Computer Graphics, Imaging and Visualisation (CGIV 2007)最新文献

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A Shape Preserving Verification Technique for Parametric Curves 一种参数曲线的保形验证技术
Computer Graphics, Imaging and Visualisation (CGIV 2007) Pub Date : 2007-08-14 DOI: 10.1109/CGIV.2007.12
N. Dejdumrong
{"title":"A Shape Preserving Verification Technique for Parametric Curves","authors":"N. Dejdumrong","doi":"10.1109/CGIV.2007.12","DOIUrl":"https://doi.org/10.1109/CGIV.2007.12","url":null,"abstract":"Typically, the shape preserving property for a parametric curve can be verified by checking for the total positivity of the collocation matrix or finding the existence of corner cutting algorithm as presented in [8]. However, there are several cases that although the curve is satisfied the shape preserving property, the shape of the curve does not preserve the shape of the control points, e.g., Delgado-Pena curves (DP curves). Hence, an alternative algorithm for the shape preserving verification was proposed based on five factors for verifying shape preserving property: the position of the control points, the order of the control points, the type of the curve, the weights of the rational curves, and the number of duplicate control points. Ultimately, four varieties of parametric curves, e.g., Bezier, Said-Ball, Wang- Ball and DP Curves, were verified and compared for their shape preserving property.","PeriodicalId":433577,"journal":{"name":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","volume":"128 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123978759","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: 10
Parallel processing between GPU and CPU: Concepts in a game architecture GPU和CPU之间的并行处理:游戏架构中的概念
Computer Graphics, Imaging and Visualisation (CGIV 2007) Pub Date : 2007-08-14 DOI: 10.1109/CGIV.2007.64
M. Zamith, E. Clua, A. Conci, A. Montenegro, P. Pagliosa, Luís Valente
{"title":"Parallel processing between GPU and CPU: Concepts in a game architecture","authors":"M. Zamith, E. Clua, A. Conci, A. Montenegro, P. Pagliosa, Luís Valente","doi":"10.1109/CGIV.2007.64","DOIUrl":"https://doi.org/10.1109/CGIV.2007.64","url":null,"abstract":"This paper presents a new game loop architecture concept that employs graphics processors (GPUs) for general- purpose computation (GPGPU). A critical issue in this field is the concept of process distribution between CPU and GPU. The presented architecture consists in a very efficient model for distribution, and it was mainly designed to support math and physics on the GPU, but any kind of generic computation can be easily adapted.","PeriodicalId":433577,"journal":{"name":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127971860","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: 14
Cloning of Facial Expressions Using Spatial Information 利用空间信息克隆面部表情
Computer Graphics, Imaging and Visualisation (CGIV 2007) Pub Date : 2007-08-14 DOI: 10.1109/CGIV.2007.25
Dehui Kong, Kang Liang, Baocai Yin
{"title":"Cloning of Facial Expressions Using Spatial Information","authors":"Dehui Kong, Kang Liang, Baocai Yin","doi":"10.1109/CGIV.2007.25","DOIUrl":"https://doi.org/10.1109/CGIV.2007.25","url":null,"abstract":"In virtual world, it is always a challenge research issue for an animated human face model to appear natural. In this paper, we present a novel facial animation method for the technique of expression cloning which can directly maps an expression of the source model onto the surface of the target model. Using litter time, our method reuses the 3D motion vectors of the vertices of the source model to create similar animations on a new target model having the same mesh structure.","PeriodicalId":433577,"journal":{"name":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130773109","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
Video Game Console Audio: Evolution and Future Trends 电子游戏主机音频:进化和未来趋势
Computer Graphics, Imaging and Visualisation (CGIV 2007) Pub Date : 2007-08-14 DOI: 10.1109/CGIV.2007.87
Kyusik Chang, G. Kim, Taeyong Kim
{"title":"Video Game Console Audio: Evolution and Future Trends","authors":"Kyusik Chang, G. Kim, Taeyong Kim","doi":"10.1109/CGIV.2007.87","DOIUrl":"https://doi.org/10.1109/CGIV.2007.87","url":null,"abstract":"Rapidly advancing technologies and the increasing role of computers give the computer game boundless potential for the future. Among the various game industries, the console game industry in particular has attracted significant attention, bringing the importance of sound and music to the forefront. Game music was traditionally used for sound effects to prevent user boredom. As gaming developed, so did audio, being utilized for numerous purposes. As gaming platforms increased in power and complexity, audio, which was once limited to simple beeps, started to play a larger role, becoming back ground music (BGM) having quality at par with that of films. This paper discusses the evolution of video game console audio specifications and hardware, from simple 8-bit machines to future directions in the development of audio generators for game sound & music.","PeriodicalId":433577,"journal":{"name":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131035285","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
A Method Used To Dynamic Scene Management Based On Octree 基于八叉树的动态场景管理方法
Computer Graphics, Imaging and Visualisation (CGIV 2007) Pub Date : 2007-08-14 DOI: 10.1109/CGIV.2007.8
Huaiqing He, Yu Zhang, Haohan Liu
{"title":"A Method Used To Dynamic Scene Management Based On Octree","authors":"Huaiqing He, Yu Zhang, Haohan Liu","doi":"10.1109/CGIV.2007.8","DOIUrl":"https://doi.org/10.1109/CGIV.2007.8","url":null,"abstract":"At present the most important things on scene rendering in computer graphics are fidelity and efficiency. In order to achieve these goals, a considerable number of applications require a data structure like a tree to manage the entire scene. Searching the scene means to traversal the tree and moving objects in the scene means to recreate the tree, which are very costly but unavoidable process. In this paper, we establish an octree for managing the whole scene and encode the nodes in the tree. Through a simple process of calculation from one node's code, we can get this node's adjacent nodes' code. With the orderly structure of the octree, we have obtained the target that is searching the nodes in the octree and recreating part of the octree efficiently.","PeriodicalId":433577,"journal":{"name":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127471808","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
Robotic modeling and simulation of palletizer robot using Workspace5 基于Workspace5的码垛机器人建模与仿真
Computer Graphics, Imaging and Visualisation (CGIV 2007) Pub Date : 2007-08-14 DOI: 10.1109/CGIV.2007.73
N. A. Johari, H. Haron, A. Jaya
{"title":"Robotic modeling and simulation of palletizer robot using Workspace5","authors":"N. A. Johari, H. Haron, A. Jaya","doi":"10.1109/CGIV.2007.73","DOIUrl":"https://doi.org/10.1109/CGIV.2007.73","url":null,"abstract":"Employment of robots in manufacturing has been a value-added entity in a manufacturing industry. Robotic simulation is used to visualize entire robotic application system, to simulate the movement of robot arm incorporated with components consist in its environment and to detect collision between the robot and components. This paper presents result of a project in implementing a computer based model to simulate Okura A1600 palletizer robot. The application uses Okura A1600 robot for palletizing bags at the end of the production line and focuses on pick-and-place application. The project objective is to generate a computer simulated model to represent the actual robot model and its environment. The project simulates the robot's first four joints, namely as the waist, shoulder, elbow and waist and focuses on the position of the robot's end effector, regardless its orientation. Development of the model is using Workspace5 as a simulation tool. Two types of methodology are used, which are the methodology for developing the robotic workcell simulation model and the methodology for executing the robotic simulation. The output of the project will be a three-dimensional view of robot arm movement based on series of predefined geometry points, layout checking and robot's reachability by generating working envelope, collision and near miss detection, and monitoring on the cycle time upon completing a task. The project is an offline programming and no robot language is generated.","PeriodicalId":433577,"journal":{"name":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130635885","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: 20
Embodying and Extracting Data in Web3D Models of Proposed Building Developments 在拟议的建筑开发的Web3D模型中体现和提取数据
Computer Graphics, Imaging and Visualisation (CGIV 2007) Pub Date : 2007-08-14 DOI: 10.1109/CGIV.2007.37
R. Hetherington, B. Farrimond, P. Clynch
{"title":"Embodying and Extracting Data in Web3D Models of Proposed Building Developments","authors":"R. Hetherington, B. Farrimond, P. Clynch","doi":"10.1109/CGIV.2007.37","DOIUrl":"https://doi.org/10.1109/CGIV.2007.37","url":null,"abstract":"As an application of XML (extensible markup language), X3D (extensible 3 Dimensions), offers opportunities for the embodiment, extraction, processing and display of data from 3D models of architectural proposals presented over the WWW. Client side manipulation of XML data using AJAX (asynchronous Javascript and XML), can be employed to provide contextual information about the project. In the context of urban planning the visualization of a proposal by means of a 3D model will not provide all information required by planning officials. Additional data, such as maximum height, the percentage of the site developed and building materials, are required. Relevant numerical data exist within an X3D model, but are not in the required form and techniques are described for its extraction. Descriptive information regarding the development can also be embedded into the model and techniques for this and its extraction and display are also described. The techniques are illustrated by means of a case study. Conclusions are drawn as to how the method could be applied to a large scale project.","PeriodicalId":433577,"journal":{"name":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121489621","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
Animating and Interacting with Graphical Evidence : Bringing Courtrooms to Life with Virtual Reconstructions 与图形证据的动画和交互:用虚拟重建将法庭带入生活
Computer Graphics, Imaging and Visualisation (CGIV 2007) Pub Date : 2007-08-14 DOI: 10.1109/CGIV.2007.18
D. Schofield
{"title":"Animating and Interacting with Graphical Evidence : Bringing Courtrooms to Life with Virtual Reconstructions","authors":"D. Schofield","doi":"10.1109/CGIV.2007.18","DOIUrl":"https://doi.org/10.1109/CGIV.2007.18","url":null,"abstract":"Three-dimensional (3D) reconstructions of evidence offer great potential in the field of forensic science. They can help in the presentation of complex spatial and temporal data to a non-technical audience. In addition to these 3D technologies, the digital age has brought a plethora of new evidence forms, evidence detection methods, and means of evidence presentation. This position paper describes the previous use of 3D reconstruction evidence in courtrooms. It then outlines the forensic process in terms of tasks and phases involved, and describes the state of the art in terms of digital technology usage. The paper then presents a taxonomy of these phases in terms of a technology continuum. It goes on to highlight areas where new applications of 3D digital technologies could be used to enhance particular phases of the forensic process. This paper does not deal with security issues relevant to the devices discussed.","PeriodicalId":433577,"journal":{"name":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116749277","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: 36
A Case Study of Integrating Principles of Photography and Photorealistic for 3D Rendering 结合摄影与真实感原理进行三维渲染的案例研究
Computer Graphics, Imaging and Visualisation (CGIV 2007) Pub Date : 2007-08-14 DOI: 10.1109/CGIV.2007.4
Jong Sze Joon, M. Yuen, C. Khong
{"title":"A Case Study of Integrating Principles of Photography and Photorealistic for 3D Rendering","authors":"Jong Sze Joon, M. Yuen, C. Khong","doi":"10.1109/CGIV.2007.4","DOIUrl":"https://doi.org/10.1109/CGIV.2007.4","url":null,"abstract":"This paper discusses the hybrid technique of merging both principles of photography and photorealistic 3D rendering approach to create a harmony between the two elements. In order to optimize the performance of 3D rendering and provide a creative solution for effective rendering method, an experiment was conducted. Based on analysis of 3D rendering works, qualitative approach is selected and case study was conducted by comparing works through observation. The findings indicate the obvious difference in the understanding of basic design fundamentals accustomed in photography. The second phase of the research is targeted towards the students' maturity in understanding the content of photorealistic 3D in terms of model properties, textures, lighting and rendering. The outcome of the research serves as a guideline to understand the basic flow of efficient photorealistic 3D rendering process for beginners with enhanced method.","PeriodicalId":433577,"journal":{"name":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125211586","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
A Kernel-based Algorithm for Multilevel Drawing Web Graphs 一种基于核的多级绘制Web图的算法
Computer Graphics, Imaging and Visualisation (CGIV 2007) Pub Date : 2007-08-14 DOI: 10.1109/CGIV.2007.7
Xiaodi Huang, W. Lai, Di Zhang, M. Huang, Quang Vinh Nguyen
{"title":"A Kernel-based Algorithm for Multilevel Drawing Web Graphs","authors":"Xiaodi Huang, W. Lai, Di Zhang, M. Huang, Quang Vinh Nguyen","doi":"10.1109/CGIV.2007.7","DOIUrl":"https://doi.org/10.1109/CGIV.2007.7","url":null,"abstract":"A Web graph refers to the graph that models the hyperlink relations between Web pages in the WWW, where a node represents a URL and an edge indicates a link between two URLs. A Web graph is normally a very huge graph. In the course of users' Web exploration, only part of the Web graph is displayed on the screen each time according to a user's current navigation focus. In this paper, we make use of a fast kernel-based algorithm that is able to cluster large graphs. The algorithm is implemented in an online visualization system of Web graphs. In the system, a Web crawler first generates the Web graph of web sites. The clustering algorithm then reduces the visual complexities of the large graph. In particular, it groups a set of highly connected nodes and their edges into a clustered graph with abstract nodes and edges. The experiments have demonstrated that the employed algorithm is able to cluster graphs.","PeriodicalId":433577,"journal":{"name":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131998005","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
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