220,312 research outputs found

    Individual Stochastic Screening for the Development of Computer Graphics

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    With the emergence of new tools and media, art and design have developed into digital computer-generated works. This article presents a sequence of creating art graphics because their original authors have not published the procedures. The goal is to discover the mathematics of an image and the programming libretto with the purpose of organizing a structural base of computer graphics. We will elaborate the procedures used to produce graphics known throughout the history of art, but that are nowadays also found in design and security graphics. The results are closely related graphics obtained by changing parameters that initiate them. The aim is to control the graphics, i.e. to use controlled stochastic to achieve desired solutions. Since the artists from the past have never published the procedures of screening methods, their ideas have remained “only” the works of art. In this article we will present the development of the algorithm that, more or less successfully, simulates those screening solutions. It has been proven that mathematically defined graphical elements serve as screening elements. New technological and mathematical solutions are introduced in the reproduction with individual screening elements to be used in printing

    Colors of the music

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    It is a generation of high technology. Our daily life is full of computing in the aspects of work and leisure. Computing also influences on art, and now a computer can be a new form of representation. Artists use computers to create and show their art works, and viewers now not only view those art works but also involve in art works through the interactivity of a computer. Motion graphics are attractive. Flash based programs are rich in interaction. This project combines the two features to create a user driven art that promotes classical music to children and of course to every one. In such an interactive and attractive way, users enjoy the music and listen to the three world-known songs from Saint Saëns\u27s Carnival of Animals- Royal March of Lion, Aquarium, and the Swan. When the music starts, by clicking the mouse, users can add motion graphics related to the music on a computer screen. It is a problem to figure out a way to generate pixel-based motion graphics with Flash, which usually deals with vector images. First built are the codes, that give this project functions of interaction. Users can choose a song, add motion graphics on a computer screen, pause or play the music, change the volume of the sound, choose different color, and print out images they create. The rest are the motion graphics, that reflect the unique theme of each song. In order to display well, different methods are examined to generate motion graphics, including loading FLV files exported by After Effects, and adding movie clips built in Flash, and more. The result shows that adding movie clips built in Flash is the best way. Other ways result in the pixilated edges of graphics, the difficulty of making alpha movies, or other technical problems. Having the capabilities of enabling users to control the program and displaying motion graphics in high quality, this project performs as a new medium introducing classical music to new generations

    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

    The development of the Canadian Mobile Servicing System Kinematic Simulation Facility

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    Canada will develop a Mobile Servicing System (MSS) as its contribution to the U.S./International Space Station Freedom. Components of the MSS will include a remote manipulator (SSRMS), a Special Purpose Dexterous Manipulator (SPDM), and a mobile base (MRS). In order to support requirements analysis and the evaluation of operational concepts related to the use of the MSS, a graphics based kinematic simulation/human-computer interface facility has been created. The facility consists of the following elements: (1) A two-dimensional graphics editor allowing the rapid development of virtual control stations; (2) Kinematic simulations of the space station remote manipulators (SSRMS and SPDM), and mobile base; and (3) A three-dimensional graphics model of the space station, MSS, orbiter, and payloads. These software elements combined with state of the art computer graphics hardware provide the capability to prototype MSS workstations, evaluate MSS operational capabilities, and investigate the human-computer interface in an interactive simulation environment. The graphics technology involved in the development and use of this facility is described

    DocuTech open job submode simulation

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    What does computer-based training (CBT) have in common with art? Artists have always striven to produce artwork under various constraints and conditions. Trying something new was considered a rebellion and artists were often criticized. Through the ages, artists have had to overcome many obstacles, including exploring the limitations presented by their chosen media. Building a visual interface for a computer in the past was left to the programmer. At the time this was acceptable, because only a programmer would look at it. Today, almost everybody uses a computer and appealing graphics are a must. The programmer from the past cannot just program anymore; they must design. Creating art on the computer is no easy task. Between incompatible color cards, software, and file formats, it is a wonder people use them at all. However, if one has the patience to learn how to work within the limitations of a computer platform, ideas can be presented in new and intriguing ways. As computer-based training becomes more popular, customers demand that programmers incorporate interesting graphics into the training course. DocuTech Open Job Submode Simulation is a combination of computer programs and visual graphics linked together to not only teach the user, but to appeal to them as well

    School of Design, Department of Visual Arts Records

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    The Department of Visual Arts offers courses in animation, art education, art history, ceramics, computer graphics, drawing, film, illustration, interactive design, graphic design, mobile app design, painting, photography, printmaking, sculpture, and web design. The collection is composed of departmental records

    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

    History of Computer Art

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    A large text presents the history of Computer Art. The history of the artistic uses of computers and computing processes is reconstructed from its beginnings in the fifties to its present state. It points out hypertextual, modular and generative modes to use computing processes in Computer Art and features examples of early developments in media like cybernetic sculptures, video tools, computer graphics and animation (including music videos and demos), video and computer games, pervasive games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than is usual in such histories. From October 2011 to December 2012 the chapters have been published successively in German (The English translation started in August 2013 and was completed in June 2014)

    Adaptation of Lighting Styles from Traditional Paintings to Computer Generated Scenes

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    Image making using Computer Graphics has become extremely popular. Great advances in computer graphics have led to an increasing number of people using this medium. But Computer Graphics on its own is not art unless art principles are applied to it, as is the case with any other art medium. Studying art principles used in traditional paintings is an invaluable way of learning how to create images that tell a story, look believable, evoke appropriate emotions, and remain aesthetically alluring too. With that motivation in mind, a visual analysis of paintings of John Register, Jules Breton and Chris Peters was conducted to better understand their styles. Two paintings by each of the three artists were then selected for an in depth study and based on those, computer generated renderings were produced. Inspired by each artist's style, digital scenes were modeled, lit and rendered using 3D authoring tools. The final rendered images exhibit the lighting style unique to each of the three artists
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