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- 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.
- 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.
- ItemView-dependent Exploration of Massive Volumetric Models on Large Scale Light Field Displays(Springer, 2010-06) Iglesias Guitián, José Antonio; Gobbetti, Enrico; Marton, FabioWe report on a light-field display based virtual environment enabling multiple naked-eye users to perceive detailed multi-gigavoxel volumetric models as floating in space, responsive to their actions, and delivering different information in different areas of the workspace. Our contributions include a set of specialized interactive illustrative techniques able to provide different contextual information in different areas of the display, as well as an out-of-core CUDA based raycasting engine with a number of improvements over current GPU volume raycasters. The possibilities of the system are demonstrated by the multi-user interactive exploration of 64GVoxels datasets on a 35MPixel light field display driven by a cluster of PCs.