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DynaFusion: a modeling system for interactive impossible objects DynaFusion:一个交互式不可能对象的建模系统
Pub Date : 2008-06-09 DOI: 10.1145/1377980.1377994
S. Owada, Jun Fujiki
We describe DynaFusion, a modeling system for interactive impossible objects. Impossible objects are defined as multiple 3D polygonal meshes with edge visibility information and a set of constraints that define pointwise relationships between the meshes. A user can easily create such models with our modeling tool. The back-end of our system is a constraint solver that seamlessly combines multiple meshes in a projected 2D domain with 3D line orientations and that maintains coherence for each successive viewpoint, thereby allowing the user to rotate the impossible object without losing visual continuity of the edges. We believe that our system will stimulate the creation of innovative artworks.
我们描述了DynaFusion,一个交互式不可能对象的建模系统。不可能的对象被定义为具有边缘可见性信息和一组定义网格之间点向关系的约束的多个3D多边形网格。用户可以使用我们的建模工具轻松地创建这样的模型。我们系统的后端是一个约束求解器,它无缝地将投影2D域中的多个网格与3D线方向结合在一起,并保持每个连续视点的一致性,从而允许用户旋转不可能的对象而不会失去边缘的视觉连续性。我们相信,我们的制度将激发创新艺术作品的创作。
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引用次数: 11
Rigid shape interpolation using normal equations 使用正规方程的刚性形状插值
Pub Date : 2008-06-09 DOI: 10.1145/1377980.1377993
William V. Baxter, Pascal Barla, K. Anjyo
In this paper we provide a new compact formulation of rigid shape interpolation in terms of normal equations, and propose several enhancements to previous techniques. Specifically, we propose 1) a way to improve mesh independence, making the interpolation result less influenced by variations in tessellation, 2) a faster way to make the interpolation symmetric, and 3) simple modifications to enable controllable interpolation. Finally we also identify 4) a failure mode related to large rotations that is easily triggered in practical use, and we present a solution for this as well.
在本文中,我们提供了一个新的紧凑的形式的刚性形状插值的正规方程,并提出了一些改进以前的技术。具体来说,我们提出了1)一种提高网格独立性的方法,使插值结果受镶嵌变化的影响较小;2)一种更快的方法使插值对称;3)简单的修改使插值可控。最后,我们还确定了4)与实际使用中容易触发的大旋转相关的失效模式,并为此提出了解决方案。
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引用次数: 48
Apparent relief: a shape descriptor for stylized shading 明显浮雕:用于风格化阴影的形状描述符
Pub Date : 2008-06-09 DOI: 10.1145/1377980.1377987
Romain Vergne, Pascal Barla, Xavier Granier, C. Schlick
Shape depiction in non-photorealistic rendering of 3D objects has mainly been concerned with the extraction of contour lines, which are generally detected by tracking the discontinuities of a given set of shape features varying on the surface and/or the picture plane. In this paper, we investigate another approach: the depiction of shape through shading. This technique is often used in scientific illustration, comics, cartoon animation and various other artwork. A common method consists in indirectly adapting light positions to reveal shape features; but it quickly becomes impractical when the complexity of the object augments. In contrast, our approach is to directly extract a set of shape cues that are easily manipulated by a user and re-introduced during shading. The main problem raised by such an approach is that shape cues must be identified in a continuous way in image space, as opposed to line-based techniques. Our solution is a novel view-dependent shape descriptor called Apparent Relief, which carries pertinent continuous shape cues for every pixel of an image. It consists of a combination of object- and imagespace attributes. Such an approach provides appealing properties: it is simple to manipulate by a user, may be applied to a vast range of styles, and naturally brings levels-of-detail functionalities. It is also simple to implement, and works in real-time on modern graphics hardware.
非真实感三维物体渲染中的形状描述主要涉及轮廓线的提取,轮廓线通常通过跟踪给定的一组形状特征在表面和/或图像平面上变化的不连续来检测。在本文中,我们研究了另一种方法:通过阴影来描绘形状。这种技术经常用于科学插图,漫画,卡通动画和各种其他艺术作品。一种常见的方法包括间接地调整光位置以显示形状特征;但当对象的复杂性增加时,它很快就变得不切实际了。相反,我们的方法是直接提取一组形状线索,这些线索很容易被用户操纵,并在着色过程中重新引入。这种方法提出的主要问题是,与基于线的技术相反,形状线索必须在图像空间中以连续的方式识别。我们的解决方案是一种新的依赖于视图的形状描述符,称为表观浮雕,它为图像的每个像素携带相关的连续形状线索。它由对象和图像空间属性的组合组成。这种方法提供了吸引人的特性:用户可以简单地操作,可以应用于大量的样式,并且自然地带来了细节级别的功能。它也很容易实现,并在现代图形硬件上实时工作。
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引用次数: 37
New power, new problems: what the videogames industry is learning about realism 新力量,新问题:电子游戏行业对现实主义的认识
Pub Date : 2008-06-09 DOI: 10.1145/1377980.1377982
Glenn Entis
In the past, the videogame industry didn’t have to worry about “photorealism” – game platforms just didn’t have the power to deliver highly realistic imagery, so there was no practical need for that particular debate. Now, the debate is on – game platforms are more powerful, game imagery is narrowing the gap with pre-rendered imagery, and “photorealism” (or some version of it) is a possibility sometimes an appropriate possibility, sometimes merely seductive, but always a part of the discussion.
在过去,电子游戏产业并不需要担心“照片写实主义”——游戏平台只是没有能力提供高度逼真的图像,所以没有必要进行这种特殊的争论。现在,争论开始了——游戏平台更强大了,游戏图像正在缩小与预渲染图像的差距,“照片现实主义”(或它的某些版本)是一种可能性,有时是一种适当的可能性,有时只是诱人的,但总是讨论的一部分。
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引用次数: 0
Partial visibility for stylized lines 风格化线条的部分可见性
Pub Date : 2008-06-09 DOI: 10.1145/1377980.1377985
Forrester Cole, Adam Finkelstein
A variety of non-photorealistic rendering styles include lines extracted from 3D models. Conventional visibility algorithms make a binary decision for each line fragment, usually by a depth test against the polygons of the model. This binary visibility test produces aliasing where lines are partially obscured by polygons or other lines. Such aliasing artifacts are particularly objectionable in animations and where lines are drawn with texture and other stylization effects. We introduce a method for anti-aliasing the line visibility test by supersampling, analogous to anti-aliasing for polygon rendering. Our visibility test is inexpensive using current graphics hardware and produces partial visibility that largely ameliorates objectionable aliasing artifacts. In addition, we introduce a method analogous to depth peeling that further addresses artifacts where lines obscure other lines.
各种非真实感的渲染风格包括从3D模型中提取的线条。传统的可见性算法通常通过对模型多边形的深度测试对每个线片段进行二值决策。这种二元可见性测试产生混叠,其中线条部分被多边形或其他线条遮挡。这种混叠工件在动画中尤其令人反感,并且线条是用纹理和其他风格化效果绘制的。我们介绍了一种类似于多边形绘制的抗混叠方法,通过超采样的方法进行线可见性测试的抗混叠。我们的可见性测试使用当前的图形硬件并不昂贵,并且产生部分可见性,这在很大程度上改善了令人反感的混叠工件。此外,我们还介绍了一种类似于深度剥离的方法,该方法进一步解决了线条模糊其他线条的工件。
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引用次数: 12
Semi-automatic stencil creation through error minimization 通过错误最小化半自动模板创建
Pub Date : 2008-06-09 DOI: 10.1145/1377980.1377989
Jonathan R. Bronson, P. Rheingans, M. Olano
Creating physical stencils from 3D meshes is a unique rendering challenge that has not been previously addressed. The task is a problem of two competing goals: forming a single, well-connected and stable stencil sheet, while simultaneously limiting the error introduced by pieces of bridging material. Under these conflicting goals, it can often be difficult to create visually pleasing stencils from complicated imagery by hand. Even for well-behaved images, expressive stencils can be time-consuming to craft manually. We present a method for generating expressive stencils from polygonal meshes or images. In our system, users provide input geometry and can adjust desired view, lighting conditions, line thickness, and bridge preferences to achieve their final desired stencil. The stencil creation algorithm makes use of multiple metrics to measure the appropriateness of connections between unstable stencil regions. These metrics describe local features to help minimize the distortion of the abstracted image caused by stabilizing bridges. The algorithm also uses local statistics to choose a best fit connection that maintains both structural integrity and local shape information. We demonstrate our algorithm on physical media including construction paper and sheet metal.
从3D网格创建物理模板是一个独特的渲染挑战,以前没有解决过。该任务是两个相互竞争的目标:形成一个单一的、连接良好的、稳定的模板,同时限制由桥接材料带来的误差。在这些相互冲突的目标下,通常很难用手从复杂的图像中创造出视觉上令人愉悦的模板。即使对于表现良好的图像,具有表现力的模板手工制作也很耗时。我们提出了一种从多边形网格或图像中生成表达模板的方法。在我们的系统中,用户提供输入几何形状,并可以调整所需的视图、照明条件、线条厚度和桥的偏好,以实现他们最终想要的模板。模板创建算法利用多个度量来衡量不稳定模板区域之间连接的适当性。这些指标描述了局部特征,以帮助最小化由稳定桥梁引起的抽象图像的失真。该算法还利用局部统计来选择最适合的连接,以保持结构完整性和局部形状信息。我们在包括建筑纸和金属板在内的物理介质上演示了我们的算法。
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引用次数: 11
Artistic thresholding 艺术的阈值
Pub Date : 2008-06-09 DOI: 10.1145/1377980.1377990
Jie Xu, C. Kaplan
We consider the problem of depicting continuous-tone images using only black and white. Traditional solutions to this problem include halftoning, which approximates tones, and line drawing, which approximates edges. We introduce "artistic thresholding" as a technique that attempts to depict forms in an image. We apply segmentation to a source image and construct a planar subdivision that captures segment connectivity. Our artistic thresholding algorithm is a combinatorial optimization over this graph. The optimization is controlled by parameters that can be tuned to achieve different artistic styles.
我们考虑只用黑白来描绘连续色调图像的问题。这个问题的传统解决方案包括半色调(接近色调)和线条绘制(接近边缘)。我们引入“艺术阈值”作为一种试图在图像中描绘形式的技术。我们对源图像进行分割,并构建一个平面细分,以捕获片段的连通性。我们的艺术阈值算法是对这个图的组合优化。优化是由参数控制的,可以调整以实现不同的艺术风格。
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引用次数: 55
Cut-out image mosaics 裁剪图像马赛克
Pub Date : 2008-06-09 DOI: 10.1145/1377980.1377997
Jeff Orchard, C. Kaplan
An image mosaic is a rendering of a large target image by arranging a collection of small source images, often in an array, each chosen specifically to fit a particular block of the target image. Most mosaicking methods are simplistic in the sense that they break the target image into regular tiles (e.g., squares or hexagons) and take extreme shortcuts when evaluating the similarity between target tiles and source images. In this paper, we propose an efficient method to obtain higher quality mosaics that incorporate a number of process improvements. The Fast Fourier Transform (FFT) is used to compute a more fine-grained image similarity metric, allowing for optimal colour correction and arbitrarily shaped target tiles. In addition, the framework can find the optimal sub-image within a source image, further improving the quality of the matching. The similarity scores generated by these high-order cost computations are fed into a matching algorithm to find the globally-optimal assignment of source images to target tiles. Experiments show that each improvement, by itself, yields a more accurate mosaic. Combined, the innovations produce very high quality image mosaics, even with only a few hundred source images.
图像拼接是通过排列小源图像的集合(通常在数组中)来呈现大目标图像,每个源图像都是专门选择以适合目标图像的特定块。大多数拼接方法都是简单的,因为它们将目标图像分解成规则的瓷砖(例如,正方形或六边形),并且在评估目标瓷砖和源图像之间的相似性时采取极端的捷径。在本文中,我们提出了一种有效的方法来获得更高质量的马赛克,其中包括一些工艺改进。快速傅里叶变换(FFT)用于计算更细粒度的图像相似性度量,允许最佳的颜色校正和任意形状的目标瓷砖。此外,该框架还可以在源图像中找到最优子图像,进一步提高匹配质量。这些高阶代价计算产生的相似度分数被输入到匹配算法中,以找到源图像到目标图像的全局最优分配。实验表明,每一项改进本身都会产生更精确的拼接。结合起来,这些创新产生了非常高质量的图像马赛克,即使只有几百个源图像。
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引用次数: 46
Non-linear perspective widgets for creating multiple-view images 用于创建多视图图像的非线性透视图小部件
Pub Date : 2008-06-09 DOI: 10.1145/1377980.1377995
Nisha Sudarsanam, C. Grimm, Karan Singh
Viewing data sampled on complicated geometry, such as a helix or a torus, is hard because a single camera view can only encompass a part of the object. Either multiple views or non-linear projection can be used to expose more of the object in a single view, however, specifying such views is challenging because of the large number of parameters involved. We show that a small set of versatile widgets can be used to quickly and simply specify a wide variety of such views. These widgets are built on top of a general framework that in turn encapsulates a variety of complicated camera placement issues into a more natural set of parameters, making the specification of new widgets, or combining multiple widgets, simpler. This framework is entirely view-based and leaves intact the underlying geometry of the dataset, making it applicable to a wide range of data types.
在复杂的几何结构上,如螺旋或环面,查看采样数据是困难的,因为单个相机视图只能包含物体的一部分。多个视图或非线性投影都可以用于在单个视图中显示更多的对象,然而,由于涉及到大量参数,指定这样的视图是具有挑战性的。我们展示了一组通用小部件可以用来快速、简单地指定各种视图。这些小部件构建在一个通用框架之上,该框架又将各种复杂的相机放置问题封装为一组更自然的参数,从而使新小部件的规范或组合多个小部件变得更简单。这个框架完全基于视图,并且保留了数据集的底层几何结构,使其适用于广泛的数据类型。
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引用次数: 13
3D dynamic grouping for guided stylization 用于引导风格化的3D动态分组
Pub Date : 2008-06-09 DOI: 10.1145/1377980.1377998
Hedlena Bezerra, E. Eisemann, Xavier Décoret, J. Thollot
In art, grouping plays a major role to convey relationships of objects and the organization of scenes. It is separated from style, which only determines how groups are rendered to achieve a visual abstraction of the depicted scene. We present an approach to interactively derive grouping information in a dynamic 3D scene. Our solution is simple and general. The resulting grouping information can be used as an input to any "rendering style". We provide an efficient solution based on an extended mean-shift algorithm customized by user-defined criteria. The resulting system is temporally coherent and real-time. The computational cost is largely determined by the scene's structure rather than by its geometric complexity.
在艺术中,分组在传达物体的关系和场景的组织方面起着重要作用。它与风格是分开的,风格只决定了如何渲染群体,以实现所描绘场景的视觉抽象。提出了一种在动态三维场景中交互式获取分组信息的方法。我们的解决方案简单而通用。生成的分组信息可以用作任何“呈现样式”的输入。我们提供了一个基于扩展均值移位算法的高效解决方案,该算法由用户自定义的标准定制。由此产生的系统在时间上是一致的和实时的。计算成本在很大程度上取决于场景的结构,而不是几何复杂度。
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引用次数: 12
期刊
International Symposium on Non-Photorealistic Animation and Rendering
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