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Item ADML: A framework for representing inhabitants in 3D Virtual Worlds(The Eurographics Association, 2009) Oyarzun, David; Ortiz, Amalia; Carretero, Maria del Puy; Gelissen, Jean; Garcia-Alonso, Alex; Sivan, Yesha; Dieter W. Fellner and Alexei Sourin and Johannes Behr and Krzysztof WalczakLast years, a new fashion over Internet and computer networks has been established: the 3D virtual worlds. Reports about Future Internet predict virtual worlds will play a major role in the configuration of the future network. They bet on those virtual environments will encompass the ability to become highly adaptive to user preferences (having into account eInclusion aspects), and they will provide a high level of interoperability. However, current 3D virtual worlds are far from cover these issues. This work is focused in providing a preliminary solution about customization and interoperability in the field of avatars representation. They are a key element in the 3D virtual worlds because using 3D avatars is a common way for representing virtual world inhabitants. First of all, nowadays there is not a way for defining all the avatar features that are important for simulating a real person, and for defining their identity. Besides, features that can be specified are usually defined in a closed and proprietary format that does not allow migration among virtual worlds. Thirdly, eInclusion aspects are not taken into account. This work proposes a preliminary framework for specifying a complete avatar identity by means of features that are not dependent on the virtual world context or interaction events. Those are appearance, personality and communication skills. Moreover, for providing a tool that describes the framework, the base for a new XML-based language -ADML- has been created. The language will allow specify avatar identity features taking into account eInclusion aspects and it will allow migration among worlds. Part of this language has been accepted into the new MPEG-V standard proposal.Item Pose-Timeline for Propagating Motion Edits(ACM SIGGRAPH / Eurographics Association, 2009) Mukai, Tomohiko; Kuriyama, Shigeru; Eitan Grinspun and Jessica HodginsMotion editing often requires repetitive operations for modifying similar action units to give a similar effect or impression. This paper proposes a system for efficiently and flexibly editing the sequence of iterative actions by a few intuitive operations. Our system visualizes a motion sequence on a summary timeline with editable pose-icons, and drag-and-drop operations on the timeline enable intuitive controls of temporal properties of the motion such as timing, duration, and coordination. This graphical interface is also suited to transfer kinematical and temporal features between two motions through simple interactions with a quick preview of the resulting poses. Our method also integrates the concept of edit propagation by which the manual modification of one action unit is automatically transferred to the other units that are robustly detected by similarity search technique. We demonstrate the efficiency of our pose-timeline interface with a propagation mechanism for the timing adjustment of mutual actions and for motion synchronization with a music sequence.Item Adaptive Tessellation of Subdivision Surfaces in OpenSG(The Eurographics Association, 2003) Settgast, Volker; Müller, Kerstin; Fünfzig, Christoph; Fellner, Dieter W.; Dirk ReinersThe need for realistic models especially in virtual reality environments leads us to freeform shapes like subdivision surfaces. Based on a standard polygonal mesh, the modeller can build various kinds of shapes using an arbitrary topology and special geometrical features like creases. Nowadays, it also is a part of most standard modelling packages like Maya and 3DStudio Max. However, the interactive display of subdivision surfaces in current scenegraph systems as static level-of-details is unpractical, because of the exponentially increasing number of polygons during the subdivision steps. Therefore an adaptive algorithm, choosing only the necessary quads and triangles, is required to obtain good looking images at high framerates. In this paper we present a rendering algorithm considering the static surface properties like curvature as well as viewdependent properties like silhouette location and projection size. Without modifying the basis mesh, the method works patchwise and tesselates each patch recursively using a new datastructure, called Slate. We show that the algorithm can be implemented efficiently using direct OpenGL. In comparison we consider the algorithm’'s integration into the scenegraph system OpenSG, where the scenegraph node feeds into an indexed-face-set node.Item Digitisation to Presentation- BuildingVirtual Museum Exhibitions(The Eurographics Association, 2003) Patel, M.; White, M.; Walczak, K.; Sayd, P.; Peter Hall and Philip WillisWe describe an innovative system designed for museums to create, manage and present multimedia based representations of museum artefacts in virtual exhibitions both inside and outside museums. Our system creates digital surrogates through a novel stereo photogrammetry system with little user interaction. The resulting 3D objects are refined using state-of-the-art 3D modelling software configured for ease of use by museum staff. A repository of such digital surrogates is managed in an XML enabled relational database and provides the basis for the creation and presentation of virtual museum exhibitions, allowing current museum websites to evolve from a 2D to a 3D multimedia-rich domain. In this paper, we discuss the modelling and refinement processes which are based on stereo photogrammetry and the creation and visualisation of virtual museum exhibitions using virtual and augmented reality techniques.Item Real-Time Per-pixel Rendering of Bump-mapped Textures Captured using Photometric Stereo(The Eurographics Association, 2003) Robb, M.; Spence, A.D.; Chantler, M.J.; Timmins, M.; Peter Hall and Philip WillisWe present recent results from an EPSRC funded project VirTex (Virtual Textile Catalogues). The goal of this project is to develop graphics and image-processing software for the capture, storage, search, retrieval and visualisation of 3D textile samples. The ultimate objective is to develop a web-based application that allows the user to search a database for suitable textiles and to visualise selected samples using real-time photorealistic 3D animation. The innovation in this work is the combined use of photometric stereo and real-time per-pixel rendering for the capture and visualisation of textile samples. Photometric stereo is a simple method that allows both the bump map and the albedo map of a surface texture to be captured digitally. When imported into a standard graphics program these images can be used to provide 3D models with a photorealistic appearance. We have developed software that takes advantage of the advanced rendering features of consumer graphics accelerators to produce bump mapped models in real-time. The viewer can manipulate both viewpoint and lighting to gain a deeper perception of the properties of the textile sample.