ACM SIGGRAPH 2015 Posters最新文献

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A music video authoring system synchronizing climax of video clips and music via rearrangement of musical bars 一种音乐视频创作系统,通过重新排列音乐条来同步视频剪辑和音乐的高潮
ACM SIGGRAPH 2015 Posters Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792608
Haruki Sato, T. Hirai, Tomoyasu Nakano, Masataka Goto, S. Morishima
{"title":"A music video authoring system synchronizing climax of video clips and music via rearrangement of musical bars","authors":"Haruki Sato, T. Hirai, Tomoyasu Nakano, Masataka Goto, S. Morishima","doi":"10.1145/2787626.2792608","DOIUrl":"https://doi.org/10.1145/2787626.2792608","url":null,"abstract":"This paper presents a system that can automatically add a soundtrack to a video clip by replacing and concatenating an existing song's musical bars considering a user's preference. Since a soundtrack makes a video clip attractive, adding a soundtrack to a clip is one of the most important processes in video editing. To make a video clip more attractive, an editor of the clip tends to add a soundtrack considering its timing and climax. For example, editors often add chorus sections to the climax of the clip by replacing and concatenating musical bars in an existing song. However, in the process, editors should take naturalness of rearranged soundtrack into account. Therefore, editors have to decide how to replace musical bars in a song considering its timing, climax, and naturalness of rearranged soundtrack simultaneously. In this case, editors are required to optimize the soundtrack by listening to the rearranged result as well as checking the naturalness and synchronization between the result and the video clip. However, this repetitious work is time-consuming. [Feng et al. 2010] proposed an automatic soundtrack addition method. However, since this method automatically adds soundtrack with data-driven approach, this method cannot consider timing and climax which a user prefers.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127764543","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
Mobile collaborative augmented reality with real-time AR/VR switching 移动协作增强现实与实时AR/VR切换
ACM SIGGRAPH 2015 Posters Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792662
Prashanth Bollam, Eesha Gothwal, G. B. C. S. T. Vinnakota, Shailesh Kumar, Soumyajit Deb
{"title":"Mobile collaborative augmented reality with real-time AR/VR switching","authors":"Prashanth Bollam, Eesha Gothwal, G. B. C. S. T. Vinnakota, Shailesh Kumar, Soumyajit Deb","doi":"10.1145/2787626.2792662","DOIUrl":"https://doi.org/10.1145/2787626.2792662","url":null,"abstract":"The recent boom in computing capabilities of mobile devices has led to the introduction of Virtual Reality into the mobile ecosystem. We demonstrate a framework for the Samsung Gear VR headset that allows developers to create a totally immersive AR & VR experience with no need for interfacing with external devices or cables thereby making it a truly autonomous mobile VR experience. The significant benefits of this system over existing ones are - a fully hands free experience where hands could be used for gesture based input, the ability to use the Head Mounted Display (HMD) sensor for improved head and positional tracking and automatic peer to peer network creation for communication between phones. The most important factor in our system is to provide an intuitive way to interact with virtual objects in AR and VR. And users should be able to switch from AR to VR world and vice versa seamlessly.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134318494","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
V3: an interactive real-time visualization of vocal vibrations V3:声音振动的交互式实时可视化
ACM SIGGRAPH 2015 Posters Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792624
Rébecca Kleinberger
{"title":"V3: an interactive real-time visualization of vocal vibrations","authors":"Rébecca Kleinberger","doi":"10.1145/2787626.2792624","DOIUrl":"https://doi.org/10.1145/2787626.2792624","url":null,"abstract":"Our voice is an important part of our individuality but the relationship we have with our own voice is not obvious. We don't hear it the same way others do, and our brain treats it differently from any other sound we hear [Houde et al. 2002]. Yet its sonority is highly linked to our body and mind, and deeply connected with how we are perceived by society and how we see ourselves. The V3 system (Vocal Vibrations Visualization) offers a interactive visualization of vocal vibration patterns. We developed the hexauscultation mask, a head set sensor that measures bioacoustic signals from the voice at 6 points of the face and throat. Those signals are sent and processed to offer a real-time visualization of the relative vibration intensities at the 6 measured points. This system can be used in various situations such as vocal training, tool design for the deaf community, design of HCI for speech disorder treatment and prosody acquisition but also simply for personal vocal exploration.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134063215","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
Jigsaw: multi-modal big data management in digital film production 拼图:数字电影制作中的多模态大数据管理
ACM SIGGRAPH 2015 Posters Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792617
S. Pabst, Hansung Kim, L. Polok, V. Ila, Ted Waine, A. Hilton, J. Clifford
{"title":"Jigsaw: multi-modal big data management in digital film production","authors":"S. Pabst, Hansung Kim, L. Polok, V. Ila, Ted Waine, A. Hilton, J. Clifford","doi":"10.1145/2787626.2792617","DOIUrl":"https://doi.org/10.1145/2787626.2792617","url":null,"abstract":"Modern digital film production uses large quantities of data captured on-set, such as videos, digital photographs, LIDAR scans, spherical photography and many other sources to create the final film frames. The processing and management of this massive amount of heterogeneous data consumes enormous resources. We propose an integrated pipeline for 2D/3D data registration aimed at film production, based around the prototype application Jigsaw. It allows users to efficiently manage and process various data types from digital photographs to 3D point clouds. A key step in the use of multi-modal 2D/3D data for content production is the registration into a common coordinate frame (match moving). 3D geometric information is reconstructed from 2D data and registered to the reference 3D models using 3D feature matching [Kim and Hilton 2014]. We present several highly efficient and robust approaches to this problem. Additionally, we have developed and integrated a fast algorithm for incremental marginal covariance calculation [Ila et al. 2015]. This allows us to estimate and visualize the 3D reconstruction error directly on-set, where insufficient coverage or other problems can be addressed right away. We describe the fast hybrid multi-core and GPU accelerated techniques that let us run these algorithms on a laptop. Jigsaw has been used and evaluated in several major digital film productions and significantly reduced the time and work required to manage and process on-set data.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115539387","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
Automatic synthesis of eye and head animation according to duration and point of gaze 根据持续时间和注视点自动合成眼睛和头部动画
ACM SIGGRAPH 2015 Posters Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792607
Hiroki Kagiyama, Masahide Kawai, Daiki Kuwahara, Takuya Kato, S. Morishima
{"title":"Automatic synthesis of eye and head animation according to duration and point of gaze","authors":"Hiroki Kagiyama, Masahide Kawai, Daiki Kuwahara, Takuya Kato, S. Morishima","doi":"10.1145/2787626.2792607","DOIUrl":"https://doi.org/10.1145/2787626.2792607","url":null,"abstract":"In movie and video game productions, synthesizing subtle eye and corresponding head movements of CG character is essential to make a content dramatic and impressive. However, to complete them costs a lot of time and labors because they often have to be made by manual operations of skilled artists.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129942236","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
Fractured 3D object restoration and completion 断裂的3D物体恢复和完成
ACM SIGGRAPH 2015 Posters Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792633
Anthousis Andreadis, Robert Gregor, I. Sipiran, P. Mavridis, Georgios Papaioannou, T. Schreck
{"title":"Fractured 3D object restoration and completion","authors":"Anthousis Andreadis, Robert Gregor, I. Sipiran, P. Mavridis, Georgios Papaioannou, T. Schreck","doi":"10.1145/2787626.2792633","DOIUrl":"https://doi.org/10.1145/2787626.2792633","url":null,"abstract":"The problem of object restoration from eroded fragments where large parts could be missing is of high relevance in archaeology. Manual restoration is possible and common in practice but it is a tedious and error-prone process, which does not scale well. Solutions for specific parts of the problem have been proposed but a complete reassembly and repair pipeline is absent from the bibliography. We propose a shape restoration pipeline consisting of appropriate methods for automatic fragment reassembly and shape completion. We demonstrate the effectiveness of our approach using real-world fractured objects.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128488664","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
Display of diamond dispersion using wavelength-division rendering and integral photography 用波分渲染和积分摄影显示钻石色散
ACM SIGGRAPH 2015 Posters Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792642
Nahomi Maki, K. Yanaka
{"title":"Display of diamond dispersion using wavelength-division rendering and integral photography","authors":"Nahomi Maki, K. Yanaka","doi":"10.1145/2787626.2792642","DOIUrl":"https://doi.org/10.1145/2787626.2792642","url":null,"abstract":"Various colors, such as in a prism, are observed in properly cut diamond even under white light because of dispersion. Properly-cut diamond brings about scintillation when viewing angle is changed, because total reflection inside a diamond tends to occur frequently due to the large refractive index. Moreover, strong rainbow colors are seen because of high dispersion ratio.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116330968","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
Shadow shooter: 360-degree all-around virtual 3d interactive content 暗影射击:360度全方位虚拟3d互动内容
ACM SIGGRAPH 2015 Posters Pub Date : 2015-07-31 DOI: 10.1145/2787626.2787637
Masasuke Yasumoto, Takehiro Teraoka
{"title":"Shadow shooter: 360-degree all-around virtual 3d interactive content","authors":"Masasuke Yasumoto, Takehiro Teraoka","doi":"10.1145/2787626.2787637","DOIUrl":"https://doi.org/10.1145/2787626.2787637","url":null,"abstract":"\"Shadow Shooter\" is a VR shooter game that uses the \"e-Yumi 3D\" bow interface and real physical interactive content that changes a 360-degree all-around view in a room into virtual game space (Figure 1). This system was constructed by developing our previous interactive \"Light Shooter\" content based on \"The Electric Bow Interface\" [Yasumoto and Ohta 2013]. Shadow Shooter expands the virtual game space to all the walls in a room just as in Jones' \"Room Alive\" [Jones et al. 2014]; however, it does not require large-scale equipment such as multiple projectors. It only requires the e-Yumi 3D device that consists of a real bow's components added to Willis's interface with a mobile projector [Willis et al. 2013]. Thus, we constructed a unique device for Shadow Shooter that easily changes the 360-degree all-around view into a virtual game space.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125987851","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
AffectiveWear: toward recognizing facial expression 情感穿戴:朝向识别面部表情
ACM SIGGRAPH 2015 Posters Pub Date : 2015-07-31 DOI: 10.1145/2787626.2792632
Katsutoshi Masai, Yuta Sugiura, Masa Ogata, Katsuhiro Suzuki, Fumihiko Nakamura, S. Shimamura, K. Kunze, M. Inami, M. Sugimoto
{"title":"AffectiveWear: toward recognizing facial expression","authors":"Katsutoshi Masai, Yuta Sugiura, Masa Ogata, Katsuhiro Suzuki, Fumihiko Nakamura, S. Shimamura, K. Kunze, M. Inami, M. Sugimoto","doi":"10.1145/2787626.2792632","DOIUrl":"https://doi.org/10.1145/2787626.2792632","url":null,"abstract":"Facial expression is a powerful way for us to exchange information nonverbally. They can give us insights into how people feel and think. There are a number of works related to facial expression detection in computer vision. However, most works focus on camera-based systems installed in the environment. With this method, it is difficult to track user's face if user moves constantly. Moreover, user's facial expression can be recognized at only a limited place.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128729638","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
Fully automatic ID mattes with support for motion blur and transparency 全自动ID磨砂与支持运动模糊和透明度
ACM SIGGRAPH 2015 Posters Pub Date : 2015-07-31 DOI: 10.1145/2787626.2787629
J. Friedman, Andrew C. Jones
{"title":"Fully automatic ID mattes with support for motion blur and transparency","authors":"J. Friedman, Andrew C. Jones","doi":"10.1145/2787626.2787629","DOIUrl":"https://doi.org/10.1145/2787626.2787629","url":null,"abstract":"In 3D production for commercials, television, and film, ID mattes are commonly used to modify rendered images without re-rendering. ID mattes are bitmap images used to isolate specific objects, or multiple objects, such as all of the buttons on a shirt. Many 3D pipelines are built to provide compositors with ID mattes in addition to beauty renders to allow flexibility.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116837353","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
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