From virtual to physical reality with paper folding
- Authors: Bangay, Shaun D
- Date: 2000
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432669 , vital:72891 , https://doi.org/10.1016/S0925-7721(99)00048-6
- Description: Objects in a virtual world can be converted into hardcopy by per-pendicular projection of each face onto a sheet of paper, cutting and gluing. Previously, use of this technique was restricted to a limited class of polyhedral objects. This paper extends this process to realis-tic virtual objects, with the traditional origami restriction of using only a single sheet of paper. A number of algorithms are explored to achieve this goal. The use of heuristics allows solutions to be found without exhaustive search of all possible layouts. Approaches to deal with pathological cases are described. The techniques have al-ready been successfully applied to a number of complex models, selected from a number of model archives on the Internet.
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- Date Issued: 2000
An investigation into factors influencing immersion in interactive virtual reality environments
- 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.
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- Date Issued: 1998
Kaleidoscope configurations for reflectance measurement
- Authors: Bangay, Shaun D , Radloff, Judith D
- Date: 2004
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432891 , vital:72910 , https://doi.org/10.1145/1029949.1029979
- Description: Simulations of different configurations of the symmetrical tapered kaleidoscope are performed to assess their merits for measurement of BRDFs and BTFs. The relationship between optimal kaleidoscope layout, and factors such as hardware restrictions and the resolution of the required reflectance function, is derived. The effect on the measurement of the reflectance function of changing these independent variables is examined through the simulation. These experiments highlight issues affecting the measurement of BTFs using kaleidoscopes, and suggest configurations that allow sampling at regular parameter intervals. A number of other kaleidoscope architectures are explored, which offer the benefits of potentially doubling the range of directions that can be sampled, and allowing adaptive control of sample intervals.
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- Date Issued: 2004
Experiences in porting a virtual reality system to Java
- Authors: Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433157 , vital:72947 , https://doi.org/10.1145/513867.513875
- Description: Practical experience in porting a large virtual reality system from C/C++ to Java indicates that porting this type of real-time application is both feasible, and has several merits. The ability to transfer objects in space and time allows useful facilities such as distributed agent support and persistence to be added. Reflection and type comparisons allow flexible manipulations of objects of different types at run-time. Native calls and native code compilation reduce or remove the overhead of interpreting code.Problems encountered include difficulty in achieving cross-platform code portability, limitations of the networking libraries in Java, and clumsy coding practices forced by the language.
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- Date Issued: 2001
Minimum spanning trees for valley and ridge characterization in digital elevation maps
- Authors: Bangay, Shaun D , de Bruyn, David , Glass, Kevin R
- Date: 2010
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433247 , vital:72955 , https://doi.org/10.1145/1811158.1811171
- Description: Texture synthesis employs neighbourhood matching to generate appropriate new content. Terrain synthesis has the added constraint that new content must be geographically plausible. The profile recognition and polygon breaking algorithm (PPA) [Chang et al. 1998] provides a robust mechanism for characterizing terrain as systems of valley and ridge lines in digital elevation maps. We exploit this to create a terrain characterization metric that is robust, efficient to compute and is sensitive to terrain properties.
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- Date Issued: 2010
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.
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- Date Issued: 2007
Graph matching with subdivision surfaces for texture synthesis on surfaces
- Authors: Bangay, Shaun D , Morkel, Chantelle
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433351 , vital:72964 , https://doi.org/10.1145/1108590.1108601
- Description: Existing texture synthesis-from example strategies for polygon meshes typically make use of three components: a multi-resolution mesh hierarchy that allows the overall nature of the pattern to be reproduced before filling in detail; a matching strategy that extends the synthesized texture using the best fit from a texture sample; and a transfer mechanism that copies the selected portion of the texture sample to the target surface. We introduce novel alternatives for each of these components. Use of √2-subdivision surfaces provides the mesh hierarchy and allows fine control over the surface complexity. Adaptive subdivision is used to create an even vertex distribution over the surface. Use of the graph defined by a surface region for matching, rather than a regular texture neighbourhood, provides for flexible control over the scale of the texture and allows simultaneous matching against multiple levels of an image pyramid created from the texture sample. We use graph cuts for texture transfer, adapting this scheme to the context of surface synthesis. The resulting surface textures are realistic, tolerant of local mesh detail and are comparable to results produced by texture neighbourhood sampling approaches.
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- Date Issued: 2006
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.
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- Date Issued: 2001
Visiview: a system for the visualization of multidimensional data
- Authors: Bangay, Shaun D
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433466 , vital:72972 , https://doi.org/10.1117/12.309530
- Description: Results generated by simulation of computer systems are often presented as a multi-dimensional data set, where the number of dimensions may be greater than 4 if sufficient system parameters are modelled. This paper describes a visualization system intended to assist in understanding the relationship between, and effect upon system behavior of, the different values of the system parameters. The system is applied to data that cannot be represented using a mesh or isosurface representation, and in general can only be represented as a cloud of points. The use of stereoscopic rendering and rapid interaction with the data are compared with regard to their value in providing insight into the nature of the data. A number of techniques are implemented for displaying projections of the data set with up to 7 dimensions, and for allowing intuitive manipulation of the remaining dimensions. In this way the effect of changes in one variable in the presence of a number of others can be explored. The use of these techniques, when applied to data from computer system simulation, results in an intuitive understanding of the effects of the system parameters on system behavior.
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- Date Issued: 1998
Identifying annotations for adventure game generation from fiction text
- Authors: Berkland, Ross , Bangay, Shaun D
- Date: 2010
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433366 , vital:72965 , https://doi.org/10.1145/1899503.1899506
- Description: Recent advancements in Text-to-Scene research have lead to the devel-opment of systems which automatically extract key concepts from the text of a fiction book and generate computer animated movies depicting the sto-ry. Extracting such annotations from raw fiction text is a laborious process and so in this work we evaluate appropriate candidates to serve as the basis for the required annotations for generating interactive virtual worlds. We val-idate our choice by generating adventure games: interactive virtual worlds which create a stylized representation of the environment described in the text, populate it with characters related to the story and define game goals related to the plot of the fiction story. Our prototype produces a fully playa-ble game, making use of an existing open-source game engine. The pro-cess is evaluated using user tests in which participants are asked to meas-ure the accuracy with which the game represents the events, characters and goals described in the story. The response indicates that the chosen an-notation set is sufficient to define a game that is a plausibly acceptable rep-resentation of the text.
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- Date Issued: 2010
A digital watermarking scheme for Bezier surfaces
- 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.
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- Date Issued: 2003
A probabilistic movement model for shortest path formation in virtual ant-like agents
- Authors: Chibaya, Colin , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433125 , vital:72945 , https://doi.org/10.1145/1292491.1292493
- Description: We propose a probabilistic movement model for controlling ant-like agents foraging between two points. Such agents are all identical, simple, autonomous and can only communicate indirectly through the environment. These agents secrete two types of pheromone, one to mark trails towards the goal and another to mark trails back to the starting point. Three pheromone perception strategies are proposed (Strategy A, B and C). Agents that use strategy A perceive the desirability of a neighbouring location as the difference between levels of attractive and repulsive pheromone in that location. With strategy B, agents perceive the desirability of a location as the quotient of levels of attractive and repulsive pheromone. Agents using strategy C determine the product of the levels of attractive pheromone with the complement of levels of repulsive pheromone. We conduct experiments to confirm directionality as emergent property of trails formed by agents that use each strategy. In addition, we compare path formation speed and the quality of the formed path under changes in the environment. We also investigate each strategy's robustness in environments that contain obstacles. Finally, we investigate how adaptive each strategy is when obstacles are eventually removed from the scene and find that the best strategy of these three is strategy A. Such a strategy provides useful guidelines to researchers in further applications of swarm intelligence metaphors for complex problem solving.
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- Date Issued: 2007
The relationship between emergence of the shortest path and information value using ant-like agents
- 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).
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- Date Issued: 2008
Flock inspired area coverage using wireless boid-like sensor agents
- Authors: Chibaya, Colin , Bangay, Shaun D
- Date: 2008
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433440 , vital:72970 , 10.1109/UKSIM.2008.102
- Description: Simulated flocking is achievable using three boid rules [13]. We propose an area coverage model inspired by Reynolds’ flocking algorithm, investigating strategies for achieving quality coverage using flocking rules. Our agents are identical and autonomous, using only local sensory information for indirect communication. Upon deployment, agents are in the default separation mode. The cohesion rule would then guarantee that agents remain within the swarm, covering spaces with explored neighbour spaces. Four experiments are conducted to evaluate our model in terms of coverage quality achieved. We firstly investigate agents’ separation speed before the speed with which isolated agents re-organizes is investigated. The third experiment compares coverage quality achieved using our model with coverage quality achieved using random guessing. Finally, we investigate fault tolerance in the event of agents’ failures. Our model exhibits good separation and cohesion speed, achieving high quality coverage. Additionally, the model is fault tolerant and adaptive to agents’ failures.
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- Date Issued: 2008
An mLAN Connection Management Server for Web-Based, Multi-User, Audio Device Patching
- 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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- Date Issued: 2003
Zebra fingerprints: towards a computer-aided identification system for individual zebra
- Authors: Foster, Gregory G , Krijer, Hans , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433482 , vital:72973 , https://doi.org/10.1145/1108590.1108616
- Description: The article presents a study which investigates the development of a computer-aided system for individual zebra identification based on the lateral side stripe pattern. The model proposed for individual animal identification is based on a combination of image processing and fingerprint identification technology. About 20 minutes of zebra footage was filmed at the Amakhala Game Reserve in South Africa. The study indicates that there is sufficient variation in lateral stripe patterns to differentiate individual animals.
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- Date Issued: 2007
Evaluating parts-of-speech taggers for use in a text-to-scene conversion system
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2005
- Language: English
- Type: Conference paper
- Identifier: vital:6603 , http://hdl.handle.net/10962/d1009323
- 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.
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- Date Issued: 2005
Duplicating road patterns in south african informal settlements using procedural techniques
- 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.
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- Date Issued: 2006
Hierarchical rule generalisation for speaker identification in fiction books
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433174 , vital:72949 , https://doi.org/10.1145/1216262.1216266
- Description: This paper presents a hierarchical pattern matching and generalisation technique which is applied to the problem of locating the correct speaker of quoted speech found in fiction books. Patterns from a training set are generalised to create a small number of rules, which can be used to identify items of interest within the text. The pattern matching technique is applied to finding the Speech-Verb, Actor and Speaker of quotes found in fiction books. The technique performs well over the training data, resulting in rule-sets many times smaller than the training set, but providing very high accuracy. While the rule-set generalised from one book is less effective when applied to different books than an approach based on hand coded heuristics, performance is comparable when testing on data closely related to the training set.
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- Date Issued: 2006
Constraint-based conversion of fiction text to a time-based graphical representation
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433141 , vital:72946 , https://doi.org/10.1145/1292491.1292494
- Description: This paper presents a method for converting unrestricted fiction text into a time-based graphical form. Key concepts extracted from the text are used to formulate constraints describing the interaction of entities in a scene. The solution of these constraints over their respective time intervals provides the trajectories for these entities in a graphical representation.
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- Date Issued: 2007