16 research outputs found

    Retargeting of Heterogeneous Document to Improve Reading Experience

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    人们越来越多的依赖于移动终端设备阅读各种数字内容。这些设备在屏幕分辨率、长宽比等参数上的差异对数字内容的处理提出了新的挑战,图像适配成了近年的研; 究热点。各种内容敏感的方法被提出以解决如何在图像缩放时减少重要物体的严重扭曲。然而,对于以图像形式存在的、包含不同元素的异构文档,由于其分辨率一; 般比较高,在小尺寸的移动设备上只能部分显示以保证可读性,用户不得不频繁地进行缩放、平移以阅读整个文档,极大的影响了阅读效率。为此提出了一种针对异; 构文档的适配方法,通过对文档布局的局部分析,自动抽取得到用户拟阅读的矩形区域,并适配到屏幕上,避免了繁琐的缩放、平移操作,极大地提高了阅读的效率; 。People rely more and more on mobile devices to read various digital; contents. The variation on parameters such as screen resolution, aspect; ratio of these devices presents new challenges on digital content; processing. Image retargeting has become popular in the past decade.; Various content-aware methods are presented to reduce the distortion of; important object when the image is scaled. However, for those bitmap; represented heterogeneous documents which contains various elements, due; to the high resolution, it can only be partially displayed on devices; with small screen region. Frequently switch between scale and translate; are required to read the whole document, which obviously affect user's; reading experience. We propose a retargeting method for heterogeneous; document. We firstly analysis the layout of document in a local manner,; and then extract the appropriate rectangular reading area and resize it; to match the screen. Our method avoids the tedious scale and translation; operations, and thus improves the reading experience greatly.国家自然科学基金项目; 国家科技支撑计划项目; 福建省经济和信息化委员会2013年技术创新专项资

    Rigging and Fabricating Creative Characters

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    创造力支持的造型技术常用于辅助普通用户的开放式造型过程.针对现有的大多数创造力支持的造型技术针对静止物体造型而设计,无法造型动态模型的问题,提出; 一种造型动态模型的技术,其造型结果是已蒙皮并可直接三维打印的模型.该技术分为模型进化与应用2个阶段.在模型进化阶段,用户从数据库内选择一组绑定的; 模型,迭代地产生一代代新模型,作为建议提示给用户,以激发灵感;在应用阶段,用户选择感兴趣的模型用于动画编辑与三维打印.实验结果表明,文中技术将造; 型、动画编辑与面向三维打印的模型分析集成至统一的框架,极大地帮助了用户的创意建模过程.Creative modeling techniques are commonly used to assist novice users in; open-ended 3D content creation. Most existing creative modeling methods; are mainly designed to model static objects only, not appropriate to; model dynamic models. We present a method for modeling dynamic creative; models which are rigged and fabricatable. There are two stages: models; evolution and application. During the models evolution stage, the users; select a small set of skinned watertight objects, our technique; iteratively synthesizes new creative characters for users to explore.; During the application stage, the users can choose those of interest for; animation or fabrication directly. Experiments demonstrate that the; proposed technique unifies modeling, animation and fabrication together,; facilitating the creative design process.国家自然科学基金; 国家科技支撑计划课

    含氟硅低表面能共聚物的制备与表征

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    将丙烯酸六氟丁酯和γ-甲基丙烯酰氧基丙基三甲氧基硅烷与(甲基)丙烯酸(酯)进行共聚,合成含氟硅共聚物。用红外光谱(FT-IR)、X射线光电子能谱(XPS)和热重分析(TGA)对共聚物的结构和性能进行表征,并测试了共聚物膜的吸水率及对水和油的接触角。XPS结果表明,共聚物膜表面的F和Si元素相对物质的量明显高于150 nm深处,同时共聚物膜对水和油的静态接触角分别达到110°和80°以上,说明F、Si元素自组装迁移,形成了低表面能表面;TGA研究结果表明,共聚物膜的热分解温度从195℃提高到226℃,升温过程中分解速率明显降低。该含氟硅共聚物具有良好的热稳定性、低的吸水率和良好的疏水防污性

    Rotation-aware LayerPaint system

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    Conference Name:9th International Symposium on Advances in Visual Computing, ISVC 2013. Conference Address: Rethymnon, Crete, Greece. Time:July 29, 2013 - July 31, 2013.BAE Systems; Intel; Ford; Hewlett Packard; Mitsubishi Electric Research Labs3D painting is an important texturing tool in computer graphics. Research efforts have been made to pursue an intuitive and effective 3D painting interface. Among those methods, WYSIWYG interface has been widely used because that it is close to the experience of 2D drawing. However, the navigation on the complicated 3D model is still a problem, where self-occluding often occurs. This paper proposes a rotation-aware LayerPaint system. A stroke-driven navigation is proposed to enable intuitive navigation for complicated model. To solve the missing of layer information upon rotation in the dynamic LayerPaint system, we present a Region-Of-Interest tracking algorithm. Finally, we present a rotation-aware Layerpaint system that supports rotation-aware painting operations. ? 2013 Springer-Verlag

    Creature grammar for creative modeling of 3D monsters

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    Monsters and strange creatures are frequently demanded in 3D games and movies. Modeling such kind of objects calls for creativity and imagination. Especially in a scenario where a large number of monsters with various shapes and styles are required, the designing and modeling process becomes even more challenging. We present a system to assist artists in the creative design of a large collection of various 3D monsters. Starting with a small set of shapes manually selected from different categories, our system iteratively generates sets of monster models serving as the artist's reference and inspiration. The key component of our system is a so-called creature grammar, which is a shape grammar tailored for the generation of 3D monsters. Creature grammar governs the evolution from creatures with regular structures gradually into monsters with more and more abnormal structures through evolving the arrangement and number of shape parts, while preserving the semantics prescribed as prior knowledge. Experiments show that even starting with a small set of shapes from a few categories of common creatures (e.g., humanoids, bird-like creatures and quadrupeds), our system can produce a large set of unexpected monsters with both shape diversity and visual plausibility, thus providing great support for the user's creative design. ? 2014 Elsevier Inc. All rights reserved

    A multi-touch interface for fast architectural sketching and massing

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    Conference Name:31st Annual CHI Conference on Human Factors in Computing Systems: Changing Perspectives, CHI 2013. Conference Address: Paris, France. Time:April 27, 2013 - May 2, 2013.ACM Spec. Interest Group Comput.-Hum. Interact. (ACM SIGCHI); AUTODESK; Facebook; Nokia; digiteArchitectural sketching and massing are used by designers to analyze and explore the design space of buildings. This paper describes a novel multi-touch interface for fast architectural sketching and massing of tall buildings. It incorporates a family of multi-touch gestures, enabling one to quickly sketch the 2D contour of a base floor plan and extrude it to model a building with multi-floor structures. Further, it provides a set of gestures to users: select and edit a range of floors; scale contours of a building; copy, paste, and rotate a building, i.e., create a twisted structure; edit profile curves of a building's profile; and collapse and remove a selected range of floors. The multi-touch system also allows users to apply textures or geometric fac?ades to the building, and to compare different designs side-by-side. To guide the design process, we interacted with a domain expert, a practicing architect. The final interface was evaluated by architects and students in an architecture department, and the results demonstrated that the system allows rapid conceptual design and massing of novel multi-story building structures. Copyright ? 2013 ACM

    SnapBlocks: a snapping interface for assembling toy blocks with XBOX Kinect

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    Toy blocks can help the children develop various skills, such as spatial, mathematical, creative problem solving etc. In this paper, we developed a computer aided system for child to play blocks with a computer in a natural and intuitive way using the Kinect. We design a set of intuitive body gestures that allow the user to naturally control and navigate 3D toy blocks in a virtual environment. To conquer the imprecise interaction with Kinect, we propose a snapping interface, which automatically computes the optimal location and orientation of the to-be-assembled block. This interface can significantly reduce the user’s burden for fine tuning the blocks at the desired locations, which is often tedious and time consuming. As a result, the user can fully immerse him/herself in the game and construct a complicated structure easily. The experimental results and positive feedback from users demonstrate the efficacy of our approach to virtual assembly of building blocks. ? 2013, Springer Science+Business Media New York

    Research on mobile terminal based real-time retargeting technique for manga images

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    Conference Name:3rd International Conference on Advanced Engineering Materials and Technology, AEMT 2013. Conference Address: Zhangjiajie, China. Time:May 11, 2013 - May 12, 2013.With the rapid growth of mobile terminal diversity and versatility, manual generation and maintenance of different versions of a manga image are currently required in mobile phone animation industry to achieve best display effect on various terminal configurations. This paper does researches on the real-time retargeting technique for manga images. By generating the importance map and analyzing the redundancy of feature lines in the manga image, combined with a retargeting algorithm, the solution proposed in this paper can solve the real-time retargeting of manga images on mobile terminals. For most of manga images, this solution can automatically generate a good resizing image with its key object outstanding based on screen resolution and size of the target terminal in real time. ? (2013) Trans Tech Publications, Switzerland

    A Sketching Interface for Sitting Pose Design in the Virtual Environment

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    [NRF2008IDM-IDM004-006]Character pose design is one of the most fundamental processes in computer graphics authoring. Although there are many research efforts in this field, most existing design tools consider only character body structure, rather than its interaction with the environment. This paper presents an intuitive sketching interface that allows the user to interactively place a 3D human character in a sitting position on a chair. Within our framework, the user sketches the target pose as a 2D stick figure and attaches the selected joints to the environment (e. g., the feet on the ground) with a pin tool. As reconstructing the 3D pose from a 2D stick figure is an ill-posed problem due to many possible solutions, the key idea in our paper is to reduce solution space by considering the interaction between the character and environment and adding physics constraints, such as balance and collision. Further, we formulated this reconstruction into a nonlinear optimization problem and solved it via the genetic algorithm (GA) and the quasi-Newton solver. With the GPU implementation, our system is able to generate the physically correct and visually pleasing pose at an interactive speed. The promising experimental results and user study demonstrates the efficacy of our method

    GRIP: Greedy Routing through dIstributed Parametrization for guaranteed delivery in WSNs

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    Although stateless greedy routing is well investigated in 2D wireless sensor networks (WSNs), it is widely believed to be impossible in 3D. In this paper, we aim at overcoming the impossibility through a distributed parametrization that equips a WSN with virtual coordinates favoring greedy routing. We propose a fundamentally new parametrization to embed the network domain, the resulting embedding domain allows greedy routing to have guaranteed delivery. We also present localized algorithms to realize this map in WSNs. To combat the load concentration caused by greedy routing that applies the distance greedy principle, we further propose tunable greedy routing, which relies on tuning a parameter in the greedy objective to naturally balance routing load. These two proposals form our Greedy Routing through dIstributed Parametrization (GRIP). We prove the correctness and efficiency of GRIP and use simulations to evaluate its performance in terms of complexity, load balancing, and energy efficiency. ? 2014 Springer Science+Business Media New York
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