Spring conference on Computer graphics最新文献

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Fast silhouette and crease edge synthesis with geometry shaders 快速轮廓和折痕边缘合成几何着色器
Spring conference on Computer graphics Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448540
Balázs Hajagos, L. Szécsi, B. Csébfalvi
{"title":"Fast silhouette and crease edge synthesis with geometry shaders","authors":"Balázs Hajagos, L. Szécsi, B. Csébfalvi","doi":"10.1145/2448531.2448540","DOIUrl":"https://doi.org/10.1145/2448531.2448540","url":null,"abstract":"We describe a technique to generate the geometry of silhouette and crease strokes in geometry shaders. This allows for single-pass, small-overhead rendering of conventional meshes. We exploit classic triangle adjacency information, but also introduce crease difference vectors associated with vertices in order to identify crease edges.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121475714","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: 8
Interactive digital storytelling in the sarajevo survival tools virtual environment 萨拉热窝生存工具虚拟环境中的交互式数字故事
Spring conference on Computer graphics Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448545
S. Rizvić, Aida Sadzak, Vedad Hulusic, Amela Karahasanovic
{"title":"Interactive digital storytelling in the sarajevo survival tools virtual environment","authors":"S. Rizvić, Aida Sadzak, Vedad Hulusic, Amela Karahasanovic","doi":"10.1145/2448531.2448545","DOIUrl":"https://doi.org/10.1145/2448531.2448545","url":null,"abstract":"Virtual museums enable Internet users to explore museum collections online. The question is how to enhance the viewer's experience and learning in such environments. In the Sarajevo Survival Tools virtual museum we introduced a new concept of interactive digital storytelling that will enable the visitors to explore the virtual exhibits - objects from the siege of Sarajevo - guided by a digital story. This way the virtual museum visitors will learn about the context of the displayed objects and be motivated to explore all of them. In this paper we present the virtual environment we developed and our experience with it. The results from three empirical studies we conducted, indicate the positive influence of digital storytelling and sound effects on visitors' perceptual response, resulting in increased motivation and enjoyment, and more effective information conveyance.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122810572","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: 34
Feature point detection under extreme lighting conditions 极端光照条件下的特征点检测
Spring conference on Computer graphics Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448550
Bronislav Pribyl, A. Chalmers, P. Zemčík
{"title":"Feature point detection under extreme lighting conditions","authors":"Bronislav Pribyl, A. Chalmers, P. Zemčík","doi":"10.1145/2448531.2448550","DOIUrl":"https://doi.org/10.1145/2448531.2448550","url":null,"abstract":"This paper evaluates the suitability of High Dynamic Range (HDR) imaging techniques for feature point detection under extreme lighting conditions. The conditions are extreme in respect to the dynamic range of the lighting within the test scenes used. This dynamic range cannot be captured using standard low dynamic range imagery techniques without loss of detail. Four widely used feature point detectors are used in the experiments: Harris corner detector, Shi-Tomasi, FAST and Fast Hessian. Their repeatability rate is studied under changes of camera viewpoint, camera distance and scene lighting with respect to the image formats used. The results of the experiments show that HDR imaging techniques improve the repeatability rate of feature point detectors significantly.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130136756","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: 27
Visual access to graph content using magic lenses and filtering 使用魔法镜头和过滤对图形内容进行可视化访问
Spring conference on Computer graphics Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448534
Jakub Ukrop, Zuzana Cíková, Peter Kapec
{"title":"Visual access to graph content using magic lenses and filtering","authors":"Jakub Ukrop, Zuzana Cíková, Peter Kapec","doi":"10.1145/2448531.2448534","DOIUrl":"https://doi.org/10.1145/2448531.2448534","url":null,"abstract":"Graph visualization is a large and still evolving problem area in which new approaches appear. Graphs are often used to represent information that contains relations among data. Visual presentation of graphs aims at better graphs comprehension, however one problem in graph visualization is still present: how to effectively access the information stored in nodes and/or edges of graph. In this paper, we present our approach for visual accessing of graph content by using visual nodes. We also present how a hyper-graph based query language can be used in conjunction with magic lenses to lower visual clutter.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134163897","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: 5
Efficient evaluation of continuous signed distance to a polygonal mesh 多边形网格连续符号距离的有效评估
Spring conference on Computer graphics Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448544
Mathieu Sanchez, O. Fryazinov, A. Pasko
{"title":"Efficient evaluation of continuous signed distance to a polygonal mesh","authors":"Mathieu Sanchez, O. Fryazinov, A. Pasko","doi":"10.1145/2448531.2448544","DOIUrl":"https://doi.org/10.1145/2448531.2448544","url":null,"abstract":"An efficient representation of a polygonal mesh by a signed continuous distance field is the main focus of this work. We compare different approaches to implementing such a representation and choose the most efficient one. Several optimizations to the existing methods are presented including the new traversal technique for the BVH-based signed distance evaluation and packet queries. We also discuss details of the GPU implementation of the efficient signed distance evaluation. Several application examples are presented such as blending set operations, linear metamorphosis, space-time blending and microstructure generation for polygonal meshes.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127414894","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: 19
GPU-based real-time spatio-temporal reconstruction studio 基于gpu的实时时空重建工作室
Spring conference on Computer graphics Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448551
Joseph T. Hapak, Zsolt Jankó, D. Chetverikov
{"title":"GPU-based real-time spatio-temporal reconstruction studio","authors":"Joseph T. Hapak, Zsolt Jankó, D. Chetverikov","doi":"10.1145/2448531.2448551","DOIUrl":"https://doi.org/10.1145/2448531.2448551","url":null,"abstract":"A GPU-based spatio-temporal reconstruction studio has recently been built at the Computer and Automation Research Institute of the Hungarian Academy of Sciences (MTA SZTAKI). The studio has 13 synchronised, calibrated high-resolution video cameras used to create dynamic 3D models of moving actors providing free-viewpoint video in real-time. We give a brief overview of advanced studios operating around the world, then present the main hardware and software components of our studio. For real-time operation, the image processing and reconstruction algorithms of the studio have been efficiently implemented on a graphics processing unit. We discuss the GPU implementation details of the complete reconstruction pipeline.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123568643","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
Best view methods suitability for different types of objects 最佳视图方法适合不同类型的对象
Spring conference on Computer graphics Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448538
Júlia Kucerová, I. Varhanikova, Z. Černeková
{"title":"Best view methods suitability for different types of objects","authors":"Júlia Kucerová, I. Varhanikova, Z. Černeková","doi":"10.1145/2448531.2448538","DOIUrl":"https://doi.org/10.1145/2448531.2448538","url":null,"abstract":"In this paper, we present three approaches to the best view selection for 3D objects, in order to find the proper combination. The first method is based on geometry and uses the maximum amount of visible vertices. The second method uses the visual attention model and the third one calculates the amount of information in a scene after projecting the 3D scene to the 2D image using entropy. Several 3D models from Blender are used in the experiment. We compare these different approaches and explore their suitability on various objects. An online questionnaire is made to find out which of the tested images fits better to the human tastes.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133414542","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: 5
Skeleton texture mapping 骨架纹理映射
Spring conference on Computer graphics Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448547
Martin Madaras, R. Durikovic
{"title":"Skeleton texture mapping","authors":"Martin Madaras, R. Durikovic","doi":"10.1145/2448531.2448547","DOIUrl":"https://doi.org/10.1145/2448531.2448547","url":null,"abstract":"In the article an idea for a novel way of mapping of textures onto a surface of 3D model is introduced. Our technique is based on two interlocking mappings. The first one maps surface vertices onto a computed skeleton and the second one maps the surrounding area of each skeleton segment into a rectangle with size based on the surface properties around the segment. Furthermore, these rectangles are packed into a squared texture called skeleton texture map (STM) by approximately solving a palette loading problem. Our technique enables the mapping of a texture onto the surface without necessity to store texture coordinates with the model data and it is also suitable for surfaces with a topology non-homotopic to a sphere with higher order genus and unlimited structure branching.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134041131","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
Fast detection and recognition of QR codes in high-resolution images 高分辨率图像中二维码的快速检测和识别
Spring conference on Computer graphics Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448548
Istvan Szentandrasi, A. Herout, Markéta Dubská
{"title":"Fast detection and recognition of QR codes in high-resolution images","authors":"Istvan Szentandrasi, A. Herout, Markéta Dubská","doi":"10.1145/2448531.2448548","DOIUrl":"https://doi.org/10.1145/2448531.2448548","url":null,"abstract":"This paper deals with detection and recognition of matrix codes, such as the QR codes, in high-resolution images of real-world scenes. The goal is to provide a detector capable of operation in real time even on high-resolution images (several megapixels). We present an efficient algorithm for detection of possible occurrences of the codes. This algorithm is characterized by a very low false negative rate and a reasonable false alarm rate. The results of our algorithm are to be followed by an accurate detection/recognition algorithm. We propose to use a recent matrix code detection and recognition algorithm based on Hough transform, because it can reuse some information computed by our new pre-detection algorithm and thus a further reduce of computational demands can be achieved. Since there are no publicly available annotated datasets for evaluation of this kind of algorithm, we collected a number of images and annotated them; these images will be made publicly available to allow for a proper comparison. Our algorithm was evaluated on this dataset and the results are reported in the paper.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125817711","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: 74
Interactive simulation of radiation scattering 辐射散射的交互模拟
Spring conference on Computer graphics Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448546
L. Mikes
{"title":"Interactive simulation of radiation scattering","authors":"L. Mikes","doi":"10.1145/2448531.2448546","DOIUrl":"https://doi.org/10.1145/2448531.2448546","url":null,"abstract":"In this paper, we describe the process of computer-simulated radiation scattering and its use when predicting the result of an actual experiment. The principle of discrete dipole approximation is shortly explained and its runtime is measured in order to determine the size of input we are able to process while keeping simulations interactive. We discuss viable approaches to 3D modeling for this application as well as suitable methods for data representation.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124964122","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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