CRS4
URI permanente di questa Community
Fondato negli anni '90, il CRS4 è un centro di ricerca interdisciplinare che promuove lo studio, lo sviluppo e l'applicazione di soluzioni innovative a problemi provenienti da ambienti naturali, sociali e industriali. Tali sviluppi e soluzioni si basano sulla Scienza e Tecnologia dell'Informazione e sul Calcolo Digitale ad alte prestazioni. L'obiettivo principale è l'Innovazione.
La missione del Centro è quella di aiutare la Sardegna a dar vita e far crescere un tessuto di imprese hi-tech essenziali per il suo sviluppo economico e culturale.
Dal 2010 il Centro occupa circa 200 persone, tra ricercatori, tecnologi e staff di supporto, che operano in 4 settori strategici della ricerca scientifica: Biomedicina, Data Fusion, Energia e Ambiente e Società dell'Informazione. Il CRS4, inoltre, gestisce uno dei principali centri di calcolo italiani, la prima piattaforma in Italia dedicata alla genotipizzazione e al sequenziamento massivo del DNA e un laboratorio di Visual Computing allo stato dell'arte.
Sito istituzionale del CRS4
Sfogliare
Mostra il contenuto di CRS4 per Subject "3D animation"
Ora in mostra 1 - 7 di 7
Risultati per pagina
Opzioni di ordinamento
- ItemAn Integrated Environment to Visually Construct 3D Animations(ACM, 1995) Gobbetti, Enrico; Balaguer, Jean-FrancisIn this paper, we present an expressive 3D animation environment that enables users to rapidly and visually prototype animated worlds with a fully 3D user-interface. A 3D device allows the specification of complex 3D motion, while virtual tools are visible mediators that live in the same 3D space as application objects and supply the interaction metaphors to control them. In our environment, there is no intrinsic difference between user-interface and application objects. Multi-way constraints provide the necessary tight-coupling among components that makes it possible to seamlessly compose interactive and animated behaviors. By recording the effects of manipulations, all the expressive power of the 3D user-interface is exploited to define animations. Effective editing of recorded manipulations is made possible by compacting all continuous parameter evolutions with an incremental data-reduction algorithm, designed to preserve both geometry and timing. The automatic generation of editable representations of interactive performances overcomes one of the major limitations of current performance animation systems. Novel interactive solutions to animation problems are made possible by the tight integration of all system components. In particular, animations can be synchronized by using constrained manipulation during playback. The accompanying video tape illustrates our approach with interactive sequences showing the visual construction of 3D animated worlds. All the demonstrations were recorded live and were not edited.
- ItemAnimating Spaceland(IEEE, 1996-08-29) Balaguer, Jean-Francis; Gobbetti, EnricoModern 3D animation systems let a growing number of people generate increasingly sophisticated animated movies, frequently for tutorials or multimedia documents. However, although these tasks are inherently three dimensional, these systems' user interfaces are still predominantly two dimensional. This makes it difficult to interactively input complex animated 3D movements. We have developed Virtual Studio, an inexpensive and easy-to-use 3D animation environment in which animators can perform all interaction directly in three dimensions. Animators can use 3D devices to specify complex 3D motions. Virtual tools are visible mediators that provide interaction metaphors to control application objects. An underlying constraint solver lets animators tightly couple application and interface objects. Users define animation by recording the effect of their manipulations on models. Virtual Studio applies data-reduction techniques to generate editable representations of each animated element that is manipulated.
- ItemCreating and presenting real and artificial visual stimuli for the neurophysiological investigation of the observation/execution matching system(2000-06) Agus, Marco; Bettio, Fabio; Gobbetti, EnricoRecent neurophysiological experiments have shown that the visual stimuli that trigger a particular kind of neurons located in the ventral premotor cortex of monkeys and humans are very selective. These textitmirror neurons are activated when the hand of another individual interacts with an objects but are not activated when the actions, identical in purpose, are made by manipulated mechanical tools. A Human Frontiers Science Program project is investigating which are the parameters of the external stimuli that mirror neurons visually extract and match on their movement related activity. The planned neurophysiological experiments will require the presentation of digital stimuli of different kinds, including video sequences showing meaningful actions made by human hands, synthetic reproductions of the same actions made by realistic virtual hands, as well as variations of the same actions by controlled modifications of hand geometry and/or action kinematics. This paper presents the specialized animation system we have developed for the project.
- ItemImproving the digitization of shape and color of 3D artworks in a cluttered environment(IEEE, 2013-10) Bettio, Fabio; Gobbetti, Enrico; Merella, Emilio; Pintus, RuggeroWe propose an approach for improving the digitization of shape and color of 3D artworks in a cluttered environment using 3D laser scanning and flash photography. In order to separate clutter from acquired material, semi-automated methods are employed to generate masks for segment the 2D range maps and the color photographs, removing unwanted 3D and color data prior to 3D integration. Sharp shadows generated by flash acquisition are trivially handled by this masking process, and color deviations introduced by the flash light are corrected at color blending time by taking into account the object geometry. The approach has been applied to, and evaluated on, a large scale acquisition campaign of the Mont'e Prama complex, an extraordinary collection of stone fragments from the Nuragic era, depicting larger-than-life archers, warriors, boxers, as well as small models of prehistoric nuraghe (cone-shaped stone towers). The acquisition campaign has covered 36 statues mounted on metallic supports, acquired at 0.25mm resolution, resulting in over 6200 range scans (over 1.3G valid samples) and 3426 10Mpixel photographs.
- ItemSketching 3D animations(Wiley, 1995-09) Balaguer, Jean-Francis; Gobbetti, EnricoWe are interested in providing animators with a general-purpose tool allowing them to create animations using straight-ahead actions as well as pose-to-pose techniques. Our approach seeks to bring the expressiveness of real-time motion capture systems into a general-purpose multi-track system running on a graphics workstation. We emphasize the use of high-bandwidth interaction with 3D objects together with specific data reduction techniques for the automatic construction of editable representations of interactively sketched continuous parameter evolution. In this paper, we concentrate on providing a solution to the problem of applying data reduction techniques in an animation context. The requirements that must be fulfilled by the data reduction algorithm are analyzed. From the Lyche and Moerken knot removal strategy, we derive an incremental algorithm that computes a B-spline approximation to the original curve by considering only a small piece of the total curve at any time. This algorithm allows the processing of the user's captured motion in parallel with its specification, and guarantees constant latency time and memory needs for input motions composed of any number of samples. After showing the results obtained by applying our incremental algorithm to 3D animation paths, we describe an integrated environment to visually construct 3D animations, where all interaction is done directly in three dimensions. By recording the effects of user's manipulations and taking into account the temporal aspect of the interaction, straight-ahead animations can be defined. Our algorithm is automatically applied to continuous parameter evolution in order to obtain editable representations. The paper concludes with a presentation of future work.
- ItemSupporting interactive animation using multi-way constraints(Springer, 1995) Balaguer, Jean-Francis; Gobbetti, EnricoThis paper presents how the animation subsystem of an interactive environment for the visual construction of 3D animations has been modeled on top of an object-oriented constraint imperative architecture. In our architecture, there is no intrinsic difference between user-interface and application objects. Multi-way dataflow constraints provide the necessary tight coupling among components that makes it possible to seamlessly compose animated and interactive behaviors. Indirect paths allow an effective use of the constraint model in the context of dynamic applications. The ability of the underlying constraint solver to deal with hierarchies of multi-way, multi-output dataflow constraints, together with the ability of the central state manager to handle indirect constraints are exploited to define most of the behaviors of the modeling and animation components in a declarative way. The ease of integration between all system's components opens the door to novel interactive solution to modeling and animation problems. By recording the effects of the user's manipulations on the models, all the expressive power of the 3D user interface is exploited when defining animations. This performance-based approach complements standard key-framing systems by providing the ability to create animations with straight-ahead actions. At the end of the recording session, animation tracks are automatically updated to integrate the new piece of animation. Animation components can be easily synchronized using constrained manipulation during playback. The system demonstrates that, although they are limited to expressing acyclic conflict-free graphs, multi-way dataflow constraint are general enough to model a large variety of behaviors while remaining efficient enough to ensure the responsiveness of large interactive 3D graphics applications.
- ItemVirtual sardinia: a hypermedia fly-through with real data(1995) Gobbetti, Enrico; Leone, Andrea O.; Marini, AlbertoThe Virtual Sardinia project aims at collecting a large amount of heterogeneous data concerning the island of Sardinia and representing them in such a way that a casual user can easily navigate through them in a virtual trip. All these data are interconnected in an hypermedia way, browsable in the World-wide Web, ranging from geographic to archaeological data, from historical to touristical info, both in 2D and 3D. The central component of Virtual Sardinia is i3D, a high-speed 3D scene viewer for the World-wide Web. Using a Spaceball, the user can intuitively navigate with continuous viewpoint control inside three-dimensional data, while selecting 3D objects with the mouse triggers requests for access to remote media documents that can be distributed over the Internet. For the Virtual Sardinia project, the main 3D model that is explored by the users is a three-dimensional reconstruction of the island of Sardinia built from a digital terrain model texture-mapped with satellite images.