84 research outputs found
Moments for Perceptive Narration Analysis Through the Emotional Attachment of Audience to Discourse and Story
In this work, our goal is to develop a theoretical framework that can
eventually be used for analyzing the effectiveness of visual stories such as
feature films to comic books. To develop this theoretical framework, we
introduce a new story element called moments. Our conjecture is that any linear
story such as the story of a feature film can be decomposed into a set of
moments that follow each other. Moments are defined as the perception of the
actions, interactions, and expressions of all characters or a single character
during a given time period. We categorize the moments into two major types:
story moments and discourse moments. Each type of moment can further be
classified into three types, which we call universal storytelling moments. We
believe these universal moments foster or deteriorate the emotional attachment
of the audience to a particular character or the story. We present a
methodology to catalog the occurrences of these universal moments as they are
found in the story. The cataloged moments can be represented using curves or
color strips. Therefore, we can visualize a character's journey through the
story as either a 3D curve or a color strip. We also demonstrated that both
story and discourse moments can be transformed into one lump-sum attraction
parameter. The attraction parameter in time provides a function that can be
plotted graphically onto a timeline illustrating changes in the emotional
attachment of audience to a character or the story. By inspecting these
functions the story analyst can analytically decipher the moments in the story
where the attachment is being established, maintained, strengthened, or
conversely where it is languishing.Comment: 20 page
Multi-Axis and Multi-Vector Gradient Estimations: Using Multi-Sampled Complex Unit Vectors to Estimate Gradients of Real Functions
In this preliminary study, we provide two methods for estimating the
gradients of functions of real value. Both methods are built on derivative
estimations that are calculated using the standard method or the Squire-Trapp
method for any given direction. Gradients are computed as the average of
derivatives in uniformly sampled directions. The first method uses a uniformly
distributed set of axes that consists of orthogonal unit vectors that span the
space. The second method only uses a uniformly distributed set of unit vectors.
Both methods essentially minimize the error through an average of estimations
to cancel error terms. Both methods are essentially a conceptual generalization
of the method used to estimate normal fractal surfaces.Comment: 10 page
Satin Non-Woven Fabrics for Designing of Self-Regulating Breathable Building Skins
In this paper, we introduce the concept of 2-way 2-fold genus-1 non-woven
fabrics that can be used to design self-regulating breathable building skins.
The advantage of non-woven structures over woven structures for breathable skin
design is that they can completely be closed to stop air exchange. We have
developed a theoretical framework for such non-woven structures starting from
the mathematical theory of biaxial 2-fold Genus-1 woven fabrics. By
re-purposing a mathematical notation that is used to describe 2-fold 2-way
2-fold genus-1 woven fabrics, we identify and classify non-woven fabrics.
Within this classification, we have identified a special subset that
corresponds to satin woven fabrics and allows for maximum air exchange. Any
other subset of non-woven structures that correspond to other classical 2-way
2-fold genus-1 fabrics, such as plain or twill, will allow for less air
exchange. We also show that there exists another subset of satin non-woven
fabrics that can provide the biggest openings.Comment: 10 page
Representing and Modeling Inconsistent, Impossible, and Incoherent Shapes and Scenes with 2D Non-Conservative Vector Fields mapped on 2-Complexes
In this paper, we present a framework to represent mock 3D objects and
scenes, which are not 3D but appear 3D. In our framework, each mock-3D object
is represented using 2D non-conservative vector fields and thickness
information that are mapped on 2-complexes. Mock-3D scenes are simply scenes
consisting of more than one mock-3D object. We demonstrated that using this
representation, we can dynamically compute a 3D shape using rays emanating from
any given point in 3D. These mock-3D objects are view-dependent since their
computed shapes depend on the positions of ray centers. Using these dynamically
computed shapes, we can compute shadows, reflections, and refractions in real
time. This representation is mainly useful for 2D artistic applications to
model incoherent, inconsistent, and impossible objects. Using this
representation, it is possible to obtain expressive depictions with shadows and
global illumination effects. The representation can also be used to convert
existing 2D artworks into a Mock-3D form that can be interactively re-rendered.Comment: 21 page
A Modified de Casteljau Subdivision that Supports Smooth Stitching with Hierarchically Organized Bicubic Bezier Patches
One of the theoretically intriguing problems in computer-aided geometric
modeling comes from the stitching of the tensor product Bezier patches. When
they share an extraordinary vertex, it is not possible to obtain continuity C1
or G1 along the edges emanating from that extraordinary vertex. Unfortunately,
this stitching problem cannot be solved by using higher degree or rational
polynomials. In this paper, we present a modified de Casteljau subdivision
algorithm that can provide a solution to this problem. Our modified de
Casteljau subdivision, when combined with topological modeling, provides a
framework for interactive real-time modeling of piecewise smooth manifold
meshes with arbitrary topology. The main advantage of the modified subdivision
is that the continuity C1 on a given boundary edge does not depend on the
positions of the control points on other boundary edges. The modified
subdivision allows us to obtain the desired C1 continuity along the edges
emanating from the extraordinary vertices along with the desired G1 continuity
in the extraordinary vertices.Comment: 24 page
Hyper-Realist Rendering: A Theoretical Framework
This is the first paper in a series on hyper-realist rendering. In this
paper, we introduce the concept of hyper-realist rendering and present a
theoretical framework to obtain hyper-realist images. We are using the term
Hyper-realism as an umbrella word that captures all types of visual artifacts
that can evoke an impression of reality. The hyper-realist artifacts are visual
representations that are not necessarily created by following logical and
physical principles and can still be perceived as representations of reality.
This idea stems from the principles of representational arts, which attain
visually acceptable renderings of scenes without implementing strict physical
laws of optics and materials. The objective of this work is to demonstrate that
it is possible to obtain visually acceptable illusions of reality by employing
such artistic approaches. With representational art methods, we can even obtain
an alternate illusion of reality that looks more real even when it is not real.
This paper demonstrates that it is common to create illusions of reality in
visual arts with examples of paintings by representational artists. We propose
an approach to obtain expressive local and global illuminations to obtain these
stylistic illusions with a set of well-defined and formal methods.Comment: 20 page
Development of Context-Sensitive Formulas to Obtain Constant Luminance Perception for a Foreground Object in Front of Backgrounds of Varying Luminance
In this article, we present a framework for developing context-sensitive
luminance correction formulas that can produce constant luminance perception
for foreground objects. Our formulas make the foreground object slightly
translucent to mix with the blurred version of the background. This mix can
quickly produce any desired illusion of luminance in foreground objects based
on the luminance of the background. The translucency formula has only one
parameter; the relative size of the foreground object, which is a number
between zero and one. We have identified the general structure of the
translucency formulas as a power function of the relative size of the
foreground object. We have implemented a web-based interactive program in
Shadertoy. Using this program, we determined the coefficients of the polynomial
exponents of the power function. To intuitively control the coefficients of the
polynomial functions, we have used a B\'{e}zier form. Our final translucency
formula uses a quadratic polynomial and requires only three coefficients. We
also identified a simpler affine formula, which requires only two coefficients.
We made our program publicly available in Shadertoy so that anyone can access
and improve it. In this article, we also explain how to intuitively change the
polynomial part of the formula. Using our explanation, users change the
polynomial part of the formula to obtain their own perceptively constant
luminance. This can be used as a crowd-sourcing experiment for further
improvement of the formula.Comment: 20 page
Recursive Camera Painting: A Method for Real-Time Painterly Renderings of 3D Scenes
In this work, we present the recursive camera-painting approach to obtain
painterly smudging in real-time rendering applications. We have implemented
recursive camera painting as both a GPU-based ray-tracing and in a Virtual
Reality game environment. Using this approach, we can obtain dynamic 3D
Paintings in real-time. In a camera painting, each pixel has a separate
associated camera whose parameters are computed from a corresponding image of
the same size. In recursive camera painting, we use the rendered images to
compute new camera parameters. When we apply this process a few times, it
creates painterly images that can be viewed as real-time 3D dynamic paintings.
These visual results are not surprising since multi-view techniques help to
obtain painterly effects.Comment: 10 page
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