1,720,962 research outputs found
Alternatives to Author-Centric Knowledge Organization
This article explores the differences between collaborative and collective authorship, focusing on the most obvious example of the latter, the Internet, and the challenges it poses for knowledge organization. An alternative to current author-centric knowledge systems is presented in the experimental Quanta system
A study on the perceived quality of smoke effects in virtual environments, using fluid systems and imposters.
This report is based on a set of concerns regarding the limitations in performance of home computers compared to the endless possibilities of modern visual effects, whose stunning looks often result in heavy stress on the user’s hardware. This inspired an analysis where alternative methods for portraying effects, and various methods for additionally reducing the amount of effect variables were researched. A technique was put together to attempt to create and portray a smoke effect with the use of billboarding, and a limited amount of possible viewing angles, so that the potential stress on the hardware was minimized, without the user noticing any difference in the perceived quality of the effect. Further research was initiated by looking into previous attempts to control the perceived quality of effects, and also on various methods for the actual creation of effects. Two different smoke effects were created, and each was rendered and tested in three versions, one viewed from all angles, one viewed from every second angle and one viewed from every fifth angle. The purpose was to attempt to conclude that effects could be perceived of similar quality when viewed from fewer angles, compared to being viewed from all angles. A number of test subjects watched and ranked the various examples and rated the quality in a quantitative questionnaire composed of a mixture between subjective and objective questions. It was concluded that the ability to reduce visual quality and still maintain the same perceived quality can be done, however it did not work with all the possible solutions. Additionally, limitations to the method were found, as once the test subjects watched an effect which crossed their threshold, the illusion was again broken and the quality perceived as worse
Matchmoved Architectural Visualization
This project is concerning matchmoving and architectural visualizations. It attempts to determine how matchmoving can be presented to the architectural visualization industry, as an addition to contemporary industry visualization methods of 3D still images and 3D animations. Through analysis of the history and technique of matchmoving, the purpose and history of architectural visualizations in the industry, the concept of Faction, film techniques and interviews with architectural visualization companies, a design was constructed to test the use of matchmoving as an architectural visualization for sales purposes. The product was a short film that matchmoved a 3D building onto real footage, attempting to convey as realistic a mood as possible, through aiming for a high degree of verisimilitude. The test showed, from expert respondents, that the current architectural visualization industry is not yet ready to accept the project film as a valid addition to contemporary visualization methods for the purpose of sales. But the test also strongly indicated that matchmoving could instead be used to convey a sense of the building’s physical presence in the scene, rather than a realistic mood, or attempt to convey a redefined and more visually pleasing version of a realistic mood
Perceived quality of smoke effects in virtual environments, using fluid systems and imposters.
This project revolves around the use of imposters as replacement of real particle or fluid system in interactive environments. This is done to maximize frame rates. During the test a set of complex imposters which changes viewing angle of the actual animation will be compared to a normal imposter that is constantly viewed from the same angle. This will be to test whether or not the difference in orientation is a major factor in the perceived quality of the effect. However as no test has been conducted yet, the results cannot be presented. This report is still a work in progress and is thus incomplete
Optimizing water simulation for visual effects through perception studies
This thesis investigates if the presence of objects related to the story of a video affects the perceived quality of a background environment, such as a water simulation. The aim was to provide guidelines for small- to mid-sized visual effects studios, in order for them to optimize the performance of their water simulations.A theory was created based on the existing theories of inattentional blindness and guided search, stating that the more important an object in the scene was to the story, the more attention it would receive. Consequently the environment around the elements important to the story would receive less attention.Four videos with the same scene setup with a river flowing towards a waterfall were created; two in low simulation quality and two in high. One of each had a boat flowing down the river. The theory stated that in the videos with the boat, the test subjects would not notice the quality of the water as much.The results partially confirmed the theory, the test subjects rated the quality of the water equal in the low quality version with and without the boat. However the majority of test subjects commented that the presence of the boat had an influence on their ability to remember the quality of the boat.The thesis concludes that inattentional blindness is indeed relevant for the production of computer graphics, however to know exactly its impact, more investigations still need to be made
GVDB: Raytracing Sparse Voxel Database Structures on the GPU
Simulation and rendering of sparse volumetric data have different constraints and solutions depending on the application area. Generating precise simulations and understanding very large data are problems in scientific visualization, whereas convincing simulations and realistic visuals are challenges in motion pictures. Both require volumes with dynamic topology, very large domains, and efficient high quality rendering.We present the GPU voxel database structure, GVDB, based on the voxel database topology of Museth [Mus13], as a method for efficient GPU-based compute and raytracing on a sparse hierarchy of grids. GVDB introduces an indexed memory pooling design for dynamic topology, and a novel hierarchical traversal for efficient raytracing on the GPU. Examples are provided for ray sampling of volumetric data, rendering of isosurfaces with multiple scattering, and raytracing of level sets. We demonstrate that GVDB can give large performance improvements over CPU methods with identical quality.Eurographics/ ACM SIGGRAPH Symposium on High Performance GraphicsRay Tracin
Knowledge Cultures in New Media Art
New Media Art reflects the dramatic creative and cultural shifts in science and technology of the past century. With these shifts, the multitude of forms of art-making have expanded to include a wide range of ideas and techniques. Following several decades of new contributions, this plurality of expression has resisted monolithic or curatorial approaches to organization along the lines of media.This paper defines knowledge cultures as flexible, overlapping, non-exclusive, ideological sub-groups and seeks to identify such groups within the practice and theory of New Media Art. While practising groups may be associated with specific media such as games, 3D printing, or artificial intelligence, we seek to identify knowledge groups by their explicit, hidden or shared ideological principles.El New Media Art refleja los dramáticos cambios creativos y culturales que se han producido en la ciencia y la tecnología del siglo pasado. Con estos cambios, la multitud de formas de creación artística se ha ampliado para incluir una extensa gama de ideas y técnicas. Después de varias décadas de nuevas contribuciones, esta pluralidad de expresiones ha resistido los enfoques monolíticos o curatoriales sobre la organización en los distintos límites de los medios. Este documento define las culturas del conocimiento como subgrupos flexibles, superpuestos, no exclusivos e ideológicos y busca identificar dichos grupos dentro de la práctica y teoría del New Media Art. Aunque los grupos de práctica pueden estar asociados a medios específicos como los juegos, la impresión 3D o la inteligencia artificial, buscamos identificar grupos de conocimiento por sus principios ideológicos explícitos, ocultos o compartidos
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
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
- …
