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Robust epsilon visibility 鲁棒的可见性
Florent Duguet, G. Drettakis
Analytic visibility algorithms, for example methods which compute a subdivided mesh to represent shadows, are notoriously unrobust and hard to use in practice. We present a new method based on a generalized definition of extremal stabbing lines, which are the extremities of shadow boundaries. We treat scenes containing multiple edges or vertices in degenerate configurations, (e.g., collinear or coplanar). We introduce a robust ε method to determine whether each generalized extremal stabbing line is blocked, or is touched by these scene elements, and thus added to the line's generators. We develop robust blocker predicates for polygons which are smaller than ε. For larger ε values, small shadow features merge and eventually disappear. We can thus robustly connect generalized extremal stabbing lines in degenerate scenes to form shadow boundaries. We show that our approach is consistent, and that shadow boundary connectivity is preserved when features merge. We have implemented our algorithm, and show that we can robustly compute analytic shadow boundaries to the precision of our chosen ε threshold for non-trivial models, containing numerous degeneracies.
分析可见性算法,例如计算细分网格来表示阴影的方法,是出了名的不鲁棒性和难以在实践中使用。本文提出了一种基于广义极值刺线定义的新方法,即阴影边界的极值刺线。我们处理包含退化配置(例如共线或共面)的多个边或顶点的场景。我们引入了一种鲁棒的ε方法来确定每个广义极值刺线是否被这些场景元素阻塞或接触,从而添加到线的生成器中。我们为小于ε的多边形开发了鲁棒的阻塞谓词。当ε值较大时,小的阴影特征合并并最终消失。因此,我们可以鲁棒地连接简并场景中的广义极值刺线来形成阴影边界。我们证明了我们的方法是一致的,当特征合并时,阴影边界的连通性是保留的。我们已经实现了我们的算法,并表明我们可以鲁棒地计算解析阴影边界,达到我们选择的ε阈值的精度,对于包含许多退化的非平凡模型。
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引用次数: 60
Creating models of truss structures with optimization 创建桁架结构优化模型
Jeffrey Smith, J. Hodgins, I. Oppenheim, A. Witkin
We present a method for designing truss structures, a common and complex category of buildings, using non-linear optimization. Truss structures are ubiquitous in the industrialized world, appearing as bridges, towers, roof supports and building exoskeletons, yet are complex enough that modeling them by hand is time consuming and tedious. We represent trusses as a set of rigid bars connected by pin joints, which may change location during optimization. By including the location of the joints as well as the strength of individual beams in our design variables, we can simultaneously optimize the geometry and the mass of structures. We present the details of our technique together with examples illustrating its use, including comparisons with real structures.
桁架结构是一类常见而复杂的建筑结构,本文提出了一种非线性优化设计方法。桁架结构在工业化世界中无处不在,出现在桥梁、塔楼、屋顶支撑和建筑外骨骼中,但它们足够复杂,手工建模既耗时又乏味。我们将桁架表示为一组由销节点连接的刚性杆,它们在优化过程中可能会改变位置。通过在我们的设计变量中包括节点的位置以及单个梁的强度,我们可以同时优化结构的几何形状和质量。我们将详细介绍我们的技术,并举例说明其使用,包括与实际结构的比较。
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引用次数: 72
Physiological measures of presence in stressful virtual environments 压力虚拟环境中存在的生理测量
M. Meehan, Brent Insko, M. Whitton, F. Brooks
A common measure of the quality or effectiveness of a virtual environment (VE) is the mount of presence it evokes in users. Presence is often defined as the sense of being there in a VE. There has been much debate about the best way to measure presence, and presence researchers need, and have sought, a measure that is reliable, valid, sensitive, and objective.We hypothesized that to the degree that a VE seems real, it would evoke physiological responses similar to those evoked by the corresponding real environment, and that greater presence would evoke a greater response. To examine this, we conducted three experiments, the results of which support the use of physiological reaction as a reliable, valid, sensitive, and objective presence measure. The experiments compared participants' physiological reactions to a non-threatening virtual room and their reactions to a stressful virtual height situation. We found that change in heart rate satisfied our requirements for a measure of presence, change in skin conductance did to a lesser extent, and that change in skin temperature did not. Moreover, the results showed that inclusion of a passive haptic element in the VE significantly increased presence and that for presence evoked: 30FPS > 20FPS > 15FPS.
衡量虚拟环境(VE)质量或有效性的一个常见标准是它在用户中唤起的存在感。存在感通常被定义为在VE中存在的感觉。关于衡量存在的最佳方法一直存在很多争论,研究人员需要并寻求一种可靠、有效、敏感和客观的测量方法。我们假设,在某种程度上VE看起来是真实的,它会引起类似于相应的真实环境所引起的生理反应,并且更大的存在会引起更大的反应。为了检验这一点,我们进行了三个实验,其结果支持使用生理反应作为可靠、有效、敏感和客观的存在测量。实验比较了参与者对一个没有威胁的虚拟房间的生理反应和他们对一个有压力的虚拟高度的反应。我们发现心率的变化满足了我们衡量存在的要求,皮肤电导的变化在较小程度上满足了我们的要求,皮肤温度的变化则没有。此外,结果表明,VE中包含被动触觉元件显著增加存在感和存在感诱发:30FPS > 20FPS > 15FPS。
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引用次数: 644
Geometry images 几何图像
X. Gu, S. Gortler, Hugues Hoppe
Surface geometry is often modeled with irregular triangle meshes. The process of remeshing refers to approximating such geometry using a mesh with (semi)-regular connectivity, which has advantages for many graphics applications. However, current techniques for remeshing arbitrary surfaces create only semi-regular meshes. The original mesh is typically decomposed into a set of disk-like charts, onto which the geometry is parametrized and sampled. In this paper, we propose to remesh an arbitrary surface onto a completely regular structure we call a geometry image. It captures geometry as a simple 2D array of quantized points. Surface signals like normals and colors are stored in similar 2D arrays using the same implicit surface parametrization --- texture coordinates are absent. To create a geometry image, we cut an arbitrary mesh along a network of edge paths, and parametrize the resulting single chart onto a square. Geometry images can be encoded using traditional image compression algorithms, such as wavelet-based coders.
曲面几何通常用不规则三角形网格建模。重新划分网格的过程是指使用具有(半)规则连接的网格来近似这种几何形状,这对许多图形应用程序都有好处。然而,目前用于重划分任意表面的技术只能创建半规则网格。原始网格通常被分解成一组盘状图,几何参数化和采样。在本文中,我们提出将任意曲面重新网格化到一个完全规则的结构上,我们称之为几何图像。它将几何图形捕获为一个简单的二维量化点数组。像法线和颜色这样的表面信号被存储在类似的二维数组中,使用相同的隐式表面参数化——纹理坐标不存在。为了创建几何图像,我们沿着边缘路径网络切割任意网格,并将得到的单个图表参数化到一个正方形上。几何图像可以使用传统的图像压缩算法进行编码,例如基于小波的编码器。
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引用次数: 878
Least squares conformal maps for automatic texture atlas generation 用于自动纹理图集生成的最小二乘保角贴图
B. Lévy, Sylvain Petitjean, N. Ray, J. Maillot
A Texture Atlas is an efficient color representation for 3D Paint Systems. The model to be textured is decomposed into charts homeomorphic to discs, each chart is parameterized, and the unfolded charts are packed in texture space. Existing texture atlas methods for triangulated surfaces suffer from several limitations, requiring them to generate a large number of small charts with simple borders. The discontinuities between the charts cause artifacts, and make it difficult to paint large areas with regular patterns.In this paper, our main contribution is a new quasi-conformal parameterization method, based on a least-squares approximation of the Cauchy-Riemann equations. The so-defined objective function minimizes angle deformations, and we prove the following properties: the minimum is unique, independent of a similarity in texture space, independent of the resolution of the mesh and cannot generate triangle flips. The function is numerically well behaved and can therefore be very efficiently minimized. Our approach is robust, and can parameterize large charts with complex borders.We also introduce segmentation methods to decompose the model into charts with natural shapes, and a new packing algorithm to gather them in texture space. We demonstrate our approach applied to paint both scanned and modeled data sets.
纹理图集是3D绘画系统的有效颜色表示。将待纹理模型分解为与光盘同胚的图表,对每个图表进行参数化,将展开的图表打包到纹理空间中。现有的三角曲面纹理图集方法存在一些局限性,需要生成大量具有简单边界的小图。图表之间的不连续性会导致工件,并使用规则模式绘制大面积区域变得困难。在本文中,我们的主要贡献是基于Cauchy-Riemann方程的最小二乘逼近的一种新的拟保形参数化方法。所定义的目标函数使角度变形最小化,并证明了以下性质:最小值是唯一的,与纹理空间的相似性无关,与网格的分辨率无关,并且不会产生三角形翻转。该函数在数值上表现良好,因此可以非常有效地最小化。我们的方法是鲁棒的,并且可以参数化具有复杂边界的大型图表。我们还引入了分割方法,将模型分解为具有自然形状的图表,并引入了一种新的填充算法,将它们聚集在纹理空间中。我们演示了应用于绘制扫描和建模数据集的方法。
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引用次数: 1366
Real-time 3D model acquisition 实时三维模型获取
S. Rusinkiewicz, Olaf A. Hall-Holt, M. Levoy
The digitization of the 3D shape of real objects is a rapidly expanding field, with applications in entertainment, design, and archaeology. We propose a new 3D model acquisition system that permits the user to rotate an object by hand and see a continuously-updated model as the object is scanned. This tight feedback loop allows the user to find and fill holes in the model in real time, and determine when the object has been completely covered. Our system is based on a 60 Hz. structured-light rangefinder, a real-time variant of ICP (iterative closest points) for alignment, and point-based merging and rendering algorithms. We demonstrate the ability of our prototype to scan objects faster and with greater ease than conventional model acquisition pipelines.
实物三维形状的数字化是一个迅速发展的领域,在娱乐、设计和考古等领域都有应用。我们提出了一种新的3D模型获取系统,允许用户用手旋转物体,并在扫描物体时看到不断更新的模型。这种紧密的反馈回路允许用户实时发现和填补模型中的漏洞,并确定物体何时被完全覆盖。我们的系统是基于60赫兹的。结构光测距仪,ICP(迭代最近点)对准的实时变体,以及基于点的合并和渲染算法。我们展示了我们的原型比传统的模型获取管道更快、更容易地扫描对象的能力。
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引用次数: 765
Feature-based light field morphing 基于特征的光场变形
Zhunping Zhang, Lifeng Wang, B. Guo, H. Shum
We present a feature-based technique for morphing 3D objects represented by light fields. Our technique enables morphing of image-based objects whose geometry and surface properties are too difficult to model with traditional vision and graphics techniques. Light field morphing is not based on 3D reconstruction; instead it relies on ray correspondence, i.e., the correspondence between rays of the source and target light fields. We address two main issues in light field morphing: feature specification and visibility changes. For feature specification, we develop an intuitive and easy-to-use user interface (UI). The key to this UI is feature polygons, which are intuitively specified as 3D polygons and are used as a control mechanism for ray correspondence in the abstract 4D ray space. For handling visibility changes due to object shape changes, we introduce ray-space warping. Ray-space warping can fill arbitrarily large holes caused by object shape changes; these holes are usually too large to be properly handled by traditional image warping. Our method can deal with non-Lambertian surfaces, including specular surfaces (with dense light fields). We demonstrate that light field morphing is an effective and easy-to-use technqiue that can generate convincing 3D morphing effects.
我们提出了一种基于特征的技术,用于对光场表示的三维物体进行变形。我们的技术可以对基于图像的物体进行变形,而这些物体的几何形状和表面特性很难用传统的视觉和图形技术来建模。光场变形不是基于三维重建,而是依靠光线对应,即光源和目标光场的光线对应。我们解决了光场变形中的两个主要问题:特征规格和可见性变化。在特征说明方面,我们开发了一个直观易用的用户界面(UI)。该用户界面的关键是特征多边形,它被直观地指定为三维多边形,并被用作抽象四维光线空间中光线对应的控制机制。为了处理因物体形状变化而导致的可见度变化,我们引入了射线空间扭曲。光线空间扭曲可以填补因物体形状变化而产生的任意大的孔洞;这些孔洞通常太大,传统的图像扭曲无法正确处理。我们的方法可以处理非朗伯表面,包括镜面表面(具有密集光场)。我们证明,光场变形是一种有效且易于使用的技术,可以产生令人信服的三维变形效果。
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引用次数: 61
Jigsaw image mosaics 拼图图像马赛克
Junh-Nam Kim, F. Pellacini
This paper introduces a new kind of mosaic, called Jigsaw Image Mosaic (JIM), where image tiles of arbitrary shape are used to compose the final picture. The generation of a Jigsaw Image Mosaic is a solution to the following problem: given an arbitrarily-shaped container image and a set of arbitrarily-shaped image tiles, fill the container as compactly as possible with tiles of similar color to the container taken from the input set while optionally deforming them slightly to achieve a more visually-pleasing effect. We approach the problem by defining a mosaic as the tile configuration that minimizes a mosaicing energy function. We introduce a general energy-based framework for mosaicing problems that extends some of the existing algorithms such as Photomosaics and Simulated Decorative Mosaics. We also present a fast algorithm to solve the mosaicing problem at an acceptable computational cost. We demonstrate the use of our method by applying it to a wide range of container images and tiles.
本文介绍了一种新的拼接方法——拼图图像拼接(Jigsaw Image mosaic, JIM),它使用任意形状的图像块组成最终的图像。拼图图像马赛克的生成解决了以下问题:给定一个任意形状的容器图像和一组任意形状的图像瓦片,用与输入集中容器颜色相似的瓦片尽可能紧凑地填充容器,同时选择性地稍微变形它们,以获得更令人愉悦的视觉效果。我们通过将马赛克定义为最小化马赛克能量函数的瓷砖配置来解决这个问题。我们介绍了一个通用的基于能量的镶嵌问题框架,扩展了现有的一些算法,如Photomosaics和simulation Decorative Mosaics。我们还提出了一种快速算法,在可接受的计算成本下解决拼接问题。我们通过将我们的方法应用于各种容器图像和图块来演示它的用法。
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引用次数: 218
Progressive lossless compression of arbitrary simplicial complexes 任意简单复合体的渐进无损压缩
Pierre-Marie Gandoin, O. Devillers
Efficient algorithms for compressing geometric data have been widely developed in the recent years, but they are mainly designed for closed polyhedral surfaces which are manifold or "nearly manifold". We propose here a progressive geometry compression scheme which can handle manifold models as well as "triangle soups" and 3D tetrahedral meshes. The method is lossless when the decompression is complete which is extremely important in some domains such as medical or finite element.While most existing methods enumerate the vertices of the mesh in an order depending on the connectivity, we use a kd-tree technique [Devillers and Gandoin 2000] which does not depend on the connectivity. Then we compute a compatible sequence of meshes which can be encoded using edge expansion [Hoppe et al. 1993] and vertex split [Popović and Hoppe 1997].The main contributions of this paper are: the idea of using the kd-tree encoding of the geometry to drive the construction of a sequence of meshes, an improved coding of the edge expansion and vertex split since the vertices to split are implicitly defined, a prediction scheme which reduces the code for simplices incident to the split vertex, and a new generalization of the edge expansion operation to tetrahedral meshes.
近年来,高效的几何数据压缩算法得到了广泛的发展,但它们主要是针对流形或“近流形”的封闭多面体曲面设计的。我们提出了一种递进几何压缩方案,它可以处理流形模型,也可以处理“三角汤”和三维四面体网格。该方法在解压缩完成时是无损的,这在医学或有限元等领域是非常重要的。虽然大多数现有的方法是根据连通性以顺序枚举网格的顶点,但我们使用的是kd-tree技术[Devillers和Gandoin 2000],它不依赖于连通性。然后,我们计算一个兼容的网格序列,可以使用边缘扩展(Hoppe et al. 1993)和顶点分割(popovic and Hoppe 1997)进行编码。本文的主要贡献是:利用几何图形的kd-tree编码来驱动网格序列的构建,改进了边缘扩展和顶点分割的编码,因为要分割的顶点是隐式定义的,减少了分割顶点的简单点代码的预测方案,以及边缘扩展操作对四面体网格的新推广。
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引用次数: 209
A lighting reproduction approach to live-action compositing 实景合成的灯光再现方法
P. Debevec, Andreas Wenger, C. Tchou, A. Gardner, Jamie Waese, Tim Hawkins
We describe a process for compositing a live performance of an actor into a virtual set wherein the actor is consistently illuminated by the virtual environment. The Light Stage used in this work is a two-meter sphere of inward-pointing RGB light emitting diodes focused on the actor, where each light can be set to an arbitrary color and intensity to replicate a real-world or virtual lighting environment. We implement a digital two-camera infrared matting system to composite the actor into the background plate of the environment without affecting the visible-spectrum illumination on the actor. The color reponse of the system is calibrated to produce correct color renditions of the actor as illuminated by the environment. We demonstrate moving-camera composites of actors into real-world environments and virtual sets such that the actor is properly illuminated by the environment into which they are composited.
我们描述了一种将演员的现场表演合成到虚拟场景中的过程,其中演员始终被虚拟环境照亮。在这个作品中使用的灯光舞台是一个两米的球体,向内指向RGB发光二极管聚焦在演员身上,每个灯光可以设置为任意的颜色和强度,以复制现实世界或虚拟的照明环境。我们实现了一个数字双摄像头红外抠图系统,在不影响演员可见光谱照度的情况下,将演员合成到环境的背景板中。该系统的颜色反应经过校准,以产生演员在环境照射下的正确颜色再现。我们演示了演员在真实世界环境和虚拟场景中的移动摄像机合成,这样演员就可以被合成的环境适当地照亮。
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引用次数: 172
期刊
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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