932 resultados para 280202 Computer Graphics


Relevância:

80.00% 80.00%

Publicador:

Resumo:

We present a novel stereo-to-multiview video conversion method for glasses-free multiview displays. Different from previous stereo-to-multiview approaches, our mapping algorithm utilizes the limited depth range of autostereoscopic displays optimally and strives to preserve the scene's artistic composition and perceived depth even under strong depth compression. We first present an investigation of how perceived image quality relates to spatial frequency and disparity. The outcome of this study is utilized in a two-step mapping algorithm, where we (i) compress the scene depth using a non-linear global function to the depth range of an autostereoscopic display and (ii) enhance the depth gradients of salient objects to restore the perceived depth and salient scene structure. Finally, an adapted image domain warping algorithm is proposed to generate the multiview output, which enables overall disparity range extension.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

We describe a technique for interactive rendering of diffraction effects produced by biological nanostructures, such as snake skin surface gratings. Our approach uses imagery from atomic force microscopy that accurately captures the geometry of the nanostructures responsible for structural colouration, that is, colouration due to wave interference, in a variety of animals. We develop a rendering technique that constructs bidirectional reflection distribution functions (BRDFs) directly from the measured data and leverages pre-computation to achieve interactive performance. We demonstrate results of our approach using various shapes of the surface grating nanostructures. Finally, we evaluate the accuracy of our pre-computation-based technique and compare to a reference BRDF construction technique.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Monte Carlo integration is firmly established as the basis for most practical realistic image synthesis algorithms because of its flexibility and generality. However, the visual quality of rendered images often suffers from estimator variance, which appears as visually distracting noise. Adaptive sampling and reconstruction algorithms reduce variance by controlling the sampling density and aggregating samples in a reconstruction step, possibly over large image regions. In this paper we survey recent advances in this area. We distinguish between “a priori” methods that analyze the light transport equations and derive sampling rates and reconstruction filters from this analysis, and “a posteriori” methods that apply statistical techniques to sets of samples to drive the adaptive sampling and reconstruction process. They typically estimate the errors of several reconstruction filters, and select the best filter locally to minimize error. We discuss advantages and disadvantages of recent state-of-the-art techniques, and provide visual and quantitative comparisons. Some of these techniques are proving useful in real-world applications, and we aim to provide an overview for practitioners and researchers to assess these approaches. In addition, we discuss directions for potential further improvements.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

We present a novel algorithm to reconstruct high-quality images from sampled pixels and gradients in gradient-domain rendering. Our approach extends screened Poisson reconstruction by adding additional regularization constraints. Our key idea is to exploit local patches in feature images, which contain per-pixels normals, textures, position, etc., to formulate these constraints. We describe a GPU implementation of our approach that runs on the order of seconds on megapixel images. We demonstrate a significant improvement in image quality over screened Poisson reconstruction under the L1 norm. Because we adapt the regularization constraints to the noise level in the input, our algorithm is consistent and converges to the ground truth.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

With the ongoing shift in the computer graphics industry toward Monte Carlo rendering, there is a need for effective, practical noise-reduction techniques that are applicable to a wide range of rendering effects and easily integrated into existing production pipelines. This course surveys recent advances in image-space adaptive sampling and reconstruction algorithms for noise reduction, which have proven very effective at reducing the computational cost of Monte Carlo techniques in practice. These approaches leverage advanced image-filtering techniques with statistical methods for error estimation. They are attractive because they can be integrated easily into conventional Monte Carlo rendering frameworks, they are applicable to most rendering effects, and their computational overhead is modest.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This paper presents the development history and specification of a 3D game engine titled "Spark Engine". The term "engine" is used to describe a complex graphics software suite that streamlines application development and provides efficient rendering functionality. A game engine specifically provides tools to simplify game development. Spark Engine is fully shader driven and is built on top of Microsoft's XNA Framework. It is a reusable and flexible platform that can be used to build any type of graphics application ranging from gaming to simulation. The engine was released as open source software under the New BSD License with an interest in furthering its development.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The analysis of time-dependent data is an important problem in many application domains, and interactive visualization of time-series data can help in understanding patterns in large time series data. Many effective approaches already exist for visual analysis of univariate time series supporting tasks such as assessment of data quality, detection of outliers, or identification of periodically or frequently occurring patterns. However, much fewer approaches exist which support multivariate time series. The existence of multiple values per time stamp makes the analysis task per se harder, and existing visualization techniques often do not scale well. We introduce an approach for visual analysis of large multivariate time-dependent data, based on the idea of projecting multivariate measurements to a 2D display, visualizing the time dimension by trajectories. We use visual data aggregation metaphors based on grouping of similar data elements to scale with multivariate time series. Aggregation procedures can either be based on statistical properties of the data or on data clustering routines. Appropriately defined user controls allow to navigate and explore the data and interactively steer the parameters of the data aggregation to enhance data analysis. We present an implementation of our approach and apply it on a comprehensive data set from the field of earth bservation, demonstrating the applicability and usefulness of our approach.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The analysis of research data plays a key role in data-driven areas of science. Varieties of mixed research data sets exist and scientists aim to derive or validate hypotheses to find undiscovered knowledge. Many analysis techniques identify relations of an entire dataset only. This may level the characteristic behavior of different subgroups in the data. Like automatic subspace clustering, we aim at identifying interesting subgroups and attribute sets. We present a visual-interactive system that supports scientists to explore interesting relations between aggregated bins of multivariate attributes in mixed data sets. The abstraction of data to bins enables the application of statistical dependency tests as the measure of interestingness. An overview matrix view shows all attributes, ranked with respect to the interestingness of bins. Complementary, a node-link view reveals multivariate bin relations by positioning dependent bins close to each other. The system supports information drill-down based on both expert knowledge and algorithmic support. Finally, visual-interactive subset clustering assigns multivariate bin relations to groups. A list-based cluster result representation enables the scientist to communicate multivariate findings at a glance. We demonstrate the applicability of the system with two case studies from the earth observation domain and the prostate cancer research domain. In both cases, the system enabled us to identify the most interesting multivariate bin relations, to validate already published results, and, moreover, to discover unexpected relations.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

El mundo de la animación 3D está en plena actualidad en este momento. Salas de cine, programas de televisión y la publicidad nos muestran constantemente personajes y objetos animados creados por ordenador. Son muchos los programas que pueden usarse para la realización de animación en 3D. En este proyecto vamos a centrarnos en Blender. Blender es un programa de animación y modelado que se puede obtener de manera gratuita por internet. Se trata de un programa de software libre, por lo que constantemente está siendo modificado gracias a la aportación de usuarios anónimos por internet. El objetivo de este proyecto es la creación de un corto de animación de un minuto de duración con Blender, para lo cual serán necesarias una serie de pautas iniciales sobre cómo funciona Blender y sus posibilidades. La primera parte de este proyecto es una guía básica sobre Blender y sus características. Capítulo a capítulo se irán describiendo la interfaz del programa y la creación de objetos (modelado, asignación de materiales y texturas) para luego aprender a animarlos y a visualizarlos como imágenes o video. La segunda parte se centra en el corto MOL. Creado a partir de los conocimientos adquiridos en la guía anterior, añadiendo en algunos casos, nuevas propiedades necesarias para su elaboración. Se describirán cada uno de los elementos y su creación. Esta guía pretende ser un referente para aquel que quiera introducirse en el mundo de la animación 3D con Blender. The world of 3D animation is a trending topic nowadays. Cinema, television and advertising constantly show us characters and animated objects created with computer graphics. There are many programs that can be used to perform 3D animations. In this project we will focus on Blender. Blender is a modeling and animation program that is available for free online. Blender is an open source program, so it is constantly being modified and improved by anonymous online users. The objective of this project is to create a one-minute animation short with Blender, for which we will require an initial set of guidelines on how Blender works and its possibilities. The first part of this project is a basic guide and will only cover basic features of Blender. In each chapter we will describe the interface and how to create objects (modeling, assigning materials and textures) and then we will learn to animate these objects and to display them as images or video. The second part focuses on the short film MOL. Created from the knowledge gained in the previous guide adding, in same cases, new properties necessary for its creation. We will describe each of the elements involved in the making of. This guide is intended to be a referent guide for anyone who wants to enter the world of 3D animation with Blender.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Augmented reality (AR) commonly uses markers for detection and tracking. Such multimedia applications associate each marker with a virtual 3D model stored in the memory of the camera-equipped device running the application. Application users are limited in their interactions, which require knowing how to design and program 3D objects. This generally prevents them from developing their own entertainment AR applications. The Magic Cards application solves this problem by offering an easy way to create and manage an unlimited number of virtual objects that are encoded on special markers.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

lnfográfica (en inglés Computer Graphics) es la parte de la Informática que se especializa en las técnicas de entrada y salida de datos en forma gráfica. Es sabido que la mente humana digiere difícilmente los datos presentados en forma numérica tabular, por lo que las técnicas infográficas vienen a añadir uno de los eslabones, más importantes en la cadena de acercamiento del ordenador al hombre, desde que se creó la programación automática.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Validating modern oceanographic theories using models produced through stereo computer vision principles has recently emerged. Space-time (4-D) models of the ocean surface may be generated by stacking a series of 3-D reconstructions independently generated for each time instant or, in a more robust manner, by simultaneously processing several snapshots coherently in a true ?4-D reconstruction.? However, the accuracy of these computer-vision-generated models is subject to the estimations of camera parameters, which may be corrupted under the influence of natural factors such as wind and vibrations. Therefore, removing the unpredictable errors of the camera parameters is necessary for an accurate reconstruction. In this paper, we propose a novel algorithm that can jointly perform a 4-D reconstruction as well as correct the camera parameter errors introduced by external factors. The technique is founded upon variational optimization methods to benefit from their numerous advantages: continuity of the estimated surface in space and time, robustness, and accuracy. The performance of the proposed algorithm is tested using synthetic data produced through computer graphics techniques, based on which the errors of the camera parameters arising from natural factors can be simulated.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

In the context of 3D reconstruction, we present a static multi-texturing system yielding a seamless texture atlas calculated by combining the colour information from several photos from the same subject covering most of its surface. These pictures can be provided by shooting just one camera several times when reconstructing a static object, or a set of synchronized cameras, when dealing with a human or any other moving object. We suppress the colour seams due to image misalignments and irregular lighting conditions that multi-texturing approaches typically suffer from, while minimizing the blurring effect introduced by colour blending techniques. Our system is robust enough to compensate for the almost inevitable inaccuracies of 3D meshes obtained with visual hull–based techniques: errors in silhouette segmentation, inherently bad handling of concavities, etc.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The proliferation of video games and other applications of computer graphics in everyday life demands a much easier way to create animatable virtual human characters. Traditionally, this has been the job of highly skilled artists and animators that painstakingly model, rig and animate their avatars, and usually have to tune them for each application and transmission/rendering platform. The emergence of virtual/mixed reality environments also calls for practical and costeffective ways to produce custom models of actual people. The purpose of the present dissertation is bringing 3D human scanning closer to the average user. For this, two different techniques are presented, one passive and one active. The first one is a fully automatic system for generating statically multi-textured avatars of real people captured with several standard cameras. Our system uses a state-of-the-art shape from silhouette technique to retrieve the shape of subject. However, to deal with the lack of detail that is common in the facial region for these kind of techniques, which do not handle concavities correctly, our system proposes an approach to improve the quality of this region. This face enhancement technique uses a generic facial model which is transformed according to the specific facial features of the subject. Moreover, this system features a novel technique for generating view-independent texture atlases computed from the original images. This static multi-texturing system yields a seamless texture atlas calculated by combining the color information from several photos. We suppress the color seams due to image misalignments and irregular lighting conditions that multi-texturing approaches typically suffer from, while minimizing the blurring effect introduced by color blending techniques. The second technique features a system to retrieve a fully animatable 3D model of a human using a commercial depth sensor. Differently to other approaches in the current state of the art, our system does not require the user to be completely still through the scanning process, and neither the depth sensor is moved around the subject to cover all its surface. Instead, the depth sensor remains static and the skeleton tracking information is used to compensate the user’s movements during the scanning stage. RESUMEN La popularización de videojuegos y otras aplicaciones de los gráficos por ordenador en el día a día requiere una manera más sencilla de crear modelos virtuales humanos animables. Tradicionalmente, estos modelos han sido creados por artistas profesionales que cuidadosamente los modelan y animan, y que tienen que adaptar específicamente para cada aplicación y plataforma de transmisión o visualización. La aparición de los entornos de realidad virtual/mixta aumenta incluso más la demanda de técnicas prácticas y baratas para producir modelos 3D representando personas reales. El objetivo de esta tesis es acercar el escaneo de humanos en 3D al usuario medio. Para ello, se presentan dos técnicas diferentes, una pasiva y una activa. La primera es un sistema automático para generar avatares multi-texturizados de personas reales mediante una serie de cámaras comunes. Nuestro sistema usa técnicas del estado del arte basadas en shape from silhouette para extraer la forma del sujeto a escanear. Sin embargo, este tipo de técnicas no gestiona las concavidades correctamente, por lo que nuestro sistema propone una manera de incrementar la calidad en una región del modelo que se ve especialmente afectada: la cara. Esta técnica de mejora facial usa un modelo 3D genérico de una cara y lo modifica según los rasgos faciales específicos del sujeto. Además, el sistema incluye una novedosa técnica para generar un atlas de textura a partir de las imágenes capturadas. Este sistema de multi-texturización consigue un atlas de textura sin transiciones abruptas de color gracias a su manera de mezclar la información de color de varias imágenes sobre cada triángulo. Todas las costuras y discontinuidades de color debidas a las condiciones de iluminación irregulares son eliminadas, minimizando el efecto de desenfoque de la interpolación que normalmente introducen este tipo de métodos. La segunda técnica presenta un sistema para conseguir un modelo humano 3D completamente animable utilizando un sensor de profundidad. A diferencia de otros métodos del estado de arte, nuestro sistema no requiere que el usuario esté completamente quieto durante el proceso de escaneado, ni mover el sensor alrededor del sujeto para cubrir toda su superficie. Por el contrario, el sensor se mantiene estático y el esqueleto virtual de la persona, que se va siguiendo durante el proceso, se utiliza para compensar sus movimientos durante el escaneado.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

A eficiência da amamentação exige uma complexa coordenação entre sucção, deglutição e respiração, sendo que a tecnologia tem possibilitado importantes avanços na compreensão desse processo. Porém, não foram encontrados vídeos disponíveis na internet que demonstrassem a anatomia e fisiologia da amamentação, de modo didático e fidedigno à ciência atual. Este trabalho teve por objetivo descrever o desenvolvimento de uma sequência em computação gráfica sobre a sucção e a deglutição, resultante da produção digital do Bebê Virtual, bem como validar tal produção quanto ao conteúdo e prover adequações necessárias ao material educacional. Para a produção das iconografias em 3D da sucção e deglutição no Bebê Virtual, inicialmente foi elaborado um mapa conceitual e uma matriz de conteúdos, objetivos e competências voltadas ao material educacional. Posteriormente foi elaborado um roteiro científico que abordou a anatomia do crânio, face, cavidade oral, faringe, laringe e esôfago do recém-nascido, bem como, a descrição dos mecanismos fisiológicos relacionados à sucção e às fases oral e faríngea da deglutição no bebê. Para isso foram utilizadas 14 publicações do período de 1998 a 2008, que continham informações relevantes para demonstrar a amamentação. Os conteúdos teóricos foram organizados em cenas principais, possibilitando a criação de previews das sequências dinâmicas, as quais foram avaliadas por profissionais de anatomia, fonoaudiologia e medicina, possibilitando os ajustes necessários e a construção das imagens em computação gráfica 3D. Para análise da validade de conteúdo dessas imagens foi verificada a representatividade dos itens que o compõe, por meio de consulta à literatura. Foram incluídos estudos que utilizaram auxílio tecnológico e abordaram o tema proposto em bebês a termo e saudáveis, sem alterações neurológicas ou anomalias craniofaciais. Foram excluídas as publicações realizadas com bebês pré-termo, sindrômicos, com anomalias, doenças neurológicas ou qualquer alteração que pudesse interferir na amamentação, revisões de literatura e relatos de caso. Os artigos selecionados foram analisados e classificados quanto ao nível de evidência científica, predominando o nível três de evidência. A análise de conteúdo demonstrou a necessidade de adequações nas iconografias 3D, para que o processo de sucção e deglutição demonstrado no bebê virtual pudesse corresponder ao conhecimento científico atual. Tais adequações foram propostas a partir dos achados de 9 estudos, publicados entre 2008 e 2014, que utilizaram ultrassonografia para demonstrar como ocorre o processo de amamentação. Desta forma, foram modificados os aspectos da pega, da movimentação de língua, mandíbula, palato mole e laringe, além da sincronização da sucção/deglutição/respiração e deslocamento do mamilo, num processo desenvolvido em cinco etapas. Assim, o presente estudo descreveu o processo de desenvolvimento das iconografias em 3D sobre a anatomia e fisiologia da sucção e deglutição no recém-nascido a termo, sendo que a validade de conteúdo permitiu atualizar vários aspectos da amamentação do Bebê Virtual, quebrando velhos paradigmas e possibilitando ilustrar didaticamente as evidências científicas relacionadas.