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Real-time kd-tree based importance sampling of environment maps 基于实时kd树的环境地图重要性采样
Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448541
Serkan Ergun, Murat Kurt, A. Öztürk
We present a new real-time importance sampling algorithm for environment maps. Our method is based on representing environment maps using kd-tree structures, and generating samples with a single data lookup. An efficient algorithm has been developed for real-time image-based lighting applications. In this paper, we compared our algorithm with Inversion method [Fishman 1996]. We show that our proposed algorithm provides compactness and speedup as compared to Inversion method. Based on a number of rendered images, we have demonstrated that in a fixed time frame the proposed algorithm produces images with a lower noise than that of the Inversion method. We also demonstrate that our algorithm can successfully represent a wide range of material types.
提出了一种新的环境地图实时重要性采样算法。我们的方法基于使用kd-tree结构表示环境映射,并通过单个数据查找生成样本。针对实时图像照明应用,开发了一种高效的算法。在本文中,我们将该算法与反演方法[Fishman 1996]进行了比较。我们证明,与反演方法相比,我们提出的算法提供了紧凑性和加速。基于大量的渲染图像,我们已经证明,在固定的时间框架内,所提出的算法产生的图像具有比反演方法更低的噪声。我们还证明了我们的算法可以成功地表示广泛的材料类型。
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引用次数: 6
Using multi-agent systems for constraint-based modeling 使用多智能体系统进行基于约束的建模
Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448543
F. Bauer, M. Stamminger
Creating content is a vital task in computer graphics. In this paper we evaluate a constraint based scene description using a system of multiple-agents known from artificial intelligence. By using agents we separate the modeling process into small and easy to understand tasks. The parameters for each agent can be changed at any time. Re-evaluating the agent system results in a consistently updated scene, a process that allows artists to experiment until they find the desired result while still leveraging the power of constraint based modelling. Since we only need to evaluate modified agents when updating the scene, we can even use this description to perform modeling tasks on mobile devices.
创建内容是计算机图形学中的一项重要任务。在本文中,我们使用人工智能中已知的多智能体系统来评估基于约束的场景描述。通过使用代理,我们将建模过程分解为小而容易理解的任务。每个代理的参数可以随时更改。重新评估代理系统会导致不断更新的场景,这一过程允许美工进行实验,直到他们找到理想的结果,同时仍然利用基于约束的建模的力量。由于我们只需要在更新场景时评估修改后的代理,我们甚至可以使用此描述在移动设备上执行建模任务。
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引用次数: 0
Design principles for cutaway visualization of geological models 地质模型剖面图可视化设计原则
Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448537
Endre M. Lidal, H. Hauser, I. Viola
In this paper, we present design principles for cutaway visualizations that emphasize shape and depth communication of the focus features and their relation to the context. First, to eliminate cutaway-flatness we argue that the cutaway axis should have an angular offset from the view direction. Second, we recommend creating a box-shaped cutaway. Such a simple cutaway shape allows for easier context extrapolation in the cutaway volume. Third, to improve the relationship between the focus features and the context, we propose to selectively align the cutaway shape to familiar structures in the context. Fourth, we emphasize that the illumination model should effectively communicate the shape and spatial ordering inside the cutaway, through shadowing as well as contouring and other stylized shading models. Finally, we recommend relaxing the view-dependency constraint of the cutaway to improve the depth perception through the motion parallax. We have identified these design principles while developing interactive cutaway visualizations of 3D geological models, inspired by geological illustrations and discussions with the domain illustrators and experts.
在本文中,我们提出了剖面图可视化的设计原则,强调焦点特征的形状和深度交流以及它们与上下文的关系。首先,为了消除切割平面性,我们认为切割轴应该与视图方向有一个角偏移。其次,我们建议创建一个盒子形状的剖面图。这样一个简单的剖面图形状允许更容易的上下文外推在剖面图体积。第三,为了改善焦点特征与上下文之间的关系,我们提出有选择地将切面形状与上下文中熟悉的结构对齐。第四,我们强调照明模型应该通过阴影、轮廓和其他风格化的阴影模型有效地传达切线内部的形状和空间顺序。最后,我们建议放松剖面图的视图依赖约束,通过运动视差来改善深度感知。我们已经确定了这些设计原则,同时开发3D地质模型的交互式剖面图可视化,灵感来自地质插图和与领域插图师和专家的讨论。
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引用次数: 20
Stylized volume visualization of streamed sonar data 流式声纳数据的程式化体积可视化
Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448532
Veronika Soltészová, Ruben Patel, H. Hauser, I. Viola
Current visualization technology implemented in the software for 2D sonars used in marine research is limited to slicing whilst volume visualization is only possible as post processing. We designed and implemented a system which allows for instantaneous volume visualization of streamed scans from 2D sonars without prior resampling to a voxel grid. The volume is formed by a set of most recent scans which are being stored. We transform each scan using its associated transformations to the view-space and slice their bounding box by view-aligned planes. Each slicing plane is reconstructed from the underlying scans and directly used for slice-based volume rendering. We integrated a low frequency illumination model which enhances the depth perception of noisy acoustic measurements. While we visualize the 2D data and time as 3D volumes, the temporal dimension is not intuitively communicated. Therefore, we introduce a concept of temporal outlines. Our system is a result of an interdisciplinary collaboration between visualization and marine scientists. The application of our system was evaluated by independent domain experts who were not involved in the design process in order to determine real life applicability.
目前在海洋研究中使用的2D声纳软件中实现的可视化技术仅限于切片,而体积可视化只能作为后处理。我们设计并实现了一个系统,该系统允许从2D声纳流扫描的即时体可视化,而无需事先重新采样到体素网格。该卷由一组最近的扫描数据组成,这些扫描数据正在被存储。我们将每个扫描使用其相关的转换转换到视图空间,并通过视图对齐平面对其边界框进行切片。每个切片平面都是从底层扫描重建的,并直接用于基于切片的体渲染。我们集成了一个低频照明模型,增强了噪声声测量的深度感知。当我们将2D数据和时间可视化为3D体积时,时间维度并不能直观地传达。因此,我们引入了时间轮廓的概念。我们的系统是可视化和海洋科学家跨学科合作的结果。我们的系统的应用是由独立的领域专家评估的,他们没有参与设计过程,以确定现实生活中的适用性。
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引用次数: 0
Streamed watershed transform on GPU for processing of large volume data 基于GPU的流分水岭变换处理大容量数据
Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448549
M. Hucko, M. Srámek
Since its introduction the watershed transform became a popular method for volume data segmentation. A range of various algorithms for its computation were developed, including parallel algorithms for computation on different architectures. Recently also algorithms for consumer graphical accelerators were developed. Neither of these, however, are able to process data larger than the available memory as the whole data has to be present in the memory of the device. In this paper we present two versions of a streamed multi-pass algorithm for watershed computation on a GPU. As the slice-based streaming approach is used both variants are capable of processing data exceeding the size of the available graphics accelerator memory.
分水岭变换自提出以来,已成为一种流行的体数据分割方法。开发了一系列不同的计算算法,包括在不同架构上计算的并行算法。最近还开发了用于消费类图形加速器的算法。然而,这两种方法都不能处理大于可用内存的数据,因为整个数据必须存在于设备的内存中。在本文中,我们提出了两个版本的流式多通道算法用于GPU上的分水岭计算。由于使用了基于片的流方法,这两种变体都能够处理超过可用图形加速器内存大小的数据。
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引用次数: 8
Registration-based interpolation real-time volume visualization 基于配准插值的实时体可视化
Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448533
L. Laursen, H. Ólafsdóttir, J. A. Bærentzen, M. Hansen, B. Ersbøll
Rendering tomographic data sets is a computationally expensive task, and often accomplished using hardware acceleration. The data sets are usually anisotropic as a result of the process used to acquire them. A vital part of rendering them is the conversion of the discrete signal back into a continuous one, via interpolation. On graphics hardware, this is often achieved via simple linear interpolation. We present a novel approach for real-time anisotropic volume data interpolation on a graphics processing unit and draw comparisons to standardized interpolation alternatives. Our approach uses a pre-computed set of cross-slice correspondences to compensate for missing data. We perform a qualitative analysis using sparse data sets, investigating both visual quality, as well divergence from the ground truth, testing the limits of the interpolation method. Our method produces high quality interpolation with a moderate performance impact compared to alternatives. It is ideal for reconstructing sparse data sets, as well as minimizing quality loss while scaling large amounts of data to fit on most mobile graphics cards.
呈现层析数据集是一项计算成本很高的任务,通常使用硬件加速来完成。数据集通常是各向异性的,这是用于获取它们的过程的结果。渲染它们的一个重要部分是通过插值将离散信号转换回连续信号。在图形硬件上,这通常是通过简单的线性插值实现的。我们提出了一种在图形处理单元上实时各向异性体数据插值的新方法,并与标准化插值方案进行了比较。我们的方法使用预先计算的横片对应集来补偿丢失的数据。我们使用稀疏数据集进行定性分析,调查视觉质量,以及与地面事实的分歧,测试插值方法的局限性。我们的方法产生高质量的插值与适度的性能影响相比,替代方案。它非常适合重建稀疏数据集,以及在扩展大量数据以适应大多数移动显卡时将质量损失降至最低。
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引用次数: 3
Generic graph grammar: a simple grammar for generic procedural modelling 泛型图语法:用于泛型过程建模的简单语法
Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448542
A. N. Christiansen, J. A. Bærentzen
Methods for procedural modelling tend to be designed either for organic objects, which are described well by skeletal structures, or for man-made objects, which are described well by surface primitives. Procedural methods, which allow for modelling of both kinds of objects, are few and usually of greater complexity. Consequently, there is a need for a simple, general method which is capable of generating both types of objects. Generic Graph Grammar has been developed to address this need. The production rules consist of a small set of basic productions which are applied directly onto primitives in a directed cyclic graph. Furthermore, the basic productions are chosen such that Generic Graph Grammar seamlessly combines the capabilities of L-systems to imitate biological growth (to model trees, animals, etc.) and those of split grammars to design structured objects (chairs, houses, etc.). This results in a highly expressive grammar capable of generating a wide range of types of models. Models which consist of skeletal structures or surfaces or any combination of these. Besides generic modelling capabilities, the focus has also been on usability, especially user-friendliness and efficiency. Therefore several steps have been taken to simplify the workflow as well as to make the modelling scheme interactive. As proof of concept, a generic procedural modelling tool based on Generic Graph Grammar has been developed.
程序建模的方法往往是为有机对象设计的,它们可以很好地由骨骼结构描述,或者为人造对象设计的,它们可以很好地由表面原语描述。程序方法,允许这两种对象的建模,很少,通常更复杂。因此,需要一种能够生成这两种类型对象的简单通用方法。通用图语法的开发就是为了满足这种需求。生成规则由一组基本生成规则组成,这些基本生成规则直接应用于有向循环图中的基元。此外,选择的基本产品是这样的,通用图语法无缝地结合了l系统的能力来模仿生物生长(建模树,动物等)和分裂语法的能力来设计结构化对象(椅子,房子等)。这就产生了一种具有高度表达能力的语法,能够生成各种类型的模型。由骨骼结构或表面或它们的任何组合组成的模型。除了一般的建模能力,重点还在于可用性,特别是用户友好性和效率。因此,采取了几个步骤来简化工作流程,并使建模方案具有交互性。作为概念的证明,开发了一个基于通用图语法的通用过程建模工具。
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引用次数: 2
Effective texture models for three dimensional flow visualization 三维流动可视化的有效纹理模型
Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448536
O. Mishchenko, R. Crawfis
Visualizing three dimensional flow with geometry primitives is challenging due to inevitable clutter and occlusion. Our approach to tackling this problem is to utilize semi-transparent geometry as well as animation. Using semi-transparency, however, can make the visualization blurry and vague. We investigate perceptual limits and find specific guidelines on using semi-transparency for three dimensional flow visualization. We base our results on the user study that we conducted. The users were shown multiple semi-transparent overlapping layers of flow and were asked how many different flow directions they were able to discern. We utilized textured lines as geometric primitives; two general texture models were used to control opacity and create animation. We found that the number of high scoring textures is small compared to the total number of textures within our models. To test our findings, we utilized the high scoring textures to create visualizations of a variety of datasets.
由于不可避免的杂乱和遮挡,用几何原语可视化三维流是具有挑战性的。我们解决这个问题的方法是利用半透明的几何体和动画。然而,使用半透明会使可视化变得模糊。我们研究了感知限制,并找到了使用半透明进行三维流动可视化的具体指导方针。我们的结果是基于我们进行的用户研究。研究人员向用户展示了多个半透明的重叠流动层,并询问他们能够辨别多少种不同的流动方向。我们使用纹理线作为几何基元;使用两个通用纹理模型来控制不透明度和创建动画。我们发现,与我们模型中的纹理总数相比,高分纹理的数量很少。为了测试我们的发现,我们利用高分纹理来创建各种数据集的可视化。
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引用次数: 2
Representing BRDF by wavelet transformation of pair-copula constructions 用对共轭结构的小波变换表示BRDF
Pub Date : 2013-03-10 DOI: 10.1145/2448531.2448539
A. Bilgili, A. Öztürk, Murat Kurt
Bidirectional Reflectance Distribution Functions (BRDFs) are well-known functions in computer graphics, and these special functions represent the surface reflectance of materials. BRDFs can be viewed as multivariate probability density function (pdf) of incoming photons leaving in a particular outgoing direction. However, constructing a multivariate probability distribution for modeling a given BRDF is difficult. A family of distributions, namely Copula distributions have been used to approximate BRDF. In this work, we employ the Pair-Copula constructions to represent the measured BRDF densities. As the measured BRDF densities have large storage needs, we use Wavelet transforms for a compact BRDF representation. We also compare the proposed BRDF representation with a number of well-known BRDF models, and show that our compact BRDF representation provides good approximation to measured BRDF data.
双向反射分布函数(brdf)是计算机图形学中众所周知的函数,这些特殊函数表示材料的表面反射率。brdf可以看作是入射光子以特定的出射方向离开的多元概率密度函数。然而,构建一个多变量概率分布来建模给定的BRDF是困难的。一组分布,即Copula分布被用来近似BRDF。在这项工作中,我们采用Pair-Copula结构来表示测量的BRDF密度。由于测量的BRDF密度有很大的存储需求,我们使用小波变换来表示紧凑的BRDF。我们还将提出的BRDF表示与许多知名的BRDF模型进行了比较,并表明我们的紧凑BRDF表示可以很好地近似于实测BRDF数据。
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引用次数: 0
Procedural skeletons: kinematic extensions to CGA-shape grammars 过程骨架:对cga形状语法的运动学扩展
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925087
M. Ilcík, S. Fiedler, W. Purgathofer, M. Wimmer
Procedural modeling for architectural scenes was as yet limited to static objects only. We introduce a novel extension layer for shape grammars which creates a skeletal system for posing and interactive manipulation of generated models. Various models can be derived with the same set of parametrized rules for geometric operations. Separation of geometry generation and pose synthesis improves design efficiency and reusability. Moreover, by formal analysis of production rules we show how to efficiently update complex kinematic hierarchies created by the skeletons, allowing state-of-the-art interactive visual rule editing.
建筑场景的过程建模还仅限于静态对象。我们引入了一个新的形状语法扩展层,它创建了一个骨架系统,用于对生成的模型进行姿态和交互操作。用同一套几何运算的参数化规则可以推导出不同的模型。几何生成和位姿合成的分离提高了设计效率和可重用性。此外,通过对生产规则的形式化分析,我们展示了如何有效地更新由骨架创建的复杂运动学层次结构,从而允许最先进的交互式可视化规则编辑。
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引用次数: 1
期刊
Spring conference on Computer graphics
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