Computer Science: Recent submissions
Now showing items 1761-1780 of 2149
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Perceptually adaptive graphics
(2004)In recent years, the Graphics community has come to realise the importance of taking human perception into account when striving for realism in images, animations and Virtual Environments. In May 2001, a EUROGRAPHICS/ SIGGRAPH ... -
A virtual reality toolkit for the diagnosis and monitoring of myocardial infarctions
(2005)We have developed a software system that takes standard electrocardiogram (ECG) input and interprets this input along with user-defined and automatically defined markers to diagnose myocardial infarctions (MI). These ... -
Geometry reduction for urban simulation on handheld devices
(2005)We present a real-time urban simulation on a Personal Digital Assistant (PDA). An existing desktop urban simulation is used to automatically generate potential visibility data, sub-divide the world into areas of similar ... -
Perceptual evaluation of level of detail clothing for virtual humans
(2006)Recent developments in crowd simulation have allowed thousands of characters to be rendered in real-time. Usually this is achieved through the use of Level of Detail (LOD) models for the individuals in the crowd. ... -
A framework for comparing task performance in real and virtual scenes
(ACM Press, 2005)In this paper, we describe a framework for comparing task performance in real and virtual environments. Realistic graphics, rear projection, haptics and rapid prototyping are used to match the virtual scene to the real ... -
Animating humans on handlheld devices for interactive gaming
(2005)This paper examines the implementation and efficacy of impostor-based techniques on smallscreen devices, and compares their effectiveness with that of the same techniques when used on desktop computers. Firstly, a ... -
Closest feature maps for time-critical collision handling
(2005)In this paper we consider the novel idea of Closest Feature Maps (CFMs) applied to refinable collision response in order to address the potential issues and problems associated with over approximation of contact ... -
LOD human representations: a comparative study
(2005)Real-time crowd systems are increasing in popularity and importance. With this comes the need for accurate low level of detail (LOD) human model representations. Currently, the two most commonly used representations for ... -
Towards time-critical collision detection for deformable objects based on reduced models
(2005)Topics of physically based modeling of deformable objects and collision detection have been extensively researched. Nowadays, the combination of GPU techniques and multiresolution physical models allows interactive ... -
Clothing the masses: real-time clothed crowds with variation
(2006)The animation and rendering of crowds of realistically clothed characters presents a difficult challenge in computer graphics, which is further exacerbated when real-time frame rates are required. To date, due to ... -
Harnessing the human visual system for image based modeling: an interaction system
(2006)We present a novel interaction system for modeling 3D geometry from photographs. Given a set of stereo pairs, along with their camera parameters, the interface tracks the movements of the users and allows them to ... -
Animating Dolly: real-time herding and rendering of sheep
(2006)This paper describes ongoing work on a system to animate and render large flocks of furry or woolly animals. An outside agent, the sheepdog, tries to control another group of agents (a flock of sheep) that observe two ... -
Crowd creation pipeline for games
(2006)With the increase in realism of games based in stadiums and urban environments, real-time crowds are becoming essential in order to provide a believable environment. However, realism is still largely lacking due to the ... -
Populating virtual environments with crowds
(The Eurographics Association, 2006) -
Skinning arbitrary deformations
(ACM Press, 2007)Matrix palette skinning (also known as skeletal subspace deformation) is a very popular real-time animation technique. So far, it has only been applied to the class of quasi-articulated objects, such as moving human or ... -
Skinning with dual quaternions
(2007)Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require ... -
Virtual shapers & movers: form and motion affect sex perception
(2007)An experiment to determine factors that influence the perceived sex of virtual characters was conducted. Four different model types were used: highly realistic male and female models, an androgynous character, and a ... -
A perceptual approach to trimming unstructured lumigraphs
(2007)We present a novel perceptual method to reduce the visual redundancy of unstructured lumigraphs, an image based representation designed for interactive rendering. We combine features of the unstructured lumigraph algorithm ...