A digital watermarking scheme for Bezier surfaces
- Chadwick, J, Bangay, Shaun D, Wentworth, Peter E
- Authors: Chadwick, J , Bangay, Shaun D , Wentworth, Peter E
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432769 , vital:72898 , https://www.cs.ru.ac.za/research/groups/vrsig/pastprojects/046watermarking/paper01.pdf
- Description: Owners and vendors are increasingly publishing their materials in digital form. Because such materials can be exactly copied, a mechanism is required that will protect the legitimate owners of these works, by providing proof of original ownership. Digital watermarking has now become one accepted method of establishing ownership of digital materials. The owner of a work embeds a pattern, called a digital watermark, in the content. This embedded watermark is normally undetectable, but its presence can be demonstrated by the owner of the work or his agent, thereby proving ownership. Digital watermarking has been used for many types of multimedia content, primarily audio, video and flat images. Recently, interest has been shown in applying digital watermarking schemes to 3D surfaces, in various formats. In this paper, we examine a method whereby a digital watermark can be embedded in a Bezier surface. A prototype watermarking method for such surfaces is presented, with some experimental results, and a discussion of directions for future research.
- Full Text:
- Authors: Chadwick, J , Bangay, Shaun D , Wentworth, Peter E
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432769 , vital:72898 , https://www.cs.ru.ac.za/research/groups/vrsig/pastprojects/046watermarking/paper01.pdf
- Description: Owners and vendors are increasingly publishing their materials in digital form. Because such materials can be exactly copied, a mechanism is required that will protect the legitimate owners of these works, by providing proof of original ownership. Digital watermarking has now become one accepted method of establishing ownership of digital materials. The owner of a work embeds a pattern, called a digital watermark, in the content. This embedded watermark is normally undetectable, but its presence can be demonstrated by the owner of the work or his agent, thereby proving ownership. Digital watermarking has been used for many types of multimedia content, primarily audio, video and flat images. Recently, interest has been shown in applying digital watermarking schemes to 3D surfaces, in various formats. In this paper, we examine a method whereby a digital watermark can be embedded in a Bezier surface. A prototype watermarking method for such surfaces is presented, with some experimental results, and a discussion of directions for future research.
- Full Text:
A lightwave 3d plug-in for modeling long hair on virtual humans
- Patrick, Deborah, Bangay, Shaun D
- Authors: Patrick, Deborah , Bangay, Shaun D
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432953 , vital:72916 , https://doi.org/10.1145/602330.602360
- Description: Multimedia applications today make use of virtual humans. Generating realistic virtual humans is a challenging problem owing to a number of factors, one being the simulation of realistic hair. The difficulty in simulating hair is due to the physical properties of hair. The average human head holds thousands of hairs, with the width of each hair often smaller than the size of a pixel. There are also complex lighting effects that occur within hair. This paper presents a LightWave 3D plug-in for modeling thousands of individual hairs on virtual humans. The plug-in allows the user to specify the length, thickness and distribution of the hair, as well as the number of segments a hair is made up of. The plug-in is able to add hairs to a head model, which the user then modifies to define a hairstyle. The hairs are then multiplied by the plug-in to produce many hairs. By providing a plug-in that does most of the work and produces realistic results, the user is able to produce a hairstyle without modeling each individual strand of hair. This greatly reduces the time spent on hair modeling, and makes the possibility of adding realistic long hair to virtual humans reasonable.
- Full Text:
- Authors: Patrick, Deborah , Bangay, Shaun D
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432953 , vital:72916 , https://doi.org/10.1145/602330.602360
- Description: Multimedia applications today make use of virtual humans. Generating realistic virtual humans is a challenging problem owing to a number of factors, one being the simulation of realistic hair. The difficulty in simulating hair is due to the physical properties of hair. The average human head holds thousands of hairs, with the width of each hair often smaller than the size of a pixel. There are also complex lighting effects that occur within hair. This paper presents a LightWave 3D plug-in for modeling thousands of individual hairs on virtual humans. The plug-in allows the user to specify the length, thickness and distribution of the hair, as well as the number of segments a hair is made up of. The plug-in is able to add hairs to a head model, which the user then modifies to define a hairstyle. The hairs are then multiplied by the plug-in to produce many hairs. By providing a plug-in that does most of the work and produces realistic results, the user is able to produce a hairstyle without modeling each individual strand of hair. This greatly reduces the time spent on hair modeling, and makes the possibility of adding realistic long hair to virtual humans reasonable.
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An mLAN Connection Management Server for Web-Based, Multi-User, Audio Device Patching
- Foss, Richard, Fujimori, J I, Klinkradt, Bradley, Bangay, Shaun D
- Authors: Foss, Richard , Fujimori, J I , Klinkradt, Bradley , Bangay, Shaun D
- Date: 2003
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/427404 , vital:72436 , https://www.aes.org/e-lib/browse.cfm?elib=12397
- Description: A connection management server has been developed that enables connections to be made between mLAN-compatible audio devices, via a client web browser on any web-enabled device, such as a laptop or PDA. The connections can also be made across IEEE1394 bridges, and will allow for the transport of audio and music data between mLAN devices on the same or separate IEEE 1394 buses. Multiple users will be able to make and break connections via the server.
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- Authors: Foss, Richard , Fujimori, J I , Klinkradt, Bradley , Bangay, Shaun D
- Date: 2003
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/427404 , vital:72436 , https://www.aes.org/e-lib/browse.cfm?elib=12397
- Description: A connection management server has been developed that enables connections to be made between mLAN-compatible audio devices, via a client web browser on any web-enabled device, such as a laptop or PDA. The connections can also be made across IEEE1394 bridges, and will allow for the transport of audio and music data between mLAN devices on the same or separate IEEE 1394 buses. Multiple users will be able to make and break connections via the server.
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Realistic autonomous fish for virtual reality
- Lobb, Adele, Bangay, Shaun D
- Authors: Lobb, Adele , Bangay, Shaun D
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433398 , vital:72967 , https://doi.org/10.1145/602330.602361
- Description: We create realistic autonomous fish for Virtual Reality systems. The fish are realistic in appearance, movement and behaviour: the swimming behaviour being non-scripted, within real time rendering.The form of the fish is procedurally created. The size and shape of the form are controlled by a number of variables which are stored in a simple ASCII file. This allows efficient creation of different fish at run time.The behaviour is obtained by implementing a flocking algorithm.
- Full Text:
- Authors: Lobb, Adele , Bangay, Shaun D
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433398 , vital:72967 , https://doi.org/10.1145/602330.602361
- Description: We create realistic autonomous fish for Virtual Reality systems. The fish are realistic in appearance, movement and behaviour: the swimming behaviour being non-scripted, within real time rendering.The form of the fish is procedurally created. The size and shape of the form are controlled by a number of variables which are stored in a simple ASCII file. This allows efficient creation of different fish at run time.The behaviour is obtained by implementing a flocking algorithm.
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Rendering optimisations for stylised sketching
- Winnemöller, Holger, Bangay, Shaun D
- Authors: Winnemöller, Holger , Bangay, Shaun D
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432922 , vital:72913 , https://doi.org/10.1145/602330.602353
- Description: We present work that specifically pertains to the rendering stage of stylised, non-photorealistic sketching. While a substantial body of work has been published on geometric optimisations, surface topologies, space-algorithms and natural media simulation, rendering-specific issues are rarely discussed in-depth even though they are often acknowledged. We investigate the most common stylised sketching approaches and identify possible rendering optimisations. In particular, we define uncertainty-functions, which are used to describe a human-error component, discuss how these pertain to geometric perturbation and textured silhouette sketching and explain how they can be cached to improve performance. Temporal coherence, which poses a problem for textured silhouette sketching, is addressed by means of an easily computed visibility-function. Lastly, we produce an effective yet surprisingly simple solution to seamless hatching, which commonly presents a large computational overhead, by using 3-D textures in a novel fashion. All our optimisations are cost-effective, easy to implement and work in conjunction with most existing algorithms.
- Full Text:
- Authors: Winnemöller, Holger , Bangay, Shaun D
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432922 , vital:72913 , https://doi.org/10.1145/602330.602353
- Description: We present work that specifically pertains to the rendering stage of stylised, non-photorealistic sketching. While a substantial body of work has been published on geometric optimisations, surface topologies, space-algorithms and natural media simulation, rendering-specific issues are rarely discussed in-depth even though they are often acknowledged. We investigate the most common stylised sketching approaches and identify possible rendering optimisations. In particular, we define uncertainty-functions, which are used to describe a human-error component, discuss how these pertain to geometric perturbation and textured silhouette sketching and explain how they can be cached to improve performance. Temporal coherence, which poses a problem for textured silhouette sketching, is addressed by means of an easily computed visibility-function. Lastly, we produce an effective yet surprisingly simple solution to seamless hatching, which commonly presents a large computational overhead, by using 3-D textures in a novel fashion. All our optimisations are cost-effective, easy to implement and work in conjunction with most existing algorithms.
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Simulation and visualization of fire using extended Lindenmayer systems
- Zaniewski, Tomasz, Bangay, Shaun D
- Authors: Zaniewski, Tomasz , Bangay, Shaun D
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433303 , vital:72960 , https://doi.org/10.1145/602330.602337
- Description: This research introduces a method of using Lindenmayer Systems to model the spreading and behavior of fire inside a factory building. The research investigates the use of L-System propagated fires for determining factors such as where the fire is most likely to spread first and how fast. It also looks at an alternative way of storing the Lindenmayer System, not in the form of a string but rather as a graph. A variation on the building and traversal process is also investigated, in which the L-System is traversed depth first instead of breadth first. Results of fire propagation are presented and we conclude that L-Systems are a suitable tool for fire propagation.
- Full Text:
- Authors: Zaniewski, Tomasz , Bangay, Shaun D
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433303 , vital:72960 , https://doi.org/10.1145/602330.602337
- Description: This research introduces a method of using Lindenmayer Systems to model the spreading and behavior of fire inside a factory building. The research investigates the use of L-System propagated fires for determining factors such as where the fire is most likely to spread first and how fast. It also looks at an alternative way of storing the Lindenmayer System, not in the form of a string but rather as a graph. A variation on the building and traversal process is also investigated, in which the L-System is traversed depth first instead of breadth first. Results of fire propagation are presented and we conclude that L-Systems are a suitable tool for fire propagation.
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