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Proceedings Pacific Graphics '98. Sixth Pacific Conference on Computer Graphics and Applications (Cat. No.98EX208)最新文献

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Graphics with shape property inheritance 具有形状属性继承的图形
T. Kunii
Current graphics models suffer from inconsistencies in many ways. Neither homotopical nor topological properties have been inherited in the shapes of graphical objects in particular, and usually continuity and singularity properties are not inherited either. For example, since the most of the shape modeling in computer graphics has polygonalization as the underlying display structures and data structures, the topological properties as well as the shape smoothness properties and singularities are almost always lost, which makes them unrecoverable. We present initial research on shape modeling for computer graphics to remedy this situation, based on a homotopical framework and cellular spatial structures.
当前的图形模型在许多方面都存在不一致性。在图形对象的形状中,既不继承同地方性和拓扑性,也不继承连续性和奇异性。例如,由于计算机图形学中的大多数形状建模都以多边形化作为底层的显示结构和数据结构,拓扑属性以及形状的平滑性和奇异性几乎总是会丢失,这使得它们无法恢复。我们提出了初步的研究形状建模的计算机图形,以纠正这种情况下,基于同调框架和细胞空间结构。
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引用次数: 14
Disparity mapping technique and fast rendering technique for view morphing 视差映射技术和快速渲染技术的视图变形
T. Moritsu, M. Kato
Two new techniques for view morphing are presented. The first technique is a disparity mapping technique which accurately maps the edges of input images on each other. By using this technique, one can reduce the blurring of synthesized images. The second technique is a data transformation technique which transforms morphing data into data which can be rendered on ordinary 3D graphic accelerators. By using this transformation, one achieve interactive morphing animations.
提出了两种新的视图变形技术。第一种技术是视差映射技术,它精确地将输入图像的边缘相互映射。通过使用这种技术,可以减少合成图像的模糊。第二种技术是数据转换技术,将变形数据转换为可在普通三维图形加速器上呈现的数据。通过使用这种转换,可以实现交互式变形动画。
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引用次数: 1
Dust and water splashing models for hopping figures 灰尘和水溅模型跳跃的数字
Golam Ashraf, Kok Cheong Wong
To enhance the realism of computer animation sequences, the interaction between autonomous creatures and their environment needs to be modeled. Two such commonly occurring phenomena, dust and water splashing on impact, are presented. These pseudo dynamic models, based on particle system concepts, are designed for hoppers with approximately elliptical bases. The proposed models can be extended for use with multi-legged creatures. The dust model is parameterized by creature dimensions, soil particle dimensions and wind direction. The water splashing model is parameterized by creature dimensions and water film thickness. Explicit control of behavioral parameters of both models is also provided to allow application specific usage.
为了增强计算机动画序列的真实感,需要对自主生物与其环境之间的相互作用进行建模。提出了两种常见的现象,即灰尘和水在撞击时飞溅。这些伪动态模型基于粒子系统的概念,设计用于近似椭圆基底的料斗。所提出的模型可以扩展用于多足动物。沙尘模型由生物尺寸、土壤颗粒尺寸和风向参数化。溅水模型由生物尺寸和水膜厚度参数化。还提供了对两个模型的行为参数的显式控制,以允许特定于应用程序的使用。
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引用次数: 7
A new approach for goal-oriented deformation of voxel models 体素模型面向目标变形的一种新方法
R. Jegathese, E. Prakash
A new volume deformation technique using FEM and voxel-texture (voxture) maps has been developed. In contrast to the traditional deformation techniques, the new algorithm is aimed at volume transformations, deformations and volume metamorphosis.
本文提出了一种基于有限元和体素纹理贴图的体变形新技术。与传统的变形技术相比,新算法针对的是体积变换、变形和体积变形。
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引用次数: 4
Gesticulation behaviors for virtual humans 虚拟人的手势行为
Liwei Zhao, N. Badler
Gesture and speech are two very important behaviors for virtual humans. They are not isolated from each other but generally employed simultaneously in the service of the same intention. An underlying PaT-Net parallel finite state machine may be used to coordinate them both. Gesture selection is not arbitrary. Typical movements correlated with specific textual elements are used to select and produce gesticulation online. This enhances the expressiveness of speaking virtual humans.
手势和语言是虚拟人的两种非常重要的行为。它们不是彼此孤立的,而是通常同时使用,为同一目的服务。可以使用底层的PaT-Net并行有限状态机来协调两者。手势选择不是任意的。使用与特定文本元素相关的典型动作来选择和产生在线手势。这增强了说话的虚拟人的表现力。
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引用次数: 22
Adaptive hierarchical b-spline surface approximation of large-scale scattered data 大规模离散数据的自适应层次b样条曲面逼近
Weiqiang Zhang, Zesheng Tang, Jie Li
A fast algorithm for large scale scattered data approximation is described. The algorithm exploits a coarse-to-fine hierarchical control lattice to fit the scattered data. In this algorithm, the refinement process is only located in the regions where the error between the scattered data and the resulting surface is greater than a specified tolerance. A recursive algorithm is used to find these regions. In order to ensure the C/sup 2/-continuity of the resulting surfaces, we introduce an additional method to get the boundary control points around the subcontrol lattice. Experimental results are included to show that this method can approximate large scale scattered data sets quickly.
描述了一种快速的大规模离散数据逼近算法。该算法利用从粗到精的层次控制格来拟合分散的数据。在该算法中,细化过程只定位于离散数据与生成曲面之间的误差大于规定公差的区域。使用递归算法来查找这些区域。为了保证所得曲面的C/sup 2/-连续性,我们引入了一种额外的方法来获得子控制格周围的边界控制点。实验结果表明,该方法可以快速逼近大规模分散的数据集。
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引用次数: 18
An analytical ray casting of volume data 体积数据的一种分析射线投射法
Moon-Ryul Jung, Hyunwoo Park, Doowon Paik
When volume data is visualized by the ray casting method, the color value of each pixel in the image is obtained by composing the color contributions of the sample points that lie on the ray cast from the pixel point. In most ray tracing methods, including M. Levoy's (1988; 1990) classical method, the color composition is formulated as a summation of the color contributions of the discrete sample points. However the more precise color composition is formulated as differential equations over the color contributions of the continuous sample points. The discrete formulation is used, because analytical solutions to the continuous formulation are hard to find. However we have discovered a semi-analytical solution to the continuous formulation of a typical ray tracing of volume data. We have applied both Levoy's method and ours to the same set of data, and compared the visual quality of both results. The comparison shows that our method produces a more fine grained visualization of volume data.
当用光线投射法对体数据进行可视化时,图像中每个像素点的颜色值是由像素点投射的光线上的样本点的颜色贡献组成的。在大多数光线追踪方法中,包括M. Levoy (1988;在经典方法(1990)中,颜色组成被表述为离散样本点的颜色贡献的总和。然而,更精确的颜色组成被表述为连续样本点的颜色贡献的微分方程。使用离散公式,因为很难找到连续公式的解析解。然而,我们已经发现了一个半解析解的连续公式的典型射线追踪的体积数据。我们将Levoy的方法和我们的方法应用于同一组数据,并比较了两种结果的视觉质量。对比表明,我们的方法产生了更细粒度的体数据可视化。
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引用次数: 4
An efficient control over human running animation with extension of planar hopper model 对平面料斗模型的扩展,实现了对人体跑步动画的有效控制
Young-Min Kang, Hwan-Gue Cho, Ee-Taek Lee
The most important goal of character animation is to efficiently control the motions of a character. Until now, many techniques have been proposed for human gait animation, and some techniques have been created to control the emotions in gaits such as "tired walking" and "brisk walking" by using parameter interpolation or motion data mapping. Since it is very difficult to automate the control over the emotion of a motion, the emotions of a character model have been generated by creative animators. The paper proposes a human running model based on a one-leg-planar hopper with a self-balancing mechanism. The proposed technique exploits genetic programming to find an optimal movement. We extend the energy minimization technique to generate various motions in accordance with emotional specifications, for instance, "brisk running".
角色动画最重要的目标是有效地控制角色的动作。到目前为止,已经提出了许多关于人体步态动画的技术,并创造了一些通过参数插值或运动数据映射来控制“累走”和“快走”等步态中的情绪的技术。由于很难自动控制动作的情感,所以角色模型的情感是由有创意的动画师生成的。提出了一种基于自平衡机构的单腿平面料斗的人体跑步模型。提出的技术利用遗传规划来找到一个最优的运动。我们将能量最小化技术扩展到根据情绪规范产生各种动作,例如“快跑”。
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引用次数: 16
A camera control interface based on the visualization of subspaces of the 6D motion space of the camera 一种基于摄像机6D运动空间子空间可视化的摄像机控制接口
Moon-Ryul Jung, Doowon Paik, Donghyun Kim
The paper describes a camera control interface for the exploration of 3D virtual space implemented by using a 2D input device, a joystick. The interface uses a helicopter maneuver metaphor: the viewpoint of the virtual camera is controlled as if the user sits in a helicopter and controls its motion. To control the helicopter by a 2D input device, the 6D space of the helicopter motion is decomposed into six 2D subspaces. The 2D subspaces are visualized by means of the helicopter model and some auxiliary means, e.g. plane meshes and circles, to suggest the kind of motion allowed in each subspace. The visualized subspaces are used as camera control widgets controlled by the 2D input device. The six widgets are arranged so that the transition from one widget to another may be performed by one movement of the input device. This interface provides a simple and consistent kinesthetic correspondence between the movement of the joystick and the motion of the helicopter i.e. the virtual camera. We have conducted an evaluation of our camera control interface through a questionnaire study. Though it indicates that users of different levels find our interface easier to use compared to other interfaces, we need more rigorous evaluation studies to prove it. The main claim of the paper is that the proposed interface has a cleaner and more logical design obtained by strictly following a good design principle, i.e. systematic decomposition and intuitive visual clues.
本文描述了一种用于探索三维虚拟空间的相机控制接口,该接口使用一个2D输入设备,即操纵杆来实现。界面使用了直升机机动的比喻:虚拟摄像机的视点被控制,就好像用户坐在直升机上并控制它的运动一样。为了利用二维输入装置控制直升机,将直升机运动的六维空间分解为六个二维子空间。通过直升机模型和一些辅助手段(如平面网格和圆)来可视化二维子空间,以表明每个子空间中允许的运动类型。可视化的子空间用作由2D输入设备控制的相机控制部件。所述六个小部件的设置使得可以通过输入设备的一次移动来执行从一个小部件到另一个小部件的转换。这个界面在操纵杆的运动和直升机的运动(即虚拟摄像机)之间提供了一个简单而一致的动觉对应。我们通过问卷调查的方式对相机控制界面进行了评估。虽然这表明不同层次的用户认为我们的界面比其他界面更容易使用,但我们需要更严格的评估研究来证明这一点。本文的主要主张是,通过严格遵循良好的设计原则,即系统的分解和直观的视觉线索,所提出的界面具有更清晰、更合乎逻辑的设计。
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引用次数: 11
Modeling of clouds from satellite images using metaballs 利用元球对卫星图像中的云进行建模
Y. Dobashi, T. Nishita, H. Yamashita, T. Okita
The paper proposes an image based modeling of clouds where realistic clouds are created from satellite images using metaballs. The intention of the paper is for applications to space flight simulators, the visualization of the weather information, and the simulation of surveys of the Earth. In the proposed method, the density distribution inside the clouds is defined by a set of metaballs. Parameters of metaballs, such as center positions, radii, and density values, are automatically determined so that a synthesized image of clouds modeled by using metaballs is similar to the original satellite image. We also propose an animation method for clouds generated by a sequence of satellite images taken at some interval. The usefulness of the proposed method is demonstrated by several examples of clouds generated from satellite images of typhoons passing through Japan.
本文提出了一种基于图像的云建模方法,利用元球从卫星图像中创建真实的云。本文的目的是为了应用于空间飞行模拟器、天气信息的可视化和地球测量的模拟。在该方法中,云内部的密度分布由一组元球来定义。元球的中心位置、半径和密度值等参数会自动确定,因此使用元球模拟的云的合成图像与原始卫星图像相似。我们还提出了一种由一组间隔拍摄的卫星图像生成的云的动画方法。由台风经过日本的卫星图像产生的云的几个例子证明了所提出方法的有效性。
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引用次数: 42
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Proceedings Pacific Graphics '98. Sixth Pacific Conference on Computer Graphics and Applications (Cat. No.98EX208)
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