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Perceptual Evaluation of LOD Clothing for Virtual Humans [article]

Rachel McDonnell, Simon Dobbyn, Steven Collins, Carol O'Sullivan
2006 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation - SCA '04  
Therefore, in this paper, we present the first perceptual evaluation of different LOD representations of humans wearing deformable (i.e., physically simulated) clothing.  ...  Usually this is achieved through the use of Level of Detail (LOD) models for the individuals in the crowd.  ...  [BTH * 03], based on neurobiological studies on the human perceptual system's sensitivity to edges or lines.  ... 
doi:10.2312/sca/sca06/117-126 fatcat:mtaghe4kfvg5haufnncdgmf4e4

Exploitation of human shadow perception for fast shadow rendering

Mirko Sattler, Ralf Sarlette, Thomas Mücken, Reinhard Klein
2005 Proceedings of the 2nd symposium on Appied perception in graphics and visualization - APGV '05  
Abstract In this paper we describe an experiment to obtain information about the perceptual potential of the human visual system regarding shadow perception.  ...  Shadows play an important part for communicating spatial structures of objects to the observer. They are also essential for the overall realism of the rendered image.  ...  Using virtual reality applications for example, such as life-sized cloth visualization, or medical surgery planning, they are important because they increase the presence of the virtual objects and the  ... 
doi:10.1145/1080402.1080426 dblp:conf/apgv/SattlerSMK05 fatcat:wjv2ayvsinef5emuxz7oqcrutq

A Survey of Real-Time Crowd Rendering

A. Beacco, N. Pelechano, C. Andújar
2015 Computer graphics forum (Print)  
We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime  ...  We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability.  ...  Beacco was also supported by the grant FPU AP2009-2195 (Spanish Ministry of Education).  ... 
doi:10.1111/cgf.12774 fatcat:rh3pg75nn5apzf4lrmtqob5cdy


Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'Sullivan
2005 Proceedings of the 2005 symposium on Interactive 3D graphics and games - SI3D '05  
of a full, geometry-based, human animation system.  ...  We present a novel hybrid rendering system for crowds that solves the classic problem of degraded quality of image-based representations at close distances by building an impostor rendering system on top  ...  These informal observations now need to be evaluated empirically and we are currently running a set of perceptual experiments to find appropriate thresholds and to evaluate the factors affecting the perception  ... 
doi:10.1145/1053427.1053443 dblp:conf/si3d/DobbynHOO05 fatcat:xj7agke5b5athhkkwugqzl7fx4

EG 2006 Course on Populating Virtual Environments with Crowds [article]

Daniel Thalmann, Carol O'Sullivan, Pablo De Heras Ciechomski, Simon Dobbyn
2006 Eurographics State of the Art Reports  
The course is intended for animators, designers, and students in computer science.  ...  Necessary background and potential target audience for the tutorial: experience with computer animation is recommended but not mandatory.  ...  Research has been partly funded by the Swiss National Foundation for Research and the Federal Office for Education and Science in the framework of the CROSSES project. References  ... 
doi:10.2312/egt.20061066 fatcat:dmr25qtusfgnpi2klqtklon3oi

A Level of Interaction Framework for Exploratory Learning with Characters in Virtual Environments [chapter]

David Panzoli, Christopher Peters, Ian Dunwell, Stéphane Sanchez, Panagiotis Petridis, Aristidis Protopsaltis, Vincent Scesa, Sara de Freitas
2010 Studies in Computational Intelligence  
The LoI approach addresses the necessity for balancing computational efficiency with the need to provide believable and interactive virtual characters, allowing varying degrees of visual, interactive and  ...  This paper investigates a range of challenges faced in the design of a serious game aimed at teaching history in situ, through the use of an immersive, open virtual environment.  ...  All credits regarding the implementation of the project and the illustrations provided in the paper go to Kévin Sauvourel, Alexandre Spyropoulos and Guillaume Patinaud.  ... 
doi:10.1007/978-3-642-15690-8_7 fatcat:66gccnfqfvbafoiprkslspz6xq

A perceptual control space for garment simulation

Leonid Sigal, Moshe Mahler, Spencer Diaz, Kyna McIntosh, Elizabeth Carter, Timothy Richards, Jessica Hodgins
2015 ACM Transactions on Graphics  
Abstract We present a perceptual control space for simulation of cloth that works with any physical simulator, treating it as a black box.  ...  We evaluate the perceptual control space by demonstrating that the generative model does in fact create simulated clothing that is rated by participants as having the expected properties.  ...  McDonnell and colleagues [2006] performed a set of perceptual experiments to validate the use of level-of-detail (LOD) models for cloth simulation.  ... 
doi:10.1145/2766971 fatcat:wmhkwczm7rbtpotqyvfhcqvcei

Interaction in Distributed Virtual Environments [article]

Mashhuda Glencross, Miguel Otaduy, Alan Chalmers
2005 Eurographics State of the Art Reports  
First we look at techniques for improving the user's experience by using high-fidelity graphical rendering, and explore how this may be achieved in real-time through exploitation of features of the human  ...  In particular the motivations for perceptually-inspired force models for haptic texture rendering, interaction between such models and GPU techniques for fast haptic texture rendering.  ...  Bristol for invaluable help with profiling typical networks.  ... 
doi:10.2312/egt.20051057 fatcat:y3cgrhdjojdf3ij4p5aloxefwm

Perceptually Guided Expressive Facial Animation [article]

Zhigang Deng, Xiaohan Ma
2008 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation - SCA '04  
However, human perception, the ultimate measuring stick of the visual fidelity of synthetic facial animations, was not effectively exploited in these approaches.  ...  In this paper, we present a novel perceptually guided computational framework for expressive facial animation, by bridging objective facial motion patterns with subjective perceptual outcomes.  ...  of UH CGIM Lab for their insightful suggestions.  ... 
doi:10.2312/sca/sca08/067-076 fatcat:nvmlhjxdojgebb6jz5ey2s4pd4

Fool me twice

Thomas Y. Yeh, Glenn Reinman, Sanjay J. Patel, Petros Faloutsos
2009 ACM Transactions on Graphics  
Abstract The error tolerance of human perception offers a range of opportunities to trade numerical accuracy for performance in physics-based simulation.  ...  Then, we apply this methodology in the evaluation of two techniques.  ...  Precision Reduction Now that we can evaluate our perceptual metrics for complex scenarios, we apply our findings to the hardware-optimization technique of precision reduction.  ... 
doi:10.1145/1640443.1640448 fatcat:jddhdhvunvduxlneyjsfo52ad4

Multi-Layer Level of Detail For Character Animation [article]

Yann Savoye, Alexandre Meyer
2008 Workshop on Virtual Reality Interactions and Physical Simulations  
Nowadays, more and more applications need to render various realistic scenes with human motion in crowds for interactive virtual environments.  ...  Real-time animation of human-like characters has been an active research area in computer graphics.  ...  Multi-layer Animation Level of Detail For large virtual environments, such as a virtual city populated by human-like characters, only a relatively small proportion of characters are relevant to a viewer's  ... 
doi:10.2312/pe/vriphys/vriphys08/057-066 dblp:conf/vriphys/SavoyeM08 fatcat:hqvk7eujrzcjvd54ijrncidfma

The Rocketbox Library and the Utility of Freely Available Rigged Avatars

Mar Gonzalez-Franco, Eyal Ofek, Ye Pan, Angus Antley, Anthony Steed, Bernhard Spanlang, Antonella Maselli, Domna Banakou, Nuria Pelechano, Sergio Orts-Escolano, Veronica Orvalho, Laura Trutoiu (+5 others)
2020 Frontiers in Virtual Reality  
Avatars, virtual representations of humans, are widely used in VR applications.  ...  As part of the open sourcing of the Microsoft Rocketbox avatar library for research and academic purposes, here we discuss the importance of rigged avatars for the Virtual and Augmented Reality (VR, AR  ...  And to Dave Garagan from Havok for his help in the release of the public library. We also thank Tony Donegan for the language editing.  ... 
doi:10.3389/frvir.2020.561558 fatcat:dcv7utlcq5fr5bhjegpsyidldu

Perceptual Metrics for Static and Dynamic Triangle Meshes

M. Corsini, M. C. Larabi, G. Lavoué, O. Petřík, L. Váša, K. Wang
2013 Computer graphics forum (Print)  
We describe the character of subjective data used for evaluation of mesh metrics and provide comparison results identifying the advantages and drawbacks of each method.  ...  In many applications, the final consumer of the data is a human observer, and therefore the perceptibility of the introduced appearance change by a human observer should be the criterion that is taken  ...  Recently, several researchers have investigated the use of black-box perceptual metrics for the evaluation of specific artifacts.  ... 
doi:10.1111/cgf.12001 fatcat:2agsdob2dbbjplyu6bzz73rfgq

Smooth Movers: Perceptually Guided Human Motion Simulation [article]

Rachel McDonnell, Fiona Newell, Carol O'Sullivan
2007 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation - SCA '04  
To date, no analysis of the factors that affect the perceived smoothness of animated virtual characters has been presented.  ...  In the first perceptual studies aimed at identifying such factors and their interactions, we have determined some thresholds that could be used to produce acceptably smooth human animations in a variety  ...  Acknowledgements We would like to thank the reviewers for their helpful comments. This work was supported by Science Foundation Ireland.  ... 
doi:10.2312/sca/sca07/259-270 fatcat:z3blhklrirhzxnqsydijcchfrq

Saliency for animated meshes with material properties

Abdullah Bulbul, Cetin Koca, Tolga Capin, Uğur Güdükbay
2010 Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization - APGV '10  
Each feature contributes to the final saliency map which is view independent; and therefore, can be used for view dependent and view independent applications.  ...  We propose a technique to calculate the saliency of animated meshes with material properties.  ...  Kürşat Ç agıltay and Human-Computer Interaction Research Group at Middle East Technical University for letting us to use their eye tracker for our experiments.  ... 
doi:10.1145/1836248.1836263 dblp:conf/apgv/BulbulKCG10 fatcat:pix3wbtxxnfgvoj4b4nup7phqm
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