334,577 research outputs found

    Broadening the interface bandwidth in simulation based training

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    Currently most computer based simulations rely exclusively on computer generated graphics to create the simulation. When training is involved, the method almost exclusively used to display information to the learner is text displayed on the cathode ray tube. MICROEXPERT Systems is concentrating on broadening the communications bandwidth between the computer and user by employing a novel approach to video image storage combined with sound and voice output. An expert system is used to combine and control the presentation of analog video, sound, and voice output with computer based graphics and text. Researchers are currently involved in the development of several graphics based user interfaces for NASA, the U.S. Army, and the U.S. Navy. Here, the focus is on the human factors considerations, software modules, and hardware components being used to develop these interfaces

    A virtual laboratory system for physiology teaching

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    The problem of understanding physiological processes can be aided by visualization tools. Traditionally this has been achieved by the use of schematic paper diagrams. However, many physiological processes are quite complex, and in many instances students encounter difficulties in understanding the dynamics. This paper describes the rationale behind an alternative approach using interactive three‐dimensional computer‐graphics simulation to aid comprehension of scientific concepts

    VIBRA: An interactive computer program for steady-state vibration response analysis of linear damped structures

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    An interactive steady state frequency response computer program with graphics is documented. Single or multiple forces may be applied to the structure using a modal superposition approach to calculate response. The method can be reapplied to linear, proportionally damped structures in which the damping may be viscous or structural. The theoretical approach and program organization are described. Example problems, user instructions, and a sample interactive session are given to demonstate the program's capability in solving a variety of problems

    Quadtrees as an Abstract Domain

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    Quadtrees have proved popular in computer graphics and spatial databases as a way of representing regions in two dimensional space. This hierarchical data-structure is flexible enough to support non-convex and even disconnected regions, therefore it is natural to ask whether this datastructure can form the basis of an abstract domain. This paper explores this question and suggests that quadtrees offer a new approach to weakly relational domains whilst their hierarchical structure naturally lends itself to representation with boolean functions

    DEVELOPING REALISTIC AGRICULTURAL PRODUCTION FUNCTIONS FOR USE IN UNDERGRADUATE CLASSES

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    This note describes an approach for teaching undergraduate students basic properties of cost and production functions with the aid of computer-generated illustrations. Parameters of a third degree polynomial are derived by making use of both the theoretical restrictions and the specific agricultural production process. The function is then used as the basis for the development of a simple computer graphics program which generates illustrations of the corresponding MPP, AC, and MC functions. Such illustrations can be used to make technically accurate visual aids.Teaching/Communication/Extension/Profession,

    Integration of Computer Generated Images with NTSC Video

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    From the growing field of computer graphics comes the need to combine the computer graphics with video from other sources. Combining video from separate sources creates a problem since both sources are synchronous to each other. The objective of this research report is to present a hardware design approach that will combine two asynchronous video sources to produce one video picture. The combining of two video sources is called “overlaying.” The hardware design described in this report will overlay video from a Digital Equipment Computer PRO-350 with the video from an RS-170 video source. The design approach presented includes system block diagrams and circuit descriptions from a video frame buffer

    Look me in the eyes: A survey of eye and gaze animation for virtual agents and artificial systems

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    International audienceA person's emotions and state of mind are apparent in their face and eyes. As a Latin proverb states: "The face is the portrait of the mind; the eyes, its informers.". This presents a huge challenge for computer graphics researchers in the generation of artificial entities that aim to replicate the movement and appearance of the human eye, which is so important in human-human interactions. This State of the Art Report provides an overview of the efforts made on tackling this challenging task. As with many topics in Computer Graphics, a cross-disciplinary approach is required to fully understand the workings of the eye in the transmission of information to the user. We discuss the movement of the eyeballs, eyelids, and the head from a physiological perspective and how these movements can be modelled, rendered and animated in computer graphics applications. Further, we present recent research from psychology and sociology that seeks to understand higher level behaviours, such as attention and eye-gaze, during the expression of emotion or during conversation, and how they are synthesised in Computer Graphics and Robotics

    State of the Art on Neural Rendering

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    Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems
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