OLE Coordinate System: Subjective Motion for Interactive Optical Illusion

Size: px
Start display at page:

Download "OLE Coordinate System: Subjective Motion for Interactive Optical Illusion"

Transcription

1 OLE Coordinate System: Subjective Motion for Interactive Optical Illusion Jun Fujiki Graduate School of Design Taketoshi Ushiama Faculty of Design Reiji Tsuruno Faculty of Design Kiyoshi Tomimatsu Faculty of Design Figure 1: The Screen of OLE Coordinate System Abstract We propose animation expression of a character in an illusionary picture that a user can control by arrangement of an object or a change of viewpoint. Examples of such animation expressions are: character movements based on a 2D interpretation of attached blocks which are not contiguous in three-dimensional space; falling motions on a single plane, etc. Furthermore, we propose a simple technique to implement these animation expressions using a program. Here, we use a technique with a uniquely defined space around the character, a technique using depth information, and a technique for seeking an object. We used these techniques to produce an OLE Coordinate System prototype and then confirmed the motion. CR Categories: I.3.8 [Computer Graphics]: Applications; J.5 [Arts and Humanities]: Fine arts. Keywords: optical illusion, interactive, motion, Escher 1 Introduction We are interested in an illusionary picture expression that makes a reader recognize impossibility. It is expected that illusionary pic- fujiki@gsd.design.kyushu-u.ac.jp ushiama@design.kyushu-u.ac.jp tsuruno@design.kyushu-u.ac.jp tomimatu@design.kyushu-u.ac.jp tures that can be explored and manipulated interactively using a computer can draw users into a more fantastic virtual milieu. In our previous study, we specifically examined the degree of user satisfaction, and developed a prototype of a block-based modeling system called Incompatible Block [Fujiki et al. 2006a], which was intended to give users a rich operative experience using a modeling interface as an illusionary picture. Incompatible Block uses a technique by which the block depth in a 2D movement was determined from the positional relation of an object for the screen [2006b]. It was confirmed that Incompatible Block piqued users curiosity and presented the possibility of enhancing the degree of user satisfaction. In this study, we focus expressions as illusionary pictures based on a drawn image that a user recognizes as impossible in the real world, and we propose animation expression of a character in an illusionary picture. A user can control the character by arrangement of an object or change of viewpoint. A character can move between blocks that are not connected in three-dimensional 3D space, or can perform a falling motion on the same plane, based on a two-dimensional (2D) interpretation. In this paper, we introduce such animation expressions using five illusionary pictures and describe an algorithm for performing the expressions. 2 Motivation We might sometimes want to express something that is not realistic. Many techniques by which images of an illustration tone and a picture tone are generated based on a 2D or 3D figure are also proposed [Hertzmann 1998] [Saito and Takahashi 1990] [Sousa and Buchanan 1999]. This report includes proposals for a technique for producing a surrealistic drawing method for application to animation [Meier 1996] [Kaplan et al. 2000], along with a technique to exaggerate the character motion [Kobayashi et al. 1998]. Also, some techniques for unreal perspective or projection are proposed [Vallance and Calder 2001] [Coleman and Singh 2004]. An illusionary picture shares commonality with such a drawing method

2 in the point that the illusionary picture is not realistic; that dilemma - the illusionary picture cannot actually exist - stimulates the viewers and users curiosity. We expect that such illusionary pictures, with which interactive operations are possible, would further enhance users curiosity. As an illustrative work in which illusionary pictures are used as a motif, M.C. Escher s works are famous in the field of art, but works that also use illusionary picture expressions are used in moving picture images. In Tsuruno s Animation of M.C. Escher s Belvedere [1997], the image of Belvedere of M.C. Escher rotates. In Yee s 3D Illusion in Motion [2006], a falling block is rendered as an impossible object. For animation work, development of a technique is not necessarily required, but an interactive illusionary picture requires a technique by which motion is enabled in real time. Among the techniques realizing expressions found in Escher s works, there is a technique that changes the original figure of Kaplan et al. to a plane-filling figure in the range maintained to some extent [Kaplan and Salesin 2000]. There is also a technique of Scott to change images such as a winding staircase so that they might be visible from every viewpoint [Scott 2002]. Our illusionary picture expression differs from those expressions on the important point that, to date, viewers of such images are made to recognize the relation of a figure and a character position because of some point: that point is inconsistent by a character s motion depending on the viewer s perspective. In recent years, prosperous development of this area of rendering has produced techniques by which a 3D figure is obtained from an image drawn like a sketch [Zeleznik et al. 1996] [Igarashi et al. 1999]. These generate or transform a figure based on a 2D strokes, but the output figure should preferably resemble a figure that a user expects. We need an algorithm to betray the anticipation of a user. In addition, a technique by which a figure is changed depending on a viewpoint is also proposed [Rademacher 1996] [Martin et al. 2000], but we must change the character motion depending on the viewpoint. We developed a simple, inexpensive technique by which our expression is performed in real time without using an vision technique technique requiring processing time [Sugihara 1986] [Huffman 1977] [Imai 1985]. We subsequently confirmed the obtained motion using a prototype system using an OLE Coordinate System. 3 User Interface of OLE Coordinate System A user can control the motion of two or more characters by arranging an object and changing a viewpoint. An example of a display screen of the OLE Coordinate System is shown in Figure 1. On the right-hand side in the canvas, the following tools stand in a line: a block tool to arrange a block (Figure 2(a)); a character tool to arrange a character (Figure 2(b)); a trapdoor tool to arrange a trapdoor (Figure 2(c)); a stair tool to arrange a stair (Figure 2(d)); a delete tool to delete an arranged object; and a rotation tool to change a perspective. The trapdoor tool might be switched to a platform tool for jumping to arrange a platform for jumping (Figure 2(e)); by clicking an icon using the right mouse button. The session is completed using the door tool located on the left-hand side of the canvas. Like inpute method used of some block-based modeling system [Jonathan 2002], For each object, the arrangement position is specified by a mouse click on the canvas. A block exists at the mouse click position; a block and stairs are arranged to touch the side of this block, along with an operation method for the existing block. A character, a trapdoor and a platform for jump are arranged so that they might be placed on the upper surface of a block when it Figure 2: Appearance objects is clicked with a mouse. One exception to the character, trapdoor and platform for the jump described above is placed on a point of intersection between a plane passing through the starting point and perpendicular to the view direction vector and the vector going to the direction of view line from the mouse-click position. Each object, aside from a character, is arranged along grid lines. The character arranged by a user advances automatically aiming at a previous block by one block and a central position of the upper surface of stairs. A character at the time of generation aims at the object nearest to the character. A character begins to walk in the case where it exists on a block, ascends and descends in the case where it exists on the stairs, falls in the case that a trapdoor exists on the block, and jumps up and down in the case where a jumping platform exists. When no path exists in a course or when a character approaches a branched path or a block, which becomes an obstacle, the direction of advancement is changed. A new target is determined among movable objects in four directions around the character when a character arrives at the target. Adding to such a motion imitates the real world, in an OLE Coordinate System, a character performs motions that can exist in the image drawn in 2D, although such a motion is impossible in the real world. A user can change these motions by arrangement of an object and changing of the viewpoint. 4 Design of Interactive Illusinary Picture Our illusionary picture expression visualizes the 3D figure according to a viewpoint change between the perspectives of two or more interpreters. The character motion is determined based on the 3D figure estimated from the 2D image drawn on the screen. The apparent size does not change according to depth when the 3D figure is drawn by parallel projection. Consequently, the 3D figure, as estimated from a 2D image, is not yet uniquely settled. As a result, the motion might sometimes produce some sequence of motion that cannot exist in the real world. Using this principle, we introduce such animation expressions as illusionary images with five characters. Furthermore, in the OLE Coordinate System, to emphasize such an ambiguous view of the world, objects were assumed as symbolic figures and only object outlines were drawn[gooch and Gooch 2001]. 4.1 Subjective Translation The character that is controlled by a user can move between discontinuous objects. Even if a block and stairs are discontinuous in 3D space in practice, they perform a continuous motion in the case that a viewpoint is changed, so that they can thereby be connected in the image drawn in 2D (Figure 3). Therefore, the movement motion by which a user can recognize the possible existence from the drawn image, although it cannot exist in practice, will be called Subjective Translation. Using such Subjective Translation, a user might sometimes recognize that the figure to which a character moves is an

3 impossible object. After the Subjective Translation is performed, when a viewpoint is rotated and moved, it can be confirmed that the viewpoint moves onto the actually separate block. Motion for the normal 3D space is performed when the Subjective Translation stops materializing during movement. Figure 5: Character acting as if there is a block 4.4 Subjective Absence Figure 3: Character crossing between non-contiguous blocks 4.2 Subjective Landing When a character arrives at a designated trapdoor, or a block, on which a character walked, the feature is deleted and the character falls. The character then lands on a block or stairs. Even if a character is not actually placed in 3D space, when the character exists at a position overlapping with a block or stairs in 2D image, the character can be actually placed on these objects so that a user recognizes that the character is placed on this (Figure 4). Here, the landing motion, which can be interpreted as possible from the 2D image, although it is impossible, will be called subjective landing. For the subjective landing, not only the falling position is on the same plane, but also falling on a plane with different height is possible. Landing onto a higher position than the falling start position also becomes possible through this arrangement. Furthermore, a character that came from outside the screen by falling disappears. After the subjective landing materialized also, it can be confirmed by viewpoint movement that a character is actually arranged on the object upon which the character landed. A character falls when it arrives at a trapdoor, and jumps on a platform for a jump. If the character arrived at a trapdoor and a platform for the jump in the 3D space in practice, however, when these exist in a viewpoint in which these are not drawn, the character moves so that a user recognizes that these objects do not exist (Figure 6). Thus, the movement motion disregarding influence by what is not drawn is called subjective absence. As for a situation in which a trapdoor and a platform for a jump are not visible, there are cases in which they are placed at a viewpoint from the down direction, in addition to those in which they are hiding behind a block and stairs or other obscuring object. This is because a trapdoor and a platform for jump can be arranged only on the upper surface of a block as an object. The normal motion for 3D space is performed when the subjective absence stops materializing during movement. Figure 6: Character disregarding invisible trap 4.5 Subjective Jump Figure 4: Character landing on a block that uses no steps When a character arrives at a platform for jump, it flies up so that a parabola of movement might be drawn. At that time, in the case of a viewpoint in which an object exists at the back of a character, the character is drawn so that it is positioned in front of the object (Figure 7). which implies depth forward and backward, depending on the position relation with the object. Therefore, a jump motion that imparts on the viewer the perception from the position relation with the object, is called a subjective jump. 4.3 Subjective Existence Even if a block were discontinuous, in the case that other objects are drawn in overlapping with a discontinuous portion in the 2D image, a character moves so that a user recognizes that a block exists in a place that is not visible (Figure 5). Movement motion reflects such recognition, in which a character is inferred to exist from the drawn image even though it does not exist in practice: this is called subjective existence. To distinguish it from Subjective Translation, the Subjective Translation uses continuity of appearance by two objects at a movement origin and a moving destination. On the other hand, in subjective existence, it is described that continuity of appearance is formed between the movement origin and moving destination by the effect of the third object. The normal motion for a 3D space is performed when the subjective existence stops materializing during movement. Figure 7: Character performing jump, disregarding distance 5 Technical Trick We describe our technique by which a program realizes an expression like an illusionary picture. In our expression like an illusion-

4 ary picture, the character motion is determined based on the image drawn on the screen. Furthermore, a block in our field is a cube, and is arranged along grid lines. Our expression of an illusionary picture is realized simply and rapidly using these features. 5.1 Subjective Translation A character advances one block at a time toward a previous block and a central position of the upper surface of the stairs. When a character arrives at the target, the direction of a course is determined from four directions around the character, and then a target object is selected. A left-hand method is used for determining the direction of a course for a character. The left-hand method is often used in robot control, and can be described in the following conditional branch. if leftward advance is possible then Turn to the left else if forward advance is possible then Advance forward else if rightward advance is possible then Turn the right As a situation in which a character cannot progress, in some cases, impediments exist on the course, and a path that the character used as a way of advancement does not exist as an option for regress. In such a situation, for objects that are apparently adjoining also, determination of a course is performed, and movement is made possible. A concrete sequential process is described below. Subjectivity buffer The central position of subjectivity buffer Figure 8: Subjective buffer Figure 8 shows a space for which object information is prepared for four blocks in height can be stored in the front and rear, right and left four directions. The space in which this object information is stored, is called a subjectivity buffer. The first step of the subjectivity buffer contains information for the point at which a character went down the stairs; the second step is object information around the block on which a character is located. In the OLE Coordinate System, because the character height is assumed as two blocks, the third and fourth steps are used for circumference information of the character. The initialization state stores information on an object, for which the 3D position corresponds with each subjectivity buffer. A screen coordinate for the central position of each subjectivity buffer is calculated. The black circle in Figure 8 shows a screen coordinate for the central position of the subjectivity buffer. A screen coordinate for the central position of a visible object around a character is compared with a screen coordinate for the central position of the calculated subjectivity buffer; then, in the case that these positions are approximately corresponding, object information on the subjectivity buffer is rewritten to information on the corresponding object. That is, when the following conditions are satisfied, it is considered that it corresponds. (B sx O sx ) 2 + +(B sy O sy ) 2 < L Here, Bsx and Bsy respectively designate an x coordinate and a y coordinate for the screen coordinate at the central position of the subjectivity buffer. Also, Osx and Osy respectively denote an x coordinate and a y coordinate for the screen coordinate at the central position of a visible object; L is the maximum distance, which is assumed to be corresponding. Course direction is determined applying the left-hand method for the subjectivity buffer, in which the above processing was performed for objects of all the character circumferences. When the course direction is determined, an object that is left one block in the course direction is specified as the next target. Screen Vc T Pc P1 Figure 9: Movement to discontinuous object When a character leaves from an object on which a character had been placed until then, the character is moved onto the target object so that the position visible from the screen is not changed (Figure 9). This position is an intersection point Pc between view direction vector Vc of a visual line, which passes along the step position P1 of a character, and the upper surface T of the object used as the movement goal target. Using only this processing, however, drawing might be interrupted in part by the object used as the movement purpose target, which is in this side immediately before a character enters the subjectivity buffer, as shown in Figure 10(a)). To avoid that situation, in addition to conditions associated with an object up to that point, drawn images are compared between a character and the object directly ahead of a character. In the case of another intersection also, the character is moved to the target object (Figure 10(b)). In the case of an angle from a lower direction, because it is preferred that the character be interrupted by the back object, it is compared with the back object. It is moved to the direction of the back object when it crosses. (a) Character of drawing interrupted by a front cube (b) Intersection judgment with front cube Figure 10: Incorrect drawing and its corrected version

5 5.2 Subjective Landing Regarding subjective landing, it should be viewed with the notion that a character falls near the center of an object as much as possible. A procedure is explained below by which a character lands near the center of the object that enables the fall to that point. First, it is assumed that a block exists in a vacant space, in the case that an object does not exist one block beyond from a block on which a character is placed, and a block exists in one block beyond. Next, the drawing process of a virtual block is tried. This processing is not drawn on the screen in practice. Information on the virtual block is provided to the subjectivity buffer corresponding to a position when this virtual block has no drawing pixels. A virtual block also is processed as a normal block when the course of a character is determined and a character is moved. B1 Pixel 5.4 Subjective Absence D1 D2 Figure 11: Selection of ideal landing object Several pixels are scanned from the screen coordinate of the character step to the lower direction, and objects drawn with pixels are found. Figure 11 shows that two blocks, B1 and B2, were identified by this scan. Merely using this processing, however, a character might not fall sometimes because the objects placed immediately after and before falling are also selected as candidates. Accordingly, in the case where a drawing of a character is interrupted by obstacles, the character falls normally. As for objects that should land, the following object is selected: the object for which the distance D from the x coordinate of the screen coordinate of the central position of an object to an x coordinate of the screen coordinate of the step position of a character is shortest. In Figure 11, because the value calculated for object D2 is less than that of object D1, object B2 becomes the object that lands. In Figure 12, Vc designates the view direction vector of a visual line, which passes along the step position P1 of a character. P2 denotes the center position of the landing target object and T is the plane, which is vertical to the block and turned to the direction of a camera and includes P2. After the character moved to an intersection point between Vc and T, the normal falling, landing and moving are applied. Screen Vc Pc B2 P2 Figure 12: Movement to object for landing 5.3 Subjective Existence Subjective existence specifies the place recognized by a user. Using subjective existence a discontinuous part that is invisible from a user exists at the back of an object, and forces the character to perform motion under the assumption that the discontinuous part is continuous. Here, we solved the problem by limiting the separation distance to one block and a target to a block. T P1 The visual state of a trapdoor and a platform for jumping can be judged by checking the existence of pixels drawn for the object. Processing is disregarded for the trapdoor or the platform for jumping, which have no drawn pixels. 5.5 Subjective Jump For a subjective jump, a character is always drawn before and after a rise regardless of depth judgment. It is not preferable, however, that the character that is hidden behind other objects appears suddenly in front immediately before starting the jump. In consideration of this, when even a part of the object that is drawn exists in the front of a character at the start of the jump, this processing is not performed until the state is prepared in which the whole character is drawn. 6 Conclusions and Discussion We introduced five animation expressions as illusionary pictures as milieus for a character that can be controlled by arrangement of an object and change of a viewpoint by a user. Furthermore, we described the algorithm simply and at high-speed performance these expressions. We confirmed the effectiveness of these algorithms for motion using a prototype system OLE Coordinate System. Nevertheless, some problems and points remain in these algorithms, which should be improved. They are described below. In Subjective Translation, even if the screen position of the central position of the subjectivity buffer, as shown in Figure 13, does not correspond with the screen position of the center of an object, a situation that should be materialized, exists. The above case, however, cannot be handled by this technique. In subjective landing, it would be better to enable landing on the central position of an object using a higher-precision method. For subjective existence, in this Figure 13: Impossible case for Subjective Translation stage, only the one inter-block left block corresponds. We will improve the technique to show correct correspondence to greater distances and stairs also. The most important points in our study are freshness as illusionary expression. However, we believe that a technique by which these expressions can be handled systematically for an illusionary picture might engender discovery of a newer expression. Finally, two motions like Escher s works produced using the OLE Coordinate System are shown in Figure 14.

6 (a) Ascending and Descending (b) Waterfall Figure 14: Two motions created using OLE Coordinate System References COLEMAN, P., AND SINGH, K Ryan: rendering your animation nonlineary projected. In Proceedings of NPAR 2004, FUJIKI, J., USHIAMA, T., AND TOMIMATSU, K., Incompatible block: Wonders accompanied interface. ACM SIGGRAPH 2006 Emerging Technologies #16, July. FUJIKI, J., USHIAMA, T., AND TOMIMATSU, K., A vieworiented interface for block-based modeling. ACM SIGGRAPH 2006 Sketches #164, July. GOOCH, A., AND GOOCH, B Non-Photorealistic Rendering. A. K. Peters. HERTZMANN, A Painterly rendering with curved brush strokes of multiple sizes. In Proceedings of ACM SIGGRAPH 98, ACM, HUFFMAN, D. A Realizable configurations of lines in pictures of polyhedra. Machine Intelligence 8, IGARASHI, T., MATSUOKA, S., AND TANAKA, H Teddy: a sketching interface for 3d freeform design. In Proceedings of ACM SIGGRAPH 99, ACM, IMAI, H On combinatatorial structures of line drawings of polyhedra. Discrete Applied Mathematics 10, JONATHAN, T. B., Gollygee blocks : A 3d modeler for children. ACM SIGGRAPH 2002 Sketches & Applications #127, July. KAPLAN, C. S., AND SALESIN, D. H Escherization. In Proceeding of SIGGRAPH 2000, ACM, KAPLAN, M., GOOCH, B., AND COHEN, E Interactive artistic rendering. In Proceedings of NPAR 2000, KOBAYASHI, M., KONDO, K., AND SATO, H Emphasized expressions using motion filter in creating animation. In Proceedings of the 8th ICECGDG Conference, vol. 4, MARTIN, D., GARCIA, S., AND TORRES, J. C Observer dependent deformations in illustration. In Proceedings of NPAR 2000, MEIER, B. J Painterly rendering for animation. In Proceedings of ACM SIGGRAPH 90, ACM, RADEMACHER, P View-dependent geometry. In Proceedings of ACM SIGGRAPH 99, ACM, SAITO, T., AND TAKAHASHI, T Comprehensible rendering of 3d shapes. In Proceedings of ACM SIGGRAPH 90, ACM, SCOTT, M. W., Implementing the continuous staircase illusion in opengl. ACM SIGGRAPH 2002 Sketches & Applications #200, July. SOUSA, M. C., AND BUCHANAN, J. W Computergenerated graphite pencil rendering of 3d polygonal model. In EUROGRAPHICS 99 Conference Proceedings, SUGIHARA, K Machine Interpretation of Line Drawings. MIT Press. TSURUNO, S The animation of m.c. escher s belvedere. In ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH 97, 237. VALLANCE, S., AND CALDER, P Multi-perspective images for visualization. In Proceedings of the Pan-Sydney area workshop on Visual Information Processing, vol. 11, YEE, L. S., d illusion in motion. ACM SIGGRAPH 2006 Animation Theater #180, July. ZELEZNIK, R. C., HEMDON, K. P., F., J., AND HUGHES Sketch: an interface for sketching 3d scenes. In Proceedings of ACM SIGGRAPH 96, ACM,

A Sketch Interpreter System with Shading and Cross Section Lines

A Sketch Interpreter System with Shading and Cross Section Lines Journal for Geometry and Graphics Volume 9 (2005), No. 2, 177 189. A Sketch Interpreter System with Shading and Cross Section Lines Kunio Kondo 1, Haruki Shizuka 1, Weizhong Liu 1, Koichi Matsuda 2 1 Dept.

More information

Evolution of Impossible Objects

Evolution of Impossible Objects Evolution of Impossible Objects Kokichi Sugihara Meiji Institute for Advanced Study of Mathematical Sciences, Meiji University, 4-21-1 Nakano, Nakano-ku, Tokyo 164-8525, Japan http://www.isc.meiji.ac.jp/~kokichis/

More information

NPR. CS 334 Non-Photorealistic Rendering. Daniel G. Aliaga

NPR. CS 334 Non-Photorealistic Rendering. Daniel G. Aliaga NPR CS 334 Non-Photorealistic Rendering Daniel G. Aliaga 3D Computer Graphics Today Miraculous performance leaps Stunning price cuts Curiously low impact Games Movies * Slides courtesy of Lee Markosian

More information

9. Visible-Surface Detection Methods

9. Visible-Surface Detection Methods 9. Visible-Surface Detection Methods More information about Modelling and Perspective Viewing: Before going to visible surface detection, we first review and discuss the followings: 1. Modelling Transformation:

More information

Artistic Rendering of Function-based Shape Models

Artistic Rendering of Function-based Shape Models Artistic Rendering of Function-based Shape Models by Shunsuke Suzuki Faculty of Computer and Information Science Hosei University n00k1021@k.hosei.ac.jp Supervisor: Alexander Pasko March 2004 1 Abstract

More information

Interactive Inverted Perspective Rendering for Architectural Visualization

Interactive Inverted Perspective Rendering for Architectural Visualization Interactive Inverted Perspective Rendering for Architectural Visualization Vinod Srinivasan Ozan Ozener Ergun Akleman 2005 June 20th 22nd Vienna University of Technology Vienna, Austria Visualization Sciences

More information

Chapter 5. Projections and Rendering

Chapter 5. Projections and Rendering Chapter 5 Projections and Rendering Topics: Perspective Projections The rendering pipeline In order to view manipulate and view a graphics object we must find ways of storing it a computer-compatible way.

More information

CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008.

CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008. CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions The Midterm Exam was given in class on Thursday, October 23, 2008. 1. [4 pts] Drawing Where? Your instructor says that objects should always be

More information

A model to blend renderings

A model to blend renderings A model to blend renderings Vincent Boyer and Dominique Sobczyk L.I.A.S.D.-Universit Paris 8 September 15, 2006 Abstract. We propose a model to blend renderings. It consists in mixing different kind of

More information

Rendering Silhouettes with Virtual Lights

Rendering Silhouettes with Virtual Lights Volume 20 (2001), number 4 pp. 271 282 COMPUTER GRAPHICS forum Rendering Silhouettes with Virtual Lights Domingo Martín and Juan Carlos Torres Departamento de Lenguajes y Sistemas Informáticos, Universidad

More information

Enhancing Information on Large Scenes by Mixing Renderings

Enhancing Information on Large Scenes by Mixing Renderings Enhancing Information on Large Scenes by Mixing Renderings Vincent Boyer & Dominique Sobczyk [boyer,dom]@ai.univ-paris8.fr L.I.A.S.D. - Université Paris 8 2 rue de la liberté 93526 Saint-Denis Cedex -

More information

Paint by Numbers and Comprehensible Rendering of 3D Shapes

Paint by Numbers and Comprehensible Rendering of 3D Shapes Paint by Numbers and Comprehensible Rendering of 3D Shapes Prof. Allison Klein Announcements Sign up for 1 st presentation at end of class today Undergrads: Thinking about grad school? Still here over

More information

Shadows in the graphics pipeline

Shadows in the graphics pipeline Shadows in the graphics pipeline Steve Marschner Cornell University CS 569 Spring 2008, 19 February There are a number of visual cues that help let the viewer know about the 3D relationships between objects

More information

Computer Graphics. Chapter 1 (Related to Introduction to Computer Graphics Using Java 2D and 3D)

Computer Graphics. Chapter 1 (Related to Introduction to Computer Graphics Using Java 2D and 3D) Computer Graphics Chapter 1 (Related to Introduction to Computer Graphics Using Java 2D and 3D) Introduction Applications of Computer Graphics: 1) Display of Information 2) Design 3) Simulation 4) User

More information

How to draw and create shapes

How to draw and create shapes Adobe Flash Professional Guide How to draw and create shapes You can add artwork to your Adobe Flash Professional documents in two ways: You can import images or draw original artwork in Flash by using

More information

COMP 102: Computers and Computing

COMP 102: Computers and Computing COMP 102: Computers and Computing Lecture 23: Computer Vision Instructor: Kaleem Siddiqi (siddiqi@cim.mcgill.ca) Class web page: www.cim.mcgill.ca/~siddiqi/102.html What is computer vision? Broadly speaking,

More information

Let s start with occluding contours (or interior and exterior silhouettes), and look at image-space algorithms. A very simple technique is to render

Let s start with occluding contours (or interior and exterior silhouettes), and look at image-space algorithms. A very simple technique is to render 1 There are two major classes of algorithms for extracting most kinds of lines from 3D meshes. First, there are image-space algorithms that render something (such as a depth map or cosine-shaded model),

More information

1 Attempt any three of the following: 1 5 a. What is Computer Graphics? How image is to be display on Video Display Device?

1 Attempt any three of the following: 1 5 a. What is Computer Graphics? How image is to be display on Video Display Device? (2½ hours) Total Marks: 75 N. B.: (1) All questions are compulsory. (2) Makesuitable assumptions wherever necessary and state the assumptions made. (3) Answers to the same question must be written together.

More information

Spatial Realization of Escher s Impossible World

Spatial Realization of Escher s Impossible World Spatial Realization of Escher s Impossible World Kokichi Sugihara Abstract M. C. Escher, a Dutch artist, created a series of lithographs presenting impossible objects and impossible motions. Although they

More information

Cloth Model Handling by The Combination of Some Manipulations for Draping

Cloth Model Handling by The Combination of Some Manipulations for Draping KEER2014, LINKÖPING JUNE 11-13 2014 INTERNATIONAL CONFERENCE ON KANSEI ENGINEERING AND EMOTION RESEARCH Cloth Model Handling by The Combination of Some Manipulations for Draping Yuko mesuda 1, Shigeru

More information

Non-Photo Realistic Rendering. Jian Huang

Non-Photo Realistic Rendering. Jian Huang Non-Photo Realistic Rendering Jian Huang P and NP Photo realistic has been stated as the goal of graphics during the course of the semester However, there are cases where certain types of non-photo realistic

More information

Non-photorealistic Rendering

Non-photorealistic Rendering Non-photorealistic Rendering Art Rendering 1 From: ATI Radeon 9700 Real-Time Demos A Brief History of (Western) Painting Prehistoric Egyptian Medieval Renaissance A peak in realism Impressionism Modernism

More information

3D Silhouette Rendering Algorithms using Vectorisation Technique from Kedah Topography Map

3D Silhouette Rendering Algorithms using Vectorisation Technique from Kedah Topography Map 3D Silhouette Rendering Algorithms using Vectorisation Technique from Kedah Topography Map Ruzinoor Che Mat and Norani Nordin Fakulti Pengurusan Teknologi Universiti Utara Malaysia 06010 Sintok, Kedah

More information

COMPUTER AIDED ARCHITECTURAL GRAPHICS FFD 201/Fall 2013 HAND OUT 1 : INTRODUCTION TO 3D

COMPUTER AIDED ARCHITECTURAL GRAPHICS FFD 201/Fall 2013 HAND OUT 1 : INTRODUCTION TO 3D COMPUTER AIDED ARCHITECTURAL GRAPHICS FFD 201/Fall 2013 INSTRUCTORS E-MAIL ADDRESS OFFICE HOURS Özgür Genca ozgurgenca@gmail.com part time Tuba Doğu tubadogu@gmail.com part time Şebnem Yanç Demirkan sebnem.demirkan@gmail.com

More information

Nonphotorealism. Christian Miller CS Fall 2011

Nonphotorealism. Christian Miller CS Fall 2011 Nonphotorealism Christian Miller CS 354 - Fall 2011 Different goals Everything we ve done so far has been working (more or less) towards photorealism But, you might not want realism as a stylistic choice

More information

INTERACTIVE ENVIRONMENT FOR INTUITIVE UNDERSTANDING OF 4D DATA. M. Murata and S. Hashimoto Humanoid Robotics Institute, Waseda University, Japan

INTERACTIVE ENVIRONMENT FOR INTUITIVE UNDERSTANDING OF 4D DATA. M. Murata and S. Hashimoto Humanoid Robotics Institute, Waseda University, Japan 1 INTRODUCTION INTERACTIVE ENVIRONMENT FOR INTUITIVE UNDERSTANDING OF 4D DATA M. Murata and S. Hashimoto Humanoid Robotics Institute, Waseda University, Japan Abstract: We present a new virtual reality

More information

Image Precision Silhouette Edges

Image Precision Silhouette Edges Image Precision Silhouette Edges Ramesh Raskar * Michael Cohen + * University of North Carolina at Chapel Hill + Microsoft Research Abstract inding and displaying silhouette edges is important in applications

More information

Richard Williams Study Circle Handout: Disney 12 Principles of Animation. Frank Thomas & Ollie Johnston: The Illusion of Life

Richard Williams Study Circle Handout: Disney 12 Principles of Animation. Frank Thomas & Ollie Johnston: The Illusion of Life Frank Thomas & Ollie Johnston: The Illusion of Life 1 1. Squash and Stretch The principle is based on observation that only stiff objects remain inert during motion, while objects that are not stiff, although

More information

Real-Time Non- Photorealistic Rendering

Real-Time Non- Photorealistic Rendering Real-Time Non- Photorealistic Rendering Presented by: Qing Hu LIAO SOCS, McGill Feb 1, 2005 Index Introduction Motivation Appel s Algorithm Improving Schema Rendering Result Economy of line A great deal

More information

Picture Maze Generation by Repeated Contour Connection and Graph Structure of Maze

Picture Maze Generation by Repeated Contour Connection and Graph Structure of Maze Computer Science and Engineering 2013, 3(3): 76-83 DOI: 10.5923/j.computer.20130303.04 Picture Maze Generation by Repeated Contour Connection and Graph Structure of Maze Tomio Kurokawa Department of Information

More information

PREDICTIVE MODELING FOR 2D FORM DESIGN

PREDICTIVE MODELING FOR 2D FORM DESIGN PREDICTIVE MODELING FOR 2D FORM DESIGN Erhan Batuhan Arisoy, Gunay Orbay, and Levent Burak Kara Department of Mechanical Engineering Carnegie Mellon University Pittsburgh, Pennsylvania 15213 {earisoy,gorbay,lkara}@andrew.cmu.edu

More information

This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space.

This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space. 3D Modeling with Blender: 01. Blender Basics Overview This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space. Concepts Covered Blender s

More information

Nonphotorealistic Virtual Environment Navigation from Images

Nonphotorealistic Virtual Environment Navigation from Images Nonphotorealistic Virtual Environment Navigation from Images Hyung W. Kang Department of Mathematics and Computer Science University of Missouri - St. Louis One University Blvd. St. Louis, MO 63121, USA

More information

03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations

03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations Multimedia Systems 03 Vector Graphics 2D and 3D Graphics, Transformations Imran Ihsan Assistant Professor, Department of Computer Science Air University, Islamabad, Pakistan www.imranihsan.com Lectures

More information

An object in 3D space

An object in 3D space An object in 3D space An object's viewpoint Every Alice object has a viewpoint. The viewpoint of an object is determined by: The position of the object in 3D space. The orientation of the object relative

More information

Beaumont Middle School Design Project April May 2014 Carl Lee and Craig Schroeder

Beaumont Middle School Design Project April May 2014 Carl Lee and Craig Schroeder Beaumont Middle School Design Project April May 2014 Carl Lee and Craig Schroeder 1 2 SketchUp 1. SketchUp is free, and you can download it from the website www.sketchup.com. For some K12 use, see www.sketchup.com/3dfor/k12-education.

More information

Real-time non-photorealistic rendering

Real-time non-photorealistic rendering Real-time non-photorealistic rendering Lauri Siljamäki HUT Lauri.Siljamaki@hut.fi Abstract This paper summarizes techniques used for real-time non-photorealistic rendering (NPR). Currently most NPR images

More information

There we are; that's got the 3D screen and mouse sorted out.

There we are; that's got the 3D screen and mouse sorted out. Introduction to 3D To all intents and purposes, the world we live in is three dimensional. Therefore, if we want to construct a realistic computer model of it, the model should be three dimensional as

More information

1. Mesh Coloring a.) Assign unique color to each polygon based on the polygon id.

1. Mesh Coloring a.) Assign unique color to each polygon based on the polygon id. 1. Mesh Coloring a.) Assign unique color to each polygon based on the polygon id. Figure 1: The dragon model is shown rendered using a coloring scheme based on coloring each triangle face according to

More information

Graphics and Interaction Rendering pipeline & object modelling

Graphics and Interaction Rendering pipeline & object modelling 433-324 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Lecture outline Introduction to Modelling Polygonal geometry The rendering

More information

Computer Science 426 Midterm 3/11/04, 1:30PM-2:50PM

Computer Science 426 Midterm 3/11/04, 1:30PM-2:50PM NAME: Login name: Computer Science 46 Midterm 3//4, :3PM-:5PM This test is 5 questions, of equal weight. Do all of your work on these pages (use the back for scratch space), giving the answer in the space

More information

Modeling and Rendering Escher-Like Impossible Scenes

Modeling and Rendering Escher-Like Impossible Scenes Abstract Modeling and Rendering Escher-Like Impossible Scenes Guillermo Savransky Dan Dimerman Craig Gotsman Department of Computer Science echnion Israel Institute of echnology Haifa 32000, Israel Inspired

More information

12/3/2007. Non-Photorealistic Rendering (NPR) What is NPR exactly? What is NPR exactly? What is NPR exactly? What is NPR exactly?

12/3/2007. Non-Photorealistic Rendering (NPR) What is NPR exactly? What is NPR exactly? What is NPR exactly? What is NPR exactly? Non-Photorealistic Rendering (NPR) aka. Stylized rendering, artistic rendering, expressive graphics Covers any area of graphics where the point is to consciously not produce an image that is as photorealistic

More information

Image Base Rendering: An Introduction

Image Base Rendering: An Introduction Image Base Rendering: An Introduction Cliff Lindsay CS563 Spring 03, WPI 1. Introduction Up to this point, we have focused on showing 3D objects in the form of polygons. This is not the only approach to

More information

CS 381 Computer Graphics, Fall 2012 Midterm Exam Solutions. The Midterm Exam was given in class on Tuesday, October 16, 2012.

CS 381 Computer Graphics, Fall 2012 Midterm Exam Solutions. The Midterm Exam was given in class on Tuesday, October 16, 2012. CS 381 Computer Graphics, Fall 2012 Midterm Exam Solutions The Midterm Exam was given in class on Tuesday, October 16, 2012. 1. [7 pts] Synthetic-Camera Model. Describe the Synthetic-Camera Model : how

More information

D animation. Advantages of 3-D3. Advantages of 2-D2. Related work. Key idea. Applications of Computer Graphics in Cel Animation.

D animation. Advantages of 3-D3. Advantages of 2-D2. Related work. Key idea. Applications of Computer Graphics in Cel Animation. Applications of Computer Graphics in Cel Animation 3-D D and 2-D 2 D animation Adam Finkelstein Princeton University Homer 3-D3 Homer 2-D2 Advantages of 3-D3 Complex lighting and shading Reuse from scene

More information

Non-Photorealistic Rendering

Non-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 Non-Photorealistic Rendering November 18, 2003 Doug James Carnegie Mellon University http://www.cs.cmu.edu/~djames/15-462/fall03 Pen-and-Ink Illustrations Painterly

More information

Last update: May 4, Vision. CMSC 421: Chapter 24. CMSC 421: Chapter 24 1

Last update: May 4, Vision. CMSC 421: Chapter 24. CMSC 421: Chapter 24 1 Last update: May 4, 200 Vision CMSC 42: Chapter 24 CMSC 42: Chapter 24 Outline Perception generally Image formation Early vision 2D D Object recognition CMSC 42: Chapter 24 2 Perception generally Stimulus

More information

Escher-type Tessellations and Pull-up Polyhedra: Creative Learning for the Classroom

Escher-type Tessellations and Pull-up Polyhedra: Creative Learning for the Classroom Bridges 2010: Mathematics, Music, Art, Architecture, Culture Escher-type Tessellations and Pull-up Polyhedra: Creative Learning for the Classroom E.B. Meenan* and B.G. Thomas School of Education* and School

More information

VIMED JWEB Manual. Victorian Stroke Telemedicine. Version: 1.0. Created by: Grant Stephens. Page 1 of 17

VIMED JWEB Manual. Victorian Stroke Telemedicine. Version: 1.0. Created by: Grant Stephens. Page 1 of 17 VIMED JWEB Manual Victorian Stroke Telemedicine Version: 1.0 Created by: Grant Stephens Page 1 of 17 1 Table of Contents 1 Table of Contents... 2 2 What is JWEB?... 4 3 Accessing JWEB... 4 3.1 For Mac

More information

Hidden Surface Removal

Hidden Surface Removal Outline Introduction Hidden Surface Removal Hidden Surface Removal Simone Gasparini gasparini@elet.polimi.it Back face culling Depth sort Z-buffer Introduction Graphics pipeline Introduction Modeling Geom

More information

Virtual Sculpting and Virtual Woodblock Printing as a Tool for Enjoying Creation of 3D Shapes

Virtual Sculpting and Virtual Woodblock Printing as a Tool for Enjoying Creation of 3D Shapes Review Forma, 15, 29 39, 2000 Virtual Sculpting and Virtual Woodblock Printing as a Tool for Enjoying Creation of 3D Shapes S. MIZUNO 1, M. OKADA 2 and J. TORIWAKI 3 1 Computer Center, Toyohashi University

More information

Optical Flow-Based Person Tracking by Multiple Cameras

Optical Flow-Based Person Tracking by Multiple Cameras Proc. IEEE Int. Conf. on Multisensor Fusion and Integration in Intelligent Systems, Baden-Baden, Germany, Aug. 2001. Optical Flow-Based Person Tracking by Multiple Cameras Hideki Tsutsui, Jun Miura, and

More information

Principles of Computer Graphics. Lecture 3 1

Principles of Computer Graphics. Lecture 3 1 Lecture 3 Principles of Computer Graphics Lecture 3 1 Why we learn computer graphics? Appreciate what we see The knowledge can applied when we want to develop specific engineering program that requires

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: off-line authoring or modelling packages

More information

and a 3D-scanner. The laser generator continues to generate one khz pulse laser, while the 3D-scanner controls the direction of the laser beam and the

and a 3D-scanner. The laser generator continues to generate one khz pulse laser, while the 3D-scanner controls the direction of the laser beam and the ASIAGRAPH 2009 PROCEEDINGS Billboard representation for Laser-Plasma Scanning 3D Display Hiroyo Ishikawa 1 /Graduate School of Science and Technology, Keio University, Hideo Saito 2 / Department of Information

More information

A Robot Recognizing Everyday Objects

A Robot Recognizing Everyday Objects A Robot Recognizing Everyday Objects -- Towards Robot as Autonomous Knowledge Media -- Hideaki Takeda Atsushi Ueno Motoki Saji, Tsuyoshi Nakano Kei Miyamato The National Institute of Informatics Nara Institute

More information

CS488. Visible-Surface Determination. Luc RENAMBOT

CS488. Visible-Surface Determination. Luc RENAMBOT CS488 Visible-Surface Determination Luc RENAMBOT 1 Visible-Surface Determination So far in the class we have dealt mostly with simple wireframe drawings of the models The main reason for this is so that

More information

Computer Aided Drafting, Design and Manufacturing Volume 25, Number 4, December 2015, Page 19

Computer Aided Drafting, Design and Manufacturing Volume 25, Number 4, December 2015, Page 19 Computer Aided Drafting, Design and Manufacturing Volume 25, Number 4, December 2015, Page 19 CADDM Ambiguous Cylinders: a New Class of Impossible Objects SUGIHARA Kokichi 1,2 1. Meiji Institute for the

More information

Computer Graphics Shadow Algorithms

Computer Graphics Shadow Algorithms Computer Graphics Shadow Algorithms Computer Graphics Computer Science Department University of Freiburg WS 11 Outline introduction projection shadows shadow maps shadow volumes conclusion Motivation shadows

More information

DATACAD LLC. Software for A/E/C Professionals. Using o2c TECHNICAL BULLETIN. What is o2c? Installing the o2c Player. Functions of the o2c Player

DATACAD LLC. Software for A/E/C Professionals. Using o2c TECHNICAL BULLETIN. What is o2c? Installing the o2c Player. Functions of the o2c Player DATACAD LLC TECHNICAL BULLETIN Software for A/E/C Professionals Using o2c What is o2c? o2c displays three-dimensional, freely movable objects. Developed by mb Software, o2c depicts 3D objects as photo-realistic

More information

Universiteit Leiden Computer Science

Universiteit Leiden Computer Science Universiteit Leiden Computer Science Optimizing octree updates for visibility determination on dynamic scenes Name: Hans Wortel Student-no: 0607940 Date: 28/07/2011 1st supervisor: Dr. Michael Lew 2nd

More information

COMP371 COMPUTER GRAPHICS

COMP371 COMPUTER GRAPHICS COMP371 COMPUTER GRAPHICS SESSION 21 KEYFRAME ANIMATION 1 Lecture Overview Review of last class Next week Quiz #2 Project presentations rubric Today Keyframe Animation Programming Assignment #3 solution

More information

DeepSketch2Face: A Deep Learning Based Sketching System for 3D Face and Caricature Modeling. Part I: User Studies on the Interface

DeepSketch2Face: A Deep Learning Based Sketching System for 3D Face and Caricature Modeling. Part I: User Studies on the Interface DeepSketch2Face: A Deep Learning Based Sketching System for 3D Face and Caricature Modeling (Supplemental Materials) Xiaoguang Han, Chang Gao, Yizhou Yu The University of Hong Kong Stage I: User experience

More information

Visualizing Flow Fields by Perceptual Motion

Visualizing Flow Fields by Perceptual Motion Visualizing Flow Fields by Perceptual Motion Li-Yi Wei Wei-Chao Chen Abstract Visualizing flow fields has a wide variety of applications in scientific simulation and computer graphics. Existing approaches

More information

AUTOMATED 4 AXIS ADAYfIVE SCANNING WITH THE DIGIBOTICS LASER DIGITIZER

AUTOMATED 4 AXIS ADAYfIVE SCANNING WITH THE DIGIBOTICS LASER DIGITIZER AUTOMATED 4 AXIS ADAYfIVE SCANNING WITH THE DIGIBOTICS LASER DIGITIZER INTRODUCTION The DIGIBOT 3D Laser Digitizer is a high performance 3D input device which combines laser ranging technology, personal

More information

Effectiveness of Silhouette Rendering Algorithms in Terrain Visualisation

Effectiveness of Silhouette Rendering Algorithms in Terrain Visualisation Effectiveness of Silhouette Rendering Algorithms in Terrain Visualisation Ruzinoor bin Che Mat Sekolah Teknologi Maklumat Universiti Utara Malaysia 06010 Sintok, Kedah Darulaman. Malaysia. ruzinoor@uum.edu.my

More information

A Shattered Perfection: Crafting a Virtual Sculpture

A Shattered Perfection: Crafting a Virtual Sculpture A Shattered Perfection: Crafting a Virtual Sculpture Robert J. Krawczyk College of Architecture, Illinois Institute of Technology, USA krawczyk@iit.edu Abstract In the development of a digital sculpture

More information

THE combination of Darwin s theory and computer graphics

THE combination of Darwin s theory and computer graphics Evolved Strokes in Non Photo Realistic Rendering Ashkan Izadi,Vic Ciesielski School of Computer Science and Information Technology RMIT University, Melbourne, 3000, VIC, Australia {ashkan.izadi,vic.ciesielski}@rmit.edu.au

More information

Image-Space Painterly Rendering

Image-Space Painterly Rendering Image-Space Painterly Rendering Janne Hellstén Helsinki University of Technology jjhellst@cc.hut.fi Abstract In this paper two painterly rendering techniques are described. Both techniques automatically

More information

Image Precision Silhouette Edges

Image Precision Silhouette Edges Image Precision Silhouette Edges by Ramesh Raskar and Michael Cohen Presented at I3D 1999 Presented by Melanie Coggan Outline Motivation Previous Work Method Results Conclusions Outline Motivation Previous

More information

TSP Art. Craig S. Kaplan School of Computer Science University of Waterloo

TSP Art. Craig S. Kaplan School of Computer Science University of Waterloo TSP Art Craig S. Kaplan School of Computer Science University of Waterloo csk@cgl.uwaterloo.ca Robert Bosch Department of Mathematics Oberlin College bobb@cs.oberlin.edu Abstract Bosch and Herman recently

More information

Answer Key: Three-Dimensional Cross Sections

Answer Key: Three-Dimensional Cross Sections Geometry A Unit Answer Key: Three-Dimensional Cross Sections Name Date Objectives In this lesson, you will: visualize three-dimensional objects from different perspectives be able to create a projection

More information

CMSC 491A/691A Artistic Rendering. Artistic Rendering

CMSC 491A/691A Artistic Rendering. Artistic Rendering CMSC 491A/691A Artistic Rendering Penny Rheingans UMBC Artistic Rendering Computer-generated images in a style similar to some artistic media or style Also called non-photorealistic rendering (NPR) Different

More information

Web-Friendly Sites. Planning & Design 1

Web-Friendly Sites. Planning & Design 1 Planning & Design 1 This tutorial presents useful tips and tricks to help you achieve a more Web-friendly design and make your sites more efficient. The following topics are discussed: How Z-order and

More information

3D Modeling and Design Glossary - Beginner

3D Modeling and Design Glossary - Beginner 3D Modeling and Design Glossary - Beginner Align: to place or arrange (things) in a straight line. To use the Align tool, select at least two objects by Shift left-clicking on them or by dragging a box

More information

Using Web Camera Technology to Monitor Steel Construction

Using Web Camera Technology to Monitor Steel Construction Using Web Camera Technology to Monitor Steel Construction Kerry T. Slattery, Ph.D., P.E. Southern Illinois University Edwardsville Edwardsville, Illinois Many construction companies install electronic

More information

Art Based Rendering of Fur by Instancing Geometry

Art Based Rendering of Fur by Instancing Geometry Art Based Rendering of Fur by Instancing Geometry Abstract Richie Steigerwald In this paper, I describe a non- photorealistic rendering system that uses strokes to render fur and grass in a stylized manner

More information

Spatial Realization of Escher s Impossible World

Spatial Realization of Escher s Impossible World Spatial Realization of Escher s Impossible World Kokichi Sugihara Abstract M. C. Escher, a Dutch artist, created a series of lithographs presenting impossible objects and impossible motions. Although they

More information

3D Object Representation

3D Object Representation 3D Object Representation Object Representation So far we have used the notion of expressing 3D data as points(or vertices) in a Cartesian or Homogeneous coordinate system. We have simplified the representation

More information

An Abstraction Technique for Producing 3D Visual Contents

An Abstraction Technique for Producing 3D Visual Contents , pp.353-360 http://dx.doi.org/10.14257/ijmue.2013.8.5.35 An Abstraction Technique for Producing 3D Visual Contents Kyungha Min Dept. of Digital Media, Sangmyung Univ., Seoul, Korea minkyungha@gmail.com

More information

MET 107 Drawing Tool (Shapes) Notes Day 3

MET 107 Drawing Tool (Shapes) Notes Day 3 MET 107 Drawing Tool (Shapes) Notes Day 3 Shapes: (Insert Tab Shapes) Example: Select on the rounded rectangle Then use the mouse to position the upper left corner and produce the size by dragging out

More information

Tracking Handle Menu Lloyd K. Konneker Jan. 29, Abstract

Tracking Handle Menu Lloyd K. Konneker Jan. 29, Abstract Tracking Handle Menu Lloyd K. Konneker Jan. 29, 2011 Abstract A contextual pop-up menu of commands is displayed by an application when a user moves a pointer near an edge of an operand object. The menu

More information

Real-Time Rendering (Echtzeitgraphik) Dr. Michael Wimmer

Real-Time Rendering (Echtzeitgraphik) Dr. Michael Wimmer Real-Time Rendering (Echtzeitgraphik) Dr. Michael Wimmer wimmer@cg.tuwien.ac.at Visibility Overview Basics about visibility Basics about occlusion culling View-frustum culling / backface culling Occlusion

More information

Visualization Insider A Little Background Information

Visualization Insider A Little Background Information Visualization Insider A Little Background Information Visualization Insider 2 Creating Backgrounds for 3D Scenes Backgrounds are a critical part of just about every type of 3D scene. Although they are

More information

Visualization Concepts

Visualization Concepts AML710 CAD LECTURE 36 Visualization Concepts Visible Lines and Surfaces Visibility - Hidden lines / Surfaces Many applications require the visibility determination for lines, points, edges, surfaces or

More information

Unbelievable Visualization Techniques: Letting Your Imagination Soar!

Unbelievable Visualization Techniques: Letting Your Imagination Soar! 11/29/2005-5:00 pm - 6:30 pm Room:N. Hemispheres (Salon A4) (Dolphin) Walt Disney World Swan and Dolphin Resort Orlando, Florida Unbelievable Visualization Techniques: Letting Your Imagination Soar! Chris

More information

Photorealism vs. Non-Photorealism in Computer Graphics

Photorealism vs. Non-Photorealism in Computer Graphics The Art and Science of Depiction Photorealism vs. Non-Photorealism in Computer Graphics Fredo Durand MIT- Lab for Computer Science Global illumination How to take into account all light inter-reflections

More information

Volume Rendering. Computer Animation and Visualisation Lecture 9. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics

Volume Rendering. Computer Animation and Visualisation Lecture 9. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics Volume Rendering Computer Animation and Visualisation Lecture 9 Taku Komura Institute for Perception, Action & Behaviour School of Informatics Volume Rendering 1 Volume Data Usually, a data uniformly distributed

More information

Computer Graphics 1. Chapter 9 (July 1st, 2010, 2-4pm): Interaction in 3D. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010

Computer Graphics 1. Chapter 9 (July 1st, 2010, 2-4pm): Interaction in 3D. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010 Computer Graphics 1 Chapter 9 (July 1st, 2010, 2-4pm): Interaction in 3D 1 The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons

More information

CEng 477 Introduction to Computer Graphics Fall 2007

CEng 477 Introduction to Computer Graphics Fall 2007 Visible Surface Detection CEng 477 Introduction to Computer Graphics Fall 2007 Visible Surface Detection Visible surface detection or hidden surface removal. Realistic scenes: closer objects occludes the

More information

FLY THROUGH VIEW VIDEO GENERATION OF SOCCER SCENE

FLY THROUGH VIEW VIDEO GENERATION OF SOCCER SCENE FLY THROUGH VIEW VIDEO GENERATION OF SOCCER SCENE Naho INAMOTO and Hideo SAITO Keio University, Yokohama, Japan {nahotty,saito}@ozawa.ics.keio.ac.jp Abstract Recently there has been great deal of interest

More information

Speeding up your game

Speeding up your game Speeding up your game The scene graph Culling techniques Level-of-detail rendering (LODs) Collision detection Resources and pointers (adapted by Marc Levoy from a lecture by Tomas Möller, using material

More information

Lecture 3 Sections 2.2, 4.4. Mon, Aug 31, 2009

Lecture 3 Sections 2.2, 4.4. Mon, Aug 31, 2009 Model s Lecture 3 Sections 2.2, 4.4 World s Eye s Clip s s s Window s Hampden-Sydney College Mon, Aug 31, 2009 Outline Model s World s Eye s Clip s s s Window s 1 2 3 Model s World s Eye s Clip s s s Window

More information

Principles of Architectural and Environmental Design EARC 2417 Lecture 2 Forms

Principles of Architectural and Environmental Design EARC 2417 Lecture 2 Forms Islamic University-Gaza Faculty of Engineering Architecture Department Principles of Architectural and Environmental Design EARC 2417 Lecture 2 Forms Instructor: Dr. Suheir Ammar 2016 1 FORMS ELEMENTS

More information

7 Fractions. Number Sense and Numeration Measurement Geometry and Spatial Sense Patterning and Algebra Data Management and Probability

7 Fractions. Number Sense and Numeration Measurement Geometry and Spatial Sense Patterning and Algebra Data Management and Probability 7 Fractions GRADE 7 FRACTIONS continue to develop proficiency by using fractions in mental strategies and in selecting and justifying use; develop proficiency in adding and subtracting simple fractions;

More information

4.5 VISIBLE SURFACE DETECTION METHODES

4.5 VISIBLE SURFACE DETECTION METHODES 4.5 VISIBLE SURFACE DETECTION METHODES A major consideration in the generation of realistic graphics displays is identifying those parts of a scene that are visible from a chosen viewing position. There

More information

2.5D Cartoon Models. Abstract. 1 Introduction. 2 Related Work. Takeo Igarashi The University of Tokyo. Frédo Durand MIT CSAIL. Alec Rivers MIT CSAIL

2.5D Cartoon Models. Abstract. 1 Introduction. 2 Related Work. Takeo Igarashi The University of Tokyo. Frédo Durand MIT CSAIL. Alec Rivers MIT CSAIL Alec Rivers MIT CSAIL 2.5D Cartoon Models Takeo Igarashi The University of Tokyo Frédo Durand MIT CSAIL (a) (b) (c) Figure 1: A 2.5D Cartoon: We take vector art drawings of a cartoon from different views

More information

BCC Sphere Transition

BCC Sphere Transition BCC Sphere Transition The Sphere Transition shape models the source image onto a sphere. Unlike the Sphere filter, the Sphere Transition filter allows you to animate Perspective, which is useful in creating

More information

Tutorial 4: Texture Mapping Techniques

Tutorial 4: Texture Mapping Techniques Tutorial 4: Texture Mapping Techniques Completion time 40 minutes In the previous tutorial we learned how to create materials, and how to assign texture maps to those materials. In this tutorial we will

More information