Italian Chapter Conference 2018 - Smart Tools and Apps in computer Graphics
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Browsing Italian Chapter Conference 2018 - Smart Tools and Apps in computer Graphics by Subject "centered computing"
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Item Gradient Field Estimation on Triangle Meshes(The Eurographics Association, 2018) Mancinelli, C.; Livesu, M.; Puppo, E.; Livesu, Marco and Pintore, Gianni and Signoroni, AlbertoThe estimation of the differential properties of a function sampled at the vertices of a discrete domain is at the basis of many applied sciences. In this paper, we focus on the computation of function gradients on triangle meshes. We study one face-based method (the standard the facto), plus three vertex based methods. Comparisons regard accuracy, ability to perform on different domain discretizations, and efficiency. We performed extensive tests and provide an in-depth analysis of our results. Besides some behaviour that is common to all methods, in our study we found that, considering both accuracy and efficiency, some methods are preferable to others. This directly translates to useful suggestions for the implementation of gradient estimators in research and industrial code.Item A Virtual Character Posing System based on Reconfigurable Tangible User Interfaces and Immersive Virtual Reality(The Eurographics Association, 2018) Cannavò, A.; Lamberti, F.; Livesu, Marco and Pintore, Gianni and Signoroni, AlbertoComputer animation and, particularly, virtual character animation, are very time consuming and skill-intensive tasks, which require animators to work with sophisticated user interfaces. Tangible user interfaces (TUIs) already proved to be capable of making character animation more intuitive, and possibly more efficient, by leveraging the affordances provided by physical props that mimic the structure of virtual counterparts. The main downside of existing TUI-based animation solutions is the reduced accuracy, which is due partly to the use of mechanical parts, partly to the fact that, despite the adoption of a 3D input, users still have to work with a 2D output (usually represented by one or more views displayed on a screen). However, output methods that are natively 3D, e.g., based on virtual reality (VR), have been already exploited in different ways within computer animation scenarios. By moving from the above considerations and by building upon an existing work, this paper proposes a VR-based character animation system that combines the advantages of TUIs with the improved spatial awareness, enhanced visualization and better control on the observation point in the virtual space ensured by immersive VR. Results of a user study with both skilled and unskilled users showed a marked preference for the devised system, which was judged as more intuitive than that in the reference work, and allowed users to pose a virtual character in a lower time and with a higher accuracy.