One of the various applications using computer graphics is landscape simulation that makes the same view as a real town in a virtual space. Also walk through software that gives us the sense of free walking in a virtual street, is very efficient to city guide. However it requires a lot of time and work to make the virtual city using CG so that it is needed to make realistic walk through software very easily. One of the methods is morphing using real photographs. It makes the view very realistic due to real photographs, however, it takes a lot of time and work for feature points on the photographs. Therefore we propose a method, which predicts the positions of feature points automatically by using the relation between the camera and the road.
Laser scanning by airplanes is used as a method of obtaining the detailed altitudes of ground surfaces and buildings. However, this method is not able to obtain the accurate altitudes in the area covered with trees. So, the technique of filtering that predicts real altitudes by removing the heights of trees and buildings, is required. Then, we propose a method, which reproduces a three-dimensional (3D) riverscape by predicting the altitude of river area that is enclosed by trees, by using two-dimensional (2D) map and laser scanner data (LS data). First, river area is extracted from 2D map. Next, laser scanner data that reach the riverbed, are distinguished from LS data. Finally, the proposed method could make it possible to reproduce a 3D riverscape.
Many walkers are needed to improve the reality of such a cyber restored city. In the city, each walker is made by using a billboard or a polygonal model. However, the polygonal model approach requires several thousands of polygons to represent a walker. The billboard approach restricts the viewpoints that observe the rendered images. We have developed a Virtual 3D model for movement of a viewpoint. We compare the Virtual 3D model with a polygonal model by varying the number of the texture images, turning speed of an object as well as distance between a camera and an object.
Recently, virtual reality technology is used in various fields, and surgical simulators are expected for repeatable trainings in the medical field. On the other hand, surgeon's cooperation is necessary to improve the quality of the medical treatment even if they are geographically separated. Due to these background, networked surgical simulators, with which doctors can cooperate each other from remote places, should be developed. In this paper, we have developed a networked surgical simulator with 2 PCs, and propose a method of switching the operation right between 2 PC users. Moreover, we used two kinds of communication protocol of TCP/IP and UDP, and measured the processing time for real time operation. Finally, the proposed method enabled us to switch the operation right between 2 PCs, and both users could train for their skills in real time.
In this work, color balls are succesively generated in sync with flicking of fingers of an operater wearing data gloves. The Operator pulls one's fingers into the form of so called DEKOPIN and releases. Paramters such as size and speed and interval of generations of balles are determined based on the make-ready time, speed of flicking.Collision of the genererated balls are detected with making crash sounds.By controlling the generation paramters beyond sensory expectation of operators, fascinating aspect of CG is increased ncluding non realistic movement.
We propose methods to construct bounding volume hierarchies (BVHs) as quad-trees which are used to accelerate ray tracing. BVH is one of spatial and hierarchical data structures that are used to efficiently find intersection points between rays and rendered scene. Generally, tree structures of hierarchies are expressed as binary-trees. However, recent spreads of CPUs which have SIMD instructions to compute data in parallel lead us to consider quad-tree expressions of BVHs. We extend two methods which have been used to construct binary-trees to construct quad-trees. By means of proposed methods, memory usage and depth of tree of constructed BVHs are reduced.
Historically the image may request the BGM(Back Ground Music) ,but the music may not request the BGI(Back Ground Image). But recently the music is played often with BGI especially in case of visual-music as in the music-clip. But if we make this with the recorded music and recorded image, we have to remake this entirely for better resolution in near future. To avoid this laborious upgrade, we should use the scalable vector method. Fortunately the MIDI is easy to upgrade because it is scalable digital music score, but the vector image data is too heavy for PC. Unlike the game machine or the color copier, PC has poor Processing and DMA power with the poor bus-architecture. If we want to realize the scalable music and the scalable image using PC, the music is OK with software MIDI, but the 3D-CG may work with only 10,000 of polygons. It is reasonable to use Spot-Light, Fade-In-Out, Camera-Work etc. to help poor modeling. To use Spot-Light and the Fade-In-Out is also very effective to use with still image. In future, we can enjoy the high quality scalable visual music if PC get 100 times power of processing and DMA with better bus-architecture.
This paper reports a method for visualizing an “ enjoyment ” of vehicles. Firstly, the system generates a simulation movie that visualizes behavior of vehicle in three dimensional space by using the logging data of real vehicle. And then, the system generates a promotion movie, which harmonizes the simulation movie and music clip by looking at the music events of music clip. The framework of this research will be applicable for promoting a motor show and car race.
Photorealistic facial animation movies have been generated by using Metasequoia (a 3D modeler) and Maya (a 3DCG software). It is so hard to express the lively human expression so that each part of a face moves simultaneously, with the ordinal animation which expressed change between expressions by morphing. Thus, we employ the F.A.C.S that combine minimum units of facial expression movement (Action Unit) then express the details of human facial expression. We have created several pieces of facial animation based on the F.A.C.S.
Since general Fresnel hologram has limited viewable area, we can't use a character of hologram that is wraparound. As a solution, there is the disk hologram that shape is the disk. The disk hologram is possible to be seen from all circumferences. However, since spatial resolution of our output device isn't enough, we have to make the large master hologram to fill the sampling theorem. In this paper, we employ the fringe printer that has the high spetial resolution to record the master hologram. Also, for the multicolor hologram, we use the red and green laser to record the transfer hologram. In the result, we have gotten a good reconstructed multicolor image from the computer generated disk hologram.
In this research stereoscopic feeling of 3D image shown by parallax barrier are estimated by subjectivity. This is very important for 3D TV because 3D TV is sometimes said that it is easily tired and not good for children. We estimate the stereoscopic feeling of 3D image shown by parallax barrier and make clear the reason of this problem and good best art work of 3D image.
Hologram image is so realistic that various images can be spread out in three-dimensional space even though it is illusion. The main subject of this paper is to shift color of the reconstructed image by pre-swelling emulsion processing in order to change the impression of the image or to make pseudo-color hologram.
There is a man in the dark room. The room has a chair, heart,a part of body. There are cattles and master of a cattle farm.They run shaping their face. There is a great image of Buddha.And there is a signal tower. A girl gets on a swing before Buddhas eyes. They came into the one room,together. I edited them anti-dramatic.This works is story what things invade somethings . That is poem,girl,heart,beating, materialism, eschatology, color sensation,shade,invation.
A Short Movie which two or more timelines intersects within the basic concept of “One couple,in One Room”."Event" now at the time of watch by two lovers from conception of residual thought in structure like circle of mebiusIt is a work that synthesizes from the same position taking a picture the mask, and used the difference of the transparency in seeing thing on one screen as for the different time axis.