1,720,991 research outputs found
EnVyMyCar: a multi-player car racing game for teaching computer graphics
The development of a computer game is widely used as a means to convey Computer Sciences concepts. There are several reasons for that: it is stimulates creativity, it provides an immediate sense of achievement when the code works, it typically covers all the aspects of an introductory course, it is easy to find ideas just looking around. In this paper we present NVMC (EnVy My Car), a framework for collaborative/competitive development of a computer game and report the experience in using it in two computer graphics courses held in the year 2007 by the authors. We developed a multiplayer car racing game where the student is only asked to implement the rendering of the scene, while all the other aspects, communication and synchronization are implemented in the framework and transparent to the developer. The novelty of our framework is that all the clients on-line are able to see the views provided by the other clients, which serves to motivate the students to improve their work by comparing it with the other clients, as a means to pick up ideas from the others and finally to show off with their classmates
Stereo-browsing from calibrated cameras
Modern Structure-from-Motion (SfM) methods enable the registration of a set of cameras and the reconstruction of the corresponding sparse point cloud of the object/location depicted in the input images. Despite the quality of such techniques they often fail where the input point cloud has a very low density thus decreasing the final user experience. On the other side, modern image-based rendering (IBR) techniques try to avoid a full reconstruction of the geometry by empowering the user with interfaces for the smooth navigation of the acquired images. In such methods, images viewed from viewpoints in-between the actual cameras are generated in some way, for example by using a textured proxy or by warping properly the input images. Usual navigation interfaces, however, neglect to use the inherent nature of such set of cameras which, despite having a wide-baseline, are often well spatially organized as they usually maintain a good overlap between images, varying smoothly both the position and the orientation of the camera. Given such a set of registered cameras, we present a framework for the stereoscopic exploration of the object/location depicted using any type of stereoscopic devices. In the proposed system, the users can have a full tridimensional experience without the need of a complete 3D reconstruction. Our method starts by building a graph where each node is associated to a calibrated camera that represents a virtual eye. Two virtual eyes give a stereo pair. Along each edge of this graph we can instantiate a novel virtual camera using simple linear interpolation of the extrinsic parameters and we can generate its corresponding novel view by using known IBR techniques. This, in practice, extends the domain of the possible views from the discrete set of acquired cameras to a continuous domain given by our graph. Combining any couple of cameras that we can pick on this graph we obtain the set of all possible stereo pairs, that is the codomain of our graph. We give a formal definition of this space, that we called StereoSpace. Built on this, we designed our prototype system for the stereoscopic exploration of photo collections
Turning a Smartphone Selfie into a Studio Portrait
We introduce a novel algorithm that turns a flash selfie taken with a smartphone into a studio-like photograph with uniform lighting. Our method uses a convolutional neural network trained on a set of pairs of photographs acquired in a controlled environment. For each pair, we have one photograph of a subject's face taken with the camera flash enabled and another one of the same subject in the same pose illuminated using a photographic studio-lighting setup. We show how our method can amend lighting artifacts introduced by a close-up camera flash, such as specular highlights, shadows, and skin shine
Presentation of 3D Scenes Through Video Example
Using synthetic videos to present a 3D scene is a common requirement for architects, designers, engineers or Cultural Heritage professionals however it is usually time consuming and, in order to obtain high quality results, the support of a film maker/computer animation expert is necessary. We introduce an alternative approach that takes the 3D scene of interest and an example video as input, and automatically produces a video of the input scene that resembles the given video example. In other words, our algorithm allows the user to "replicate" an existing video, on a different 3D scene. We build on the intuition that a video sequence of a static environment is strongly characterized by its optical flow, or, in other words, that two videos are similar if their optical flows are similar. We therefore recast the problem as producing a video of the input scene whose optical flow is similar to the optical flow of the input video. Our intuition is supported by a user-study specifically designed to verify this statement. We have successfully tested our approach on several scenes and input videos, some of which are reported in the accompanying material of this paper
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
DeepFlash: Turning a flash selfie into a studio portrait
We present a method for turning a flash selfie taken with a smartphone into a photograph as if it was taken in a studio setting with uniform lighting. Our method uses a convolutional neural network trained on a set of pairs of photographs acquired in an ad-hoc acquisition campaign. Each pair consists of one photograph of a subject's face taken with the camera flash enabled and another one of the same subject in the same pose illuminated using a photographic studio-lighting setup. We show how our method can amend defects introduced by a close-up camera flash, such as specular highlights, shadows, skin shine, and flattened images
MeshLab: an open-source mesh processing tool
The paper presents MeshLab, an open source, extensible, mesh processing system that has been developed at the Visual Computing Lab of the ISTI-CNR with the helps of tens of students. We will describe the MeshLab architecture, its main features and design objectives discussing what strategies have been used to support its development. Various examples of the practical uses of MeshLab in research and professional frameworks are reported to show the various capabilities of the presented system
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
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