We present a new method to evaluate the impression of paintings, in terms of a mathematical modeling and quantitative assessments of impression in western painting. The present method is based on a detailed modeling of various factors and elements that consist of the composition of the painting. Impressions of 20 subject-people for 50 paintings are measured using the semantic differential method, which are compared to the impressions calculated with the present method. Their correlation is analyzed with Akaike's Information Criterion (AIC) standard. A strong correlation is obtained.
Digital sculpting is a modeling method to make a detailed forming shape like sculpture. Recently, digital sculpting tools are becoming prevailing technology on 3DCG contents production. However, most of the sculpting operations are irreversible, because sculpting tools overwrite the information on shape directly. Therefore, the history operation of the undo redo etc. is often achieved by the snap shot of the shape, and the operation is restricted by the limit of the memory capacity. This paper proposes a new digital sculpting system based on the history of stroke input. This system retains the CSG model with an implicit function set. As a result, each operation is able to be defined as reversible command in our method. Moreover, in our method, every command history item is made re-targetable by maintaining stroke-trails and camera information. It allows users to recover any past state or to cancel a command. Our experimental results indicate the effectiveness of the proposed system.
In this paper, we propose "GAYAIT": an interactive video and sound art system that handles a large number of video clips. The system has about 25~80 virtual displays in a 3DCG space, and each of them plays video clips simultaneously. In each video clip, a person is talking a message or singing a song. The user can pick up one or two of video clips with gestures. When the user chooses video clips, the size and the sound of the chosen video clips are magnified. As a result, the selected video clips come into focus, and the message or the song of the video clips can be understood clearly. The user can change video clips selection interactively, and could understand the personality of the people in the video. The user can also feel an instant change between a mass and an individual in our system..
In this paper, we present an interactive approach to visual simulation of whirlwind using grid and particles. Higher-resolution simulation can be carried out efficiently by perturbing air flow computed on a rough grid with small-scale turbulence. The grid-based simulation first provides a primary whirlwind flow field through modeling its underlying heat convection. Then, the particle-based simulation computes the transport energy of turbulence based on a two-equation k — ε model, which allows us to capture the turbulence details. The dynamism of whirlwind is conveyed effectively by the interaction with rigid and deformable bodies, such as flag, branch and paper, placed on interactively-controllable trajectories. In addition, a simplified variant of particle-based volume rendering is utilized to delineate changes in the translucency of whirlwind, which reflects the amount of sand particles stirred up from the ground.
Stereoscopic contents, such as 3D movies, Digital Signage and a glasses-free 3D etc. have recently become more available to the general public. Meanwhile, in terms of labor cost, creating stereoscopic contents still costs more money because it requires several manual labor processes such as drawing a depth map. In the creation of stereoscopic contents, depth information plays an important role for achieving a comfortable product by controlling stereoscopic effect and the depth information can be obtained by stereo matching methods with a set of input images. In this paper, we introduce an innovative approach suitable for the creation of stereoscopic contents, which is combining a fast method and a high-accuracy method. Our approach is constructed from the feature of depth perception and results of our questionnaire survey for verifying cognition of binocular disparity on background domain in stereoscopic contents. We also introduce our application for obtaining depth information by using our approach. Our application is interactive and intuitive, thus users can easily adjust parameters and obtain the results visually. Finally, the processing speed is evaluated by speed measurement and comparison with existing stereo matching methods.