32-Issue 7
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Browsing 32-Issue 7 by Subject "Applications"
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Item Artistic QR Code Embellishment(The Eurographics Association and Blackwell Publishing Ltd., 2013) Lin, Yi-Shan; Luo, Sheng-Jie; Chen, Bing-Yu; B. Levy, X. Tong, and K. YinA QR code is a two-dimensional barcode that encodes information. A standard QR code contains only regular black and white squares, and thus is unattractive. This paper proposes a novel framework for embellishing a standard QR code, to make it both attractive and recognizable by any human while maintaining its scanability. The proposed method is inspired by artistic methods. A QR code is typically embellished by stylizing the squares and embedding images into it. In the proposed framework, the regular squares are reshaped using a binary examplar, to make their local appearances resemble the example shape. Additionally, an error-aware warping technique for deforming the embedded image is proposed; it minimizes the error in the QR code that is generated by the embedding of the image to optimize the readability of the code. The proposed algorithm yields lower data error than previous global transformation techniques because the warping can locally deform the embedded image to conform to the squares that surround it. The proposed framework was examined by using it to embellish an extensive set of QR codes and to test the readability with various commercial QR code readers.Item Fast Image-Based Modeling of Astronomical Nebulae(The Eurographics Association and Blackwell Publishing Ltd., 2013) Wenger, Stephan; Lorenz, Dirk; Magnor, Marcus; B. Levy, X. Tong, and K. YinAstronomical nebulae are among the most complex and visually appealing phenomena known outside the bounds of the Solar System. However, our fixed vantage point on Earth limits us to a single known view of these objects, and their intricate volumetric structure cannot be recovered directly. Recent approaches to reconstructing a volumetric 3D model use the approximate symmetry inherent to many nebulae, but require several hours of computation time on large multi-GPU clusters. We present a novel reconstruction algorithm based on group sparsity that reaches or even exceeds the quality of prior results while taking only a fraction of the time on a conventional desktop PC, thereby enabling end users in planetariums or educational facilities to produce high-quality content without expensive hardware or manual modeling. In principle, our approach can be generalized to other transparent phenomena with arbitrary types of user-specified symmetries.Item Ontology-based Model for Chinese Calligraphy Synthesis(The Eurographics Association and Blackwell Publishing Ltd., 2013) Xia, Yang; Wu, Jiangqin; Gao, Pengcheng; Lin, Yuan; Mao, Tianjiao; B. Levy, X. Tong, and K. YinThere are lots of digitized Chinese calligraphic works written by ancient calligraphists in CADAL. Sometimes users want to generate a tablet or a piece of calligraphic work written by these calligraphists. However, some characters had not been written by them or though were ever written but are hard to read because of long time weathering. Furthermore, different works of the same calligraphist may have diverse styles. It is a great challenge to generate a new calligraphic character with particular style. In this paper, we present a novel approach to synthesize regular script calligraphic characters in the style of some specific calligraphic works. Our approach first processes original calligraphic resources by multi-level segmentation. Then, a domain ontology is established to supervise basic resources and to provide significant support for calligraphy synthesis. Finally, a novel algorithm is proposed to synthesize new calligraphic characters. We demonstrate the effectiveness of our method by showing various synthesized results in the style of different calligraphic works of Liu Gongquan.Item Stroke-guided Image Synthesis for Skeletal Structure Editing(The Eurographics Association and Blackwell Publishing Ltd., 2013) Luo, Sheng-Jie; Lin, Chin-Yu; Shen, I-Chao; Chen, Bing-Yu; B. Levy, X. Tong, and K. YinCreating variations of an image object is an important task, which usually requires manipulating the skeletal structure of the object. However, most existing methods (such as image deformation) only allow for stretching the skeletal structure of an object: modifying skeletal topology remains a challenge. This paper presents a technique for synthesizing image objects with different skeletal structures while respecting to an input image object. To apply this technique, a user firstly annotates the skeletal structure of the input object by specifying a number of strokes in the input image, and draws corresponding strokes in an output domain to generate new skeletal structures. Then, a number of the example texture pieces are sampled along the strokes in the input image and pasted along the strokes in the output domain with their orientations. The result is obtained by optimizing the texture sampling and seam computation. The proposed method is successfully used to synthesize challenging skeletal structures, such as skeletal branches, and a wide range of image objects with various skeletal structures, to demonstrate its effectiveness.Item Topology Aware Data-Driven Inverse Kinematics(The Eurographics Association and Blackwell Publishing Ltd., 2013) Ho, Edmond S. L.; Shum, Hubert P. H.; Cheung, Yiu-ming; Yuen, P. C.; B. Levy, X. Tong, and K. YinCreating realistic human movement is a time consuming and labour intensive task. The major difficulty is that the user has to edit individual joints while maintaining an overall realistic and collision free posture. Previous research suggests the use of data-driven inverse kinematics, such that one can focus on the control of a few joints, while the system automatically composes a natural posture. However, as a common problem of kinematics synthesis, penetration of body parts is difficult to avoid in complex movements. In this paper, we propose a new data-driven inverse kinematics framework that conserves the topology of the synthesizing postures. Our system monitors and regulates the topology changes using the Gauss Linking Integral (GLI), such that penetration can be efficiently prevented. As a result, complex motions with tight body movements, as well as those involving interaction with external objects, can be simulated with minimal manual intervention. Experimental results show that using our system, the user can create high quality human motion in real-time by controlling a few joints using a mouse or a multi-touch screen. The movement generated is both realistic and penetration free. Our system is best applied for interactive motion design in computer animations and games.