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1.
The desire for the physical generation of computer art has seen a significant body of research that has resulted in sophisticated robots and painting machines, together with specialized algorithms mimicking particular artistic techniques. The resulting setups are often expensive and complex, making them unavailable for recreational and hobbyist use. In recent years, however, a new class of affordable low‐cost plotters and cutting machines has reached the market. In this paper, we present a novel system for the physical generation of line and cut‐out art based on digital images, targeted at such off‐the‐shelf devices. Our approach uses a meta‐optimization process to generate results that represent the tonal content of a digital image while conforming to the physical and mechanical constraints of home‐use devices. By flexibly combining basic sets of positional and shape encodings, we are able to recreate a wide range of artistic styles. Furthermore, our system optimizes the output in terms of visual perception based on the desired viewing distance, while remaining scalable with respect to the medium size.  相似文献   

2.
Images that clearly present a constructed physical truth, like digital images, remind us to question the reality factor of any image. Because many digital images appear to be photographic, or photographic-like, the medium forces artists to revisit what a photograph, and consequently a digital image, represents. In turn, this rethinking influences how students in computer art see reality and truth when they create digital imagery. Embracing this question, some digital artists have constructed visual narratives that appear photographic, yet lack the physical world referent that their images imply. Since the late 1980s and early 1990s, when this kind of construction became popular, many digital artists have grappled with how to identify the truth in their images. This study describes how some advanced digital art students resolved this conflict by defining their own artistic truths.  相似文献   

3.
Watermarking techniques are applied to digital media to protect their integrity and copyright. The embedding of a watermark, however, often distorts the quality of the protected image. This may be intolerable since the protected media is for preserving artistic and valuable images. Hence, engineers have proposed removable solutions permitting authorized users to restore watermarked images to unmarked images with satisfactory quality. Unfortunately, these mechanisms cannot resist signal processing attacks to protect the ownership. In this article, we propose a novel watermarking mechanism by utilizing pair-difference correlations upon subsampling and the technique of JND. This new approach can guarantee the robust essentials of watermarking schemes. Experimental results reveal that the new method outperforms others in terms of restored image quality. More specifically, this novel approach can resist various attacks to which related works are vulnerable.  相似文献   

4.
Most of the service innovation in e‐government initiatives has been initially focused on making a digital version of an equivalent physical service, followed by creating new services through either adopting new business models or overhauling existing infrastructures. The former approach uses variants of e‐commerce business models to drive service innovation whereas the latter entails changes to the backend for driving system efficiency and integration, which later serve for reorganising and improving service provision. Each approach presents a different way of assembling services, infrastructures, people and business models. The ramifications of each assemblage to service innovation are less understood. This paper seeks to examine the intended and unintended consequences of these two contrasting approaches inductively and deductively. Our findings show that a frontend approach enables quick improvements and enacts a variety of structures, with each structure inscribing a set of new path‐dependent routines in the infrastructures. In the backend approach it took longer to introduce new services. Yet the services were of a higher quality and required less modification in the long run. Quantitative analyses confirmed these findings. We attributed the alignment advantage of backend approach to better interdepartmental collaboration organised around a technology platform for system and service integration, concentrating resources on a coherent rather than a diverse set of business models. This approach realigns practices and routines and technology internally, whereas the explorative, diverse use of business models in the frontend approach for service innovation is less sustainable.  相似文献   

5.
This paper presents an interactive system for ink splattering, a form of abstract art that artists splat ink onto the canvas. The default input device of our system is a pressure‐sensitive 2D stylus, the most common sketching tool for digital artists, and we propose two interaction mode: ink‐flicking mode and ink‐dripping mode , that are designed to be analogous to the artistic techniques of ink splattering in real world. The core of our ink splattering system is a novel three‐stage ink splattering framework that simulates the physics‐based interaction of ink with different mediums including brush heads, air and paper. We have implemented the physical engine in CUDA and the whole simulation process runs at interactive speed.  相似文献   

6.
Procedural modeling is used across many industries for rapid 3D content creation. However, professional procedural tools often lack artistic control, requiring manual edits on baked results, diminishing the advantages of a procedural modeling pipeline. Previous approaches to enable local artistic control require special annotations of the procedural system and manual exploration of potential edit locations. Therefore, we propose a novel approach to discover meaningful and non‐redundant good edit locations (GELs). We introduce a bottom‐up algorithm for finding GELs directly from the attributes in procedural models, without special annotations. To make attribute edits at GELs persistent, we analyze their local spatial context and construct a meta‐locator to uniquely specify their structure. Meta‐locators are calculated independently per attribute, making them robust against changes in the procedural system. Functions on meta‐locators enable intuitive and robust multi‐selections. Finally, we introduce an algorithm to transfer meta‐locators to a different procedural model. We show that our approach greatly simplifies the exploration of the local edit space, and we demonstrate its usefulness in a user study and multiple real‐world examples.  相似文献   

7.
In this paper we describe an approach to computer‐aided sculpting concerned with the creation and modification of digital models based on physical abstract sculptures. We begin by presenting a survey of current methods for the creation of computer‐aided sculptured artefacts. Then we proceed to present some original methods and tools based on the function representation of geometric models. We introduce a specialized computer language, named HyperFun, which facilitates the modelling of complex objects. As well as presenting computer‐generated animated models of pre‐existing sculptures by Russian artist Igor Seleznev, we also show how some interesting novel shapes can be generated using the HyperFun system. Finally we outline two advanced projects concerned with creating a sculpture‐based augmented reality which allows for the interactive participation of the observer. In this paper, we present experimental results, which hopefully have some artistic appeal. These results were produced by an international team of researchers and students collaborating through the Internet. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

8.
The term stroke‐based rendering collectively describes techniques where images are generated from elements that are usually larger than a pixel. These techniques lend themselves well for rendering artistic styles such as stippling and hatching. This paper presents a novel approach for stroke‐based rendering that exploits multi‐agent systems. RenderBots are individual agents each of which in general represents one stroke. They form a multi‐agent system and undergo a simulation to distribute themselves in the environment. The environment consists of a source image and possibly additional G‐buffers. The final image is created when the simulation is finished by having each RenderBot execute its painting function. RenderBot classes differ in their physical behavior as well as their way of painting so that different styles can be created in a very flexible way.  相似文献   

9.
This paper presents an image editing framework where users use reference images to indicate desired color edits. In our approach, users specify pairs of strokes to indicate corresponding regions in both the original and the reference image that should have the same color “style”. Within each stroke pair, a nonlinear constrained parametric transfer model is used to transfer the reference colors to the original. We estimate the model parameters by matching color distributions, under constraints that ensure no visual artifacts are present in the transfer result. To perform transfer on the whole image, we employ optimization methods to propagate the model parameters defined at each stroke location to spatially‐close regions of similar appearance. This stroke‐based formulation requires minimal user effort while retaining the high degree of user control necessary to allow artistic interpretations. We demonstrate our approach by performing color transfer on a number of image pairs varying in content and style, and show that our algorithm outperforms state‐of‐the‐art color transfer methods on both user‐controllability and visual qualities of the transfer results.  相似文献   

10.
By linking lifestyle studies with creative industries research, this article opens a new perspective on creativity and innovation management. We argue that artists in the creative industries have to bridge the gap between artistic work and the economic need for self‐management, and that a bohemian lifestyle essentially supports them in doing so. The bohemian lifestyle, which is characterized by a devotion to art for art’s sake, is an essential source for work motivation of artists and an increasing number of other creative workers. The article draws upon an empirical study into artistic work and employment in German theatres. Enacting a bohemian lifestyle enables actors as ‘bohemian entrepreneurs’ to integrate intensive self‐management and self‐marketing as well as subordination of private life to work into their artistic work life. Analysing the link between lifestyle and creative work is crucial for understanding the way in which creative workers become artists and, at the same time, entrepreneurs of their creative talent.  相似文献   

11.
This paper presents a discrete‐time state‐space methodology for optimal design of digital PID controllers for multivariable analog systems with multiple time delays. The multiple time‐delayed multivariable analog systems are formulated in a state‐space generic form so that the exact discrete‐time state‐space model can be constructed. Then, the optimal digital PID controller is designed via a state‐feedback and state‐feedforward LQR approach. The developed PID controller can be applied to a general time‐delayed multivariable analog system represented by a semi‐proper or strictly proper transfer function matrix. Illustrative examples are given to compare the performance of the proposed approach with alternative techniques.  相似文献   

12.
This paper presents two novel interdependent techniques for random digital simple curve generation. The first one is about generating a curve of finite length, producing a sequence of points defining a digital path ρ ‘on the fly’. The second is for the creation of artistic sketches from line drawings and edge maps, using multiple instances of such random digital paths. A generated digital path ρ never intersects or touches itself, and hence becomes simple and irreducible. This is ensured by detecting every possible trap formed by the previously generated part of ρ, which, if entered into, cannot be exited without touching or intersecting ρ. The algorithm is completely free of any backtracking and its time complexity is linear in the length of ρ. For artistic emulation, a curve-constrained domain is defined by the Minkowski sum of the input drawing with a structuring element whose size varies with the pencil diameter. An artist’s usual trait of making irregular strokes and sub-strokes, with varying shades while sketching, is thus captured in a realistic manner. Algorithmic solutions of non-photorealism are perceived as an enrichment of contemporary digital art. Simulation results for the presented algorithms have been furnished to demonstrate their efficiency and elegance.  相似文献   

13.
This paper presents a novel approach to reconstructing traditional filigree jewelry. Our method aims at producing an editable CAD representation that can accurately capture the original design and be capable of re-parameterization and modification prior to manufacturing (for example to insert custom designs and abide to free-form artistic alterations). To achieve this, we have developed robust and accurate representations of patterns, used in the design of such jewelry, based on spirals, circular and elliptic arcs, curve segments and braids of various types; all optimized by fairness criteria for aesthetic purposes. We have also built a library of parametric, constraint-based, manufacturable solid patterns that occur frequently in filigree jewelry. For the purposes of this work, a suite of software tools called ReJCAD has been developed, that is able to process a highly accurate point cloud of jewelry pieces and to detect features which are fitted by the primitives of the pattern library through user interaction. The point cloud, in the current framework, guides the assembling of all patterns into one robust manufacturable solid piece. We demonstrate the unique capabilities of ReJCAD by reconstructing a filigree brooch part commonly used in late 19th century in northwestern Greece.  相似文献   

14.
Given the great opportunities provided by Open Collaborative Networks (OCNs), their success depends on the effective integration of composite business logic at all stages. However, a dilemma between cooperation and competition is often found in environments where the access to business knowledge can provide absolute advantages over the competition. Indeed, although it is apparent that business logic should be automated for an effective integration, chain participants at all segments are often highly protective of their own knowledge. In this paper, we propose a solution to this problem by outlining a novel approach with a supporting architectural view. In our approach, business rules are modeled via semantic web and their execution is coordinated by a workflow model. Each company’s rule can be kept as private, and the business rules can be combined together to achieve goals with defined interdependencies and responsibilities in the workflow. The use of a workflow model allows assembling business facts together while protecting data source. We propose a privacy-preserving perturbation technique which is based on digital stigmergy. Stigmergy is a processing schema based on the principle of self-aggregation of marks produced by data. Stigmergy allows protecting data privacy, because only marks are involved in aggregation, in place of actual data values, without explicit data modeling. This paper discusses the proposed approach and examines its characteristics through actual scenarios.  相似文献   

15.
This paper presents a digital storytelling approach that generates automatic animations for time‐varying data visualization. Our approach simulates the composition and transition of storytelling techniques and synthesizes animations to describe various event features. Specifically, we analyze information related to a given event and abstract it as an event graph, which represents data features as nodes and event relationships as links. This graph embeds a tree‐like hierarchical structure which encodes data features at different scales. Next, narrative structures are built by exploring starting nodes and suitable search strategies in this graph. Different stages of narrative structures are considered in our automatic rendering parameter decision process to generate animations as digital stories. We integrate this animation generation approach into an interactive exploration process of time‐varying data, so that more comprehensive information can be provided in a timely fashion. We demonstrate with a storm surge application that our approach allows semantic visualization of time‐varying data and easy animation generation for users without special knowledge about the underlying visualization techniques.  相似文献   

16.
Nowadays, cities are the most relevant type of human settlement and their population has been endlessly growing for decades. At the same time, we are witnessing an explosion of digital data that capture many different aspects and details of city life. This allows detecting human mobility patterns in urban areas with more detail than ever before. In this context, based on the fusion of mobility data from different and heterogeneous sources, such as public transport, transport‐network connectivity and Online Social Networks, this study puts forward a novel approach to uncover the actual land use of a city. Unlike previous solutions, our work avoids a time‐invariant approach and it considers the temporal factor based on the assumption that urban areas are not used by citizens all the time in the same manner. We have tested our solution in two different cities showing high accuracy rates.  相似文献   

17.
Ranging techniques such as lidar (LIght Detection And Ranging) and digital stereo‐photogrammetry show great promise for mapping forest canopy height. In this study, we combine these techniques to create hybrid photo‐lidar canopy height models (CHMs). First, photogrammetric digital surface models (DSMs) created using automated stereo‐matching were registered to corresponding lidar digital terrain models (DTMs). Photo‐lidar CHMs were then produced by subtracting the lidar DTM from the photogrammetric DSM. This approach opens up the possibility of retrospective mapping of forest structure using archived aerial photographs. The main objective of the study was to evaluate the accuracy of photo‐lidar CHMs by comparing them to reference lidar CHMs. The assessment revealed that stereo‐matching parameters and left–right image dissimilarities caused by sunlight and viewing geometry have a significant influence on the quality of the photo DSMs. Our study showed that photo‐lidar CHMs are well correlated to their lidar counterparts on a pixel‐wise basis (r up to 0.89 in the best stereo‐matching conditions), but have a lower resolution and accuracy. It also demonstrated that plot metrics extracted from the lidar and photo‐lidar CHMs, such as height at the 95th percentile of 20 m×20 m windows, are highly correlated (r up to 0.95 in general matching conditions).  相似文献   

18.
Notions of skill and sensitivity in fine art printmaking have been transformed by the new action and knowledge environments brought about by digital technologies. However, the off-the-shelf programs used in these environments are still influenced by an ideology that promotes the simulation of traditional techniques, which in turn prevent a move away from conventional forms of depiction. The ideological stance that drives these programs is problematic because it re-enforces out-dated artistic paradigms. In order to move beyond these paradigms, artists who work with digital technologies will need to be more critical of attempts merely to import techniques analogous to those used in traditional practice (e.g. processing applications that only provide a virtual equivalent to traditional painting, drawing, montage, and photographic methods) and will have to face down the tendency to mimic existing paint and print media. What we need for computer printmaking is the sort of interdependence and autonomy gained by an all-digital approach.  相似文献   

19.
We introduce a bidirectional reflectance distribution function (BRDF) model for the rendering of materials that exhibit hazy reflections, whereby the specular reflections appear to be flanked by a surrounding halo. The focus of this work is on artistic control and ease of implementation for real‐time and off‐line rendering. We propose relying on a composite material based on a pair of arbitrary BRDF models; however, instead of controlling their physical parameters, we expose perceptual parameters inspired by visual experiments [ VBF17 ]. Our main contribution then consists in a mapping from perceptual to physical parameters that ensures the resulting composite BRDF is valid in terms of reciprocity, positivity and energy conservation. The immediate benefit of our approach is to provide direct artistic control over both the intensity and extent of the haze effect, which is not only necessary for editing purposes, but also essential to vary haziness spatially over an object surface. Our solution is also simple to implement as it requires no new importance sampling strategy and relies on existing BRDF models. Such a simplicity is key to approximating the method for the editing of hazy gloss in real‐time and for compositing.  相似文献   

20.
本文阐释数码影像的视觉文化内涵,探讨和分析数码影像在当代艺术作品中的应用,试图展望数字条件下影像和当代艺术的发展前景。  相似文献   

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