Sketch‐based shape‐constrained fireworks simulation in head‐mounted virtual reality
In this paper we present a novel shape‐constrained fireworks simulation method with rich textures in an HMD (Helmet Mounted Display) virtual environment using sketched feature lines as input. Our approach first retrieves an object from a three‐dimensional (3D) model database using a sketch‐based 3D...
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Veröffentlicht in: | Computer animation and virtual worlds 2020-03, Vol.31 (2), p.n/a |
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creator | Cui, Xiaoyu Cai, Ruifan Tang, Xiangjun Deng, Zhigang Jin, Xiaogang |
description | In this paper we present a novel shape‐constrained fireworks simulation method with rich textures in an HMD (Helmet Mounted Display) virtual environment using sketched feature lines as input. Our approach first retrieves an object from a three‐dimensional (3D) model database using a sketch‐based 3D shape retrieval algorithm. Then, in order to approximate models with complex structures, we introduce a novel point sampling algorithm based on Gaussian curvatures, which stores not only the positions of the selected vertices but also the texture (UV) coordinates information for texture display. In addition, we introduce a multilevel explosion process so that the fireworks can dynamically form specific, visually pleasing shapes. Through our experiments, we demonstrate that our approach can produce better results than state‐of‐the‐art approaches.
We present a novel shape‐constrained fireworks simulation method with rich textures in an HMD (Helmet Mounted Display) virtual environment using sketched feature lines as input. Our approach first retrieves an object from a three‐dimensional(3D) model database using a sketch‐based 3D shape retrieval algorithm. Then, in order to approximate models with complex structures, we introduce a novel point sampling algorithm based on Gaussian curvatures, which stores not only the positions of the selected vertices but also the texture (UV) coordinates information for texture display. In addition, we introduce a multilevel explosion process so that the fireworks can dynamically form specific, visually pleasing shapes. |
doi_str_mv | 10.1002/cav.1920 |
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We present a novel shape‐constrained fireworks simulation method with rich textures in an HMD (Helmet Mounted Display) virtual environment using sketched feature lines as input. Our approach first retrieves an object from a three‐dimensional(3D) model database using a sketch‐based 3D shape retrieval algorithm. Then, in order to approximate models with complex structures, we introduce a novel point sampling algorithm based on Gaussian curvatures, which stores not only the positions of the selected vertices but also the texture (UV) coordinates information for texture display. In addition, we introduce a multilevel explosion process so that the fireworks can dynamically form specific, visually pleasing shapes.</description><identifier>ISSN: 1546-4261</identifier><identifier>EISSN: 1546-427X</identifier><identifier>DOI: 10.1002/cav.1920</identifier><language>eng</language><publisher>Chichester: Wiley Subscription Services, Inc</publisher><subject>Algorithms ; Apexes ; Computer simulation ; Fireworks ; Helmet mounted displays ; particle systems ; shape constraints ; Shape recognition ; sketch‐based shape retrieval ; Texture ; Three dimensional models ; Virtual environments ; Virtual reality</subject><ispartof>Computer animation and virtual worlds, 2020-03, Vol.31 (2), p.n/a</ispartof><rights>2020 John Wiley & Sons, Ltd.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c2540-6493b0896b118c982b10b5466088228a5b5925d7fbce1e18686390a118112d8b3</cites><orcidid>0000-0001-7339-2920</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://onlinelibrary.wiley.com/doi/pdf/10.1002%2Fcav.1920$$EPDF$$P50$$Gwiley$$H</linktopdf><linktohtml>$$Uhttps://onlinelibrary.wiley.com/doi/full/10.1002%2Fcav.1920$$EHTML$$P50$$Gwiley$$H</linktohtml><link.rule.ids>314,780,784,1417,27924,27925,45574,45575</link.rule.ids></links><search><creatorcontrib>Cui, Xiaoyu</creatorcontrib><creatorcontrib>Cai, Ruifan</creatorcontrib><creatorcontrib>Tang, Xiangjun</creatorcontrib><creatorcontrib>Deng, Zhigang</creatorcontrib><creatorcontrib>Jin, Xiaogang</creatorcontrib><title>Sketch‐based shape‐constrained fireworks simulation in head‐mounted virtual reality</title><title>Computer animation and virtual worlds</title><description>In this paper we present a novel shape‐constrained fireworks simulation method with rich textures in an HMD (Helmet Mounted Display) virtual environment using sketched feature lines as input. Our approach first retrieves an object from a three‐dimensional (3D) model database using a sketch‐based 3D shape retrieval algorithm. Then, in order to approximate models with complex structures, we introduce a novel point sampling algorithm based on Gaussian curvatures, which stores not only the positions of the selected vertices but also the texture (UV) coordinates information for texture display. In addition, we introduce a multilevel explosion process so that the fireworks can dynamically form specific, visually pleasing shapes. Through our experiments, we demonstrate that our approach can produce better results than state‐of‐the‐art approaches.
We present a novel shape‐constrained fireworks simulation method with rich textures in an HMD (Helmet Mounted Display) virtual environment using sketched feature lines as input. Our approach first retrieves an object from a three‐dimensional(3D) model database using a sketch‐based 3D shape retrieval algorithm. Then, in order to approximate models with complex structures, we introduce a novel point sampling algorithm based on Gaussian curvatures, which stores not only the positions of the selected vertices but also the texture (UV) coordinates information for texture display. In addition, we introduce a multilevel explosion process so that the fireworks can dynamically form specific, visually pleasing shapes.</description><subject>Algorithms</subject><subject>Apexes</subject><subject>Computer simulation</subject><subject>Fireworks</subject><subject>Helmet mounted displays</subject><subject>particle systems</subject><subject>shape constraints</subject><subject>Shape recognition</subject><subject>sketch‐based shape retrieval</subject><subject>Texture</subject><subject>Three dimensional models</subject><subject>Virtual environments</subject><subject>Virtual reality</subject><issn>1546-4261</issn><issn>1546-427X</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><recordid>eNp10M1KAzEQB_AgCtYq-AgLXrxszWR3s9ljKX5BwYMf6Ckk2SxNu93UJNvSm4_gM_okpla8ecpk-DEz_BE6BzwCjMmVEusRVAQfoAEUOU1zUr4e_tUUjtGJ9_MoKQE8QG-PCx3U7OvjUwqv68TPxErHn7KdD06YLvYa4_TGuoVPvFn2rQjGdonpkpkWdaRL23chsrVxoRdt4rRoTdieoqNGtF6f_b5D9Hxz_TS5S6cPt_eT8TRVpMhxSvMqk5hVVAIwVTEiAct4LMWMEcJEIYuKFHXZSKVBA6OMZhUWEQOQmslsiC72c1fOvvfaBz63veviSk4yRqMqqzKqy71SznrvdMNXziyF23LAfBccj8HxXXCRpnu6Ma3e_uv4ZPzy478BzztxTw</recordid><startdate>202003</startdate><enddate>202003</enddate><creator>Cui, Xiaoyu</creator><creator>Cai, Ruifan</creator><creator>Tang, Xiangjun</creator><creator>Deng, Zhigang</creator><creator>Jin, Xiaogang</creator><general>Wiley Subscription Services, Inc</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><orcidid>https://orcid.org/0000-0001-7339-2920</orcidid></search><sort><creationdate>202003</creationdate><title>Sketch‐based shape‐constrained fireworks simulation in head‐mounted virtual reality</title><author>Cui, Xiaoyu ; Cai, Ruifan ; Tang, Xiangjun ; Deng, Zhigang ; Jin, Xiaogang</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c2540-6493b0896b118c982b10b5466088228a5b5925d7fbce1e18686390a118112d8b3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Algorithms</topic><topic>Apexes</topic><topic>Computer simulation</topic><topic>Fireworks</topic><topic>Helmet mounted displays</topic><topic>particle systems</topic><topic>shape constraints</topic><topic>Shape recognition</topic><topic>sketch‐based shape retrieval</topic><topic>Texture</topic><topic>Three dimensional models</topic><topic>Virtual environments</topic><topic>Virtual reality</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Cui, Xiaoyu</creatorcontrib><creatorcontrib>Cai, Ruifan</creatorcontrib><creatorcontrib>Tang, Xiangjun</creatorcontrib><creatorcontrib>Deng, Zhigang</creatorcontrib><creatorcontrib>Jin, Xiaogang</creatorcontrib><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>Computer animation and virtual worlds</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Cui, Xiaoyu</au><au>Cai, Ruifan</au><au>Tang, Xiangjun</au><au>Deng, Zhigang</au><au>Jin, Xiaogang</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Sketch‐based shape‐constrained fireworks simulation in head‐mounted virtual reality</atitle><jtitle>Computer animation and virtual worlds</jtitle><date>2020-03</date><risdate>2020</risdate><volume>31</volume><issue>2</issue><epage>n/a</epage><issn>1546-4261</issn><eissn>1546-427X</eissn><abstract>In this paper we present a novel shape‐constrained fireworks simulation method with rich textures in an HMD (Helmet Mounted Display) virtual environment using sketched feature lines as input. Our approach first retrieves an object from a three‐dimensional (3D) model database using a sketch‐based 3D shape retrieval algorithm. Then, in order to approximate models with complex structures, we introduce a novel point sampling algorithm based on Gaussian curvatures, which stores not only the positions of the selected vertices but also the texture (UV) coordinates information for texture display. In addition, we introduce a multilevel explosion process so that the fireworks can dynamically form specific, visually pleasing shapes. Through our experiments, we demonstrate that our approach can produce better results than state‐of‐the‐art approaches.
We present a novel shape‐constrained fireworks simulation method with rich textures in an HMD (Helmet Mounted Display) virtual environment using sketched feature lines as input. Our approach first retrieves an object from a three‐dimensional(3D) model database using a sketch‐based 3D shape retrieval algorithm. Then, in order to approximate models with complex structures, we introduce a novel point sampling algorithm based on Gaussian curvatures, which stores not only the positions of the selected vertices but also the texture (UV) coordinates information for texture display. In addition, we introduce a multilevel explosion process so that the fireworks can dynamically form specific, visually pleasing shapes.</abstract><cop>Chichester</cop><pub>Wiley Subscription Services, Inc</pub><doi>10.1002/cav.1920</doi><tpages>14</tpages><orcidid>https://orcid.org/0000-0001-7339-2920</orcidid></addata></record> |
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subjects | Algorithms Apexes Computer simulation Fireworks Helmet mounted displays particle systems shape constraints Shape recognition sketch‐based shape retrieval Texture Three dimensional models Virtual environments Virtual reality |
title | Sketch‐based shape‐constrained fireworks simulation in head‐mounted virtual reality |
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