105 research outputs found
Unsupervised three-dimensional reconstruction of small rocks from a single two-dimensional image
Surfaces covered with pebbles and small rocks can often be found in nature or in human shaped environments.
Generating an accurate three-dimensional model of those kind of surfaces from a reference image can be challenging,
especially if one wants to be able to animate each pebble individually. To undertake this kind of job manually
is time consuming and impossible to achieve in dynamic terrains animations.
The method described in this paper allows unsupervised automatic generation of three-dimensional textured rocks
from a two-dimensional image aiming to closely match the original image as much as possible
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A framework for local terrain deformation based on diffusion theory
Terrains have a key role in making outdoor virtual scenes believable and immersive as they form the support for every other natural element in the scene. Although important, terrains are often given limited interactivity in real-time applications. However, in nature, terrains are dynamic and interact with the rest of the environment changing shape on different levels, from tracks left by a person running on a gravel soil (micro-scale), to avalanches on the side of a mountain (macro-scale).
The challenge in representing dynamic terrains correctly is that the soil that forms them is vastly heterogeneous and behaves differently depending on its composition. This heterogeneity introduces difficulties at different levels in dynamic terrains simulations, from modelling the large amount of different elements that compose the oil to simulating their dynamic behaviour.
This work presents a novel framework to simulate multi-material dynamic terrains by taking into account the soil composition and its heterogeneity. In the proposed framework soil information is obtained from a material description map applied to the terrain mesh. This information is used to compute deformations in the area of interaction using a novel mathematical model based on diffusion theory. The deformations are applied to the terrain mesh in different ways depending on the distance of the area of interaction from the camera and the soil material. Deformations away from the camera are simulated by dynamically displacing normals. While deformations in a neighbourhood of the camera are represented by displacing the terrain mesh, which is locally tessellated to better fit the displacement. For gravel based soils the terrain details are added near the camera by reconstructing the meshes of the small rocks from the texture image, thus simulating both micro and macro-structure of the terrain.
The outcome of the framework is a realistic interactive dynamic terrain animation in real-time
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MAVIS: Mobile Acquisition and VISualization - a professional tool for video recording on a mobile platform
Professional video recording is a complex process which often requires expensive cameras and large amounts of ancillary equipment. With the advancement of mobile technologies, cameras on mobile devices have improved to the point where the quality of their output is sometimes comparable to that obtained from a professional video camera and are often used in professional productions. However, tools that allow professional users to access the information they need to control the technical quality of their filming and make an informed decision about what they are recording are missing on mobile platforms. In this paper we present MAVIS (Mobile Acquisition and VISualization) a tool for professional filming on a mobile platform. MAVIS allows users to access information such as colour vectorscope, waveform monitor, false colouring, focus peaking and all other information that is needed to produce high quality professional videos. This is achieved by exploiting the capabilities of modern mobile GPUs though the use of a number of vertex and fragment shaders. Evaluation with professionals in the film industry shows that the app and its functionalities are well received and that the output and usability of the application align with professional standards
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Drift-diffusion based real-time dynamic terrain deformation
In the natural world, terrains are dynamic entities that change their morphology due to their interaction with other agents in the environment. However, in real-time applications terrains are often represented as static meshes, which present no interaction capabilities. This paper presents a novel real-time 2D method for dynamic terrain simulations, aimed for applications in the entertainment industry. This method is based on a Dynamically-Displaced Height-map and on the numerical solutions, obtained using an Euler method, of a modified drift-diffusion equation. The method allows objects to interact with the terrain and to deform it in real time, it is easy to implement and generates different kinds of realistic tracks depending on the soil composition
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Scented material: changing features of physical creations based on odors
Despite the fact that the design process can exploit a rich communication between the designer and the end users in terms of desired visual and audio sensory feedback, the vocabulary for less exploited aspects of the interaction (i.e., emotional, experiential) is still ambiguous. This is particularly a challenge when considering the increased interest in designing for a wider spectrum of experiences and interfaces (e.g., tangible, multimodal, multisensory interaction). In this paper, we present preliminary findings on the effect of scented material on physical creations using scented and unscented modeling clay. We compare features from the abstract creations from of three groups (i.e., vanilla scented, lemon scented, or unscented material). Our preliminary results confirm pre-existing mappings across shapes and scents. We discuss the various properties of the creations and discuss their relevance based on previous work and in particular its potential for HCI in the design of future interactive experiences
INDUSTRY 4.0 TECHNOLOGIES AND ORGANIZATIONAL DESIGN–EVIDENCE FROM 15 ITALIAN CASES
Current literature on Industry 4.0 technologies has mainly explored their relationship to the employment dynamics, or to the required competencies and emerging roles. This paper is complementing current literature with a perspective focused on organizational design. The aim of the paper is to explore how organizations are re-designed when Industry 4.0 technologies are implemented. The paper is based on 15 case studies carried out in Italian manufacturing companies and data was collected from 70 semi-structured interviews to relevant roles involved in the implementation of digital technologies. Results show that, when Industry 4.0 technologies are implemented, organizations are redesigned following an employee control-oriented or following an employee commitment-oriented organizational design. These results show that organizational design is the result of decisions, and is not determined by technology. The implications of our findings are presented and discussed
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