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Parallelization of Mesh Contraction and Fairing using OpenCL 基于OpenCL的网格收缩和整流罩并行化
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508250
Martin Madaras, R. Durikovic
We propose a parallel method for computing local Laplacian curvature flows for triangular meshes. Laplace operator is widely used in mesh processing for mesh fairing, noise removal or curvature estimation. If the Laplacian flow is used in global sense constraining a whole mesh with an iterative weighted linear system, it can be used even for mesh contraction. However, numerical solution of such a global linear system is computationally expensive. Therefore, we have developed a method to compute such an iterative linear system using only local neighbourhoods of each vertex in parallel. Parallel computation of local linear systems is performed on GPU using OpenCL. We have evaluated speedups of the parallelization using both local and global Laplacian flows. We show test cases, where the parallel local method can be used for mesh fairing. In contrary, we also investigate and outline a fail case, where the local Laplacian flow cannot be used. When the local Laplacian flow has problems with global convergence, we offer a global parallelization of the linear system solving as an alternative.
提出了一种计算三角形网格局部拉普拉斯曲率流的并行方法。拉普拉斯算子广泛应用于网格处理中,用于网格整流、去噪或曲率估计。如果将拉普拉斯流用于全局意义上约束一个具有迭代加权线性系统的整体网格,它甚至可以用于网格收缩。然而,这种全局线性系统的数值解在计算上是非常昂贵的。因此,我们开发了一种方法来计算这样一个迭代线性系统,只使用每个顶点的局部邻域并行。利用OpenCL在GPU上实现了局部线性系统的并行计算。我们使用局部和全局拉普拉斯流对并行化的加速进行了评估。我们展示了测试用例,其中并行局部方法可用于网格整流罩。相反,我们也调查和概述了一个失败的情况,其中局部拉普拉斯流不能使用。当局部拉普拉斯流存在全局收敛问题时,我们提供了线性系统解的全局并行化方法作为替代。
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引用次数: 1
Fuzzy CT Metrology: Dimensional Measurements on Uncertain Data 模糊CT计量:不确定数据的尺寸测量
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508255
A. Amirkhanov, C. Heinzl, Christoph Kuhn, J. Kastner, E. Gröller
Metrology through geometric dimensioning and tolerancing is an important instrument applied for industrial manufacturing and quality control. Typically tactile or optical coordinate measurement machines (CMMs) are used to perform dimensional measurements. In recent years industrial 3D X-ray computed tomography (3DXCT) has been increasingly applied for metrology due to the development of XCT systems with higher accuracy and their ability to capture both internal and external structures of a specimen within one scan. Using 3DXCT the location of the specimen surface is estimated based on the scanned attenuation coefficients. As opposed to tactile or optical measurement techniques, the surface is not explicit and implies a certain positional uncertainty depending on artifacts and noise in the scan data and the used surface extraction algorithm. Moreover, conventional XCT measurement software does not consider uncertainty in the data. In this work we present techniques which account for uncertainty arising in the XCT metrology data flow. Our technique provides the domain experts with uncertainty visualizations, which extend the XCT metrology workflow on different levels. The developed techniques are integrated into a tool utilizing linked views, smart 3D tolerance tagging and plotting functionalities. The presented system is capable of visualizing the uncertainty of measurements on various levels-of-detail. Commonly known geometric tolerance indications are provided as smart tolerance tags. Finally, we incorporate the uncertainty of the data as a context in commonly used measurement plots. The proposed techniques provide an augmented insight into the reliability of geometric tolerances while maintaining the daily workflow of domain specialists, giving the user additional information on the nature of areas with high uncertainty. The presented techniques are evaluated based on domain experts feedback in collaboration with our company partners.
通过几何尺寸和公差进行计量是工业制造和质量控制的重要手段。通常使用触觉或光学坐标测量机(cmm)进行尺寸测量。近年来,工业三维x射线计算机断层扫描(3DXCT)越来越多地应用于计量,因为XCT系统具有更高的精度,并且能够在一次扫描中捕获样品的内部和外部结构。利用3DXCT根据扫描的衰减系数估计试样表面的位置。与触觉或光学测量技术相反,表面是不明确的,并且意味着一定的位置不确定性,这取决于扫描数据中的伪影和噪声以及使用的表面提取算法。此外,传统的XCT测量软件没有考虑数据的不确定度。在这项工作中,我们提出的技术,说明不确定性产生在XCT计量数据流。我们的技术为领域专家提供了不确定度可视化,在不同层次上扩展了XCT计量工作流程。开发的技术集成到一个工具中,利用链接视图,智能3D公差标记和绘图功能。所提出的系统能够在不同的细节水平上可视化测量的不确定度。通常已知的几何公差指示是作为智能公差标签提供的。最后,我们将数据的不确定性作为上下文纳入常用的测量图中。所提出的技术提供了对几何公差可靠性的增强洞察,同时保持了领域专家的日常工作流程,为用户提供了关于高不确定性区域性质的额外信息。在与公司合作伙伴合作的基础上,根据领域专家的反馈对所提出的技术进行评估。
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引用次数: 14
Desingularization of ADE Singularities via Deformation 变形对ADE奇点的去奇异化
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508249
Martina Bátorová, Miroslava Valíková, P. Chalmovianský
The topology and structure of the ADE singularities in terms of their topological invariants are recalled. A representation of these curves as Riemann surfaces is used to propose a novel technique of visualization of multivalued complex functions. Here, not only the entire domain is displayed, but also the method of domain coloring is extended via utilizing a specific height function. The method is applied in order to show the structure of singularities and to resolve them. A sequence of 1-parameter deformations is used, each causing Milnor number to drop by one up to regularity. The changes in the internal structure are interpreted and the whole process is visualized via computer animation.
从拓扑不变量的角度回顾了ADE奇异点的拓扑和结构。将这些曲线表示为黎曼曲面,提出了一种新的多值复函数的可视化技术。在这里,不仅显示了整个域,而且通过利用特定的高度函数扩展了域着色的方法。该方法的应用是为了显示奇异点的结构并求解奇异点。使用了一系列1参数变形,每个变形都导致米尔诺数下降一个直到有规律。对内部结构的变化进行了解释,并通过计算机动画将整个过程可视化。
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引用次数: 2
Exploring multiple modalities for selective rendering of virtual environments 探索虚拟环境选择性渲染的多种模式
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508256
Belma Ramic-Brkic, A. Chalmers, Aida Sadzak, K. Debattista, Saida Sultanic
The cross-modal interaction between vision and other senses is a key part of how we perceive the real world. Significant stimulation to hearing, sense of smell, taste or touch can reduce the cognitive resources the brain is able to allocate to sight, and thus limit what the Human Visual System (HVS) can actually perceive at that moment. Selective rendering is able to exploit such knowledge of the HVS, to render those parts of a virtual environment a viewer is attending to at a high quality and the rest of the scene at a much lower quality, and thus at a substantially reduced rendering time, without the viewer being aware of this quality difference. This paper investigates how the presence of the modalities of sound, smell and ambient temperature in a virtual environment significantly affects a viewer's ability to perceive the quality of the graphics used for that environment. Experiments were run with a total of 356 participants to determine the graphics quality thresholds across the different cross-modal interactions. The results revealed a significant effect of strong perfume, high temperature and audio noise on perceived rendering quality. Under given conditions, this particular combination of modalities can be thus exploited when rendering virtual environments, to substantially reduce rendering time without any loss in the user's perception of delivered visual quality.
视觉和其他感官之间的跨模态交互作用是我们如何感知现实世界的关键部分。对听觉、嗅觉、味觉或触觉的显著刺激会减少大脑分配给视觉的认知资源,从而限制了人类视觉系统(HVS)在那一刻的实际感知能力。选择性渲染能够利用HVS的这些知识,以高质量渲染观看者所关注的虚拟环境的那些部分,而以低得多的质量渲染场景的其余部分,从而大大减少渲染时间,而不需要观看者意识到这种质量差异。本文研究了虚拟环境中声音、气味和环境温度的存在方式如何显著影响观众感知该环境中使用的图形质量的能力。实验共有356名参与者,以确定不同跨模态交互的图形质量阈值。结果表明,强烈香水、高温和音频噪声对感知渲染质量有显著影响。在给定条件下,这种特殊的模式组合可以在渲染虚拟环境时被利用,从而大大减少渲染时间,而不会影响用户对交付的视觉质量的感知。
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引用次数: 8
Smoothing in 3D with reference points and polynomials 平滑在三维与参考点和多项式
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508248
I. Szabó, C. Török
We introduce a new parametric approach to noisy three-dimensional data smoothing founded on a special representation of bivariate polynomials that uses reference points. The model in construction has to fulfill the quasi-smooth condition which can be easily ensured by proper allocation and assessment of reference points as well as some additional coefficient constraints. The estimate of approximants is considered for a two-part model. The proposed model offers a reasonable compromise between accuracy and smoothness. We plan to confirm this statement by putting our approach to the test along with a B-spline based one.
我们介绍了一种新的参数化方法来平滑噪声三维数据,该方法基于二元多项式的特殊表示,即使用参考点。构建中的模型必须满足准光滑条件,而准光滑条件可以通过适当的参考点分配和评价以及一些附加的系数约束来保证。考虑了两部分模型的近似值估计。所提出的模型在准确性和平滑性之间提供了一个合理的折衷。我们计划通过将我们的方法与基于b样条的方法一起进行测试来证实这一说法。
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引用次数: 1
Comparison of Deghosting Algorithms for Multi-exposure High Dynamic Range Imaging 多曝光高动态范围成像去重影算法比较
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508247
Kanita Karaduzovic Hadziabdic, Jasminka Hasic Telalovic, Rafał K. Mantiuk
High dynamic range (HDR) images can be generated by capturing a sequence of low dynamic range (LDR) images of the same scene with different exposures and then merging those images to create an HDR image. During capturing of LDR images, any changes in the scene or slightest camera movement results in ghost artifacts in the resultant HDR image. Over the past few years many algorithms have been proposed to produce ghost free HDR images of dynamic scenes. In this study we performed subjective psychophysical experiments to evaluate four algorithms for removing ghost artifacts in the final HDR image. To our best knowledge, no evaluation of deghosting algorithms for HDR imaging has been published. Thus, the aim of this paper is not only to evaluate different ghost removal algorithms but also to introduce a methodology to evaluate such algorithms and to present some of the challenges that exist in evaluating ghost removal algorithms in HDR images. Optical flow algorithms have been shown to produce successful results in aligning input images before merging them into an HDR image. As a result one of the state-of-the-art deghosting algorithm for HDR image alignment is based on optical flow. To test the limits of the evaluated deghosting algorithms the scenes used in our experiments were selected following the criteria proposed by Baker et al. [2011], which is considered as de facto standard for evaluating optical flow methodologies. The scenes used in the experiments serve to provide challenges that need to be dealt with by not only algorithms based on optical flow methodologies but also by other ghost removal algorithms for HDR imaging. The results reveal the scenes for which the evaluated algorithms fail and may serve as a guide for future research in this area.
高动态范围(HDR)图像可以通过捕捉同一场景的一系列低动态范围(LDR)图像以不同的曝光,然后合并这些图像来生成HDR图像。在捕获LDR图像期间,场景中的任何变化或最轻微的相机运动都会导致最终HDR图像中的幽灵伪影。在过去的几年里,人们提出了许多算法来产生动态场景的无鬼HDR图像。在这项研究中,我们进行了主观心理物理实验,以评估四种算法去除最终HDR图像中的幽灵伪影。据我们所知,目前还没有关于HDR成像去重影算法的评价。因此,本文的目的不仅是评估不同的鬼影去除算法,而且还介绍了一种评估这些算法的方法,并提出了评估HDR图像中鬼影去除算法存在的一些挑战。在将输入图像合并为HDR图像之前,光流算法已被证明可以产生成功的结果。因此,最先进的去重影算法之一的HDR图像对齐是基于光流。为了测试所评估的去重影算法的局限性,我们的实验中使用的场景是根据Baker等人[2011]提出的标准选择的,该标准被认为是评估光流方法的事实上的标准。实验中使用的场景提供了挑战,不仅需要基于光流方法的算法,还需要其他HDR成像的幽灵去除算法来处理。结果揭示了评估算法失败的场景,并可能为该领域的未来研究提供指导。
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引用次数: 22
Predicting Sky Dome Appearance on Earth-like Extrasolar Worlds 预测类地系外世界的天空穹窿出现
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508263
A. Wilkie, Lukas Hosek
In this paper, we present a case study on how, given some reasonable assumptions, a sky dome model originally developed for terrestrial Predictive Rendering purposes can be re-used to give a scientifically plausible first impression of what outdoor scenes on earth-like exoplanets with a similar atmospheric structure would look like. On this very specific type of exoplanet, humans could reasonably be expected to survive without a space suit, and life-forms very similar to those found on Earth could theoretically evolve. This makes a simulation of typical outdoor lighting on this kind of planet interesting for various scientific (speculative exo-biological simulations) and not so scientific ("realistic" science fiction movie settings) reasons. If the properties of the exoplanet itself are restricted to resemble Earth, the remaining free parameter are the sun(s) which the exoplanet orbits. In the course of our case study, we found that even for fairly different star types, the overall appearance of the sky does not change as much as one might assume at first. Also, even the skies of Earth-like worlds that orbit binary stars would have a fairly normal appearance, although specific oddities can be observed.
在本文中,我们提出了一个案例研究,在一些合理的假设下,如何重新使用最初为陆地预测渲染目的开发的天空圆顶模型,以提供具有类似大气结构的类地系外行星上室外场景的科学合理的第一印象。在这种非常特殊的系外行星上,人类可以合理地期望在没有太空服的情况下生存,并且理论上可以进化出与地球上发现的非常相似的生命形式。这使得在这类行星上模拟典型的户外照明对各种科学(推测的外星生物模拟)和不那么科学(“现实的”科幻电影场景)的原因都很有趣。如果系外行星本身的属性被限制为与地球相似,那么剩下的自由参数就是系外行星绕其轨道运行的太阳。在我们的案例研究过程中,我们发现即使对于完全不同的恒星类型,天空的整体外观也不会像人们最初想象的那样发生很大的变化。此外,即使是围绕双星运行的类地行星的天空也会有相当正常的外观,尽管可以观察到一些特殊的怪异现象。
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引用次数: 4
Combination of Global and Local Features for Efficient Classification of Paintings 结合全局特征和局部特征对绘画进行有效分类
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508246
Z. Haladová, E. Sikudová
Since the beginning of the new century an increasing amount of smartphones sold every year causes a strong interest in the interactive mobile guides (travel, museum guides) utilizing the visual recognition of interesting objects. In our paper we focus on a special class of objects -- fine art paintings. We introduce new pipeline of visual recognition employing both local and global image features. In the recognition process we firstly sort the database of Originals, the high quality paintings based on the global feature extracted from the photograph of a painting and then match the local feature descriptors for efficient recognition. Our approach achieves the speed up of the recognition process by minimizing the number local feature comparisons.
进入新世纪以来,智能手机的销量每年都在增加,人们对利用视觉识别有趣物体的交互式移动导游(旅游、博物馆导游)产生了浓厚的兴趣。在我们的论文中,我们关注的是一类特殊的对象——美术绘画。我们引入了利用局部和全局图像特征的新的视觉识别管道。在识别过程中,我们首先根据从绘画照片中提取的全局特征对高质量绘画原作数据库进行分类,然后匹配局部特征描述符进行高效识别。我们的方法通过减少局部特征比较的次数来加快识别过程。
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引用次数: 2
Green's function solution to subsurface light transport for BRDF computation 用于BRDF计算的地下光输运格林函数解
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508260
Charly Collin, Ke Chen, Ajit Hakke Patil, S. Pattanaik, K. Bouatouch
This paper presents an accurate method to compute the bidirectional reflectance distribution function (BRDF) due to subsurface scattering inside the material of the objects. This computation requires iterating over the different lighting directions, and solving the integro-differential equation of light transport (scattering and absorption). Solving the light transport equation is expensive, and solving it independently for different directions adds even further to the expense. However most of the computations are very similar between directions. We make use of Green's function of the transport problem to have a better separation between computations that are independent of incident directions from those that are dependent. This allows us to avoid as much repetition in the computations as possible, thus gives us a faster BRDF computation method without any loss of accuracy. We validate our method against a standard light transport solver and use it to compute BRDF for a variety of materials.
本文提出了一种精确计算物体内部由于次表面散射而产生的双向反射分布函数(BRDF)的方法。这种计算需要在不同的光照方向上迭代,并求解光传输的积分微分方程(散射和吸收)。求解光输运方程是很昂贵的,而在不同方向上独立求解则进一步增加了费用。然而,大多数计算在不同方向上是非常相似的。我们利用传输问题的格林函数来更好地分离独立于入射方向的计算和依赖于入射方向的计算。这使我们可以避免在计算中尽可能多的重复,从而给我们一个更快的BRDF计算方法,而不损失任何精度。我们对标准光传输求解器验证了我们的方法,并使用它来计算各种材料的BRDF。
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引用次数: 1
Interactive analysis of cavity-flows in a virtual environment 虚拟环境中空腔流动的交互分析
Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448535
B. Ménélas
Multiple everyday life situations involve cavity flows. Because of its unstable aspect, this phenomenon represents an issue of the utmost seriousness for physicists. This paper describes the design of a system dedicated to interactive analysis of results of CFD (Computational Fluid Dynamics) simulations. This approach aims at assisting expert users in their analysis in a virtual immersive environment. The proposed solution counts two main steps. In the first one, while moving a 3D cursor, the user explores the space of the simulation in order to locate potential areas of interest. During this exploration, for each position of the cursor, the flowlines starting from the vicinity of this position are rendered in real time. Based on his/her expertise, the user has to decide which areas may present a particular interest for the geometry (morphology) of the flow. Each area selected in the first step is examined in detail in the second step. During this second step a single flowline (detailing the variation of the flow velocity) starting from the position selected by the user is rendered. This step helps at clarifying, analyzing in detail, a characteristic sensed by the intermediate of the first step. Here, instead of an algorithm, the expert user has to decide whether the rendered flowline is relevant or not for the construction of the geometry of the flow. All the flowlines selected by the user are the elements that constitute the geometry of the studied flow.
许多日常生活情况都涉及到空腔流动。由于它的不稳定性,这一现象对物理学家来说是一个极其严肃的问题。本文介绍了一个用于计算流体力学(CFD)仿真结果交互分析的系统的设计。这种方法旨在帮助专家用户在虚拟沉浸式环境中进行分析。提议的解决方案包括两个主要步骤。在第一种情况下,当移动3D光标时,用户探索模拟的空间,以定位潜在的兴趣区域。在此探索过程中,对于光标的每个位置,从该位置附近开始的流线将实时呈现。根据他/她的专业知识,用户必须决定哪些区域可能对流的几何形状(形态)特别感兴趣。在第一步中选择的每个区域将在第二步中详细检查。在第二步中,从用户选择的位置开始呈现单个流线(详细说明流速的变化)。这一步有助于澄清和详细分析第一步的中间体所感知到的特征。在这里,专家用户必须决定渲染的流线是否与流的几何构造相关,而不是算法。用户选择的所有流线都是构成所研究流的几何图形的元素。
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引用次数: 6
期刊
Spring conference on Computer graphics
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