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Packet-based whitted and distribution ray tracing 基于分组的稀疏和分布光线跟踪
Pub Date : 2007-05-28 DOI: 10.1145/1268517.1268547
S. Boulos, David Edwards, Dylan Lacewell, J. Kniss, J. Kautz, P. Shirley, I. Wald
Much progress has been made toward interactive ray tracing, but most research has focused specifically on ray casting. A common approach is to use "packets" of rays to amortize cost across sets of rays. Whether "packets" can be used to speed up the cost of reflection and refraction rays is unclear. The issue is complicated since such rays do not share common origins and often have less directional coherence than viewing and shadow rays. Since the primary advantage of ray tracing over rasterization is the computation of global effects, such as accurate reflection and refraction, this lack of knowledge should be corrected. We are also interested in exploring whether distribution ray tracing, due to its stochastic properties, further erodes the effectiveness of techniques used to accelerate ray casting. This paper addresses the question of whether packet-based ray tracing algorithms can be effectively used for more than visibility computation. We show that by choosing an appropriate data structure and a suitable packet assembly algorithm we can extend the idea of "packets" from ray casting to Whitted-style and distribution ray tracing, while maintaining efficiency.
交互式光线追踪已经取得了很大的进展,但大多数研究都集中在光线投射上。一种常见的方法是使用射线的“包”来分摊射线集的成本。“包”是否可以用来加速反射和折射光线的成本还不清楚。这个问题很复杂,因为这些光线没有共同的起源,而且通常比观察和阴影光线具有更少的方向一致性。由于光线追踪相对于光栅化的主要优势是计算全局效应,例如精确的反射和折射,因此应该纠正这种知识的缺乏。我们也有兴趣探索是否分布光线追踪,由于其随机特性,进一步侵蚀用于加速光线投射的技术的有效性。本文讨论了基于包的光线跟踪算法是否可以有效地用于更多的可见性计算。我们表明,通过选择合适的数据结构和合适的数据包组装算法,我们可以将“数据包”的思想从光线投射扩展到怀特风格和分布光线跟踪,同时保持效率。
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引用次数: 106
GPU-based rendering and animation for Chinese painting cartoon 基于gpu的中国画卡通渲染与动画
Pub Date : 2007-05-28 DOI: 10.1145/1268517.1268529
Manli Yuan, Xubo Yang, Shuangjiu Xiao, Zheng Ren
This paper presents a real-time rendering system for generating a Chinese ink-and-wash cartoon. The objective is to free the animators from laboriously designing traditional Chinese painting appearance. The system constitutes a morphing animation framework and a rendering process. The whole rendering process is based on Graphic Process Unit (GPU), including interior shading, silhouette extracting and background shading. Moreover, the morphing framework is created to automatically generate Chinese painting cartoon from a set of surface mesh models. These techniques can be applied to real-time Chinese style entertainment application.
本文介绍了一种实时绘制中文水墨画的系统。目的是将动画师从设计国画外观的辛苦中解放出来。该系统由变形动画框架和渲染过程组成。整个渲染过程基于图形处理单元(GPU),包括内部着色、轮廓提取和背景着色。并建立了变形框架,实现了一组表面网格模型自动生成中国画卡通。这些技术可以应用于实时中式娱乐应用。
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引用次数: 13
Location-dependent information appliances for the home 与位置相关的家庭信息设备
Pub Date : 2007-05-28 DOI: 10.1145/1268517.1268543
Kathryn Elliot, Mark Watson, Carman Neustaedter, S. Greenberg
Ethnographic studies of the home revealed the fundamental roles that physical locations and context play in how household members understand and manage conventional information. Yet we also know that digital information is becoming increasingly important to households. The problem is that this digital information is almost always tied to traditional computer displays, which inhibits its incorporation into household routines. Our solution, location-dependent information appliances, exploit both home location and context (as articulated in ethnographic studies) to enhance the role of ambient displays in the home setting; these displays provide home occupants with both background awareness of an information source and foreground methods to gain further details if desired. The novel aspect is that home occupants assign particular information to locations within a home in a way that makes sense to them. As a device is moved to a particular home location, information is automatically mapped to that device along with hints on how it should be displayed.
对家庭的民族志研究揭示了物理位置和环境在家庭成员如何理解和管理传统信息方面所起的基本作用。然而,我们也知道,数字信息对家庭来说正变得越来越重要。问题是,这些数字信息几乎总是与传统的电脑显示器联系在一起,这阻碍了它融入家庭日常生活。我们的解决方案,位置依赖信息设备,利用家庭位置和环境(如人种学研究中所阐述的)来增强环境显示在家庭环境中的作用;这些显示器为家庭居住者提供了对信息源的背景意识和前景方法,以便在需要时获得进一步的细节。新颖的方面是,家庭居住者以一种对他们有意义的方式将特定的信息分配到家中的位置。当设备移动到特定的主位置时,信息会自动映射到该设备,并提示如何显示信息。
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引用次数: 25
Progressive multiples for communication-minded visualization 渐进的倍数为沟通思想的可视化
Pub Date : 2007-05-28 DOI: 10.1145/1268517.1268554
Doantam Phan, A. Paepcke, T. Winograd
This paper describes a communication-minded visualization called progressive multiples that supports both the forensic analysis and presentation of multidimensional event data. We combine ideas from progressive disclosure, which reveals data to the user on demand, and small multiples [21], which allows users to compare many images at once. Sets of events are visualized as timelines. Events are placed in temporal order on the x-axis, and a scalar dimension of the data is mapped to the y-axis. To support forensic analysis, users can pivot from an event in an existing timeline to create a new timeline of related events. The timelines serve as an exploration history, which has two benefits. First, this exploration history allows users to backtrack and explore multiple paths. Second, once a user has concluded an analysis, these timelines serve as the raw visual material for composing a story about the analysis. A narrative that conveys the analytical result can be created for a third party by copying and reordering timelines from the history. Our work is motivated by working with network security administrators and researchers in political communication. We describe a prototype that we are deploying with administrators and the results of a user study where we applied our technique to the visualization of a simulated epidemic.
本文描述了一种具有通信意识的可视化,称为渐进倍数,它支持多维事件数据的取证分析和表示。我们结合了渐进式披露(按需向用户显示数据)和小倍数(允许用户一次比较许多图像)的想法。事件集被可视化为时间轴。事件按时间顺序放置在x轴上,数据的标量维度映射到y轴。为了支持取证分析,用户可以从现有时间轴中的事件转向创建相关事件的新时间轴。时间表可以作为勘探历史,这有两个好处。首先,这个探索历史允许用户回溯和探索多条路径。其次,一旦用户完成了分析,这些时间线就会成为编写分析故事的原始视觉材料。通过从历史中复制和重新排序时间线,可以为第三方创建传达分析结果的叙述。我们的工作是通过与网络安全管理员和研究人员在政治传播工作的动机。我们描述了一个与管理员一起部署的原型,以及一个用户研究的结果,我们将我们的技术应用于模拟流行病的可视化。
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引用次数: 24
Should I call now? understanding what context is considered when deciding whether to initiate remote communication via mobile devices 我现在应该打电话吗?了解在决定是否通过移动设备发起远程通信时所考虑的上下文
Pub Date : 2007-05-28 DOI: 10.1145/1268517.1268542
Edward S. De Guzman, Moushumi Sharmin, B. Bailey
Requests for communication via mobile devices can be disruptive to the current task or social situation. To reduce the frequency of disruptive requests, one promising approach is to provide callers with cues of a receiver's context through an awareness display, allowing informed decisions of when to call. Existing displays typically provide cues based on what can be readily sensed, which may not match what is needed during the call decision process. In this paper, we report results of a four week diary study of mobile phone usage, where users recorded what context information they considered when making a call, and what information they wished others had considered when receiving a call. Our results were distilled into lessons that can be used to improve the design of awareness displays for mobile devices, e.g., show frequency of a receiver's recent communication and distance from a receiver to her phone. We discuss technologies that can enable cues indicated in these lessons to be realized within awareness displays, as well as discuss limitations of such displays and issues of privacy.
通过移动设备进行通信的请求可能会破坏当前的任务或社交环境。为了减少中断请求的频率,一种有希望的方法是通过感知显示向呼叫者提供接收者上下文的线索,从而允许明智地决定何时调用。现有的显示器通常提供基于易于感知的线索,这可能与呼叫决策过程中所需的信息不匹配。在本文中,我们报告了一项为期四周的手机使用日记研究的结果,用户记录了他们在打电话时考虑的上下文信息,以及他们希望别人在接到电话时考虑的信息。我们的研究结果被提炼成可用于改进移动设备感知显示设计的经验教训,例如,显示接收者最近通信的频率以及接收者与她的手机之间的距离。我们讨论了能够使这些课程中指出的线索在意识显示中实现的技术,以及讨论了这种显示的局限性和隐私问题。
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引用次数: 55
Surface distance maps 地表距离图
Pub Date : 2007-05-28 DOI: 10.1145/1268517.1268525
Avneesh Sud, N. Govindaraju, Russell Gayle, Erik Andersen, Dinesh Manocha
We present a new parameterized representation called surface distance maps for distance computations on piecewise 2-manifold primitives. Given a set of orientable 2-manifold primitives, the surface distance map represents the (non-zero) signed distance-to-closest-primitive mapping at each point on a 2-manifold. The distance mapping is computed from each primitive to the set of remaining primitives. We present an interactive algorithm for computing the surface distance map of triangulated meshes using graphics hardware. We precompute a surface parameterization and use the it to define an affine transformation for each mesh primitive. Our algorithm efficiently computes the distance field by applying this affine transformation to the distance functions of the primitives and evaluating these functions using texture mapping hardware. In practice, our algorithm can compute very high resolution surface distance maps at interactive rates and provides tight error bounds on their accuracy. We use surface distance maps for path planning and proximity query computation among complex models in dynamic environments. Our approach can perform planning and proximity queries in a dynamic environment with hundreds of objects at interactive rates and offer significant speedups over prior algorithms.
我们提出了一种新的参数化表示,称为表面距离映射,用于分段2流形基元的距离计算。给定一组可定向的2-流形原语,表面距离映射表示2-流形上每个点的(非零)有符号距离到最近原语映射。距离映射是从每个原语到剩余原语集计算的。提出了一种利用图形硬件计算三角网格表面距离图的交互式算法。我们预先计算了一个表面参数化,并使用它来定义每个网格原语的仿射变换。我们的算法通过对原语的距离函数进行仿射变换,并使用纹理映射硬件对这些函数进行计算,从而有效地计算出距离场。实际上,我们的算法可以在交互速率下计算非常高分辨率的表面距离图,并提供了精确的误差范围。在动态环境中,我们使用表面距离图进行复杂模型之间的路径规划和接近查询计算。我们的方法可以在具有数百个对象的动态环境中以交互速率执行规划和邻近查询,并且比先前的算法提供显着的加速。
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引用次数: 13
A GPU based interactive modeling approach to designing fine level features 基于GPU的精细关卡特征交互建模方法
Pub Date : 2007-05-28 DOI: 10.1145/1268517.1268567
Xin Huang, Sheng Li, Guoping Wang
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level features on subdivision surfaces. Displacement mapping is a technique for adding fine geometric detail to surfaces by using two-dimensional height map to produce photo-realistic surfaces. Due to space inefficiency and time consuming to render displacement map, this technique is generally limited in offline cinematic content creation packages. We propose a new approach to designing fine level features on subdivision surfaces via displacement mapping interactively on the latest GPU. Our method can reduce the bandwidth of the graphics channel by generating complex geometric detail on GPU, without feeding a large number of vertices to the AGP or PCI-E. Moreover, we introduce feature modification tools to flexibly control and adjust the created features. Designers can preview the features at the rendering stage, saving the time to generate the satisfying features on surfaces. The proposed approach is efficient and robust, and can be applied in many interactive graphics applications such as computer gaming, geometric modeling and computer animation.
本文提出了一种基于GPU的交互式几何建模方法来设计细分曲面上的精细层次特征。位移映射是一种利用二维高度映射在表面上添加精细几何细节以产生逼真表面的技术。由于空间效率低下和渲染位移贴图的时间消耗,这种技术通常在离线电影内容创建包中受到限制。我们提出了一种在最新的GPU上通过交互式位移映射来设计细分表面上精细关卡特征的新方法。该方法通过在GPU上生成复杂的几何细节来减少图形通道的带宽,而无需向AGP或PCI-E提供大量的顶点。此外,我们还引入了特征修改工具来灵活地控制和调整所创建的特征。设计师可以在渲染阶段预览特征,节省在表面上生成令人满意的特征的时间。该方法具有高效和鲁棒性,可应用于计算机游戏、几何建模和计算机动画等交互式图形应用中。
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引用次数: 5
Calligraphic packing 书法包装
Pub Date : 2007-05-28 DOI: 10.1145/1268517.1268527
Jie Xu, C. Kaplan
There are many algorithms in non-photorealistic rendering for representing an image as a composition of small objects. In this paper, we focus on the specific case where the objects to be assembled into a composition are letters rather than images or abstract geometric forms. We develop a solution to the "calligraphic packing" problem based on dividing up a target region into pieces and warping a letter into each piece. We define an energy function that chooses a warp that best represents the original letter. We discuss variations in rendering style and show results produced by our system.
在非真实感渲染中,有许多算法用于将图像表示为小物体的组合。在本文中,我们关注的具体情况是,要组装成一个组合的对象是字母,而不是图像或抽象的几何形式。我们开发了一种解决“书法填充”问题的方法,该方法基于将目标区域划分为几个部分,并将一个字母翘曲到每个部分。我们定义一个能量函数来选择最能代表原始字母的翘曲。我们讨论了渲染风格的变化,并展示了系统产生的结果。
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引用次数: 38
Jump: a system for interactive, tangible queries of paper Jump:一个交互式的、有形的纸张查询系统
Pub Date : 2007-05-28 DOI: 10.1145/1268517.1268540
Michael A. Terry, Janet Cheung, Justin Lee, Terry Park, N. Williams
This paper introduces Jump, a prototype computer vision-based system that transforms paper-based architectural documents into tangible query interfaces. Specifically, Jump allows a user to obtain additional information related to a given architectural document by framing a portion of the drawing with physical brackets. The framed area appears in a magnified view on a separate display and applies the principle of semantic zooming to determine the appropriate level of detail to show. Filter tokens can be placed on the paper to modify the digital presentation to include information not on the original drawing itself, such as electrical, mechanical, and structural information related to the given space. These filter tokens serve as tangible sliders in that their relative location on the paper controls the degree to which their information is blended with the original document. To address the issue of recognition errors, Jump introduces the notion of a reflection window, or an inset window that serves to reproduce Jump's current interpretation of the visual scene. The system's overall design is informed by a set of in situ studies of architectural technologists and formative evaluations with the same group.
本文介绍了Jump,一个基于计算机视觉的原型系统,它将基于纸张的建筑文档转换为有形的查询接口。具体来说,Jump允许用户通过用物理括号将部分绘图框起来,从而获得与给定体系结构文档相关的附加信息。框架区域出现在单独显示器的放大视图中,并应用语义缩放原则来确定要显示的适当细节级别。可以在纸上放置过滤器令牌,以修改数字表示,使其包含原始图纸本身没有的信息,例如与给定空间相关的电气、机械和结构信息。这些过滤器令牌充当有形的滑块,因为它们在纸张上的相对位置控制着它们的信息与原始文档混合的程度。为了解决识别错误的问题,Jump引入了反射窗口的概念,或插入窗口,用于重现Jump当前对视觉场景的解释。该系统的整体设计是由一组建筑技术专家的现场研究和同一组的形成性评估得出的。
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引用次数: 23
Can smooth view transitions facilitate perceptual constancy in node-link diagrams? 平滑的视图转换能促进节点链接图中的感知恒常性吗?
Pub Date : 2007-05-28 DOI: 10.1145/1268517.1268531
M. Shanmugasundaram, Pourang Irani, C. Gutwin
Many visualizations use smoothly animated transitions to help the user interact with information structures. These transitions are intended to preserve perceptual constancy during viewpoint transformations. However, animated transitions also have costs -- they increase the transition time, and they can be complicated to implement -- and it is not clear whether the benefits of smooth transitions outweigh the costs. In order to quantify these benefits, we carried out two experiments that explore the effects of smooth transitions. In the first study, subjects were asked to determine whether graph nodes were connected, and navigated the graph either with or without smooth scene transitions. In the second study, participants were asked to identify the overall structure of a tree after navigating the tree through a viewport that either did or did not use smooth transitions for view changes. The results of both experiments show that smooth transitions can have dramatic benefits for user performance -- for example, participants in smooth transition conditions made half the errors of the discrete-movement conditions. In addition, short transitions were found to be as effective as long ones, suggesting that some of the costs of animations can be avoided. These studies give empirical evidence on the benefits of smooth transitions, and provide guidelines about when designers should use them in visualization systems.
许多可视化使用平滑的动画转换来帮助用户与信息结构进行交互。这些转换是为了在视点转换期间保持感知的稳定性。然而,动画转换也有成本——它们增加了转换时间,而且它们的实现可能很复杂——而且我们还不清楚平滑转换的好处是否大于成本。为了量化这些好处,我们进行了两个实验来探索平滑转换的影响。在第一项研究中,受试者被要求确定图节点是否连接,并在有或没有平滑场景过渡的情况下导航图。在第二项研究中,参与者被要求在通过viewport导航树后识别树的整体结构,该viewport使用或不使用平滑过渡进行视图变化。两个实验的结果都表明,平滑过渡对用户性能有巨大的好处——例如,平滑过渡条件下的参与者所犯的错误是离散运动条件下的一半。此外,我们发现短过渡和长过渡一样有效,这表明动画的一些成本是可以避免的。这些研究为平滑过渡的好处提供了经验证据,并为设计师在可视化系统中何时使用它们提供了指导。
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引用次数: 36
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International Genetic Improvement Workshop
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