1,231 research outputs found

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface

    Cyberinfrastructure for Preservation of Stream and River Ecology

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    2008 S.C. Water Resources Conference - Addressing Water Challenges Facing the State and Regio

    Interactive Procedural Modelling of Coherent Waterfall Scenes

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    International audienceCombining procedural generation and user control is a fundamental challenge for the interactive design of natural scenery. This is particularly true for modelling complex waterfall scenes where, in addition to taking charge of geometric details, an ideal tool should also provide a user with the freedom to shape the running streams and falls, while automatically maintaining physical plausibility in terms of flow network, embedding into the terrain, and visual aspects of the waterfalls. We present the first solution for the interactive procedural design of coherent waterfall scenes. Our system combines vectorial editing, where the user assembles elements to create a waterfall network over an existing terrain, with a procedural model that parametrizes these elements from hydraulic exchanges; enforces consistency between the terrain and the flow; and generates detailed geometry, animated textures and shaders for the waterfalls and their surroundings. The tool is interactive, yielding visual feedback after each edit

    Interactive topographic web mapping using scalable vector graphics

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    Large scale topographic maps portray detailed information about the landscape. They are used for a wide variety o f purposes. USGS large scale topographic maps at 1:24,000 have been traditionally distributed in paper form. With the advent of the Internet, these maps can now be distributed electronically. Instead of common raster format presentation, the solution presented here is based on a vector approach. The vector format provides many advantages compared to the use of a raster-based presentation. This research shows that Scalable Vector Graphics (SVG) is a promising technology for delivering high quality interactive topographic maps via the Internet, both in terms o f graphic quality and interactivity. A possible structure for the SVG map document is proposed. Interactive features such as toggling thematic layers on and off, UTM coordinate readout for x, y, and z (elevation) were developed as well. Adding this type of interactivity can help to better extract information from a topographic map. A focus group analysis with the online SVG topographic map shows a high-level of user acceptance

    Open Source 3D Game Engines for Serious Games Modeling

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    In this chapter we will review some tools and open source Game Engines used for modeling of real scenarios in serious games for training. One of the typical uses of serious games (3D serious games) is specialized training in dangerous tasks or when the training is quite expensive. However, typical games use artificial scenarios, created by artists and created according to the restrictions imposed by the Game engine used. In our experience, some tasks require the use of a real scenario like a city, forest area, etc, and most of this information is available as Digital Terrain Models in Geographic Information Systems (GIS). The problem here is that GIS formats are not compatible with 3D formats used in Game engines. Then we have to solve the problem of convert the GIS format to a 3D format supported by the Game Engine

    Complete LibTech 2013 Print Program

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    PDF of the complete print program from the 2013 Library Technology Conferenc

    The artist and the automaton in digital game production

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    This article analyses discourses around procedural content generation (PCG) as automation of creativity in the games industry. PCG refers to techniques for creating game content algorithmically, by manipulating data through sets of computational operations and parameters. By producing scalable results with combinatorial diversity, procedural generation is touted as the future of content, yet flouted as the harbinger of technological unemployment in game art production. Critical scholarship on automation suggests that the real danger is not job loss per se, but the constitution of an underclass of artists whose vital work of conditioning algorithmic outputs is denigrated as derivative and ‘manual’. Framed by liberal humanist ideas of agency, PCG naturalizes trade-offs where the autonomy of generative machines is contingent upon the automatism of its human conditioners. This qualitative analyses of talks on PCG at the Game Developers Conference (2015–2020) shows how procedural systems bifurcate the creative work of algorithmic cultural production into affective and mechanical forms of conditioning that map onto stratifications of racial capitalism. Affective tuning resists documentation and is reserved for artists with technomasculine forms of cultural capital; mechanical tuning is relegated to automatable and outsourced labour and relies on replicable technique that is considered artistic but not creative. This article argues that PCG’s reclassification of creativity through racialised dialectics of human agency and machine automaticity overlooks the autonomy of procedural systems. PCG pipelines are organised less around the agency of human toolmakers and more around the autonomy of systems that assimilate tasks in the management of complex networks of dependencies. Instead of pitting artists against machines, this analysis politicises automation’s racial stratifications by examining the momentum of more-than-human systems in which toolmakers and tool users negotiate granularities of control and degrees of concession

    Enhancing Expressiveness of Speech through Animated Avatars for Instant Messaging and Mobile Phones

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    This thesis aims to create a chat program that allows users to communicate via an animated avatar that provides believable lip-synchronization and expressive emotion. Currently many avatars do not attempt to do lip-synchronization. Those that do are not well synchronized and have little or no emotional expression. Most avatars with lip synch use realistic looking 3D models or stylized rendering of complex models. This work utilizes images rendered in a cartoon style and lip-synchronization rules based on traditional animation. The cartoon style, as opposed to a more realistic look, makes the mouth motion more believable and the characters more appealing. The cartoon look and image-based animation (as opposed to a graphic model animated through manipulation of a skeleton or wireframe) also allows for fewer key frames resulting in faster speed with more room for expressiveness. When text is entered into the program, the Festival Text-to-Speech engine creates a speech file and extracts phoneme and phoneme duration data. Believable and fluid lip-synchronization is then achieved by means of a number of phoneme-to-image rules. Alternatively, phoneme and phoneme duration data can be obtained for speech dictated into a microphone using Microsoft SAPI and the CSLU Toolkit. Once lip synchronization has been completed, rules for non-verbal animation are added. Emotions are appended to the animation of speech in two ways: automatically, by recognition of key words and punctuation, or deliberately, by user-defined tags. Additionally, rules are defined for idle-time animation. Preliminary results indicate that the animated avatar program offers an improvement over currently available software. It aids in the understandability of speech, combines easily recognizable and expressive emotions with speech, and successfully enhances overall enjoyment of the chat experience. Applications for the program include use in cell phones for the deaf or hearing impaired, instant messaging, video conferencing, instructional software, and speech and animation synthesis

    A Fast and Scalable System to Visualize Contour Gradient from Spatio-temporal Data

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    Changes in geological processes that span over the years may often go unnoticed due to their inherent noise and variability. Natural phenomena such as riverbank erosion, and climate change in general, is invisible to humans unless appropriate measures are taken to analyze the underlying data. Visualization helps geological sciences to generate scientific insights into such long-term geological events. Commonly used approaches such as side-by-side contour plots and spaghetti plots do not provide a clear idea about the historical spatial trends. To overcome this challenge, we propose an image-gradient based approach called ContourDiff. ContourDiff overlays gradient vector over contour plots to analyze the trends of change across spatial regions and temporal domain. Our approach first aggregates for each location, its value differences from the neighboring points over the temporal domain, and then creates a vector field representing the prominent changes. Finally, it overlays the vectors (differential trends) along the contour paths, revealing the differential trends that the contour lines (isolines) experienced over time. We designed an interface, where users can interact with the generated visualization to reveal changes and trends in geospatial data. We evaluated our system using real-life datasets, consisting of millions of data points, where the visualizations were generated in less than a minute in a single-threaded execution. We show the potential of the system in detecting subtle changes from almost identical images, describe implementation challenges, speed-up techniques, and scope for improvements. Our experimental results reveal that ContourDiff can reliably visualize the differential trends, and provide a new way to explore the change pattern in spatiotemporal data. The expert evaluation of our system using real-life WRF (Weather Research and Forecasting) model output reveals the potential of our technique to generate useful insights on the spatio-temporal trends of geospatial variables
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