{"title":"Enhanced interactive gaming by blending full-body tracking and gesture animation","authors":"Amit Bleiweiss, Dagan Eshar, Gershom Kutliroff, Alon Lerner, Yinon Oshrat, Yaron Yanai","doi":"10.1145/1899950.1899984","DOIUrl":"https://doi.org/10.1145/1899950.1899984","url":null,"abstract":"Animating in-game avatars using real time motion capture data is highly appealing and is becoming more widespread due to the accessibility of researchers and developers to consumer priced depth sensors [Microsoft Kinect 2010]. Depth sensors allow for a cheap and robust motion capture solution which can be naturally adapted to games. However, in spite of the many advantages of using real-time motion capture data for animating avatars in games, there are two major challenges. The first is due to the limitations of the current tracking techniques in producing smooth, noise free, accurate animation in real-time. The second, and more acute problem, stems from the fact that in most games, the movements of the animated avatar are expected to be more expressive than the player's actual movements. In such cases, one would like to visually enhance the player's motion to display exaggerated or even super-natural motions.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"2013 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121800739","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}
Witawat Rungjiratananon, Yoshihiro Kanamori, T. Nishita
{"title":"Elastic rod simulation by chain shape matching with twisting effect","authors":"Witawat Rungjiratananon, Yoshihiro Kanamori, T. Nishita","doi":"10.1145/1899950.1899977","DOIUrl":"https://doi.org/10.1145/1899950.1899977","url":null,"abstract":"One-dimensional deformable objects or elastic rods are widely used to represent threads, hair strands and elastic ropes in computer graphics. Such an object has the bending, stretching and twisting behaviors which are difficult to handle. To simulate deformable objects, a simple method called Lattice Shape Matching (LSM) [Rivers and James 2007] was recently proposed. LSM can handle the deformable objects ranging from soft bodies to stiff objects with an unconditional stability. For one-dimensional deformable objects, [Rungjiratananon et al. 2010] introduced a simplified model of LSM called Chain Shape Matching (CSM), which represents the one-dimensional deformable object by a chain of particles connected by segments. However, LSM and CSM can capture only the bending and stretching behaviors, but cannot handle twisting.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"142 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114599130","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":"Fusion-based image and video decolorization: (Copyright restrictions prevent ACM from providing the full text for this article)","authors":"C. Ancuti, Cosmin Ancuti, C. Hermans, P. Bekaert","doi":"10.1145/1899950.1899994","DOIUrl":"https://doi.org/10.1145/1899950.1899994","url":null,"abstract":"","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129250989","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}
Kaori Kikuchi, B. Lamond, A. Ghosh, P. Peers, P. Debevec
{"title":"Free-form polarized spherical illumination reflectometry","authors":"Kaori Kikuchi, B. Lamond, A. Ghosh, P. Peers, P. Debevec","doi":"10.1145/1899950.1899971","DOIUrl":"https://doi.org/10.1145/1899950.1899971","url":null,"abstract":"We present a prototype system for in-situ measurement of per-pixel appearance parameters (i.e., surface orientation, diffuse albedo, specular albedo, and specular roughness) of general scenes. The proposed system requires no specialized hardware, is light weight, and requires no on-site calibration. This makes our system particularly well suited for capturing the appearance of real-world scenes under uncontrolled conditions.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"195 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114198507","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":"Face models from noisy 3D cameras","authors":"M. Breidt, H. Bülthoff, Cristóbal Curio","doi":"10.1145/1899950.1899962","DOIUrl":"https://doi.org/10.1145/1899950.1899962","url":null,"abstract":"Affordable 3D vision is just about to enter the mass market for consumer products such as video game consoles or TV sets. Having depth information in this context is beneficial for segmentation as well as gaining robustness against illumination effects, both of which are hard problems when dealing with color camera data in typical living room situations. Several techniques compute 3D (or rather 2.5D) depth information from camera data such as realtime stereo, time-of-flight (TOF), or real-time structured light, but all produce noisy depth data at fairly low resolutions. Not surprisingly, most applications are currently limited to basic gesture recognition using the full body. In particular, TOF cameras are a relatively new and promising technology for compact, simple and fast 2.5D depth measurements. Due to the measurement principle of measuring the flight time of infrared light as it bounces off the subject, these devices have comparatively low image resolution (176 x 144 ... 320 x 240 pixels) with a high level of noise present in the raw data.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"43 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124119295","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}
W. T. Fong, Cher Jingting, F. Farbiz, Zhiyong Huang
{"title":"Sub-100 grams ungrounded haptics device for 14-g impact simulation","authors":"W. T. Fong, Cher Jingting, F. Farbiz, Zhiyong Huang","doi":"10.1145/1899950.1899982","DOIUrl":"https://doi.org/10.1145/1899950.1899982","url":null,"abstract":"We present the design and implementation of a solenoid based haptics device, which weighs less than 100 grams, and generates a acceleration of 14-g for simulating impact events in virtual reality and games. The device is used in free air, or ungrounded, and generates the high-g impacts without being attached to a large structure. The goal is to generate a more realistic impact sensations than commonly used vibration motors. The device consists of two solenoids in push-pull configuration. A low internal resistance battery system supplies high-current pulses of more than 10 amperes. During user motions, one solenoid will magnetically holds the device in ready position, so that the other solenoid achieves maximum stroke and impact output.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115886545","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":"Skeleton-growing: a vector-field-based 3D curve-skeleton extraction algorithm","authors":"N. Pantuwong, Masanori Sugimoto","doi":"10.1145/1899950.1899956","DOIUrl":"https://doi.org/10.1145/1899950.1899956","url":null,"abstract":"The vector-field-based method is one of the 3D curve-skeleton extraction algorithms. Typically, critical points in the vector field inside 3D objects are connected to form the curve-skeleton. However, critical points usually do not distribute to all important parts of the 3D object. Therefore, other features are used to produce a reliable result. Although this strategy can deliver a curve-skeleton that captures all of the important parts, the curve-skeleton usually comes with unnecessary segments. This paper proposes the skeleton-growing algorithm that automatically produces the curve-skeleton with small amounts of such segments. It searches for a set of high-curvature boundary voxels as starting points to find a set of suitable seed points that will be used to grow the curve-skeleton. We propose an unnecessary segment removal algorithm that can reduce the skeleton-noise density. A direction-selection algorithm is developed to avoid searching in irrelevant directions. The proposed method can produce a single reliable result curve-skeleton that could be applied in many different applications, including matching, animation, and visualization.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134054031","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":"Shading-interval constraints for normal map editing","authors":"Shiming Zou, Hongxin Zhang, Xavier Granier","doi":"10.1145/1899950.1899973","DOIUrl":"https://doi.org/10.1145/1899950.1899973","url":null,"abstract":"Normal mapping is a compact representation to create visually rich shapes and shading effects. In this paper, we introduce a new paint-based approach to edit a normal map according to the intended shading, from realistic to non-realistic ones. For this purpose, we have formulated a normal-from-shading operation as a quadratic problem that makes use of intervals on shading. This approach ensures that the resulting normal map visually corresponds to the user-designed shading.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133927400","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":"Minimal image sets for robust spherical gradient photometric stereo","authors":"Abhishek Dutta, W. Smith","doi":"10.1145/1899950.1899972","DOIUrl":"https://doi.org/10.1145/1899950.1899972","url":null,"abstract":"State-of-the-art photometric shape and reflectance analysis uses polarized spherical gradient illumination images captured in a light stage. The quality of the estimated surface geometry degrades with interreflection, rotationally asymmetric reflectance lobes and light discretisation. We show that introducing additional parameters to model distortions in the diffuse reflectance lobe results in an underdetermined linear system. Results from existing approaches can be refined to satisfy this system using quadratic programming. We also describe how robust shape recovery can be achieved using a minimal four image set.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122003788","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":"EDGE: an easy design tool of game event for rapid game development","authors":"Hwan-Soo Yoo, Seong-Whan Kim, Ok-Hue Cho","doi":"10.1145/1899950.1899954","DOIUrl":"https://doi.org/10.1145/1899950.1899954","url":null,"abstract":"We propose EDGE (An Easy Design Tool of Game Event for Rapid Game Development), with it game designers can make game events and effects without detailed programming skill. In the typical game design phase, the programming of game events is time consuming, non-productive, and burden to programmers; moreover, it is very difficult task for non-programmers. In this paper, we propose EDGE based game design process which clearly guarantees independence of game planning/design phase from the game programming phase. In the game design phase, game designer make events/effects without programming details. After verification of design process by EDGE preview, we can proceed to the game implementation phase, where we can use EDGE generated game source codes. We design and implement EDGE on OpenGL platform, applied EDGE on the development of two major genres of game contents, and the experimental results show that we can increase the productivity and the design maintenance.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131715440","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}