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A framework for the analysis of error in global illumination algorithms 一种全局照明算法误差分析框架
J. Arvo, K. Torrance, Brian E. Smits
In this paper we identify sources of error in global illumination algorithms and derive bounds for each distinct category. Errors arise from three sources: inaccuracies in the boundary data, discretization, and computation. Boundary data consists of surface geometry, reflectance functions, and emission functions, all of which may be perturbed by errors in measurement or simulation, or by simplifications made for computational efficiency. Discretization error is introduced by replacing the continuous radiative transfer equation with a finite-dimensional linear system, usually by means of boundary elements and a corresponding projection method. Finally, computational errors perturb the finite-dimensional linear system through imprecise form factors, inner products, visibility, etc., as well as by halting iterative solvers after a finite number of steps. Using the error taxonomy introduced in the paper we examine existing global illumination algorithms and suggest new avenues of research.
在本文中,我们识别了全局照明算法的误差来源,并推导了每个不同类别的边界。误差有三个来源:边界数据的不准确、离散化和计算。边界数据由表面几何、反射函数和发射函数组成,所有这些都可能受到测量或模拟误差的干扰,或者由于计算效率而进行的简化。用有限维线性系统代替连续辐射传递方程,通常采用边界元和相应的投影法,从而引入离散化误差。最后,计算误差通过不精确的形状因素、内积、可见性等,以及在有限步数后停止迭代求解器来干扰有限维线性系统。利用本文引入的误差分类方法,我们对现有的全局照明算法进行了分析,并提出了新的研究方向。
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引用次数: 124
Piecewise smooth surface reconstruction 分段光滑表面重建
Hugues Hoppe, T. DeRose, T. Duchamp, Mark A. Halstead, H. Jin, J. McDonald, Jean Schweitzer, W. Stuetzle
We present a general method for automatic reconstruction of accurate, concise, piecewise smooth surface models from scattered range data. The method can be used in a variety of applications such as reverse engineering—the automatic generation of CAD models from physical objects. Novel aspects of the method are its ability to model surfaces of arbitrary topological type and to recover sharp features such as creases and corners. The method has proven to be effective, as demonstrated by a number of examples using both simulated and real data. A key ingredient in the method, and a principal contribution of this paper, is the introduction of a new class of piecewise smooth surface representations based on subdivision. These surfaces have a number of properties that make them ideal for use in surface reconstruction: they are simple to implement, they can model sharp features concisely, and they can be fit to scattered range data using an unconstrained optimization procedure.
提出了一种从分散的距离数据中自动重建精确、简洁、分段光滑表面模型的通用方法。该方法可用于各种应用,如逆向工程-从物理对象自动生成CAD模型。该方法的新颖之处在于它能够模拟任意拓扑类型的表面,并恢复诸如折痕和角等尖锐特征。通过仿真和实际数据的实例验证了该方法的有效性。该方法的一个关键组成部分,也是本文的主要贡献,是引入了一类新的基于细分的分段光滑表面表示。这些表面具有许多特性,使它们非常适合用于表面重建:它们易于实现,它们可以简洁地模拟尖锐特征,并且它们可以使用无约束优化程序适合于分散范围的数据。
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引用次数: 847
Optimization—an emerging tool in computer graphics 优化——计算机图形学中的一个新兴工具
J. Marks, Michael F. Cohen, J. Ngo, S. Shieber, John M. Snyder
practitioner in computer graphics was a solid background in geometry, algebra, calculus, topology, probability, mechanics, electromagnetism, signal processing, image processing, electrical engineering, mechanical engineering, optics, information theory, structured programming, basic algorithms and data structures, complexity theory, computer architecture, human factors, perceptual psychology, colorimetry, graphic design, industrial design, semiotics, and art! Unfortunately, the list is growing, and one more topic can now be included: optimization. A perusal of the computer-graphics literature reveals a recent trend towards using optimization to solve problems in image rendering, object modeling, animation, and even chart graphics. The techniques used run the gamut from standard function-optimization algorithms that have their roots in continuous mathematics [10], to black-art stochastic techniques that are inspired by natural processes like evolution and annealing [2]. The participants in the panel reflect this diversity in problem domain and optimization approach. Each panelist will list problems in his areas of expertise for which optimization techniques have proven effective, describe the optimization methods that have been most successful for these problems, present a representative example from the panelist’s own research of an optimization problem and method, attempt to predict the future impact of optimization on computer graphics, and suggest how engineers and artists might apply optimization techniques to practical problems.
计算机图形学的实践者在几何、代数、微积分、拓扑学、概率论、力学、电磁学、信号处理、图像处理、电气工程、机械工程、光学、信息论、结构化编程、基本算法和数据结构、复杂性理论、计算机体系结构、人为因素、感知心理学、比色学、平面设计、工业设计、符号学和艺术方面都有扎实的背景!不幸的是,这个列表还在增长,现在又多了一个主题:优化。仔细阅读计算机图形学文献,就会发现最近有一种趋势,即使用优化来解决图像渲染、对象建模、动画甚至图表图形中的问题。所使用的技术涵盖了从植根于连续数学的标准函数优化算法[10]到受进化和退火等自然过程启发的黑魔法随机技术[2]。小组的参与者反映了问题领域和优化方法的多样性。每个小组成员将列出在他的专业领域中优化技术已被证明有效的问题,描述对这些问题最成功的优化方法,从小组成员自己的优化问题和方法的研究中提出一个代表性的例子,试图预测优化对计算机图形学的未来影响,并建议工程师和艺术家如何将优化技术应用于实际问题。
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引用次数: 1
Reflection vector shading hardware 反射矢量着色硬件
D. Voorhies, Jim Foran
Surface reflections of an environment can be rendered in real time if hardware calculates an unnormalized reflection vector at each pixel. Conventional perspective-correct texture hardware can then be leveraged to draw high-quality reflections of an environment or specular highlights in real time. This fully accommodates area light sources, allows a local viewer to move interactively, and is especially well suited to the inspection of surface orientation and curvature. By emphasizing the richness of the incoming illumination rather than physical surface properties, it represents a new direction for real-time shading hardware.
如果硬件在每个像素处计算非标准化反射向量,则可以实时渲染环境的表面反射。然后可以利用传统的透视正确纹理硬件来绘制高质量的环境反射或实时高光。这完全容纳了区域光源,允许本地观看者互动移动,特别适合检查表面方向和曲率。通过强调入射光照的丰富性而不是物理表面属性,它代表了实时着色硬件的新方向。
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引用次数: 100
The irradiance Jacobian for partially occluded polyhedral sources 部分遮挡多面体光源的辐照度雅可比矩阵
J. Arvo
The irradiance at a point on a surface due to a polyhedral source of uniform brightness is given by a well-known analytic formula. In this paper we derive the corresponding analytic expression for the irradiance Jacobian, the derivative of the vector representation of irradiance. Although the result is elementary for unoccluded sources, within penumbrae the irradiance Jacobian must incorporate more information about blockers than either the irradiance or vector irradiance. The expression presented here holds for any number of polyhedral blockers and requires only a minor extension of standard polygon clipping to evaluate. To illustrate its use, three related applications are briefing described: direct computation of isolux contours, finding local irradiance extrema, and iso-meshing. Isolux contours are curves of constant irradiance across a surface that can be followed using a predictor-corrector method based on the irradiance Jacobian. Similarly, local extrema can be found using a descent method. Finally, iso-meshing is a new approach to surface mesh generation that incorporates families of isolux contours.
均匀亮度多面体光源在表面上某一点的辐照度由一个著名的解析公式给出。本文导出了辐照度雅可比矩阵的解析表达式,即辐照度矢量表示的导数。虽然结果是基本的未包含的来源,在半影内的辐照度雅可比矩阵必须包含更多的信息,无论是在辐照度或矢量辐照度。这里给出的表达式适用于任意数量的多面体阻截器,并且只需要对标准多边形裁剪进行少量扩展即可进行评估。为了说明它的使用,简要介绍了三个相关的应用:直接计算等值线、寻找局部辐照极值和等网格划分。等值线是一个表面上恒定辐照度的曲线,可以使用基于辐照度雅可比矩阵的预测校正方法来跟踪。类似地,局部极值可以用下降法找到。最后,等值网格是一种新的曲面网格生成方法,它包含了等值线轮廓族。
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引用次数: 118
Artificial fishes: physics, locomotion, perception, behavior 人工鱼:物理,运动,感知,行为
Xiaoyuan Tu, Demetri Terzopoulos
This paper proposes a framework for animation that can achieve the intricacy of motion evident in certain natural ecosystems with minimal input from the animator. The realistic appearance, movement, and behavior of individual animals, as well as the patterns of behavior evident in groups of animals fall within the scope of the framework. Our approach to emulating this level of natural complexity is to model each animal holistically as an autonomous agent situated in its physical world. To demonstrate the approach, we develop a physics-based, virtual marine world. The world is inhabited by artificial fishes that can swim hydrodynamically in simulated water through the motor control of internal muscles that motivates fins. Their repertoire of behaviors relies on their perception of the dynamic environment. As in nature, the detailed motions of artificial fishes in their virtual habitat are not entirely predictable because they are not scripted.
本文提出了一个动画框架,该框架可以在动画师的最小输入下实现某些自然生态系统中明显的运动复杂性。个体动物的真实外观、运动和行为,以及动物群体中明显的行为模式,都属于这个框架的范围。我们模拟这种自然复杂性的方法是将每只动物整体地建模为位于其物理世界中的自主代理。为了演示这种方法,我们开发了一个基于物理的虚拟海洋世界。世界上居住着人造鱼,它们可以通过内部肌肉的运动控制来驱动鳍,在模拟的水中进行流体动力学游泳。它们的所有行为都取决于它们对动态环境的感知。就像在自然界一样,人工鱼在虚拟栖息地的详细动作并不是完全可以预测的,因为它们没有脚本。
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引用次数: 832
Exploiting networks for visualization and collaboration: no network roadblocks? 利用网络实现可视化和协作:没有网络障碍?
T. Rhyne, George H. Brett, D. Brutzman, D. Cox, Adelino Santos
and collaboration using high speed networking, multimedia and interactive computer graphics techniques. Efforts among researchers, programmers, and artists (i.e. Renissance Teams) to use the new National Information Infrastructure (NII) as well as international telecommunication systems are featured. Software tools which support collaborative visualization across heterogenous platforms for research, education and commerical purposes are highlighted. Collaborative computing involves facilitating information discovery and scientific visualization activities between researchers located at various remote sites. It includes the use of visualization and information retrieval in a high speed networked environment. Computing resources become transparently available to researchers via the networked environment and this results in a metacomputer. Some collaborations involve interdisciplinary teams focused on solving a single problem while others encompass the sharing of different methodologies and resulting solutions to similar problems. Positive aspects associated with these high speed networked collaborations center on real time visualization and information discovery among geographically remote research or Renaissance Teams. There are also negative impacts or roadblocks associated with metacomputing. Network transmission difficulties and differences in desktop workstation architectures can cloud the actual visualization two collaborating researchers are simultaneously viewing and steering. Setting up and learning to use the metacomputing infrastructure can be all consuming and thus refocus the basic education or scientific discovery process. Various perspectives on these concerns are debated by the panelists.
并利用高速网络、多媒体和交互式计算机图形技术进行协作。研究人员、程序员和艺术家(即文艺复兴团队)为使用新的国家信息基础设施(NII)和国际电信系统所做的努力。强调了支持跨异质平台协作可视化的软件工具,用于研究、教育和商业目的。协作计算包括促进位于不同远程站点的研究人员之间的信息发现和科学可视化活动。它包括在高速网络环境中使用可视化和信息检索。计算资源可以通过网络环境透明地提供给研究人员,这就产生了元计算机。一些合作涉及专注于解决单个问题的跨学科团队,而另一些合作则包含共享不同的方法和对类似问题的最终解决方案。与这些高速网络协作相关的积极方面集中在地理上远程研究或Renaissance团队之间的实时可视化和信息发现。与元计算相关的负面影响或障碍也存在。网络传输的困难和桌面工作站架构的差异会影响两个合作研究人员同时观看和指导的实际可视化。设置和学习使用元计算基础设施可能非常耗时,因此需要重新关注基础教育或科学发现过程。小组成员就这些问题的不同观点进行了辩论。
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引用次数: 2
Determinants of immersivity in virtual reality: graphics vs. action 虚拟现实沉浸感的决定因素:图像vs.动作
A. R. Mitchell, Stuart Rosen, W. Bricken, Ron Martinez, B. Laurel
Psychological immersivity is the most important performance measure of effectiveness for media experiences, from watching a computer generated animation to having an interactive experience in a virtual reality (VR) environment. To offer and foster the best value hardware systems and the most effecive software media, we need to know what determines immersivity: realistic graphics, realistic action , or some sort of balance? The panel will address this critical question with presentations by five experts with varied points of view. The four key concepts of the panel are Psychological Immersivity, VR, Realistic Action, and Realistic Graphics. Psychological Immersivity is a process in which many of a person’s senses are stimulated by an artificial environment, to the point where emotions and intellect follow as though actually in a real-world or other-world event. VR is a computer generated, real time, interactive environment of three-dimensional visual, aural, and other sensed phenomena. Realistic action refers to both the quality of a VR story line or adventure scenario and the fidelity of its dynamic realization, including attributes such as motion, voice generation or recongnition, and virtual character behavior. Realistic graphics refers to visual fidelity attributes, such as resolution, field of view, frame rate, polygon density, and texture map complexity. The psychologist Mihaly Csikszentmihalyi, writing about years of research into what causes happiness in life’s experiences, has identified a state called “flow.” Flow is a process characteristic of certain human activities that is akin to what we call psychological immersion for VR experiences. This research supports the contention that psychological immersivity is the most important measure of merit and that interactivity is critical for optimized consumer happiness. But the work does not answer the basic question of whether realistic graphics or realistic action is the greater determinant of immersivity. The location-based and home entertainment industries are becoming aware that distributed interactive simulation systems developed for Army training (SimNet and Close Combat Tactical Trainer) indicate that VR envrironments can produce a greater depth of immersivity than any other simulation training experience. That evidence from military training is reinforced by reports from consumers of newly emerging location-based and home entertainment VR products. But why is that so? VR graphics are usually inferior to animations due to the need for real time rendering. We also note that VR action can offer a higher level of interactivity because of the four-dimensional, space-time degrees of freedom. Does this mean that realistic action is more important than realistic graphics? Designers of networked, interactive computer games (MUDs) generally believe that action is much more important than graphics. Players of these text-based adventure games have hours of immersivity. Is this more evidence that
从观看计算机生成的动画到在虚拟现实(VR)环境中进行互动体验,心理沉浸感是衡量媒体体验有效性的最重要的性能指标。为了提供和培养最具价值的硬件系统和最有效的软件媒体,我们需要知道是什么决定了沉浸感:逼真的图像,逼真的动作,还是某种平衡?小组将由五位持不同观点的专家介绍这一关键问题。该小组的四个关键概念是心理沉浸感,VR,现实行动和现实图形。心理沉浸是一个过程,在这个过程中,一个人的许多感官受到人工环境的刺激,直到情感和智力跟随,就像在现实世界或另一个世界的事件中一样。VR是一种计算机生成的、实时的、交互式的三维视觉、听觉和其他感知现象的环境。逼真的动作既指VR故事情节或冒险场景的质量,也指其动态实现的保真度,包括动作、声音生成或识别以及虚拟角色行为等属性。逼真图形指的是视觉保真度属性,如分辨率、视场、帧率、多边形密度和纹理图复杂性。心理学家Mihaly Csikszentmihalyi在多年的研究中发现了一种叫做“心流”的状态。心流是某些人类活动的过程特征,类似于我们所说的VR体验中的心理沉浸。这项研究支持了以下观点:心理沉浸感是最重要的价值衡量标准,而互动性对优化消费者幸福感至关重要。但这项工作并没有回答一个基本问题,即究竟是逼真的图像还是逼真的动作才是沉浸感的决定因素。基于位置的和家庭娱乐行业逐渐意识到,为陆军训练开发的分布式交互式模拟系统(SimNet和近距离战斗战术训练器)表明,VR环境可以比任何其他模拟训练体验产生更深度的沉浸感。来自新兴的基于位置和家庭娱乐的虚拟现实产品的消费者的报告加强了军事训练的证据。但为什么会这样呢?由于需要实时渲染,VR图形通常不如动画。我们还注意到,由于四维的时空自由度,VR动作可以提供更高层次的交互性。这是否意味着现实的行动比现实的图像更重要?网络互动电脑游戏(mud)的设计师通常认为动作比图像重要得多。这些基于文本的冒险游戏的玩家拥有数小时的沉浸感。这是否更能证明逼真的动作比逼真的图像更重要?尽管有上述证据,但街机、家庭录像带和家庭电脑游戏行业显然正在通过CD-ROM多媒体系统推动大大改进图像的发展,而将现实行动置于次要地位。消费者当然会趋之若鹜地购买这些产品。这是否证明了逼真的图像比逼真的动作更重要?当我们解决这些基本问题时,重要的是要认识到交互式VR体验发生在一个“封闭的、人在循环系统”中。这种认识提供了一种平衡的观点,即图像和行动是因果结合的,并且在心理上是相互依赖的。一个图形化的对象,比如一个具有良好的身体动力学模型的虚拟人体,在视觉上比静止的帧图像更令人愉悦,更引人入胜。随着故事情节质量的提高,这种效果变得更加明显。因此,逼真的动作增强了图像的真实感。相反地,我们也注意到,当几何和纹理复杂性增加其图像和帧保真度时,虚拟角色呈现的动作会更加有趣和可信。因此,逼真的图像增强了动作的真实感。因此,图像和动作必须以一种相互依赖的方式进行建模,以适应故事情节、人类参与者的复杂程度以及市场对产品成本的限制。这就是问题所在!从产品开发者的角度来看,没有什么比市场的价格约束和在这些约束下优化系统设计的需求更真实的了。换句话说,我们必须努力为所支付的金钱提供最大的价值和最深层次的心理沉浸感。 当我们采取这种实际的、市场驱动的观点时,现实图像和现实行动之间的交易突然变得关键、有争议和深奥。由于缺乏了解这种媒介的杰出作者,以及用于创作工具和实时执行故事情节动态属性的支持技术不成熟,商业VR产品中可用的逼真动作程度一直处于相当低的水平。改进实际行动主要涉及软件研究和开发,如果需求设置得太高,可能会带来潜在的高成本和进度风险。由于这些实用性,在现实行动领域的大多数有前途的研究都发生在大学实验室和军事系统开发中。不过,这项研究正在积极发表,工业界正在对技术转移到其产品线的机会作出反应。尽管在现实行动中追求进步是有风险的,但在为行业研发交易领域和制作设计成本决策时,最具成本效益的选择往往是实现更现实的行动,而不是更现实的图像。这是真的,因为VR的实时处理要求可能会使图形的增量改进更加昂贵,甚至在硬件吞吐量和生产成本方面无法实现。特别重要的是要问,“对于目前倾向于增加动作的现实性而不是增加图像的现实性的VR系统来说,什么能够改变这种成本效益等式?”答案是,需要新的图形算法、系统架构和硬件技术,使增加图形真实感的成本效益与增加动作真实感的成本效益相一致。
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引用次数: 7
Illumination in diverse codimensions 不同余维的照明
D. Banks
This paper considers an idealized subclass of surface reflectivities; namely a simple superposition of ideal diffuse and ideal specular, restricted to point light sources. The paper derives a model of diffuse and specular illumination in arbitrarily large dimensions, based on a few characteristics of material and light in 3-space. It describes how to adjust for the anomaly of excess brightness in large codimensions. If a surface is grooved or furry, it can be illuminated with a hybrid model that incorporates both the ID geometry (the grooves or fur) and the 2D geometry (the surface).
本文考虑表面反射率的一个理想子类;即理想漫射和理想镜面的简单叠加,局限于点光源。本文根据三维空间中材料和光线的一些特性,导出了任意大尺度的漫射和高光照明模型。介绍了如何对大余维下的超亮异常进行校正。如果表面有沟槽或皮毛,则可以使用混合模型进行照明,该模型结合了ID几何形状(沟槽或皮毛)和2D几何形状(表面)。
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引用次数: 160
Evolving virtual creatures 不断进化的虚拟生物
Karl Sims
This paper describes a novel system for creating virtual creatures that move and behave in simulated three-dimensional physical worlds. The morphologies of creatures and the neural systems for controlling their muscle forces are both generated automatically using genetic algorithms. Different fitness evaluation functions are used to direct simulated evolutions towards specific behaviors such as swimming, walking, jumping, and following. A genetic language is presented that uses nodes and connections as its primitive elements to represent directed graphs, which are used to describe both the morphology and the neural circuitry of these creatures. This genetic language defines a hyperspace containing an indefinite number of possible creatures with behaviors, and when it is searched using optimization techniques, a variety of successful and interesting locomotion strategies emerge, some of which would be difficult to invent or built by design.
本文描述了一种用于创建虚拟生物的新系统,这些虚拟生物在模拟的三维物理世界中移动和行为。生物的形态和控制肌肉力量的神经系统都是通过遗传算法自动生成的。不同的适应度评估函数用于指导模拟进化的特定行为,如游泳、行走、跳跃和跟随。提出了一种遗传语言,使用节点和连接作为其原始元素来表示有向图,用于描述这些生物的形态和神经回路。这种遗传语言定义了一个包含无限数量可能具有行为的生物的超空间,当使用优化技术对其进行搜索时,会出现各种成功且有趣的运动策略,其中一些策略很难通过设计来发明或构建。
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引用次数: 1232
期刊
Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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