206924","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206924","url":null,"abstract":"A number of projection systems have been constructed that create an immersive experience for the viewer. However, little consideration has been given to the development of projection systems that can use the surfaces in our everyday environment as their target. The paper discusses the progress that has been achieved in the area of projection systems and the technologies involved. A system is presented that facilitates the creation of a multi-projection immersive environment using display surfaces such as walls, desks, bookcases and other furniture that may exist in our living environment.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124119631","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A unifying model for the composition and simulation of behaviors in distributed virtual environments 分布式虚拟环境中行为组成与仿真的统一模型
Proceedings of Theory and Practice of Computer Graphics, 2003. Pub Date : 2003-06-03 DOI: 10.1109/TPCG.2003.1206949
S. Daubrenet, S. Pettifer
{"title":"A unifying model for the composition and simulation of behaviors in distributed virtual environments","authors":"S. Daubrenet, S. Pettifer","doi":"10.1109/TPCG.2003.1206949","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206949","url":null,"abstract":"A growing range of applications can benefit from distributed virtual environments (DVEs), from CAD (computer-aided design) to e-learning (electronic learning), and in a variety of sectors from entertainment to scientific simulations. Developing such projects is challenging because writing real-time software in computer graphics, distributed applications and behavioral simulations is technically difficult and because no comprehensive design methodologies have put the emphasis on the integration of complex and varied behaviors in distributed applications. We believe that by outlining the common mechanisms of behavioral simulation, by defining a model of communication between behavioral modules, and by implementing a scaleable framework for the composition and simulation of distributed behaviors, the task of the VR (virtual reality) developer will be made easier, more focused and more robust.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128508312","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Simulation of unmanned air vehicle flocking 无人机群集仿真
Proceedings of Theory and Practice of Computer Graphics, 2003. Pub Date : 2003-06-03 DOI: 10.1109/TPCG.2003.1206940
Neil R. Watson, N. John, W. Crowther
{"title":"Simulation of unmanned air vehicle flocking","authors":"Neil R. Watson, N. John, W. Crowther","doi":"10.1109/TPCG.2003.1206940","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206940","url":null,"abstract":"Flocking style behavior is commonplace in nature. It provides a number of benefits for groups of creatures on the move at little cost. Unmanned air vehicles are becoming increasingly popular for a variety of applications and are often used in groups. Manually controlling many UAVs at high densities can be difficult. The simple, efficient and safe nature of flocking as an automated flight control method, potentially make it an ideal solution for maneuvering groups of UAVs. The paper investigates the implementation of a real-time graphical simulation of flocking UAVs. Of particular interest is simulating simplified realistic aircraft dynamics in real-time and allowing flocking rule parameters and weightings to be interactively adjusted in order to investigate the effects they have on flocking behavior. The paper describes work carried out for an MSc. research project, which is now being utilized for the authors Ph.D research.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128248415","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 25
Exploiting partial visibility in the real-time display of virtual natural environments 在虚拟自然环境的实时显示中利用部分可见性
Proceedings of Theory and Practice of Computer Graphics, 2003. Pub Date : 2003-06-03 DOI: 10.1109/TPCG.2003.1206932
D. Pearce, A. M. Day
{"title":"Exploiting partial visibility in the real-time display of virtual natural environments","authors":"D. Pearce, A. M. Day","doi":"10.1109/TPCG.2003.1206932","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206932","url":null,"abstract":"With the increasing popularity of virtual environment applications there has been much research into algorithms to efficiently display polygonal databases. Most research has been devoted to developing rendering algorithms for the efficient display of databases containing many large geometric structures, such as those describing indoor and urban environments. However, relatively little work has been devoted to the efficient display of databases containing many small geometric structures (such as those describing natural environments). In this paper, we describe the problems with the current rendering algorithms when rendering complex scenes made of many small rendering primitives, and identify an approach that addresses these problems.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132882297","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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