322 research outputs found
Embedded Implicit Stand-ins for Animated Meshes: a Case of Hybrid Modelling
In this paper we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. This approach is used to model the interaction between an animated mesh object and a viscoelastic substance, normally modelled in implicit form. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented
Fluid Morphing for 2D Animations
Professionaalsel tasemel animeerimine on aeganĂ”udev ja kulukas tegevus. Seda eriti sĂ”ltumatule arvutimĂ€ngude tegijale. Siit tulenevalt osutub kasulikuks leida meetodeid, mis vĂ”imaldaks programmaatiliselt suurendada kaadrite arvu igas kahemÔÔtmelises raster animatsioonis. Vedeliku simulaatoriga eksperimenteerimine andis kĂ€esoleva töö autoritele idee, kuidas saavutada visuaalselt meeldiv kaadrite ĂŒleminek, kasutades selleks vedeliku dĂŒnaamikat. Tulemusena valmis programm, mis vĂ”ib animaatori efektiivsust tĂ”sta lausa mitmeid kordi. Autorid usuvad, et see avastus vĂ”ib viia kahemÔÔtmeliste animatsioonide uuele vĂ”idukĂ€igule â nĂ€iteks kaasaegsete arvutimĂ€ngude kontekstis.Creation of professional animations is expensive and time-consuming, especially for the independent game developers. Therefore, it is rewarding to find a method that would programmatically increase the frame rate of any two-dimensional raster animation. Experimenting with a fluid simulator gave the authors an insight that to achieve visually pleasant and smooth animations, elements from fluid dynamics can be used. As a result, fluid image morphing was developed, allowing the animators to produce more significant frames than they would with the classic methods. The authors believe that this discovery could reintroduce hand drawn animations to modern computer games
Procedural Cloudscapes
International audienceWe present a phenomenological approach for modeling and animating cloudscapes. We propose a compact procedural model for representing the different types of cloud over a range of altitudes. We define primitive-based field functions that allow the user to control and author the cloud cover over large distances easily. Our approach allows us to animate cloudscapes by morphing: instead of simulating the evolution of clouds using a physically-based simulation, we compute the movement of clouds using key-frame interpolation and tackle the morphing problem as an Optimal Transport problem. The trajectories of the cloud cover primitives are generated by solving an Anisotropic Shortest Path problem with a cost function that takes into account the elevation of the terrain and the parameters of the wind field
Conformational Reorganization of the SARS Coronavirus Spike Following Receptor Binding: Implications for Membrane Fusion
The SARS coronavirus (SARS-CoV) spike is the largest known viral spike molecule, and shares a similar function with all class 1 viral fusion proteins. Previous structural studies of membrane fusion proteins have largely used crystallography of static molecular fragments, in isolation of their transmembrane domains. In this study we have produced purified, irradiated SARS-CoV virions that retain their morphology, and are fusogenic in cell culture. We used cryo-electron microscopy and image processing to investigate conformational changes that occur in the entire spike of intact virions when they bind to the viral receptor, angiotensin-converting enzyme 2 (ACE2). We have shown that ACE2 binding results in structural changes that appear to be the initial step in viral membrane fusion, and precisely localized the receptor-binding and fusion core domains within the entire spike. Furthermore, our results show that receptor binding and subsequent membrane fusion are distinct steps, and that each spike can bind up to three ACE2 molecules. The SARS-CoV spike provides an ideal model system to study receptor binding and membrane fusion in the native state, employing cryo-electron microscopy and single-particle image analysis
Transport-Based Neural Style Transfer for Smoke Simulations
Artistically controlling fluids has always been a challenging task.
Optimization techniques rely on approximating simulation states towards target
velocity or density field configurations, which are often handcrafted by
artists to indirectly control smoke dynamics. Patch synthesis techniques
transfer image textures or simulation features to a target flow field. However,
these are either limited to adding structural patterns or augmenting coarse
flows with turbulent structures, and hence cannot capture the full spectrum of
different styles and semantically complex structures. In this paper, we propose
the first Transport-based Neural Style Transfer (TNST) algorithm for volumetric
smoke data. Our method is able to transfer features from natural images to
smoke simulations, enabling general content-aware manipulations ranging from
simple patterns to intricate motifs. The proposed algorithm is physically
inspired, since it computes the density transport from a source input smoke to
a desired target configuration. Our transport-based approach allows direct
control over the divergence of the stylization velocity field by optimizing
incompressible and irrotational potentials that transport smoke towards
stylization. Temporal consistency is ensured by transporting and aligning
subsequent stylized velocities, and 3D reconstructions are computed by
seamlessly merging stylizations from different camera viewpoints.Comment: ACM Transaction on Graphics (SIGGRAPH ASIA 2019), additional
materials: http://www.byungsoo.me/project/neural-flow-styl
Fluid typography: transforming letterforms in television idents
This document is the Accepted Manuscript version of the following article: Barbara Brownie, (2015) "Fluid typography: transforming letterforms in television idents", Arts and the Market, Vol. 5 Issue: 2, pp.154-167, October 2015. Under embargo. Embargo end date: 5 October 2017. The Version of Record is available online at doi: https://doi.org/10.1108/AAM-07-2014-0024. Published by Emerald Insight.Purpose â The purpose of this paper is to propose that, within the practice of motion branding, transforming type has been largely neglected by existing theorists and its importance to wider marketing trends overlooked. It will be observed that previous texts on transitional letterforms have tended to focus on changes in global arrangement and in doing so have neglected to recognise the significance of changes that occur at a local level, within individual letterforms. Design/methodology/approach â Taking an interdisciplinary approach, with examples including idents and bumpers from Channel 4, Sky, FOX, Five and MTV. New methods of understanding these artefacts will be introduced, with emphasis on how they affect the relationship between broadcasterâs identities and the medium of television. Modes of definition and understanding that have previously been applied to holographic poetry will be applied to the field of on-screen artefacts. Findings â The paper will discuss how branding has adapted to incorporate the features of the medium of television, and propose new methods of classification for the associated processes of metamorphosis, construction, parallax and revelation. Originality/value â Motion branding, in the form of television idents, is frequently described as containing âmotion typographyâ, but this and related terminology is vague or misleading â and reduces all forms of kineticism to simple motion. On-screen branding often operates more complex temporal behaviours. Lack of sufficient vocabulary to describe such transformations has forced practitioners to describe their work in terms of previously existing work, thereby limiting the perceived scope of their ideas and the possibility of innovation. This paper resolves the lack of existing vocabulary by providing new definitions of four categories of fluid transformation that appear in contemporary television idents.Peer reviewedFinal Accepted Versio
Information Processor
How computational technology start to take place and gradually become being heavily involved/implemented in the design process of architectural design.
In the architecture domain, not only the proportion of the assistance from computational techniques has been increasing exponentially, but also, the role they play has been gradually shifting from a supporting one to a generative one. No longer limited to being a complex mathematics calculator, computers, have become a ubiquitous necessity in our daily life and even influence the way we live. This, is especially true for the young generation who were born in this digital world, mainly referred to as the âGeneration Zâ. Business Insider, a fast-growing business media website, mentioned that âGen Z-ers are digitally over-connected. They multitask across at least five screens daily and spend 41% of their time outside of school with computers or mobile devices, compared to 22% 10 years ago, according to theSparks & Honey report.â When Alan Turing first invented the room-sized âTuring Machineâ to decipher Nazi codes, he couldnât have expected that this giant machine could one day be put into oneâs pocket and efficiently compute a million times more data. As compared to the era of tools, such as paper and pen, the computer, in todayâs context has been heavily utilized and relied upon as a powerful instrument. This change is remarkable, considering the relatively short period of time, especially after 1981 when the first IBM personal computer was released (Mitchell, 1990). Architecture Design cannot be excluded from this inevitable technological tendency. Even the most conservative architecture firms are now required to deliver digital technical drawings to communicate amongst designers, clients, and construction firms in the present scenario. Incorporating computer technology in todayâs context also provides young designers the opportunity to experiment with creating relatively complex geometry based architectural space. But before applying this powerful technology in architectural design, the crucial knowledge behind it that architects had to understand and realize was the manner and procedure of âProcessing of Informationâ. Without information, the computer would be just lying on oneâs desk as a useless cube, like a vehicle without a driver, or a body without a soul. The shifting roles of computer technology in architectural design are obviously defined by the manner of how designers interpret, digest and operate/process the streams of information flow
Biological Computation of Physarum : from DLA to spatial adaptive Voronoi
Physarum polycephalum, also called slime mold or myxamoeba, has started attracting the attention of those architects, urban designers, and scholars, who work in experimental trans- and flexi-disciplines between architecture, computer sciences, biology, art, cognitive sciences or soft matter; disciplines that build on cybernetic principles. Slime mold is regarded as a bio-computer with intelligence embedded in its physical mechanisms. In its plasmodium stage, the single cell organism shows geometric, morphological and cognitive principles potentially relevant for future complexity in human-machines-networks (HMN) in architecture and urban design. The parametric bio-blob presents itself as a geometrically regulated graph structure-morphologically adaptive, logistically smart. It indicates cognitive goal-driven navigation and the ability to externally memorize (like ants). Physarum communicates with its environment. The paper introduces physarum polycephalum in the context of 'digital architecture' as a biological computer for self-organizing 2D- to 4D-geometry generation
Morphing arquitectĂłnico: transformaciones entre las casas usonianas de Frank Lloyd Wright
Esta tesis investiga sobre el proceso de transformación de la forma arquitectónica, analizando una técnica
especĂfica denominada morphing. La tĂ©cnica del morphing se utiliza en los grĂĄficos por ordenador para la
transformación de la forma entre dos o mås objetos dados. Desde un punto de vista técnico, se revisan y
actualizan las metodologĂas y aplicaciones existentes, sus caracterĂsticas especĂficas y sus incidencias sobre
la arquitectura. Desde un punto de vista prĂĄctico, se utilizan una serie de modelos de las casas Usonianas de
Frank Lloyd Wright, con el fin de experimentar la técnica y ver qué utilidades se pueden obtener a partir de su
lĂłgica de diseño. Como resultado de este anĂĄlisis se obtiene una metodologĂa genĂ©rica para el procedimiento
de un morphing arquitectĂłnico.This thesis investigates the transformation of architectural form, analyzing a specific technique called morphing.
Morphing is a technique used in computer graphics to transform a form between two or more given objects.
From a technical point of view, the existing techniques are reviewed and updated, as well as their specific
characteristics and impact on architecture. From a practical point of view, some models of Usonian houses of
Frank Lloyd Wright are used to experience the technique and see which utilities are available from his design
logic. As a result of this analysis a generic methodology for the process of architectural morphing is obtained.Postprint (published version
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