Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games最新文献

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Exploiting coherence in time-varying voxel data 利用时变体素数据的相干性
Viktor Kämpe, Sverker Rasmuson, M. Billeter, Erik Sintorn, Ulf Assarsson
{"title":"Exploiting coherence in time-varying voxel data","authors":"Viktor Kämpe, Sverker Rasmuson, M. Billeter, Erik Sintorn, Ulf Assarsson","doi":"10.1145/2856400.2856413","DOIUrl":"https://doi.org/10.1145/2856400.2856413","url":null,"abstract":"We encode time-varying voxel data for efficient storage and streaming. We store the equivalent of a separate sparse voxel octree for each frame, but utilize both spatial and temporal coherence to reduce the amount of memory needed. We represent the time-varying voxel data in a single directed acyclic graph with one root per time step. In this graph, we avoid storing identical regions by keeping one unique instance and pointing to that from several parents. We further reduce the memory consumption of the graph by minimizing the number of bits per pointer and encoding the result into a dense bitstream.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121797602","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: 18
Virtually transforming detect: moving a 2-D gamified health assessment to virtual reality 虚拟转化检测:将2-D游戏化健康评估移动到虚拟现实
Nicole Kosoris, Brian Liu, S. Phelps, A. Medda, Erik Swanson, R. Gore, M. LaPlaca, D. Wright, Tamara Espinoza, Kelsey Evans, Kristopher Hendershot
{"title":"Virtually transforming detect: moving a 2-D gamified health assessment to virtual reality","authors":"Nicole Kosoris, Brian Liu, S. Phelps, A. Medda, Erik Swanson, R. Gore, M. LaPlaca, D. Wright, Tamara Espinoza, Kelsey Evans, Kristopher Hendershot","doi":"10.1145/2856400.2876009","DOIUrl":"https://doi.org/10.1145/2856400.2876009","url":null,"abstract":"Researchers from Georgia Tech, Emory University, and Georgia Tech Research Institute previously collaborated on a 2D Heads-Up Display based gamified health assessment focused on determining neurologic impairment. As a part of continuing gamification of the assessment, the entire project was translated to 3D Virtual Reality under significant constraints. The system needed to test the same neural pathways in the same manner as the previous assessment in order to use data from the 2D system as validation for the approach. Some aspects of user response to immersion required significant changes to gameplay mechanics. Iterative, collaborative development was critical to increasing gamification while maintaining an effective assessment tool.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125448034","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
Progressive streaming of textured 3D models in a web browser web浏览器中纹理3D模型的渐进式流
G. Lavoué, L. Chevalier, F. Caillaud, F. Dupont
{"title":"Progressive streaming of textured 3D models in a web browser","authors":"G. Lavoué, L. Chevalier, F. Caillaud, F. Dupont","doi":"10.1145/2856400.2876014","DOIUrl":"https://doi.org/10.1145/2856400.2876014","url":null,"abstract":"The introduction of the WebGL API for rendering 3D graphics within the browser has boosted the development of 3D Web applications. However, even with the increase of available network bandwidth, delivering 3D content on the Web still suffers from latency. An efficient way to remove the latency is to compress the 3D content in a way that allows streaming and progressive decoding i.e. by generating levels of detail (LoDs). Several solutions have been proposed for such progressive delivery of 3D web content [Ponchio and Dellepiane 2015], however they are mostly suitable for geometric information only, while most of 3D assets also own textures. The multiresolution representation and compression of textured meshes are actually difficult problems, which involve too main issues: (1) how to deal with texture seams during the LoD generation and (2) how to optimally multiplex mesh and texture LoDs in order to optimize the visual fidelity of the multi-resolution representation. In this context, we introduce a progressive compression algorithm for progressive visualization of textured 3D models on the Web.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130414512","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
Path patterns: analyzing and comparing real and simulated crowds 路径模式:分析和比较真实和模拟人群
He Wang, Jan Ondřej, C. O'Sullivan
{"title":"Path patterns: analyzing and comparing real and simulated crowds","authors":"He Wang, Jan Ondřej, C. O'Sullivan","doi":"10.1145/2856400.2856410","DOIUrl":"https://doi.org/10.1145/2856400.2856410","url":null,"abstract":"Crowd simulation has been an active and important area of research in the field of interactive 3D graphics for several decades. However, only recently has there been an increased focus on evaluating the fidelity of the results with respect to real-world situations. The focus to date has been on analyzing the properties of low-level features such as pedestrian trajectories, or global features such as crowd densities. We propose a new approach based on finding latent Path Patterns in both real and simulated data in order to analyze and compare them. Unsupervised clustering by non-parametric Bayesian inference is used to learn the patterns, which themselves provide a rich visualization of the crowd's behaviour. To this end, we present a new Stochastic Variational Dual Hierarchical Dirichlet Process (SV-DHDP) model. The fidelity of the patterns is then computed with respect to a reference, thus allowing the outputs of different algorithms to be compared with each other and/or with real data accordingly.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126869025","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: 33
Dynamically balanced and plausible trajectory planning for human-like characters 类人角色的动态平衡和合理的轨迹规划
Chonhyon Park, J. S. Park, S. Tonneau, N. Mansard, F. Multon, J. Pettré, Dinesh Manocha
{"title":"Dynamically balanced and plausible trajectory planning for human-like characters","authors":"Chonhyon Park, J. S. Park, S. Tonneau, N. Mansard, F. Multon, J. Pettré, Dinesh Manocha","doi":"10.1145/2856400.2856405","DOIUrl":"https://doi.org/10.1145/2856400.2856405","url":null,"abstract":"We present an interactive motion planning algorithm to compute plausible trajectories for high-DOF human-like characters. Given a discrete sequence of contact configurations, we use a three-phase optimization approach to ensure that the resulting trajectory is collision-free, smooth, and satisfies dynamic balancing constraints. Our approach can directly compute dynamically balanced and natural-looking motions at interactive frame rates and is considerably faster than prior methods. We highlight its performance on complex human motion benchmarks corresponding to walking, climbing, crawling, and crouching, where the discrete configurations are generated from a kinematic planner or extracted from motion capture datasets.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117141808","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: 9
A technique for matching convergence and accommodation in a fixed screen 3D VR HMD 一种在固定屏幕3D VR头戴式显示器中匹配收敛和调节的技术
Sangho Lee, J. Jhung, Hojun Lee, J. Cha, Shiho Kim
{"title":"A technique for matching convergence and accommodation in a fixed screen 3D VR HMD","authors":"Sangho Lee, J. Jhung, Hojun Lee, J. Cha, Shiho Kim","doi":"10.1145/2856400.2876018","DOIUrl":"https://doi.org/10.1145/2856400.2876018","url":null,"abstract":"A technique for matching both the eye convergence and accommodation in a fixed screen non-see through 3D VR HMD(3 Dimensional Virtual Reality Head mount Display) is presented. The user field test data show that significant improvement in dizziness problems as well as eye comfortability of users. The proposed method may provide a crew for resolution to solve simulator sickness caused by the binocular disparity of 3D VR HMD.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"392 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126971012","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: 3
Augmented reality instruction for object assembly based on markerless tracking 基于无标记跟踪的增强现实对象装配指导
Li-Chen Wu, I-Chen Lin, Ming-Han Tsai
{"title":"Augmented reality instruction for object assembly based on markerless tracking","authors":"Li-Chen Wu, I-Chen Lin, Ming-Han Tsai","doi":"10.1145/2856400.2856416","DOIUrl":"https://doi.org/10.1145/2856400.2856416","url":null,"abstract":"Conventional object assembly instructions are usually written or illustrated in a paper manual. Users have to associate these static instructions with real objects in 3D space. In this paper, a novel augmented reality system is presented for a user to interact with objects and instructions. While most related methods pasted obvious markers onto objects for tracking and constrained their orientations or shapes, we adopt a markerless strategy for more intuitive interaction. Based on live information from an off-the-shelf RGB-D camera, the proposed tracking procedure identifies components in a scene, tracks their 3D positions and orientations, and evaluates whether there are combinations of components. According to the detected events and poses, our indication procedure then dynamically displays indication lines, circular arrows and other hints to guide a user to manipulate the components into correct poses. The experiment shows that the proposed system can robustly track the components and respond intuitive instructions at an interactive rate. Most of users in evaluation are interested and willing to use this novel technique for object assembly.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130785870","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: 35
Progressive photon mapping with sample elimination 具有样本消除的渐进光子映射
Chunmeng Kang, Lu Wang, Xiangxu Meng, Yanning Xu
{"title":"Progressive photon mapping with sample elimination","authors":"Chunmeng Kang, Lu Wang, Xiangxu Meng, Yanning Xu","doi":"10.1145/2856400.2876012","DOIUrl":"https://doi.org/10.1145/2856400.2876012","url":null,"abstract":"Progressive photon mapping [Hachisuka et al. 2008] (PPM) obtains increasingly accurate results with progressive visualization, but it is problematic when results are obtained through thousands of iterations. An uniform photon distribution is critical for the accurate result. In this work, we use the sample elimination [Yuksel 2015] (SE) in PPM to achieve optimal results and accelerate the iterations. Sample elimination can produce sample sets with more pronounced blue noise characteristics. We apply the feature of this elimination method to the progressive iterations.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"124 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133854304","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
Disocclusion mitigation for point cloud imposters 减轻点云冒名顶替者的错位
C. Mourning, D. Chelberg, Ronaldo Vigo, Derek E. Zeigler
{"title":"Disocclusion mitigation for point cloud imposters","authors":"C. Mourning, D. Chelberg, Ronaldo Vigo, Derek E. Zeigler","doi":"10.1145/2856400.2876016","DOIUrl":"https://doi.org/10.1145/2856400.2876016","url":null,"abstract":"Image based imposters suffer from common errors called disocclusion artifacts where portions of the scene that should be occluded by real geometry are visible when using image based imposters. These artifacts are the result of parallax error created by camera motion where regions of a mesh that were not visible at the time of imposter generation have become visible. This document presents an analysis of a computationally inexpensive on-line technique [Mourning et al. 2014] to resolve these disocclusions by stretching existing imposter [Maciel and Shirley 1995] texture information over new geometry bridging the gap between imposters. [Mourning et al. 2014] only presented automatic metrics showing improved image quality compared to traditional techniques; in order to corroborate the findings in [Mourning et al. 2014], human trials were performed to determine if human subjects found a similar increase in image quality. Results show a statistically significant improvement in image quality over traditional imposters.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"17 19","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120888005","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
Extended TimeWarp latency compensation for virtual reality 虚拟现实的扩展时间扭曲延迟补偿
Daniel Evangelakos, Michael Mara
{"title":"Extended TimeWarp latency compensation for virtual reality","authors":"Daniel Evangelakos, Michael Mara","doi":"10.1145/2856400.2876015","DOIUrl":"https://doi.org/10.1145/2856400.2876015","url":null,"abstract":"Head-mounted virtual reality displays exhibit latency between sensing the users head position and updating the camera transformation for the image on the screen. With current sensors, rendering pipelines, and displays, this latency is on the order of several milliseconds and is believed to contribute to simulator sickness symptoms of disorientation, headache, and nausea.[LaValle et al. 2014]","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124649956","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: 20
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