444 research outputs found

    Soft set theory based decision support system for mining electronic government dataset

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    Electronic government (e-gov) is applied to support performance and create more efficient and effective public services. Grouping data in soft-set theory can be considered as a decision-making technique for determining the maturity level of e-government use. So far, the uncertainty of the data obtained through the questionnaire has not been maximally used as an appropriate reference for the government in determining the direction of future e-gov development policy. This study presents the maximum attribute relative (MAR) based on soft set theory to classify attribute options. The results show that facilitation conditions (FC) are the highest variable in influencing people to use e-government, followed by performance expectancy (PE) and system quality (SQ). The results provide useful information for decision makers to make policies about their citizens and potentially provide recommendations on how to design and develop e-government systems in improving public services

    Physically Based Animation of sea Anemones in Real-Time

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    This paper presents a technique for modeling and animating fiberlike objects such as sea anemones tentacles in real-time. Each fiber is described by a generalized cylinder defined around an articulated skeleton. The dynamics of each individual fiber is controlled by a physically based simulation that updates the position of the skeleton’s frames over time. We take into account the forces generated by the surrounding fluid as well as a stiffness function describing the bending behavior of the fiber. High level control of the animation is achieved through the use of four types of singularities to describe the three-dimensional continuous velocity field representing the fluid. We thus animate hundreds of fibers by key-framing only a small number of singularities. We apply this algorithm on a seascape composed of many sea anemones. We also show that our algorithm is more general and can be applied to other types of objects composed of fibers such as seagrasse

    07171 Abstracts Collection -- Visual Computing -- Convergence of Computer Graphics and Computer Vision

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    From 22.04. to 27.04.2007, the Dagstuhl Seminar 07171 ``Visual Computing - Convergence of Computer Graphics and Computer Vision\u27\u27 was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    Towards music-driven procedural animation

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    We present our approach towards the development of a framework for the creation of music-driven procedural animations. We intend to explore the potential that elementary musical features hold for driving engaging audio-visual animations. To do so, we bring forward an integrated environment where real-time musical information is available and may be flexibly used for manipulating different aspects of a dynamic animation. In general terms, our approach consists of developing a virtual scene, populated by controllable entities, termed actors, and using scripting to define how these actors' behaviour or appearance change in response to musical information. Scripting operates by establishing associations, or mappings, between musical events, such as the ringing of notes or chords, or sound information, such as the frequency spectrum, and changes in the animation. The scenario we chose to explore is comprised of two main actors: trees and wind. Trees grow in an iterative process, and may develop leaves, while swaying in response to the wind field. The wind is represented as a vector field whose configuration and strength can be altered in real-time. Scripting then allows for synchronising these changes with musical events, providing a natural sense of harmony with the accompanying music. By having real-time access to musical information, as well as control over a reactive animation we believe to have taken a first step towards exploring a novel interdisciplinary concept with vast expressive potential.This work has been supported by national funds through FCT – Fundação para a Ciência e Tecnologia within the Project Scope: UID/CEC/00319/2019

    Rendering of Wind Effects in 3D Landscape Scenes

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    AbstractVisualization of 3D landscape scenes is often used in architectural modeling systems, realistic simulators, computer virtual reality, and other applications. Wind is a common spread natural effect without which any scene would be unrealistic. Three algorithms for tree rendering under changeable wind parameters were developed. They have a minimal computational cost and simulate weak wind; mid-force wind, and storm wind. A 3D landscape scene is formed from a set of trees models that are generated from laser data and templates of L-systems. The user can tune the wind parameters and manipulate a modeling scene by using the designed software tool

    Simulation levels of detail for plant motion

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    In this paper we describe a method for simulating motion of realistically complex plants interactively. We use a precomputation stage to generate the plant structure, along with a set of simulation levels of detail. The levels of detail are made by continuously grouping branches starting from the tips of the branches and working toward the trunk. Grouped branches are simulated as single branches that have similar simulation characteristics to the original branches. During run-time, we traverse the plant and determine the allowable error in the simulation of branch motion. This allows us to choose the appropriate simulation level of detail and we provide smooth transitions from level to level. Our level of detail approach affects only the simulation parameters, allowing geometry to be handled independently. Using this method we can significantly improve simulation times for complex trees

    Modeling and generating moving trees from video

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    We present a probabilistic approach for the automatic production of tree models with convincing 3D appearance and motion. The only input is a video of a moving tree that provides us an initial dynamic tree model, which is used to generate new individual trees of the same type. Our approach combines global and local constraints to construct a dynamic 3D tree model from a 2D skeleton. Our modeling takes into account factors such as the shape of branches, the overall shape of the tree, and physically plausible motion. Furthermore, we provide a generative model that creates multiple trees in 3D, given a single example model. This means that users no longer have to make each tree individually, or specify rules to make new trees. Results with different species are presented and compared to both reference input data and state of the art alternatives

    Generative Image Dynamics

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    We present an approach to modeling an image-space prior on scene dynamics. Our prior is learned from a collection of motion trajectories extracted from real video sequences containing natural, oscillating motion such as trees, flowers, candles, and clothes blowing in the wind. Given a single image, our trained model uses a frequency-coordinated diffusion sampling process to predict a per-pixel long-term motion representation in the Fourier domain, which we call a neural stochastic motion texture. This representation can be converted into dense motion trajectories that span an entire video. Along with an image-based rendering module, these trajectories can be used for a number of downstream applications, such as turning still images into seamlessly looping dynamic videos, or allowing users to realistically interact with objects in real pictures.Comment: Project website: http://generative-dynamics.github.i

    Real-time Tree Simulation Using Verlet Integration

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    One of the most important challenges in real-time simulation of large trees and vegetation is the vast number of calculations required to simulate the interactions between all the branches in the tree when external forces are applied to it. This paper will propose the use of algorithms employed by applications like cloth and soft body simulations, where objects can be represented by a finite system of particles connected via spring-like constraints, for the structural representation and manipulation of trees in real-time. We will then derive and show the use of Verlet integration and the constraint configuration used for simulating trees while constructing the necessary data structures that encapsulate the procedural creation of these objects. Furthermore, we will utilize this system to simulate branch breakage due to accumulated external and internal pressure
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