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Growing virtual plants for virtual worlds 为虚拟世界种植虚拟植物
Pub Date : 2008-04-21 DOI: 10.1145/1921264.1921280
K. Smolenová, R. Hemmerling
As plants are an inevitable part of our world, virtual plants are an expected part of a virtual environment. We present a method for creating, growing and visualization of virtual plants in the virtual world. Plants are created in the open-source 3D modelling platform GroIMP, which is based on growth grammars implemented as the programming language XL (eXtended L-system language). Textures created from photographs of the plants are used to enhance realism of the models.
由于植物是我们世界不可避免的一部分,虚拟植物也是虚拟环境的一部分。我们提出了一种在虚拟世界中创建、生长和可视化虚拟植物的方法。植物是在开源3D建模平台GroIMP中创建的,该平台基于作为编程语言XL (eXtended L-system language)实现的生长语法。从植物照片中创建的纹理用于增强模型的真实感。
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引用次数: 1
Two methods for antialiased wireframe drawing with hidden line removal 带隐线去除的两种抗走样线框绘制方法
Pub Date : 2008-04-21 DOI: 10.1145/1921264.1921300
J. A. Bærentzen, S. Nielsen, Mikkel Gjøl, Bent Dalgaard Larsen
Two novel and robust techniques for wireframe drawing are proposed. Neither suffer from the well-known artifacts associated with the standard two pass, offset based techniques for wireframe drawing. Both methods draw prefiltered lines and produce high-quality antialiased results without super-sampling. The first method is a single pass technique well suited for convex N-gons for small N (in particular quadrilaterals or triangles). It is demonstrated that this method is more efficient than the standard techniques and ideally suited for implementation using geometry shaders. The second method is completely general and suited for arbitrary N-gons which need not be convex. Lastly, it is described how our methods can easily be extended to support various line styles.
提出了两种新颖且鲁棒的线框绘制技术。两者都没有受到众所周知的与标准两道相关的人工制品的影响,基于偏移的线框绘制技术。这两种方法都可以绘制预滤波线并产生高质量的抗锯齿结果,而无需超级采样。第一种方法是单遍技术,非常适合于小N的凸N-gon(特别是四边形或三角形)。事实证明,这种方法比标准技术更有效,并且非常适合使用几何着色器实现。第二种方法是完全通用的,适用于任意n -gon,不需要是凸的。最后,描述了我们的方法如何可以很容易地扩展到支持各种线条样式。
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引用次数: 10
GPU-accelerated multi-valued solid voxelization by slice functions in real time gpu加速的实时切片函数多值实体体素化
Pub Date : 2008-04-21 DOI: 10.1145/1921264.1921288
Duoduo Liao
This paper presents a GPU-accelerated slice-independent solid voxelization approach that utilizes a dynamic slice function mechanism and masking techniques to significantly improve solid voxelization speed in real time as well as create various multi-valued solid volumetric models with different slice functions. In particular, by dynamically applying different slice functions, any surface-closed geometric model can be voxelized into a solid volumetric representation with any kind of interior materials, such as rainbow, marble, wood, translucent jade, etc. In this paper, the design of the dynamic slice function, the principle and algorithm of solid slice creation, the algorithm of real-time solid voxelization, and GPU-based acceleration techniques will be discussed in detail. The algorithms introduced in this paper are easy to implement and convenient to integrate into many applications, such as volume modeling, collision detection, medical simulation, volume animation, and computer art. The experimental results and data analysis for the complex objects demonstrate the effectiveness, flexibility, and diversity of this approach.
本文提出了一种gpu加速的独立于切片的实体体素化方法,该方法利用动态切片函数机制和掩蔽技术,实时显著提高了实体体素化速度,并创建了具有不同切片函数的各种多值实体体积模型。特别是,通过动态应用不同的切片函数,任何表面封闭的几何模型都可以体素化为具有任何内部材料(如彩虹、大理石、木材、半透明玉石等)的实体体积表示。本文将详细讨论动态切片函数的设计、实体切片创建的原理和算法、实时实体体素化算法以及基于gpu的加速技术。本文介绍的算法易于实现,便于集成到许多应用中,如体建模、碰撞检测、医学仿真、体动画和计算机艺术。对复杂目标的实验结果和数据分析表明了该方法的有效性、灵活性和多样性。
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引用次数: 4
Stochastic path tracing on consumer graphics cards 消费图形卡上的随机路径跟踪
Pub Date : 2008-04-21 DOI: 10.1145/1921264.1921287
T. Huwe, R. Hemmerling
We present a path tracer using the GPU of a consumers graphics card to render images. It is implemented in Java and GLSL using GroIMP as modelling platform and runtime environment. The path tracer is capable of rendering primitives like sphere, cone, cylinder, box, plane and parallelogram. Procedurally generated materials as well as textures can be applied to those objects. The resulting image is rendered in HDR (high dynamic range).
我们提出了一个路径跟踪器,使用消费者图形卡的GPU来渲染图像。该系统采用Java语言和GLSL语言,使用GroIMP作为建模平台和运行环境实现。路径跟踪器能够呈现像球体、圆锥、圆柱、盒子、平面和平行四边形这样的原语。程序生成的材料和纹理可以应用于这些对象。生成的图像以HDR(高动态范围)呈现。
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引用次数: 3
Single camera pointing gesture recognition for interaction in edutainment applications 用于教育娱乐应用程序交互的单摄像头指向手势识别
Pub Date : 2008-04-21 DOI: 10.1145/1921264.1921290
Z. Černeková, C. Malerczyk, N. Nikolaidis, I. Pitas
In this paper, a method for recognizing pointing gestures without markers is proposed. The video-based system uses one camera only, which observes the user in front of a large screen and identifies the 2D position pointed by him/her on this screen, his/her arm being in the fully extended position towards the screen. A GVF-snake is used in order to detect the pointing hand of the user, which is tracked in the following frames using the particle filters tracker. The center of gravity of the snake is used as a feature point and is transformed using linear transformation directly into the canvas coordinates. The method was tested on a large screen using applications designed for a wide range of different and even technically unversed users such as an image exploration for a virtual museum exhibit or intuitive interaction applications for gaming purposes. Experiments show very promising results for recognizing the pointing gestures by using a single camera.
本文提出了一种无标记的指向手势识别方法。基于视频的系统只使用一个摄像头,它在一个大屏幕前观察用户,并识别他/她在屏幕上指向的2D位置,他/她的手臂处于完全伸向屏幕的位置。使用GVF-snake来检测用户指向的手,在接下来的帧中使用粒子滤波跟踪器进行跟踪。使用蛇的重心作为特征点,并使用线性变换直接转换为画布坐标。该方法是在大屏幕上测试的,使用的应用程序是为各种不同的用户设计的,甚至是技术上不熟练的用户,比如为虚拟博物馆展览设计的图像探索或为游戏目的设计的直观交互应用程序。实验结果表明,单相机识别手势的效果非常理想。
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引用次数: 8
Modeling aventurescent gems with procedural textures 用程序纹理建模冒险宝石
Pub Date : 2008-04-21 DOI: 10.1145/1921264.1921278
A. Weidlich, A. Wilkie
In this paper we present the results of an investigation on how one can model aventurescence, an interesting and optically appealing property of some gemstones. Our goal was to find a method that is both efficient and reasonably realistic, and that can still be used in the context of a global illumination rendering system.
在本文中,我们提出了一项研究的结果,如何可以模拟冒险,一个有趣的和光学上吸引人的一些宝石的性质。我们的目标是找到一种既有效又合理逼真的方法,并且仍然可以在全局照明渲染系统中使用。
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引用次数: 10
Parallel path tracing using incoherent path-atom binning 使用非相干路径原子分组的并行路径跟踪
Pub Date : 2008-04-21 DOI: 10.1145/1921264.1921284
D. Coulthurst, Piotr Dubla, K. Debattista, Simon McIntosh-Smith, A. Chalmers
Current parallel graphics algorithms minimise memory access latency by tracing packets of coherent rays. This coherency, however, breaks down after several bounces, and is unsuited to acceleration techniques such as selective rendering. This paper presents an unbiased path tracing algorithm which is insensitive to the coherency of the rays traced, allowing it to run on diverse architectures including massively SIMD processors. Bins of path-atoms are created and processed to form a path tracing circular buffer. Latency is hidden by n-buffering the load/save operations between bins. We demonstrate our approach as an implementation on the massively parallel SIMD architecture, the ClearSpeed CSX600.
当前的并行图形算法通过跟踪相干射线包来最小化存储器访问延迟。然而,这种一致性在几次反弹之后就会崩溃,并且不适合选择性渲染等加速技术。本文提出了一种无偏路径跟踪算法,该算法对跟踪光线的相干性不敏感,允许它在包括大规模SIMD处理器在内的各种架构上运行。路径原子箱被创建和处理,形成一个路径跟踪循环缓冲区。通过对箱子之间的加载/保存操作进行n缓冲来隐藏延迟。我们将我们的方法作为大规模并行SIMD体系结构ClearSpeed CSX600的实现进行演示。
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引用次数: 2
Meshes for multilayer freeform structures 用于多层自由形状结构的网格
Pub Date : 2008-04-21 DOI: 10.1145/1921264.1921270
J. Wallner
The geometric problems which occur when realizing freefrom geometries as steel/glass structures can be effciently dealt with by the concept of parallel meshes [3]. These problems include the so-called node torsion problem, offsets of various types, and the constant beam height problem [2]. It turns out that a mesh has an offset mesh at constant face-face distance if and only if it has a parallel mesh which is circumscribed to the unit sphere. This property characterizes the so-called conical meshes and is relevant to multilayer constructions of constant width. A mesh has an offset at constant edge-edge distance if it has a parallel mesh which is edgewise circumscribed to the unit sphere. The class of such meshes is very interesting and is related to Koebe's theorem on the realization of graphs as edge graphs of polyhedra. It is relevant to the constant beam height problem. Geometry processing applications of the concept of parallel meshes are geometric modeling with such meshes, and approximating freeform surfaces with them. It turns out that parallelity of meshes has implications in discrete differential geometry as well. E.g., it turns out that discrete minimal surfaces defined in terms of face-based curvatures associated with a mesh and its parallel Gauss image mesh contain classes of discrete minimal surfaces which have been considered earlier. The discrete minimal surfaces, which occur in the context of this theory, have been investigated in the quad mesh case [3] and also in the hexagonal mesh case [1]. For such special surfaces, applications in architecture are not so obvious, but it is notable that they support equilibrium forces in their edges.
采用平行网格的概念可以有效地处理钢/玻璃结构在实现自由几何形状时出现的几何问题[3]。这些问题包括所谓的节点扭转问题,各种类型的偏移量,以及恒定梁高问题[2]。结果表明,当且仅当一个网格有一个被限定在单位球面上的平行网格时,该网格有一个面距恒定的偏移网格。这种特性是所谓的锥形网格的特征,与等宽的多层结构有关。如果一个网格有一个平行网格,它的边缘被限定在单位球面上,那么它在等边距处有一个偏移量。这类网格非常有趣,并且与Koebe的定理有关,该定理将图实现为多面体的边图。它与恒梁高问题有关。平行网格概念在几何处理中的应用是利用平行网格进行几何建模,并利用平行网格逼近自由曲面。结果表明,网格的平行性在离散微分几何中也具有一定的意义。例如,事实证明,根据与网格及其并行高斯图像网格相关的基于曲面的曲率定义的离散最小曲面包含先前考虑过的离散最小曲面类。在该理论背景下出现的离散最小曲面,已经在四网格情况下[3]和六边形网格情况下[1]进行了研究。对于这种特殊的表面,在建筑中的应用不是那么明显,但值得注意的是,它们在其边缘支持平衡力。
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引用次数: 0
Incorporating legal rules on procedural house generation 纳入程序性房屋生成的法律规则
Pub Date : 2008-04-21 DOI: 10.1145/1921264.1921279
Nuno M. M. Rodrigues, M. Dionísio, Alexandrino Gonçalves, Luís Magalhães, João-Paulo Moura, A. Chalmers
The increasing demand for larger and more complex virtual models arising from different areas (e.g. design of virtual cities, video games and computer animated movies) creates the need for efficient computer algorithms able to generate them automatically. This paper presents a method for automatic generation of traversable houses, using architectural legal rules and an L-system to generate a list of interior rooms. The method is established with a framework specifically conceived to generate 2D floor plans and 3D models which allow the generation of multiple houses and interactive navigation.
不同领域(例如虚拟城市设计、电子游戏和电脑动画电影)对更大、更复杂的虚拟模型的需求不断增加,这就需要能够自动生成这些模型的高效电脑算法。本文提出了一种自动生成可穿越房屋的方法,利用建筑法律规则和l -系统生成室内房间列表。该方法是通过一个框架来建立的,该框架专门用于生成2D平面图和3D模型,从而可以生成多个房屋和交互式导航。
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引用次数: 13
Expanding low dynamic range videos for high dynamic range applications 为高动态范围应用扩展低动态范围视频
Pub Date : 2008-04-21 DOI: 10.1145/1921264.1921275
F. Banterle, P. Ledda, K. Debattista, A. Chalmers
In this paper we introduce an algorithm and related methods that expand the contrast range of Low Dynamic Range (LDR) videos in order to regenerate missing High Dynamic Range (HDR) data. For content generated from single exposure LDR sequences, this is clearly an under constrained problem. We achieved the expansion by inverting established tone mapping operator, a process we term inverse tone mapping. This approach is augmented by a number of methods which help expand the luminance for the required pixels while avoiding artifacts. These methods may be used to convert the large libraries of available legacy LDR content for use, for instance, on new content-starved HDR devices. Moreover, these same methods may be used to provide animated emissive surfaces for image based lighting (IBL). We demonstrate results for all the above applications and validate the resultant HDR videos with original HDR references using the HDR Visual Difference Predictor (HDR-VDP) image metric.
本文介绍了一种扩大低动态范围(LDR)视频对比度范围的算法和相关方法,以再生缺失的高动态范围(HDR)数据。对于单次曝光LDR序列生成的内容,这显然是一个约束不足的问题。我们通过反转已建立的音调映射算子来实现扩展,这个过程我们称之为反向音调映射。这种方法通过许多方法来增强,这些方法有助于扩展所需像素的亮度,同时避免伪影。这些方法可用于转换大型可用遗留LDR内容库,以便在新的内容匮乏的HDR设备上使用。此外,这些相同的方法可用于为基于图像的照明(IBL)提供动画发射表面。我们演示了上述所有应用程序的结果,并使用HDR视觉差异预测器(HDR- vdp)图像度量来验证结果HDR视频与原始HDR引用。
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引用次数: 66
期刊
Spring conference on Computer graphics
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