{"title":"A study on 3D digital image applying oriental painting techniques","authors":"Yoomi Choi","doi":"10.1145/2945078.2945104","DOIUrl":"https://doi.org/10.1145/2945078.2945104","url":null,"abstract":"With the advent of media, artists have expanded the domains of visual arts through various new attempts to integrate digital technology with arts. Along with the changes in working environment, nowadays, there have been new attempts to reinterpret old masterpiece using digital media. The initial studies regarding 3D image of oriental painting were mainly focused on non-photorealistic rendering techniques. However, the technique has limitations in expressing or reproducing the unique elements of expression used in oriental paintings. The traditional oriental paintings were not expressed with perspective view and shadow; and in a water ink painting, color expression is also limited because of the unique properties of the ingredient, 'Muk (Ink Stick).' Moreover, the oriental paintings have multiple viewpoints in one scene. Therefore, there are difficulties in using tools such as Maya or 3DMax to express the traditional artworks of the East. In this context, the purpose of this study is to provide alternative solutions to resolve the problems that arise in the process of recreating oriental paintings into 3D image, based on the theoretical framework of spatial arrangement and composition principles. Also, the study reinterpreted the classical works by applying storytelling techniques, which utilize the expandability of time, a main characteristic of visual media. and , the two major artwork of Gyeomjae Jeong Seon, who is one of the most representative literary artists of the Joseon Dynasty, were reinterpreted with 3D digital image, and new design methods and techniques were applied.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"122 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116934679","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":"Model predictive control for robust art-directable fluids","authors":"Tuur Stuyck, P. Dutré","doi":"10.1145/2945078.2945088","DOIUrl":"https://doi.org/10.1145/2945078.2945088","url":null,"abstract":"Physics-based animation has become an important tool in computer graphics and is essential in recreating realistic looking natural phenomena. Researchers have been looking for tools to control passive simulations that allow artists to easily modify the simulation to best suit the artistic requirements. However, fluid motion is very hard to predict and it is very difficult, if not impossible, to achieve specific behavior just by altering the global variables. Active control of the simulation will be necessary to achieve this goal.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122847470","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":"Straightening walking path using redirected walking technique","authors":"Ayaka Nishi, Keisuke Hoshino, H. Kajimoto","doi":"10.1145/2945078.2945139","DOIUrl":"https://doi.org/10.1145/2945078.2945139","url":null,"abstract":"Virtually infinite space is a holy grail of immersive virtual environment (IVE), and numerous approaches have been proposed, yet there still is a hardware and spatial cost. We propose a novel low-cost locomotion interface that combines a 1-DoF treadmill and a head mounted display (HMD), in which displayed image is rotated to induce straightened trajectory for the treadmill, similar to the technique known as Redirected Walking. We conducted an experiment using the proposed method, and showed that by using PD control algorithm, the walking path became straightened.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114139122","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}
Jae-Ho Nah, Sunho Ki, Yeongkyu Lim, Jinhong Park, Chulho Shin
{"title":"AXAA: adaptive approximate anti-aliasing","authors":"Jae-Ho Nah, Sunho Ki, Yeongkyu Lim, Jinhong Park, Chulho Shin","doi":"10.1145/2945078.2945129","DOIUrl":"https://doi.org/10.1145/2945078.2945129","url":null,"abstract":"Post-processing anti-aliasing algorithms are widely used now for real-time rendering because of their simplicity, performance, and suitability for deferred shading. Fast approximate anti-aliasing (FXAA) [Lottes 2009] is the fastest method among them, so many games support FXAA to get anti-aliased images. However, FXAA can easily lose texture details and text sharpness due to its excessive blurring. To alleviate those problems of FXAA, we present adaptive approximate anti-aliasing (AXAA). Our approach adds three contributions to FXAA in order to avoid unnecessary filtering. First, we stop further anti-aliasing processes if the current pixel or its neighbors are judged as pixels on already filtered textures or fonts. Second, we try to maintain thin lines as much as possible in order to avoid blurring fonts and lines. Third, for higher performance, we adaptively set the search range of each pixel according to luma contrast. Our experiments show that AXAA provides significantly better image quality than FXAA, in terms of texture, text, and geometry details. Nevertheless, processing overhead of AXAA is still similar to that of FXAA.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129773474","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}
Jhengyi Lin, Po-Wen Cheng, Chien-Hung Lin, I-Chen Lin
{"title":"Intuitive 3D flight gaming with tangible objects","authors":"Jhengyi Lin, Po-Wen Cheng, Chien-Hung Lin, I-Chen Lin","doi":"10.1145/2945078.2945156","DOIUrl":"https://doi.org/10.1145/2945078.2945156","url":null,"abstract":"Object movement in virtual 3D space involves 3D rotations and translations. Conventional desktop interfaces are difficult for a user to simultaneously control the variations of six degrees of freedom. In this paper, we present a vision-based user-friendly method for this purpose. A user can simply grasp one or more objects and fly the objects intuitively. The proposed system using an efficient method to detect and track the objects in the scene. The estimated object motions are used to drive the corresponding targets on the screen or to trigger predefined actions. This interface can track more than one objects at an interactive rate and is applied to a 3D flight shooting game.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124609578","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}
T. Matsumoto, Kensuke Tobitani, Yusuke Tani, Hiroki Fujii, N. Nagata
{"title":"An evaluation of the relationship between impression and the physical properties of human skin","authors":"T. Matsumoto, Kensuke Tobitani, Yusuke Tani, Hiroki Fujii, N. Nagata","doi":"10.1145/2945078.2945167","DOIUrl":"https://doi.org/10.1145/2945078.2945167","url":null,"abstract":"The visual expression of a surface quality of human skin is required in a wide range of fields, such as in cosmetics industry. It is much harder, however, to generate intuitively and accurately a computer graphics (CG) image of human skin that has a desired impression without professional knowledge and skills because of its complex physical properties. It is necessary to model the linkage between the visual impressions and physical properties of human skin in order to effectively determine parameters for the generation of CG images.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131928122","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":"Suggestive painterly style image generation system to satisfy user preferences","authors":"S. Kodama, Tokiichiro Takahashi","doi":"10.1145/2945078.2945095","DOIUrl":"https://doi.org/10.1145/2945078.2945095","url":null,"abstract":"In non-photorealistic rendering (NPR), an evaluated value of the rendered image is not absolute. It is different for each user. Therefore, in NPR, it is important to render an image that satisfies user preferences. Many methods of painterly style image generation have been proposed/developed. However, these methods focus on image generation that imitates painting material or a painterly style. Therefore, to the best of our knowledge, the study of how to generate a painterly style image that satisfies user preferences dose not yet exist. When gazing at an image, the user is more effective at quickly identifying regions that the user dislikes than in finding preferred regions. To address this point, we propose a mechanism of painterly style rendering that satisfies user preferences.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"246 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131703685","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":"Automatic blend shape creation for facial motion capture","authors":"Victoria McGowen, Joe Geigel","doi":"10.1145/2945078.2945122","DOIUrl":"https://doi.org/10.1145/2945078.2945122","url":null,"abstract":"Blend shape animation is one of the most common methods for facial animation used by animators. Creation of effective blend shapes is an investment as they can take a very long time to create, but once finished, help with consistency in animation. As this is a prime animation method, its extensive process can be off-putting to newcomers. This project is focused on creating a system that will automate the blend shape creation process. The resulting blend shapes could be used in a blend shape based facial motion capture system (eg. [Weise et al. 2011]). The goal of this application is to produce a comparable result to that of blend shapes done by hand for student projects.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127855418","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}
Junho Jeon, Yeongyu Jung, Haejoon Kim, Seungyong Lee
{"title":"Texture map generation for large-scale 3D reconstructed scenes","authors":"Junho Jeon, Yeongyu Jung, Haejoon Kim, Seungyong Lee","doi":"10.1145/2945078.2945147","DOIUrl":"https://doi.org/10.1145/2945078.2945147","url":null,"abstract":"Nowadays RGB-D cameras, such as Microsoft Kinect, have become widely available. Various researches on 3D reconstruction based on RGB-D images have enabled 3D navigation of a scene by rendering the reconstructed 3D model from desirable viewpoints. However, these reconstructed 3D models are not yet popularly used in applications due to the lack of accurate color information.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115627360","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":"Vintage VR: a method of processing 19th century stereoviews for display on 21st century VR systems","authors":"Adam Schuster, A. S. Eddin","doi":"10.1145/2945078.2945103","DOIUrl":"https://doi.org/10.1145/2945078.2945103","url":null,"abstract":"Hundreds of thousands of stereoscopic view cards (stereoviews) produced in the late 1800s and early 1900s are being digitized in collections and museums worldwide. However, viewing this important part of media technology history requires dedicated stereoscopes or difficult eye exercises. With the recent spread of Consumer VR, a fresh way to view, study, and learn from this vast store of knowledge becomes available. In this project, we present an automated method to process digitized stereoviews and make them suitable for VR viewing.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124092384","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}