This paper explores educational uses of virtual learning environment (VLE) concerned with issues of learning, training and entertainment. We analyze the state-of-art research of VLE based on virtual ...reality and augmented reality. Some examples for the purpose of education and simulation are described. These applications show that VLE can be means of enhancing, motivating and stimulating learners’ understanding of certain events, especially those for which the traditional notion of instructional learning have proven inappropriate or difficult. Furthermore, the users can learn in a quick and happy mode by playing in the virtual environments.
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We present a system for decorating arbitrary surfaces with bidirectional texture functions (BTF). Our system generates BTFs in two steps. First, we automatically synthesize a BTF over the target ...surface from a given BTF sample. Then, we let the user interactively paint BTF patches onto the surface such that the painted patches seamlessly integrate with the background patterns. Our system is based on a patch-based texture synthesis approach known as quilting. We present a graphcut algorithm for BTF synthesis on surfaces and the algorithm works well for a wide variety of BTF samples, including those which present problems for existing algorithms. We also describe a graphcut texture painting algorithm for creating new surface imperfections (e.g., dirt, cracks, scratches) from existing imperfections found in input BTF samples. Using these algorithms, we can decorate surfaces with real-world textures that have spatially-variant reflectance, fine-scale geometry details, and surfaces imperfections. A particularly attractive feature of BTF painting is that it allows us to capture imperfections of real materials and paint them onto geometry models. We demonstrate the effectiveness of our system with examples.
This paper presents a novel approach for 3D surface filtering over two-manifold meshes. A robust spherical parameterization algorithm is proposed to transform the input surface into a spherical ...vector function/signal. This signal is then decomposed into frequency domain using spherical harmonic transforms. Finally, traditional filtering techniques are generalized to process such spherical signals in either the frequency or spatial domain. Our major contribution is the two-phase spherical parameterization algorithm, which can handle meshes with complex shapes by incorporating local parameterization into the progressive mesh. A number of experimental examples demonstrate the potential of our algorithm.
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Tour into the picture (TIP) is a technique that can make animation from one 2D image of a scene. Compared to traditional geometry based modeling method, it is not only realized easily, but also can ...provide better effects of navigation. Based on the previous research experience, this paper mainly introduces the application of TIP for digitization of Culture Heritage by using relative depth calculation and cubic panorama. Finally, by using a hybrid NPR/TIP approach, we provide stylized interactive and real-time scenes walkthrough so as to convey a kind of specific cultural spirits.
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5.
Generating 3D Paper-Cutting Effects Li, Yan; Yu, Jinhui; Zhang, Honxin ...
Lecture notes in computer science,
2006
Book Chapter, Conference Proceeding
Peer reviewed
We present a framework for generating paper-cutting effects on mesh models. Our system involves the construction of model defined paper-cutting patterns, extraction of the medial axis (MA) from the ...mesh models and position location for patterns on the mesh surface based on MA. Patch sets for placing patterns on the mesh surface are determined by the region growing algorithm. After patch sets parameterization, patterns are drawn on the parameterized domain and mapped onto the mesh surface by inverse sampling.
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Although realistic textile rendering has been widely used in virtual garment and try-on systems, a robust method to simulate textile with a realistic appearance and high fidelity is yet to be ...established. We propose to use a novel hybrid geometric- and image-based rendering (GIBR) method to achieve photo realistic representation of textile products. The image-based technique, with its radiance synthesis algorithm, enables us to recover the reflectance properties of textile in an environment photo, and thus can render the appearance of textile material. The geometry-based technique, with its traditional illumination model of assigning illumination parameters extracted from the original scene (such as radiance and chroma dispatch), makes it possible to interactively manipulate 3D virtual objects in the “real” environment. Our realistic textile rendering method has advantages over the traditional ones in its easiness to implement and its wide range of applications.
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EMUNI, FIS, FZAB, GEOZS, GIS, IJS, IMTLJ, KILJ, KISLJ, MFDPS, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, SBMB, SBNM, UKNU, UL, UM, UPUK, VKSCE, ZAGLJ
We present an efficient occlusion culling algorithm for interactive rendering of large complex virtual scene with high depth complexity. Our method exploits both spatial and temporal coherence of ...visibility. A space hierarchy of scene is constructed and its nodes are rendered in an approximate front-to-back order. Nodes in view frustum are inserted into one of layered node lists, called layered buffers(LBs), according to its distance to the view point. Each buffer in the LBs is rendered with hardware occlusion queries. Using a visibility predictor(VP) for each node and interleaving occlusion queries with rendering, we reduce the occlusion queries count and graphics pipeline stalls greatly. This occlusion culling algorithm can work in a conservative way for high image quality rendering or in an approximate way for time critical rendering. Experimental results of different types of virtual scene are provided to demonstrate its efficiency and generality.
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The current trend in hardware for parallel rendering is to use clusters instead of high-end super computer. We describe a novel parallel rendering system that allows application to render to a ...large-scale display. Our system, called D3DPR, uses a cluster of PCs with high-performance graphics accelerators to drive an array of projectors. D3DPR consists of two types of logical nodes, Geometry Distributing Node and Geometry Rendering Node. It allows existing Direct3D9 application to run on our parallel system without any modification. The advantage of high-resolution and high-performance can be obtained in our system, especially when the triangle number of the application becomes very large. Moreover, the details of interconnecting network architecture, data distribution, communication and synchronization, etc. are hidden from the users.
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The development of distributed, concurrent software in embedded systems is becoming increasingly complex and error-prone. Model-based integration of reusable components is advocated as the method of ...choice. To this end, we propose a framework to support component-based model integration, hierarchical functionality composition, and reconfiguration of systems with continuous and discrete dynamics. In this framework, components are designed and used as building blocks for integration, each of which is modeled with abstract ports, reactions, and communication schemes. It uses hierarchical composition to hide the implementation details of components, and keeps the components at the same level of hierarchy interacting under a well-defined model of computation. Code generation takes the design decisions down to the final running system. Within this framework, embedded software can be constructed by selecting and then connecting components in a functionality repository, specifying models and transforming them to executable codes.
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10.
A New Method for Controlling Smoke’s Shape Zhou, Yongxia; Shi, Jiaoying; Yu, Jiarong
Advances in Multimedia Information Processing - PCM 2005,
2005
Book Chapter, Conference Proceeding
Peer reviewed
In this paper we present a novel method for efficiently controlling the smoke’s shape. Given the user-specified shape, a geometric model, our method generates a simulation in which smoke flows out ...somewhere and forms the shape. The geometric model serves as a black hole that applies attraction force to the fluid. The smoke is attracted to flow into the model and prevented from flowing out the model. In additional, an inner driving force term that drives the smoke from the dense region to the thin region in the geometric model, is added to the Navier-Stokes equations. Two force terms we added, need very little cost compared to the ordinary NS equations.
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