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Assorted pixels: multi-sampled imaging with structural models 组合像素:结构模型的多采样成像
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198563
S. Nayar, S. Narasimhan
Multi-sampled imaging is a general framework for using pixels on an image detector to simultaneously sample multiple dimensions of imaging (space, time, spectrum, brightness, polarization, etc.). The mosaic of red, green and blue spectral filters found in most solid-state color cameras is one example of multi-sampled imaging. We briefly describe how multi-sampling can be used to explore other dimensions of imaging. Once such an image is captured, smooth reconstructions along the individual dimensions can be obtained using standard interpolation algorithms. Typically, this results in a substantial reduction of resolution (and hence image quality). One can extract significantly greater resolution in each dimension by noting that the light fields associated with real scenes have enormous redundancies within them, causing different dimensions to be highly correlated. Hence, multi-sampled images can be better interpolated using local structural models that are learned offline from a diverse set of training images. The specific type of structural models we use are based on polynomial functions of measured image intensities. They are very effective as well as computationally efficient. We demonstrate the benefits of structural interpolation using three specific applications. These are (a) traditional color imaging with a mosaic of color filters, (b) high dynamic range monochrome imaging using a mosaic of exposure filters, and (c) high dynamic range color imaging using a mosaic of overlapping color and exposure filters.
多采样成像是利用图像检测器上的像素同时对成像的多个维度(空间、时间、光谱、亮度、偏振等)进行采样的一般框架。在大多数固态彩色相机中发现的红、绿、蓝光谱滤光片的马赛克就是多采样成像的一个例子。我们简要地描述了多重采样如何用于探索成像的其他维度。一旦这样的图像被捕获,沿着单个维度的平滑重建可以使用标准插值算法获得。通常,这会导致分辨率大幅降低(从而降低图像质量)。通过注意到与真实场景相关的光场在其中具有巨大的冗余,从而导致不同的维度高度相关,可以在每个维度中提取更大的分辨率。因此,使用从不同的训练图像集离线学习的局部结构模型可以更好地插值多采样图像。我们使用的特定类型的结构模型是基于测量图像强度的多项式函数。它们非常有效,计算效率也很高。我们用三个具体的应用演示了结构插值的好处。这些是(a)使用彩色滤光片马赛克的传统彩色成像,(b)使用曝光滤光片马赛克的高动态范围单色成像,以及(c)使用重叠的彩色滤光片和曝光滤光片马赛克的高动态范围彩色成像。
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引用次数: 24
Session details: Digital face cloning 会话细节:数字人脸克隆
Pub Date : 2005-07-31 DOI: 10.1145/3245703
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引用次数: 0
High dynamic range imaging and image-based lighting 高动态范围成像和基于图像的照明
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198707
E. Reinhard, P. Debevec, G. Ward, S. Pattanaik
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引用次数: 19
Developing mobile 3D applications with OpenGL ES and M3G 使用OpenGL ES和M3G开发移动3D应用程序
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198730
K. Pulli, Jani Vaarala, Ville Miettinen, T. Aarnio, M. Callow
Mobile phones offer exciting new opportunities for graphics application developers. However, they also have sig-nificant limitations compared to traditional desktop graphics environments, including absence of dedicated graphics hardware, limited memory (both RAM and ROM), limited communications bandwidth, and lack of floating point hardware. Existing graphics APIs ignore these limitations and thus are infeasible to implement in embedded devices. Thiscourse presents two new 3D graphics APIs that address the special needs and constraints of mobile/embedded platforms: OpenGL ES and M3G. OpenGL ES is a light-weight version of the well-known workstation standard, offering a subset of OpenGL 1.5 capability plus support for fixed point arithmetic. M3G, Mobile 3D Graphics API for Java MIDP (Mobile Information Device Profile), also known as JSR-184, provides scene graph and animation support, binary file format, and immediate mode rendering that bypasses scene graphs. These APIs provide powerful graphics capabilities in a form that fits well on today’s devices, and will support hardware acceleration in the future. The course begins with a discussion of the target environments and their limitations, and general techniques for coping with platform/environment constraints (such as fixed point arithmetic). This is followed by detailed presen-tations of the APIs. For each API, we describe the included functionality and compare it to related workstation standards, explaining what was left out and why. We also discuss practical aspects of working with the APIs on the target platforms, and present strategies for porting existing applications and creating new ones. Categories and Subject Descriptors (according to ACM CCS) : I.3.6 [Computer Graphics]: Standards
移动电话为图形应用程序开发人员提供了令人兴奋的新机会。然而,与传统的桌面图形环境相比,它们也有明显的局限性,包括缺乏专用图形硬件、有限的内存(RAM和ROM)、有限的通信带宽以及缺乏浮点硬件。现有的图形api忽略了这些限制,因此无法在嵌入式设备中实现。本课程介绍了两个新的3D图形api,解决了移动/嵌入式平台的特殊需求和限制:OpenGL ES和M3G。OpenGL ES是众所周知的工作站标准的轻量级版本,提供了OpenGL 1.5功能的子集以及对定点算法的支持。M3G,用于Java MIDP(移动信息设备配置文件)的移动3D图形API,也称为JSR-184,提供场景图形和动画支持,二进制文件格式,以及绕过场景图形的即时模式呈现。这些api以适合当今设备的形式提供了强大的图形功能,并将在未来支持硬件加速。本课程首先讨论目标环境及其局限性,以及处理平台/环境约束的一般技术(如定点算法)。接下来是api的详细介绍。对于每个API,我们描述了包含的功能,并将其与相关工作站标准进行比较,解释了遗漏的内容及其原因。我们还讨论了在目标平台上使用api的实际方面,并介绍了移植现有应用程序和创建新应用程序的策略。类别和主题描述符(根据ACM CCS): I.3.6[计算机图形学]:标准
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引用次数: 10
Medical applications of implicit surfaces 隐式表面的医学应用
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198653
T. Yoo
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引用次数: 0
Anatomic modeling from unstructured samples using variational implicit surfaces 利用变分隐式曲面对非结构化样本进行解剖建模
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198654
T. Yoo, B. Morse, K. Subramanian, P. Rheingans, M. Ackerman
We describe the use of variational implicit surfaces (level sets of an embedded generating function modeled using radial basis interpolants) in anatomic modeling. This technique allows the practitioner to employ sparsely and unevenly sampled data to represent complex biological surfaces, including data acquired as a series of non-parallel image slices. The method inherently accommodates interpolation across irregular spans. In addition, shapes with arbitrary topology are easily represented without interpolation or aliasing errors arising from discrete sampling. To demonstrate the medical use of variational implicit surfaces, we present the reconstruction of the inner surfaces of blood vessels from a series of endovascular ultrasound images.
我们描述了在解剖建模中使用变分隐式曲面(使用径向基插值建模的嵌入式生成函数的水平集)。该技术允许从业者使用稀疏和不均匀采样数据来表示复杂的生物表面,包括作为一系列非平行图像切片获得的数据。该方法固有地适应跨不规则跨度的插值。此外,具有任意拓扑结构的形状很容易表示,而不会因离散采样而产生插值或混叠误差。为了证明变分隐式表面的医学用途,我们提出了血管内表面的重建从一系列血管内超声图像。
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引用次数: 7
Using the CW-complex to represent the topological structure of implicit surfaces and solids 使用cw -络合物来表示隐式曲面和实体的拓扑结构
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198643
J. Hart
We investigate the CW-complex as a data structure for visualizing and controlling the topology of implicit surfaces. Previous methods for contolling the blending of implicit surfaces redefined the contribution of a metaball or unioned blended components. Morse theory provides new insight into the topology of the surface a function implicitly defines by studying the critical points of the function. These critical points are organized by a separatrix structure into a CW-complex. This CW-complex forms a topological skeleton of the object, indicating connectedness and the possibility of connectedness at various locations in the surface model. Definitions, algorithms and applications for the CW-complex of an implicit surface and the solid it bounds are given as a preliminary step toward direct control of the topology of an implicit surface.
我们研究了cw复合体作为一种可视化和控制隐式曲面拓扑结构的数据结构。以前用于控制隐式曲面混合的方法重新定义了元球或联合混合组件的贡献。莫尔斯理论通过研究函数的临界点,对隐式定义的曲面的拓扑结构提供了新的认识。这些临界点由分离矩阵结构组织成一个cw复合物。这个cw复合物形成了物体的拓扑骨架,表明了表面模型中不同位置的连通性和连通性的可能性。给出隐曲面及其实体边界的cw复合体的定义、算法和应用,作为直接控制隐曲面拓扑结构的初步步骤。
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引用次数: 16
Realtime ray tracing for current and future games 实时光线追踪当前和未来的游戏
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198762
Jörg Schmittler, Daniel Pohl, Tim Dahmen, C. Vogelgsang, P. Slusallek
Recently, realtime ray tracing has been developed to the point where it is becoming a possible alternative to the current rasterization approach for interactive 3D graphics. With the availability of a first prototype graphics board purely based on ray tracing, we have all the ingredients for a new generation of 3D graphics technology that could have significant consequences for computer gaming. However, hardly any research has been looking at how games could benefit from ray tracing.In this paper we describe our experience with two games: The adaption of a well known ego-shooter to a ray tracing engine and the development of a new game especially designed to exploit the features of ray tracing. We discuss how existing features of games can be implemented in a ray tracing context and what new effects and improvements are enabled by using ray tracing. Both projects show how ray tracing allows for highly realistic images while it greatly simplifies content creation.
最近,实时光线追踪已经发展到可以替代当前用于交互式3D图形的栅格化方法的地步。随着第一个纯粹基于光线追踪的图形板原型的出现,我们拥有了新一代3D图形技术的所有成分,这可能会对电脑游戏产生重大影响。然而,几乎没有任何研究关注游戏如何从光线追踪中受益。在本文中,我们描述了我们在两款游戏中的经验:将一款著名的自我射击游戏改编为光线追踪引擎,以及开发一款专门利用光线追踪功能的新游戏。我们讨论了如何在光线追踪环境中实现游戏的现有功能,以及使用光线追踪可以实现哪些新效果和改进。这两个项目都展示了光线追踪如何在极大简化内容创建的同时实现高度逼真的图像。
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引用次数: 16
Compactly supported RBFs in the management of implicit surfaces 隐式曲面管理中的紧支持rbf
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198644
T. Yoo
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引用次数: 0
Haptic perception and implications for design 触觉感知及其对设计的影响
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198621
R. Klatzky
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引用次数: 0
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