78 research outputs found
Interactive Virtual Hair Salon
Abstract User interaction with animated hair is desirable for various applications but difficult because it requires real-time animation and rendering of hair. Hair modeling, in cluding styling, simulation, and rendering, is computationally challenging due to the enormous number of deformable hair strands on a human head, elevating the computational complexity of many essential steps, such as collision detection and self-shadowing for hair. Using simulation localization techniques, multi-resolution representations, and graphics hardware rendering acceleration, we have developed a physically-based virtual hair salon system that simulates and renders hair at accelerated rates, enabling users to interactively style virtual hair. With a 3D haptic interface, users can directly manipulate and position hair strands, as well as employ real-world styling applications (cutting, blow-drying, etc.) to create hairstyles more intuitively than previous techniques
A hybrid hair model using three dimensional fuzzy textures
Cataloged from PDF version of article.Human hair modeling and rendering have always been a challenging topic in
computer graphics. The techniques for human hair modeling consist of explicit
geometric models as well as volume density models. Recently, hybrid cluster
models have also been successful in this subject. In this study, we present a
novel three dimensional texture model called 3D Fuzzy Textures and algorithms
to generate them. Then, we use the developed model along with a cluster model
to give human hair complex hairstyles such as curly and wavy styles. Our model
requires little user effort to model curly and wavy hair styles. With this study,
we aim at eliminating the drawbacks of the volume density model and the cluster
hair model with 3D fuzzy textures. A three dimensional cylindrical texture mapping
function is introduced for mapping purposes. Current generation graphics
hardware is utilized in the design of rendering system enabling high performance
rendering.Aran, Medeni ErolM.S
3D hair design and key frame animation in real time
Ankara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent University, 2008.Thesis (Master's) -- Bilkent University, 2008.Includes bibliographical references leaves 54-57.Computer generated animations of humans, animals and all other kinds of objects
have been studied extensively during the last two decades. The key for creating
good animations has been to correctly imitate the behaviors of real objects and
reflect these into computer generated images. With the rapid development of
computer technology, creating realistic simulations has become possible, and the
most striking components of these realistic animations happen to be the most
dynamic (moving) parts; hair, in the case of human animations.
With the development of high quality hair animations, the concern is not only
creating physically correct animations, but also controlling these animations. An
implementation of a key frame hair animation creation system, supported by a
hair design tool, helping to model and animate hair easily, and provide these
functionalities in real time is the aim of the proposed system.
This work reviews several hair animation and sketching techniques, and proposes
a system that provides a complete level of control (capable of controlling
even the individual hair strands) of key frame animation and hair design in real
time.Başarankut, BarkınM.S
Mobile Augmented Reality: User Interfaces, Frameworks, and Intelligence
Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones and head-worn wearables, and perform seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences using MAR devices to provide universal access to digital content. Over the past 20 years, several MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discuss the latest studies on MAR through a top-down approach: (1) MAR applications; (2) MAR visualisation techniques adaptive to user mobility and contexts; (3) systematic evaluation of MAR frameworks, including supported platforms and corresponding features such as tracking, feature extraction, and sensing capabilities; and (4) underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields and the current state-of-the-art, and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.Peer reviewe
Realistic Hair Simulation: Animation and Rendering
International audienceThe last five years have seen a profusion of innovative solutions to one of the most challenging tasks in character synthesis: hair simulation. This class covers both recent and novel research ideas in hair animation and rendering, and presents time tested industrial practices that resulted in spectacular imagery
DeepSketchHair: Deep Sketch-based 3D Hair Modeling
We present sketchhair, a deep learning based tool for interactive modeling of
3D hair from 2D sketches. Given a 3D bust model as reference, our sketching
system takes as input a user-drawn sketch (consisting of hair contour and a few
strokes indicating the hair growing direction within a hair region), and
automatically generates a 3D hair model, which matches the input sketch both
globally and locally. The key enablers of our system are two carefully designed
neural networks, namely, S2ONet, which converts an input sketch to a dense 2D
hair orientation field; and O2VNet, which maps the 2D orientation field to a 3D
vector field. Our system also supports hair editing with additional sketches in
new views. This is enabled by another deep neural network, V2VNet, which
updates the 3D vector field with respect to the new sketches. All the three
networks are trained with synthetic data generated from a 3D hairstyle
database. We demonstrate the effectiveness and expressiveness of our tool using
a variety of hairstyles and also compare our method with prior art
Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space
This major component of the research described in this thesis is 3D computer
graphics, specifically the realistic physics-based softbody simulation and
haptic responsive environments. Minor components include advanced
human-computer interaction environments, non-linear documentary storytelling,
and theatre performance. The journey of this research has been unusual because
it requires a researcher with solid knowledge and background in multiple
disciplines; who also has to be creative and sensitive in order to combine the
possible areas into a new research direction. [...] It focuses on the advanced
computer graphics and emerges from experimental cinematic works and theatrical
artistic practices. Some development content and installations are completed to
prove and evaluate the described concepts and to be convincing. [...] To
summarize, the resulting work involves not only artistic creativity, but
solving or combining technological hurdles in motion tracking, pattern
recognition, force feedback control, etc., with the available documentary
footage on film, video, or images, and text via a variety of devices [....] and
programming, and installing all the needed interfaces such that it all works in
real-time. Thus, the contribution to the knowledge advancement is in solving
these interfacing problems and the real-time aspects of the interaction that
have uses in film industry, fashion industry, new age interactive theatre,
computer games, and web-based technologies and services for entertainment and
education. It also includes building up on this experience to integrate Kinect-
and haptic-based interaction, artistic scenery rendering, and other forms of
control. This research work connects all the research disciplines, seemingly
disjoint fields of research, such as computer graphics, documentary film,
interactive media, and theatre performance together.Comment: PhD thesis copy; 272 pages, 83 figures, 6 algorithm
Modelling and simulation of flexible instruments for minimally invasive surgical training in virtual reality
Improvements in quality and safety standards in surgical training, reduction in training hours and constant technological advances have challenged the traditional apprenticeship model to create a competent surgeon in a patient-safe way. As a result, pressure on training outside the operating room has increased. Interactive, computer based Virtual Reality (VR) simulators offer a safe, cost-effective, controllable and configurable training environment free from ethical and patient safety issues.
Two prototype, yet fully-functional VR simulator systems for minimally invasive procedures relying on flexible instruments were developed and validated. NOViSE is the first force-feedback enabled VR simulator for Natural Orifice Transluminal Endoscopic Surgery (NOTES) training supporting a flexible endoscope. VCSim3 is a VR simulator for cardiovascular interventions using catheters and guidewires. The underlying mathematical model of flexible instruments in both simulator prototypes is based on an established theoretical framework – the Cosserat Theory of Elastic Rods. The efficient implementation of the Cosserat Rod model allows for an accurate, real-time simulation of instruments at haptic-interactive rates on an off-the-shelf computer. The behaviour of the virtual tools and its computational performance was evaluated using quantitative and qualitative measures. The instruments exhibited near sub-millimetre accuracy compared to their real counterparts. The proposed GPU implementation further accelerated their simulation performance by approximately an order of magnitude.
The realism of the simulators was assessed by face, content and, in the case of NOViSE, construct validity studies. The results indicate good overall face and content validity of both simulators and of virtual instruments. NOViSE also demonstrated early signs of construct validity. VR simulation of flexible instruments in NOViSE and VCSim3 can contribute to surgical training and improve the educational experience without putting patients at risk, raising ethical issues or requiring expensive animal or cadaver facilities. Moreover, in the context of an innovative and experimental technique such as NOTES, NOViSE could potentially facilitate its development and contribute to its popularization by keeping practitioners up to date with this new minimally invasive technique.Open Acces
Low-latency big data visualisation
Diese Arbeit hat sich zum Ziel gesetzt, Methoden aufzuzeigen, „Big-Data“-Archive zu organisieren und zentrale Elemente der enthaltenen Informationen zu visualisieren. Anhand von drei wissenschaftlichen Experimenten werde ich zwei „Big-Data“- Herausforderungen, Datenvolumen (Volume) und Heterogenität (Variety), untersuchen und eine Visualisierung im Browser präsentieren, die trotz reduzierter Datenrate die wesentliche Information in den Datensätzen enthält
Memory Conserving Rendering Method for Hair/fur Systems in Computer Graphics
In a very CPU/memory intensive field of photo-realistic computer graphics, various techniques are employed in the attempt to conserve resources. One group of such optimization methods is dedicated to optimizing a representation of hair systems, grass systems or any group of objects that can be looked at as a generalized hair system. A classical method of computing hair systems is to represent each hair as a spline in memory and then compute intersections with each of them. This method gives good results, but usually consumes large amounts of memory. Another problem is - visually doubling the density of hair quadruples memory consumption. Even when gigabytes of memory are available, a realistic hair scene, may overwhelm memory size, which may lead to an application crash or at least, to an I/O bottleneck and to increasing time of rendering. Another method is to compute a hair system procedurally inside of a specified volume. This produces a small memory foot-print, but makes animation difficult because individual hairs within the volume are not controllable. In this work we propose a hybrid approach, where a single hair particle represents a cylindrical volume, in which multiple hair fibers will be computed on-the-fly. This approach will produce a constant memory footprint for that cylindrical volume, regardless of how many individual hairs are computed and it will allow individual hairs to retain the behavior of that volume. As a result, a proposed approach provides a significant reduction in memory footprint while increasing the number of hairs being computed.Computer Scienc
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