10,917 research outputs found

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Real-time content-aware texturing for deformable surfaces

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    Animation of models often introduces distortions to their parameterisation, as these are typically optimised for a single frame. The net effect is that under deformation, the mapped features, i.e. UV texture maps, bump maps or displacement maps, may appear to stretch or scale in an undesirable way. Ideally, what we would like is for the appearance of such features to remain feasible given any underlying deformation. In this paper we introduce a real-time technique that reduces such distortions based on a distortion control (rigidity) map. In two versions of our proposed technique, the parameter space is warped in either an axis or a non-axis aligned manner based on the minimisation of a non-linear distortion metric. This in turn is solved using a highly optimised hybrid CPU-GPU strategy. The result is real-time dynamic content-aware texturing that reduces distortions in a controlled way. The technique can be applied to reduce distortions in a variety of scenarios, including reusing a low geometric complexity animated sequence with a multitude of detail maps, dynamic procedurally defined features mapped on deformable geometry and animation authoring previews on texture-mapped models. © 2013 ACM

    A haptic-enabled multimodal interface for the planning of hip arthroplasty

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    Multimodal environments help fuse a diverse range of sensory modalities, which is particularly important when integrating the complex data involved in surgical preoperative planning. The authors apply a multimodal interface for preoperative planning of hip arthroplasty with a user interface that integrates immersive stereo displays and haptic modalities. This article overviews this multimodal application framework and discusses the benefits of incorporating the haptic modality in this area

    A Framework for Designing 3d Virtual Environments

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    The process of design and development of virtual environments can be supported by tools and frameworks, to save time in technical aspects and focusing on the content. In this paper we present an academic framework which provides several levels of abstraction to ease this work. It includes state-of-the-art components we devised or integrated adopting open-source solutions in order to face specific problems. Its architecture is modular and customizable, the code is open-source.\u

    Synopsis of an engineering solution for a painful problem Phantom Limb Pain

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    This paper is synopsis of a recently proposed solution for treating patients who suffer from Phantom Limb Pain (PLP). The underpinning approach of this research and development project is based on an extension of “mirror box” therapy which has had some promising results in pain reduction. An outline of an immersive individually tailored environment giving the patient a virtually realised limb presence, as a means to pain reduction is provided. The virtual 3D holographic environment is meant to produce immersive, engaging and creative environments and tasks to encourage and maintain patients’ interest, an important aspect in two of the more challenging populations under consideration (over-60s and war veterans). The system is hoped to reduce PLP by more than 3 points on an 11 point Visual Analog Scale (VAS), when a score less than 3 could be attributed to distraction alone

    Lightweight Face Relighting

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    In this paper we present a method to relight human faces in real time, using consumer-grade graphics cards even with limited 3D capabilities. We show how to render faces using a combination of a simple, hardware-accelerated parametric model simulating skin shading and a detail texture map, and provide robust procedures to estimate all the necessary parameters for a given face. Our model strikes a balance between the difficulty of realistic face rendering (given the very specific reflectance properties of skin) and the goal of real-time rendering with limited hardware capabilities. This is accomplished by automatically generating an optimal set of parameters for a simple rendering model. We offer a discussion of the issues in face rendering to discern the pros and cons of various rendering models and to generalize our approach to most of the current hardware constraints. We provide results demonstrating the usability of our approach and the improvements we introduce both in the performance and in the visual quality of the resulting faces
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