57 research outputs found

    A framework for digital sunken relief generation based on 3D geometric models

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    Sunken relief is a special art form of sculpture whereby the depicted shapes are sunk into a given surface. This is traditionally created by laboriously carving materials such as stone. Sunken reliefs often utilize the engraved lines or strokes to strengthen the impressions of a 3D presence and to highlight the features which otherwise are unrevealed. In other types of reliefs, smooth surfaces and their shadows convey such information in a coherent manner. Existing methods for relief generation are focused on forming a smooth surface with a shallow depth which provides the presence of 3D figures. Such methods unfortunately do not help the art form of sunken reliefs as they omit the presence of feature lines. We propose a framework to produce sunken reliefs from a known 3D geometry, which transforms the 3D objects into three layers of input to incorporate the contour lines seamlessly with the smooth surfaces. The three input layers take the advantages of the geometric information and the visual cues to assist the relief generation. This framework alters existing techniques in line drawings and relief generation, and then combines them organically for this particular purpose

    The Virtues of Thisness Presentism

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    Presentists believe that only present things exist. But opponents insist this view has unacceptable implications: if only present things exist, we can’t express singular propositions about the past, since the obvious propositional constituents don’t exist, nor can we account for temporal passage, or the openness of the future. According to such opponents, and in spite of the apparent ‘common sense’ status of the view, presentism should be rejected on the basis of these unacceptable implications. In this paper, I present and defend a version of presentism (‘Thisness Presentism’) that avoids the unacceptable implications. The basic strategy I employ is familiar—I postulate presently existing entities to serve as surrogates (or ‘proxies’) for non-present entities—but some of the details of my proposal are more novel, and their application to these problems is certainly novel. One overarching thesis of this paper is that Thisness Presentism is preferable to other versions of presentism since it solves important problems facing standard iterations of the view. And I assume that this is a good positive reason in favour of the underlying thisness ontology

    McTaggart's paradox and Smith's tensed theory of time

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    Since McTaggart first proposed his paradox asserting the unreality of time, numerous philosophers have attempted to defend the tensed theory of time against it. Certainly, one of the most highly developed and original is that put forth by Quentin Smith. Through discussing McTaggart's positive conception of time as well as his negative attack on its reality, I hope to clarify the dispute between those who believe in the existence of the transitory temporal properties of pastness, presentness and futurity , and those who deny their existence. We shall see that the debate centers around the ontological status of succession and the B-relations of earlier and later . I shall argue that Smith's tensed theory fails because he cannot account for the sense in which events have their tensed properties successively, and he cannot account for the direction of time.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/43817/1/11229_2004_Article_BF00413606.pd

    Detail control in line drawings of 3D meshes

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    We address the problem of rendering a 3D mesh in the style of a line drawing, in which little or no shading is used and instead shape cues are provided by silhouettes and suggestive contours. Our specific goal is to depict shape features at a chosen scale. For example, when mesh triangles project into the image plane at subpixel sizes, both suggestive contours and silhouettes may form dense networks that convey shape poorly. The solution we propose is to convert the input mesh to a multiresolution representation (specifically, a progressive mesh), then view-dependently refine or coarsen the mesh to control the size of its triangles in image space. We thereby control the scale of shape features that are depicted via silhouettes and suggestive contours. We propose a novel refinement criterion that achieves this goal and address the problem of maintaining temporal coherence of silhouette and suggestive contours when extracting them from a changing mesh.X114sciescopu

    Coherent Stylized Silhouettes

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    We describe a way to render stylized silhouettes of animated 3D models with temporal coherence. Coherence is one of the central challenges for non-photorealistic rendering. It is especially difficult for silhouettes, because they may not have obvious correspondences between frames. We demonstrate various coherence effects for stylized silhouettes with a robust working system. Our method runs in real-time for models of moderate complexity, making it suitable for both interactive applications and offline animation

    An Interface for Sketching 3D Curves

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    The ability to specify non planar 3D curves is of fundamental importance in 3D modelling and animation systems. Effective techniques for specifying such curves using 2D input devices are desirable, but existing methods typically require the user to edit the curve from several viewpoints. We present a novel method for specifying 3D curves with 2D input from a single viewpoint. The user rst draws the curve as it appears from the current viewpoint, and then draws its shadow on the oor plane. The system correlates the curve with its shadow to compute the curve's 3D shape. This method is more natural than existing methods in that it leverages skills that many artists and designers have developed from work with pencil and paper

    Automating software analysis and testing using a program transformation system

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    Constituted Simples?

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