نتایج جستجو برای: three dimensional computer graphics

تعداد نتایج: 2025404  

2004
Oliver Bimber

Just like computer graphics, holograms are being applied as tools to solve individual research, engineering, and presentation problems within several domains. Up until today, however, these tools have been applied separately. The overall goal of our project is to combine both technologies to create a powerful tool for science, industry and education. We are currently investigating the possibili...

2007
Holger Diener Ullrich Köthe Bernhard Ristow Marcus Schreyer Ulf Stelbe

A basic system for acquisition, reconstruction and simulation of real objects (ERSO) is presented. Our approach is to combine the knowledge of different research areas as photogrammetric, computer graphics, and computer vision to develop new techniques for generating three-dimensional models from images. The first two paragraphs give an introduction and overview of the system architecture. The ...

2013
Naoki Sasaki Takeo Igarashi

We present a computational method to generate a trompe l’œil on a paper, a 2D image depicting a virtual 3D model in such a way that the model appears to be a real 3D entity when a person views the printed image from specific viewpoint. This method is similar to augmented reality methods which show a virtual 3D model on top of a real world image captured by a camera considering photometric match...

2007
Bernhard Fleck

The simulation and rendering of realistic looking water is a very difficult task in computer graphics, due to the fact that everybody knows how it should behave and look like. This work will focus on rendering realistic looking water in real time. The simulation of water will not be described. Therefore this paper can be seen as a survey of current rendering methods for water bodies. Though sim...

Journal: :Journal of experimental psychology. Applied 1995
M K Kaiser M J Montegut D R Proffitt

The motion of objects during motion parallax can be decomposed into 2 observer-relative components: translation and rotation. The depth ratio of objects in the visual field is specified by the inverse ratio of their angular displacement (from translation) or equivalently by the inverse ratio of their rotations. Despite the equal mathematical status of these 2 information sources, it was predict...

1996
Volker Blanz Michael J. Tarr

We investigated preferred or canonical views for familiar and novel three-dimensional objects using computer-graphics psychophysics. We assessed the canonical views for objects by allowing participants to actively rotate realistically shaded three-dimensional models in real-time. Objects were viewed on a Silicon Graphics Workstation and manipulated in virtual space using a three degree-of-freed...

Journal: :Perception 1999
V Blanz M J Tarr H H Bülthoff

We investigated preferred or canonical views for familiar and three-dimensional nonsense objects using computer-graphics psychophysics. We assessed the canonical views for objects by allowing participants to actively rotate realistically shaded three-dimensional models in real-time. Objects were viewed on a Silicon Graphics workstation and manipulated in virtual space with a three-degree-of-fre...

2005

We made the first attempt towards building effective domainspecific interaction techniques for a cloning task. Five interaction techniques were designed and evaluated considering different aspects of domain requirements and human limitations. We demonstrated their effectiveness of designed techniques in two usability studies. The results suggested that no single technique is best for all task c...

2003
Blake Pelton Darren C. Atkinson

The generation and real-time rendering of terrain are related problems that occur in the development of virtual reality and gaming applications. These applications must be able to create and render realistic terrains at interactive rates. In many applications it is desirable to generate unique terrains instead of reusing static geometry time and again. Finally, all applications that render larg...

2003
Maciej Matyka Mark Ollila

Motivated by existing models used for soft body simulation which are rather complex to implement, we present a novel technique which is based on simple laws of physics and gives high quality results in real-time. We base the implementation on simple thermodynamics laws and use the Clausius-Clapeyron state equation for pressure calculation. In addition, this provides us with a pressure force tha...

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