{"title":"Virtual reality training applications for the mining industry","authors":"E. V. Wyk, R. D. Villiers","doi":"10.1145/1503454.1503465","DOIUrl":"https://doi.org/10.1145/1503454.1503465","url":null,"abstract":"Virtual reality is a rapidly growing technology which utilises the ever-increasing power of computers to simulate real-world and imaginary environments and situations with a high degree of realism and interactiveness. Safety in the South African mining industry is a vital issue. On average, one worker dies every working day, and about 16 are injured in mine-related accidents. Inadequate or insufficient training is often cited as a root cause for many mining fatalities. However, training outside the direct working environment provides only limited real-life opportunities and may fail to make a significant impact within the tense working environment itself. Virtual reality-based training tools can, by contrast, provide simulated exposure to real-world working conditions without the associated risks. This paper discusses contextual requirements and constraints for virtual reality application development, applied to safety training in mines. The results of the contextual analysis were applied to the design and development of several prototypes of VR training systems. The paper also reports on how realism can be enhanced in simulation training systems.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-02-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125777133","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}
{"title":"Associating fonts with musical genres","authors":"Jukka Holm, Antti Aaltonen, Jarno Seppänen","doi":"10.1145/1503454.1503460","DOIUrl":"https://doi.org/10.1145/1503454.1503460","url":null,"abstract":"We arranged an online questionnaire to study the feasibility of representing musical genres with fonts. The questionnaire consisted of 17 figures and each of them contained three text strings with different fonts. In each figure, the participants were asked which musical genre comes to their mind when looking at the text strings. The results suggest that the musical genre may be presented by a font and it can be recognized quite accurately. The most successful font collections were: classical (90.9% of participants made the same association between font and genre), metal (87.3%), country (85.5%), electronica amp; dance (83.6%), and world music (58.2%). On the average, the participants made the correct association in nearly seven cases out of 17.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-02-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123635902","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}
{"title":"Analytic simplification of animated characters","authors":"Bruce Merry, P. Marais, J. Gain","doi":"10.1145/1503454.1503462","DOIUrl":"https://doi.org/10.1145/1503454.1503462","url":null,"abstract":"Traditionally, levels of detail (LOD) for animated characters are computed from a single pose. Later techniques refined this approach by considering a set of sample poses and evaluating a more representative error metric. A recent approach to the character animation problem, animation space, provides a framework for measuring error analytically. The work presented here uses the animation-space framework to derive two new techniques to improve the quality of LOD approximations.\u0000 Firstly, we use an animation-space distance metric within a progressive mesh-based LOD scheme, giving results that are reasonable across a range of poses, without requiring that the pose space be sampled.\u0000 Secondly, we simplify individual vertices by reducing the number of bones that influence them, using a constrained least-squares optimisation. This influence simplification is combined with the progressive mesh to form a single stream of simplifications. Influence simplification reduces the geometric error by up to an order of magnitude, and allows models to be simplified further than is possible with only a progressive mesh.\u0000 Quantitative (geometric error metrics) and qualititative (user perceptual) experiements confirm that these new extensions provide significant improvements in quality over traditional, naïve simplification; and while there is naturally some impact on the speed of the off-line simplification process, it is not prohibitive.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-02-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115800737","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}
{"title":"Simulating crowd phenomena in African markets","authors":"F. Tasse, Kevin R. Glass, S. Bangay","doi":"10.1145/1503454.1503463","DOIUrl":"https://doi.org/10.1145/1503454.1503463","url":null,"abstract":"Crowd simulation is an important feature in the computer graphics field. Typical implementations simulate battle scenes, emergency situations, safety issues or add content to virtual environments. The problem stated in this paper falls in the last category. We present a crowd simulation behavioural model which allows us to simulate identified phenomena in popular local African markets such as narrow street flows and crowd formation around street performances. We propose a three-tier architecture model enable to produce intentions, perform path planning and control movement. We demonstrate that this approach produces the desired behaviour associated with crowds in an African market, which includes navigation, flow formation and circle creation.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-02-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123723770","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}
{"title":"Visual quality of the ground in 3D models: using color-coded images to blend aerial photos with tiled detail-textures","authors":"Mattias Roupé, Mikael Johansson","doi":"10.1145/1503454.1503468","DOIUrl":"https://doi.org/10.1145/1503454.1503468","url":null,"abstract":"In interactive 3D-environments of urban-planning projects, the ground materials and land features are often represented by aerial photos. These lack of detail and therefore often look blurred and diffuse. This paper presents a technique to enhance the visual quality of the ground by blending the aerial photos with tiled detail-textures in a level-of-detail integrated system that is controlled by color-coded images. The color-coded images are created by extracting land features such as grass, asphalt, rock and water from the aerial photos or 2D CAD-drawings. The effects of different resolutions of the aerial photo and color-coded image are presented and discussed. To evaluate this approach, the technique was tested on a simple rendering performance scene and on two sub-sets of the 3D-city model of Göteborg, namely a landscape and an urban data set. The visual quality and rendering speed of the 3D model were positive and are presented in several images and table.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-02-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128899481","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}
{"title":"Revisiting district six: a case study of digital heritage reconstruction from archival photographs","authors":"Christopher de Kadt, J. Gain, P. Marais","doi":"10.1145/1503454.1503457","DOIUrl":"https://doi.org/10.1145/1503454.1503457","url":null,"abstract":"This paper investigates the digital reconstruction of destroyed buildings from small sets of old, uncalibrated photographs. The application domain is the heritage preservation of District Six -- a mixed race area in Cape Town that was leveled during the South African Apartheid regime and whose residents were forcibly removed.\u0000 Our framework uses a combination of semi-automatic camera calibration, model-based architecture-specific photogrammetry, and texture synthesis to reconstruct the geometry and texture of a building so that it can be incorporated into a heritage-based virtual environment, such as a museum display. These techniques are well established in isolation; the purpose here is to discover if they can be adapted to damaged and uncalibrated photographs, where the time periods and chromatic schemes differ or where, in the worst case, only a single photograph is available.\u0000 To test the effectiveness of the reconstruction framework we consider three representative cases of District Six architecture. All three cases were reconstructed successfully with some provisos concerning uneven ground, intricate building features, and unfavourable camera angles.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-02-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130760608","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}
{"title":"Particle-based fluid flow visualization on meshes","authors":"Khalid Djado, R. Egli","doi":"10.1145/1503454.1503466","DOIUrl":"https://doi.org/10.1145/1503454.1503466","url":null,"abstract":"This paper presents a new method for animating particles on an arbitrary triangular mesh starting from a fluid flow velocity field. The velocity field visualization with particles allows for the production of new special effects. An attraction constraint is introduced to correct a particle's velocity so its trajectory remains near the surface. A repulsion constraint is also used to ensure a better distribution of particles on the surface. Our velocity field is obtained by physically-based heuristics, implemented with a chain model. Our method is robust and yields good results, in particular for interactive simulations, even for systems with several thousand particles.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"2015 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-02-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120909467","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}
{"title":"An efficient parameters estimation method for automatic patch-based texture synthesis","authors":"Jakrapong Narkdej, P. Kanongchaiyos","doi":"10.1145/1503454.1503471","DOIUrl":"https://doi.org/10.1145/1503454.1503471","url":null,"abstract":"Patch-based texture synthesis is a method for synthesizing bigger texture from smaller sample patch by patch. This method requires two user defined parameters including patch size and boundary zone which cannot directly evaluated. To obtain optimal parameters, we can analyze texture using Markov Random Field, but it is too expensive to be used with large textures. This paper introduces more efficient method to find optimal parameters. Firstly, we use graph-based image segmentation to extract segments from the sample. Secondly, we choose main feature to be preserved in result. Finally, we calculate optimal parameters based on size and repetition of the segments. Our technique reduces time used to determine the parameters compared to former method and can be used with wide range of textures.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-02-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129765646","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}
Mehdi Baba-ali, D. Marcheix, Xavier Skapin, Y. Bertrand
{"title":"Generic computation of bulletin boards into geometric kernels","authors":"Mehdi Baba-ali, D. Marcheix, Xavier Skapin, Y. Bertrand","doi":"10.1145/1294685.1294700","DOIUrl":"https://doi.org/10.1145/1294685.1294700","url":null,"abstract":"Nowadays, many commercial CAD systems are built on proprietary geometric kernel which provide an API containing a set of high level geometric operations (boolean operations, slot, chamfering, etc). Because of their complexity, these operations can generate important modifications on topological cells (vertices, edges, faces, volumes, etc.) of the objects. At the same time, many of these kernels need to know precisely what has occurred to each topological cell belonging to objects given or resulting from a previous high level geometric operation. At the end of each operation, the geometric kernel must provide a bulletin board describing cells' evolution through a list of events (split, merge, creation, deletion).\u0000 Most commercial geometric kernels use B-Rep structures and provide methods enabling the developer of a CAD system to retrieve a number of events that occurred on cells. These kernels have their own scheme for detecting events, based on their own taxonomy of situations, heuristics and evolution rules. Little is known of their details, which are proprietary information, let alone of the underlying theory, if any. Generally, for example, the detected events are not generic for all cells' dimensions. This lack of underlying theory limits the possibility to extend the use of these kernels to new domains of investigation.\u0000 In this paper, we propose a generic model that enables to create a bulletin board. This bulletin board will contain the complete list of events having occurred on cells of any dimension, and that belong to any topological model. The genericity of this model and the completeness in all dimensions of this list are based on the use of four elementary mechanisms (split_elem, merge_elem, crea_elem, del_elem). They are defined independently of the topological model, and allow the generation of the bulletin board, whatever the geometric operation. This model has been implemented using the geometric kernel of the modeler Moka, based on generalized maps.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"312 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124288997","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}
{"title":"A comparison of linear skinning techniques for character animation","authors":"D. Jacka, Ashley Reid, Bruce Merry, J. Gain","doi":"10.1145/1294685.1294715","DOIUrl":"https://doi.org/10.1145/1294685.1294715","url":null,"abstract":"Character animation is the task of moving a complex, artificial character in a life-like manner. A widely used method for character animation involves embedding a simple skeleton within a character model and then animating the character by moving the underlying skeleton. The character's skin is required to move and deform along with the skeleton. Research into this problem has resulted in a number of skinning frameworks. There has, however, been no objective attempt to compare these methods.\u0000 We compare three linear skinning frameworks that are computationally efficient enough to be used for real-time animation: Skeletal Subspace Deformation, Animation Space and Multi-Weight Enveloping. These create a correspondence between the points on a character's skin and the underlying skeleton by means of a number of weights, with more weights providing greater flexibility. The quality of each of the three frameworks is tested by generating the skins for a number of poses for which the ideal skin is known. These generated skin meshes are then compared to the ideal skins using various mesh comparison techniques and human studies are used to determine the effect of any temporal artefacts introduced. We found that Skeletal Subspace Deformation lacks flexibility while Multi-Weight Enveloping is prone to overfitting. Animation Space consistently outperforms the other two frameworks.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114341174","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}