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Modern techniques for implicit modeling 隐式建模的现代技术
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198638
J. F. O'Brien, T. Yoo
This course presents recent developments in modern implicit surfaces, particularly the use of radial-basis functions, MPUs, and digital Morse theory, plus examples of real-world applications from shape transformation to medical modeling. Lectures include the mathematics of implicit modeling and some formal treatment of smoothness issues and sampling constrained implicit surfaces.
本课程介绍了现代隐式曲面的最新发展,特别是径向基函数、微处理器和数字莫尔斯理论的使用,以及从形状变换到医学建模的实际应用示例。课程包括隐式建模的数学和一些光滑问题和采样约束隐式曲面的正式处理。
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引用次数: 0
Cross-mapping 相互对应
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198583
J. P. Lewis, Frédéric H. Pighin
When done correctly, a digitally recorded facial performance is an accurate measurement of the performer's motions. As such it reflects all the idiosyncrasies of the performer. However, often the digital character that needs to be animated is not a digital replica of the performer. In this case, the decision to use performance capture might be motivated by cost issues, the desire to use a favorite actor regardless of the intended character, or the desire to portray an older, younger, or otherwise altered version of the actor. The many incarnations of Tom Hanks in Polar Express illustrate several of these scenarios.
如果操作正确,数字记录的面部表演是对表演者动作的精确测量。因此,它反映了表演者的所有特质。然而,通常需要动画的数字角色并不是表演者的数字复制品。在这种情况下,使用性能捕捉的决定可能是出于成本问题、希望使用最喜欢的演员而不管预期的角色是什么,或者希望描绘一个更老、更年轻或以其他方式改变的演员版本。汤姆·汉克斯在《极地快车》中的许多化身说明了其中的几个场景。
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引用次数: 2
Notes on efficient ray tracing 关于有效光线追踪的注意事项
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198749
S. Boulos
There are many ways to make your ray tracer faster. If you're writing an interactive ray tracer, you've got to turn to your bottlenecks in your code and make them scream. You're probably spending the majority of your time computing ray-scene intersections (in some applications, ray-scene intersection may not be the bottleneck, for example Perlin noise is commonly a performance bottleneck for applications that use it heavily). To speed up ray-scene intersections, you use acceleration structures, but how do you get that extra factor of two in performance? This document is some informal notes on experience we've had at Utah on this topic. I do not include citations here. For the sources of these techniques see the bibliography for the chapters from the second edition of Fundamentals of Computer Graphics included in these notes. Several papers discussing these techniques are also included in these notes.
有许多方法可以使光线追踪器更快。如果您正在编写一个交互式光线追踪器,那么您必须找到代码中的瓶颈,并让它们尖叫。您可能会花费大部分时间计算光线-场景交叉点(在某些应用程序中,光线-场景交叉点可能不是瓶颈,例如,对于大量使用它的应用程序来说,柏林噪声通常是性能瓶颈)。为了加速光线与场景的相交,你可以使用加速结构,但是如何在性能上获得额外的两个因素呢?这份文件是我们在犹他大学关于这个话题的一些非正式记录。我在这里没有包括引文。有关这些技术的来源,请参阅这些注释中包含的《计算机图形学基础》第二版的章节参考书目。讨论这些技术的几篇论文也包括在这些笔记中。
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引用次数: 6
Voxel sampling for Six-DoF haptic rendering 六自由度触觉渲染的体素采样
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198624
W. McNeely
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引用次数: 0
Session details: From mocap to movie: the making of "The Polar Express" 会议细节:从动作捕捉到电影:《极地快车》的制作
Pub Date : 2005-07-31 DOI: 10.1145/3245722
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引用次数: 0
Audience perception of clone realism 受众对克隆现实主义的感知
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198587
J. P. Lewis
The digital clones that have appeared briefly in recent movies are remarkable examples of computer graphics. We cannot say "mission accomplished" yet however.
在最近的电影中短暂出现的数字克隆是计算机图形学的杰出例子。然而,我们还不能说“任务完成了”。
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引用次数: 0
Volumetric displays & implementation experience 体积显示和实施经验
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198734
J. Napoli
• Programmable control over the position from which light is emitted. • Light is actually emitted and perceived at a single point. • There is no conflict of physiological depth cues. • Display designs usually involve transparent voxels that emit isotropically. Volumetric displays are characterized by the ability to program light at discrete positions within a volume. In contrast to multiview displays, volumetric displays emit light from the same 3-D points that are perceived by the viewer. Therefore, consistent physiological depth cues are produced, no matter the viewer location or the bandwidth of the display. Many volumetric display designs lack the ability to accurately portray occlusion and shading, however there are some designs that may provide these view-dependent depth cues. A volumetric display image consists of a dense 3-D array of addressable locations whose optical properties can be controlled. These locations are called voxels.
•可编程控制从哪个位置发出的光。•光实际上是在一个点发射和感知的。•生理深度线索不存在冲突。•显示设计通常涉及各向同性发射的透明体素。体积显示器的特点是能够在体积内的离散位置对光进行编程。与多视图显示器相比,体积显示器从观看者感知到的相同的3d点发射光线。因此,无论观看者的位置或显示器的带宽如何,都会产生一致的生理深度线索。许多体积显示设计缺乏准确描绘遮挡和阴影的能力,但是有一些设计可以提供这些依赖于视图的深度线索。体积显示图像由可寻址位置的密集三维阵列组成,其光学特性可以控制。这些位置被称为体素。
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引用次数: 0
Computer-generated medical, technical, and scientific illustration 计算机生成的医学、技术和科学插图
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198720
D. Ebert, M. Sousa, A. Gooch, D. Stredney
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引用次数: 6
A virtual node algorithm for changing mesh topology during simulation 一种在仿真过程中改变网格拓扑结构的虚拟节点算法
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198574
Neil P. Molino, Zhaosheng Bao, Ronald Fedkiw
We propose a virtual node algorithm that allows material to separate along arbitrary (possibly branched) piecewise linear paths through a mesh. The material within an element is fragmented by creating several replicas of the element and assigning a portion of real material to each replica. This results in elements that contain both real material and empty regions. The missing material is contained in another copy (or copies) of this element. Our new virtual node algorithm automatically determines the number of replicas and the assignment of material to each. Moreover, it provides the degrees of freedom required to simulate the partially or fully fragmented material in a fashion consistent with the embedded geometry. This approach enables efficient simulation of complex geometry with a simple mesh, i.e. the geometry need not align itself with element boundaries. It also alleviates many shortcomings of traditional La-grangian simulation techniques for meshes with changing topology. For example, slivers do not require small CFL time step restrictions since they are embedded in well shaped larger elements. To enable robust simulation of embedded geometry, we propose new algorithms for handling rigid body and self collisions. In addition, we present several mechanisms for influencing and controlling fracture with grain boundaries, prescoring, etc. We illustrate our method for both volumetric and thin-shell simulations.
我们提出了一种虚拟节点算法,允许材料沿着任意(可能分支)分段线性路径通过网格分离。通过创建元素的多个副本并为每个副本分配一部分真实材料,元素中的材料被碎片化。这导致元素既包含真实的材料又包含空区域。缺失的材料包含在该元素的另一个副本(或多个副本)中。我们新的虚拟节点算法自动确定副本的数量和每个副本的材料分配。此外,它提供了以与嵌入几何形状一致的方式模拟部分或完全破碎材料所需的自由度。这种方法可以用简单的网格有效地模拟复杂的几何形状,即几何形状不需要与元素边界对齐。它也缓解了传统的拉-格朗日网格拓扑变化仿真技术的许多不足。例如,切片不需要小CFL时间步长限制,因为它们嵌入在形状良好的较大元素中。为了实现嵌入式几何的鲁棒模拟,我们提出了处理刚体和自碰撞的新算法。此外,我们还从晶界、预渗等方面提出了影响和控制断裂的几种机制。我们举例说明了我们的方法为体积和薄壳模拟。
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引用次数: 5
Discrete differential forms for computational modeling 用于计算建模的离散微分形式
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198666
M. Desbrun, E. Kanso, Y. Tong
The emergence of computers as an essential tool in scientific research has shaken the very foundations of differential modeling. Indeed, the deeply-rooted abstraction of smoothness, or differentiability, seems to inherently clash with a computer's ability of storing only finite sets of numbers. While there has been a series of computational techniques that proposed discretizations of differential equations, the geometric structures they are supposed to simulate are often lost in the process.
计算机作为科学研究中必不可少的工具的出现动摇了微分建模的基础。事实上,对平滑性或可微性的根深蒂固的抽象,似乎与计算机只能存储有限数量的能力存在内在冲突。虽然已经有一系列的计算技术提出微分方程的离散化,但它们应该模拟的几何结构经常在这个过程中丢失。
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引用次数: 261
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