938 resultados para Computer Graphics Interattiva, Maya 3D, Unity 3D.


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This paper describes a strategy for automatically converting fiction text into 3D animations. It assumes the existence of fiction text annotated with avatar, object, setting, transition and relation annotations, and presents a transformation process that converts annotated text into quantified constraint systems, the solutions to which are used in the population of 3D environments. Constraint solutions are valid over temporal intervals, ensuring that consistent dynamic behaviour is produced. A substantial level of automation is achieved, while providing opportunities for creative manual intervention in animation process. The process is demonstrated using annotated examples drawn from popular fiction text that are converted into animation sequences, confirming that the desired results can be achieved with only highlevel human direction.

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A 3D binary image is considered well-composed if, and only if, the union of the faces shared by the foreground and background voxels of the image is a surface in R3. Wellcomposed images have some desirable topological properties, which allow us to simplify and optimize algorithms that are widely used in computer graphics, computer vision and image processing. These advantages have fostered the development of algorithms to repair bi-dimensional (2D) and three-dimensional (3D) images that are not well-composed. These algorithms are known as repairing algorithms. In this dissertation, we propose two repairing algorithms, one randomized and one deterministic. Both algorithms are capable of making topological repairs in 3D binary images, producing well-composed images similar to the original images. The key idea behind both algorithms is to iteratively change the assigned color of some points in the input image from 0 (background)to 1 (foreground) until the image becomes well-composed. The points whose colors are changed by the algorithms are chosen according to their values in the fuzzy connectivity map resulting from the image segmentation process. The use of the fuzzy connectivity map ensures that a subset of points chosen by the algorithm at any given iteration is the one with the least affinity with the background among all possible choices

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L'algoritmo di semplificazione proposto in questa tesi agisce in modo iterativo su due livelli, in una prima fase alla mesh viene applicato un operatore di smoothing e alla mesh così elaborata viene poi applicata la decimazione. L'alternanza di questi due operatori permette di avere mesh semplificate che mantengono però una qualità maggiore rispetto al risultato che si avrebbe invece applicando solo la decimazione. A partire da una mesh ad alta risoluzione, ad ogni iterazione viene quindi creata una mesh con una risoluzione inferiore fino all'ultima iterazione che produce la mesh coarse (a bassa risoluzione) desiderata. Si viene quindi a creare una struttura di semplificazione multilivello, utile in molte applicazioni di computer graphics.

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We consider the problem of approximating the 3D scan of a real object through an affine combination of examples. Common approaches depend either on the explicit estimation of point-to-point correspondences or on 2-dimensional projections of the target mesh; both present drawbacks. We follow an approach similar to [IF03] by representing the target via an implicit function, whose values at the vertices of the approximation are used to define a robust cost function. The problem is approached in two steps, by approximating first a coarse implicit representation of the whole target, and then finer, local ones; the local approximations are then merged together with a Poisson-based method. We report the results of applying our method on a subset of 3D scans from the Face Recognition Grand Challenge v.1.0.

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The human face is a vital component of our identity and many people undergo medical aesthetics procedures in order to achieve an ideal or desired look. However, communication between physician and patient is fundamental to understand the patient’s wishes and to achieve the desired results. To date, most plastic surgeons rely on either “free hand” 2D drawings on picture printouts or computerized picture morphing. Alternatively, hardware dependent solutions allow facial shapes to be created and planned in 3D, but they are usually expensive or complex to handle. To offer a simple and hardware independent solution, we propose a web-based application that uses 3 standard 2D pictures to create a 3D representation of the patient’s face on which facial aesthetic procedures such as filling, skin clearing or rejuvenation, and rhinoplasty are planned in 3D. The proposed application couples a set of well-established methods together in a novel manner to optimize 3D reconstructions for clinical use. Face reconstructions performed with the application were evaluated by two plastic surgeons and also compared to ground truth data. Results showed the application can provide accurate 3D face representations to be used in clinics (within an average of 2 mm error) in less than 5 min.

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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.

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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.

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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.

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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.

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The object of this paper is presenting the University of Economics – Varna, using a 3D model with 3Ds MAX. Created in 1920, May 14, University of Economics - Varna is a cultural institution with a place and style of its own. With the emergence of the three-dimensional modeling we entered a new stage of the evolution of computer graphics. The main target is to preserve the historical vision, to demonstrate forward-thinking and using of future-oriented approaches.

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Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite different from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experience of talking in person. Several causes for these differences have been identified and we propose inspiring and innovative solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational experience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems.

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This paper presents the implementation of a high quality real-time 3D video system intended for 3D videoconferencing -- Basically, the system is able to extract depth information from a pair of images coming from a short-baseline camera setup -- The system is based on the use of a variant of the adaptive support-weight algorithm to be applied on GPU-based architectures -- The reason to do it is to get real-time results without compromising accuracy and also to reduce costs by using commodity hardware -- The complete system runs over the GStreamer multimedia software platform to make it even more flexible -- Moreover, an autoestereoscopic display has been used as the end-up terminal for 3D content visualization