Automating the creation of 3D animation from annotated fiction text
- Glass, Kevin R, Bangay, Shaun D
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2008
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432639 , vital:72889 , https://www.iadisportal.org/digital-library/automating-the-creation-of-3d-animation-from-annotated-fiction-text
- Description: This paper describes a strategy for automatically converting fiction text into 3D animations. It assumes the existence of fiction text annotated with avatar, object, setting, transition and relation annotations, and presents a transformation process that converts annotated text into quantified constraint systems, the solutions to which are used in the population of 3D environments. Constraint solutions are valid over temporal intervals, ensuring that consistent dynamic behaviour is produced. A substantial level of automation is achieved, while providing opportunities for creative manual intervention in animation process. The process is demonstrated using annotated examples drawn from popular fiction text that are converted into animation sequences, confirming that the desired results can be achieved with only high-level human direction.
- Full Text:
- Date Issued: 2008
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2008
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432639 , vital:72889 , https://www.iadisportal.org/digital-library/automating-the-creation-of-3d-animation-from-annotated-fiction-text
- Description: This paper describes a strategy for automatically converting fiction text into 3D animations. It assumes the existence of fiction text annotated with avatar, object, setting, transition and relation annotations, and presents a transformation process that converts annotated text into quantified constraint systems, the solutions to which are used in the population of 3D environments. Constraint solutions are valid over temporal intervals, ensuring that consistent dynamic behaviour is produced. A substantial level of automation is achieved, while providing opportunities for creative manual intervention in animation process. The process is demonstrated using annotated examples drawn from popular fiction text that are converted into animation sequences, confirming that the desired results can be achieved with only high-level human direction.
- Full Text:
- Date Issued: 2008
The relationship between emergence of the shortest path and information value using ant-like agents
- Chibaya, Colin, Bangay, Shaun D
- Authors: Chibaya, Colin , Bangay, Shaun D
- Date: 2008
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433318 , vital:72961 , https://doi.org/10.1145/1456659.1456663
- Description: Ant-like agents forage between two points. These agents' probabilistic movements are based on the use of two pheromones; one marking trails towards the goal and another marking trails back to the starting point. Path selection decisions are influenced by the relative levels of attractive and repulsive pheromone in each agent's local environment. Our work in [5] evaluates three pheromone perception strategies, investigating path formation speed, quality, directionality, robustness and adaptability under different parameter settings(degree of randomness, pheromone evaporation rate and pheromone diffusion rate).
- Full Text:
- Date Issued: 2008
- Authors: Chibaya, Colin , Bangay, Shaun D
- Date: 2008
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433318 , vital:72961 , https://doi.org/10.1145/1456659.1456663
- Description: Ant-like agents forage between two points. These agents' probabilistic movements are based on the use of two pheromones; one marking trails towards the goal and another marking trails back to the starting point. Path selection decisions are influenced by the relative levels of attractive and repulsive pheromone in each agent's local environment. Our work in [5] evaluates three pheromone perception strategies, investigating path formation speed, quality, directionality, robustness and adaptability under different parameter settings(degree of randomness, pheromone evaporation rate and pheromone diffusion rate).
- Full Text:
- Date Issued: 2008
Animated feather coats using field lines
- Authors: Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433338 , vital:72963 , https://doi.org/10.1145/1294685.1294713
- Description: The tedious task of manually placing feathers on computer animated ob-jects involves aligning feathers, ensuring that they do not insect each other or penetrate the surface, deforming every feather to match the local surface features, and ensuring that the feather coat is consistent when the underly-ing object is animated. We present a technique for generating a feather coat over an object. Feather orientation is specified quickly and easily, feathers are deformed while ensuring collision prevention, and the coat can be ani-mated. We create a vector field in the space surrounding the body object and deform feathers to align with the field lines. The non-intersection proper-ty of the field lines ensures that feather intersections are avoided. We pro-vide a formulation of a suitable vector field and demonstrate that it is capa-ble of producing realistic feather coats. The process can easily be integrated into the work-flow of standard modelling and animation processes. We show examples of feather coat creation on a range of objects, proving that field line based placement of feather coats provides the desired functionality for feather modelling and animation.
- Full Text:
- Date Issued: 2007
- Authors: Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433338 , vital:72963 , https://doi.org/10.1145/1294685.1294713
- Description: The tedious task of manually placing feathers on computer animated ob-jects involves aligning feathers, ensuring that they do not insect each other or penetrate the surface, deforming every feather to match the local surface features, and ensuring that the feather coat is consistent when the underly-ing object is animated. We present a technique for generating a feather coat over an object. Feather orientation is specified quickly and easily, feathers are deformed while ensuring collision prevention, and the coat can be ani-mated. We create a vector field in the space surrounding the body object and deform feathers to align with the field lines. The non-intersection proper-ty of the field lines ensures that feather intersections are avoided. We pro-vide a formulation of a suitable vector field and demonstrate that it is capa-ble of producing realistic feather coats. The process can easily be integrated into the work-flow of standard modelling and animation processes. We show examples of feather coat creation on a range of objects, proving that field line based placement of feather coats provides the desired functionality for feather modelling and animation.
- Full Text:
- Date Issued: 2007
Duplicating road patterns in south african informal settlements using procedural techniques
- Glass, Kevin R, Morkel, Chantelle, Bangay, Shaun D
- Authors: Glass, Kevin R , Morkel, Chantelle , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432875 , vital:72909 , https://doi.org/10.1145/1108590.1108616
- Description: The formation of informal settlements in and around urban complexes has largely been ignored in the context of procedural city modeling. However, many cities in South Africa and globally can attest to the presence of such settlements. This paper analyses the phenomenon of informal settlements from a procedural modeling perspective. Aerial photography from two South African urban complexes, namely Johannesburg and Cape Town is used as a basis for the extraction of various features that distinguish different types of settlements. In particular, the road patterns which have formed within such settlements are analysed, and various procedural techniques proposed (including Voronoi diagrams, subdivision and L-systems) to replicate the identified features. A qualitative assessment of the procedural techniques is provided, and the most suitable combination of techniques identified for unstructured and structured settlements. In particular it is found that a combination of Voronoi diagrams and subdivision provides the closest match to unstructured informal settlements. A combination of L-systems, Voronoi diagrams and subdivision is found to produce the closest pattern to a structured informal settlement.
- Full Text:
- Date Issued: 2006
- Authors: Glass, Kevin R , Morkel, Chantelle , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432875 , vital:72909 , https://doi.org/10.1145/1108590.1108616
- Description: The formation of informal settlements in and around urban complexes has largely been ignored in the context of procedural city modeling. However, many cities in South Africa and globally can attest to the presence of such settlements. This paper analyses the phenomenon of informal settlements from a procedural modeling perspective. Aerial photography from two South African urban complexes, namely Johannesburg and Cape Town is used as a basis for the extraction of various features that distinguish different types of settlements. In particular, the road patterns which have formed within such settlements are analysed, and various procedural techniques proposed (including Voronoi diagrams, subdivision and L-systems) to replicate the identified features. A qualitative assessment of the procedural techniques is provided, and the most suitable combination of techniques identified for unstructured and structured settlements. In particular it is found that a combination of Voronoi diagrams and subdivision provides the closest match to unstructured informal settlements. A combination of L-systems, Voronoi diagrams and subdivision is found to produce the closest pattern to a structured informal settlement.
- Full Text:
- Date Issued: 2006
Evaluating parts-of-speech taggers for use in a text-to-scene conversion system
- Glass, Kevin R, Bangay, Shaun D
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2005
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432654 , vital:72890 , https://www.cs.ru.ac.za/research/groups/vrsig/currentprojects/053texttoscene/paper01.pdf
- Description: This paper presents parts-of-speech tagging as a first step towards an autonomous text-to-scene conversion system. It categorizes some freely available taggers, according to the techniques used by each in order to automatically identify word-classes. In addition, the performance of each identified tagger is verified experimentally. The SUSANNE corpus is used for testing and reveals the complexity of working with different tagsets, resulting in substantially lower accuracies in our tests than in those reported by the developers of each tagger. The taggers are then grouped to form a voting system to attempt to raise accuracies, but in no cases do the combined results improve upon the individual accuracies. Additionally a new metric, agreement, is tentatively proposed as an indication of confidence in the output of a group of taggers where such output cannot be validated.
- Full Text:
- Date Issued: 2005
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2005
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432654 , vital:72890 , https://www.cs.ru.ac.za/research/groups/vrsig/currentprojects/053texttoscene/paper01.pdf
- Description: This paper presents parts-of-speech tagging as a first step towards an autonomous text-to-scene conversion system. It categorizes some freely available taggers, according to the techniques used by each in order to automatically identify word-classes. In addition, the performance of each identified tagger is verified experimentally. The SUSANNE corpus is used for testing and reveals the complexity of working with different tagsets, resulting in substantially lower accuracies in our tests than in those reported by the developers of each tagger. The taggers are then grouped to form a voting system to attempt to raise accuracies, but in no cases do the combined results improve upon the individual accuracies. Additionally a new metric, agreement, is tentatively proposed as an indication of confidence in the output of a group of taggers where such output cannot be validated.
- Full Text:
- Date Issued: 2005
Implementation and applications of the distortion operator
- Authors: Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433382 , vital:72966 , https://doi.org/10.1145/513867.513872
- Description: The distortion operator transforms 2D images in a manner similar to image warping or morphing, allowing source pixels to be mapped to any destination pixel. This operator can be implemented on current hardware, allowing at least one distortion per frame at interactive frame rates. Potential applications are numerous, but those described include re-mapping images for correct projection onto curved screens, correcting camera distortion from multiple sources simultaneously, and allowing constant time dynamic texturing and lighting of a static scene which is independent of geometric complexity.
- Full Text:
- Date Issued: 2001
- Authors: Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433382 , vital:72966 , https://doi.org/10.1145/513867.513872
- Description: The distortion operator transforms 2D images in a manner similar to image warping or morphing, allowing source pixels to be mapped to any destination pixel. This operator can be implemented on current hardware, allowing at least one distortion per frame at interactive frame rates. Potential applications are numerous, but those described include re-mapping images for correct projection onto curved screens, correcting camera distortion from multiple sources simultaneously, and allowing constant time dynamic texturing and lighting of a static scene which is independent of geometric complexity.
- Full Text:
- Date Issued: 2001
An investigation into factors influencing immersion in interactive virtual reality environments
- Bangay, Shaun D, Preston, Louise
- Authors: Bangay, Shaun D , Preston, Louise
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432864 , vital:72908 , https://pubmed.ncbi.nlm.nih.gov/10350927/
- Description: Two interactive virtual reality environments were used to identify factors that may affect, or be affected by, the degree of immersion in a virtual world. In particular, the level of stress in a "swimming with dolphins" simulation is measured, as is the degree of simulator sickness resulting form a virtual roller coaster. Analysis of the results indicates that a relationship between the degree of immersion and the following factors: excitement, comfort, quality and age. The following factors are found to depend on the degree of immersion: simulator sickness, control, excitement and desire to repeat the experience.
- Full Text:
- Date Issued: 1998
- Authors: Bangay, Shaun D , Preston, Louise
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432864 , vital:72908 , https://pubmed.ncbi.nlm.nih.gov/10350927/
- Description: Two interactive virtual reality environments were used to identify factors that may affect, or be affected by, the degree of immersion in a virtual world. In particular, the level of stress in a "swimming with dolphins" simulation is measured, as is the degree of simulator sickness resulting form a virtual roller coaster. Analysis of the results indicates that a relationship between the degree of immersion and the following factors: excitement, comfort, quality and age. The following factors are found to depend on the degree of immersion: simulator sickness, control, excitement and desire to repeat the experience.
- Full Text:
- Date Issued: 1998
An Investigation into the feasibility of Human Facial Modeling
- Panagou, Sotcri, Bangay, Shaun D
- Authors: Panagou, Sotcri , Bangay, Shaun D
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432711 , vital:72894 , https://citeseerx.ist.psu.edu/document?repid=rep1ype=pdfoi=c305c27d16322208e0e6815ca261d61019a4cbd0
- Description: In this paper, virtual videoconferencing is investigated. The goal of the project is to develop a cheap, realistic yet real-time 3D face-modeling tool using a number of camera feeds. Bandwidth utilisation can then be minimised by transferring only the actual model (and subsequently, changes to the model) of the actor's face. Using a virtual reality system, reconstruction of a human face is performed and transmitted, thereby reducing bandwidth requirements. The modeling process is discussed, with results.
- Full Text:
- Date Issued: 1998
- Authors: Panagou, Sotcri , Bangay, Shaun D
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432711 , vital:72894 , https://citeseerx.ist.psu.edu/document?repid=rep1ype=pdfoi=c305c27d16322208e0e6815ca261d61019a4cbd0
- Description: In this paper, virtual videoconferencing is investigated. The goal of the project is to develop a cheap, realistic yet real-time 3D face-modeling tool using a number of camera feeds. Bandwidth utilisation can then be minimised by transferring only the actual model (and subsequently, changes to the model) of the actor's face. Using a virtual reality system, reconstruction of a human face is performed and transmitted, thereby reducing bandwidth requirements. The modeling process is discussed, with results.
- Full Text:
- Date Issued: 1998
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