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Industrial application of exact Boolean operations for meshes 网格精确布尔运算的工业应用
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925089
Martin Schifko, B. Jüttler, B. Kornberger
We present an algorithm for robust Boolean operations of triangulated solids, which is suitable for real-word industrial applications involving meshes with large numbers of triangles. In order to avoid potential robustness problems, which may be caused by (almost) degenerate triangles or by intersections of nearly co-planar triangles, we use filtered exact arithmetic, based on the libraries CGAL and GNU Multi Precision Arithmetic Library. The method consists of two major steps: First we compute the exact intersection of the meshes using a sweep plane algorithm. Second we apply mesh cleaning methods which allow us to generate output which can safely be represented using floating point numbers. The performance of the method is demonstrated by several examples which are taken from applications at ECS Magna Powertrain.
我们提出了一种三角化实体的鲁棒布尔运算算法,该算法适用于涉及大量三角形网格的实际工业应用。为了避免可能由(几乎)退化三角形或近共面三角形的相交引起的潜在鲁棒性问题,我们使用了基于库CGAL和GNU多精度算法库的过滤精确算法。该方法包括两个主要步骤:首先,我们使用扫描平面算法计算网格的精确相交。其次,我们应用网格清洗方法,这允许我们生成可以安全地使用浮点数表示的输出。通过在ECS麦格纳动力系统上的应用实例,验证了该方法的有效性。
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引用次数: 15
Heterogeneous spline surface intersections 非均质样条曲面相交
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925085
S. Briseid, T. Dokken, T. Hagen
While the PC just a few years ago included only one single-core CPU and a fixed functionality graphics card, the current commodity PC is a heterogeneous system, equipped with both a multi-core CPU and a fully programmable graphics processing unit (GPU). This change has given the commodity PC one to two orders of magnitude increase in computational performance compared with a few years ago [Brodtkorb et al. 2010; Owens et al. 2008]. We will in this paper address the potential of exploiting such a parallel computational capacity for the calculation of intersections and self-intersections of spline represented surfaces. The focus will be on massive parallel spline space refinement by knot insertion, an approach much better adapted to parallel implementations than the knot insertion used in traditional recursive subdivision based intersection algorithms. Rather than presenting a complete algorithm we address the most resource demanding sub-algorithms of surface intersection and self-intersection algorithms and their relative performance on multi-core processors and GPUs for different levels of refinement. Our results show the efficiency of the sub-algorithms on the two types of processors and how this can be used to improve the overall performance on this heterogeneous system.
几年前的PC只有一个单核CPU和一个固定功能的显卡,而现在的商用PC是一个异构系统,配备了一个多核CPU和一个完全可编程的图形处理单元(GPU)。与几年前相比,这种变化使商用PC的计算性能提高了一到两个数量级[Brodtkorb et al. 2010;Owens et al. 2008]。我们将在本文中讨论利用这种并行计算能力来计算样条表示曲面的交叉点和自交叉点的潜力。重点将放在通过结点插入进行大规模并行样条空间的细化上,这种方法比传统的基于递归细分的交集算法中使用的结点插入更适合于并行实现。而不是提出一个完整的算法,我们解决了曲面交集和自交集算法的最需要资源的子算法,以及它们在多核处理器和gpu上的相对性能,以达到不同的细化水平。我们的结果显示了两种类型处理器上的子算法的效率,以及如何使用它来提高这种异构系统的整体性能。
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引用次数: 2
Parallel coordinates are better than they look! 平行坐标比看起来要好!
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925061
A. Inselberg
With parallel coordinates (abbr. ||-coords) the perceptual barrier imposed by our 3-dimensional habitation is breached enabling the visualization of multidimensional problems. The representation of N-dimensional points by polygonal lines is deceptively simple and additional ideas are needed to represent multivariate relations. In this talk, a panorama of highlights from the foundations to the most recent results, and interlaced with applications, are intuitively developed. This is also an opportunity to demystify some subtleties. By learning to untangle patterns from ||-coords displays (Fig. 1, 2) a powerful knowledge discovery process has evolved. It is illustrated on a real dataset together with guidelines for exploration and good query design. Realizing that this approach is intrinsically limited (see Fig. 3 -- left) leads to a deeper geometrical insight, the recognition of M-dimensional objects recursively from their (M-- 1)-dimensional subsets (Fig. 3 -- right). Behind this striking cognitive success lies a special family of planes unique to ||-coords, the superplanes, whose points are represented by straight (rather than polygonal) lines. It emerges that any linear N-dimensionsal relation is represented by (N-- 1) indexed points. Points representing lines have two indices, points representing planes 3 indices and so on. In turn, powerful geometrical algorithms (e.g. for intersections, containment, proximities) and applications including classification Fig. 4 emerge. The classifier's power is demonstrated by obtaining a rule for the recognition of hostile vehicles from afar by their noise signature. A smooth surface in 3-D is the envelope of its tangent planes each of which is represented by 2 points Fig. 6. As a result, a surface in 3-D is represented by two planar regions and in N-dimensions by (N-- 1) regions. This is equivalent to representing a surface by its normal vectors, rather than projections as in standard surface descriptions. Developable surfaces are represented by curves Fig. 7 revealing the surfaces' characteristics. Convex surfaces in any dimension are recognized by the hyperbola-like (i.e. having two assymptotes) regions from just one orientation Fig. 5 -- right, Fig. 8, Fig. 10 -- right. Non-orientable surfaces (i.e. like the Möbius strip) yield stunning patterns Fig. 9 unlocking new geometrical insights. Non-convexities like folds, bumps, coiling, dimples and more are no longer hidden Fig. 10 -- left and are detected from just one orientation. Evidently this representation is preferable for some applications even in 3-D. By the way, many of these results were first discovered visually and then proved mathematically; in the true spirit of Geometry. These state of the art examples show what has been achieved on the representation of complex relations and how they generalize to N-dimensions. The patterns persist in the presence of errors deforming in ways revealing the type and magnitude of the errors and that's good news
有了平行坐标(缩写:||- coordinates),我们的三维居所所施加的感知障碍就被打破了,从而使多维问题得以可视化。用多边形线表示n维点看起来很简单,需要额外的思想来表示多元关系。在这次演讲中,从基础到最新结果的全景,并与应用交叉,直观地发展。这也是一个揭开一些微妙之处的机会。通过学习从图形显示中解结图案(图1,2),一个强大的知识发现过程已经进化出来。它在一个真实的数据集上进行了说明,并提供了探索指南和良好的查询设计。意识到这种方法在本质上是有限的(见图3 -左),会导致更深层次的几何洞察力,从M- 1维子集递归地识别M维对象(图3 -右)。在这种惊人的认知成功背后,是一组独特的平面——弦,即超平面,其点由直线(而不是多边形)表示。由此可见,任何N维线性关系都由(N—1)个索引点表示。表示直线的点有两个指标,表示平面的点有三个指标,以此类推。反过来,强大的几何算法(例如,用于交集、遏制、接近)和包括分类在内的应用(图4)出现了。通过对敌方车辆噪声特征的识别,得到了该分类器的有效性。三维光滑表面是其切平面的包络线,每个切平面由2个点表示(图6)。因此,三维曲面由两个平面区域表示,在N维中由(N—1)个区域表示。这相当于用法向量来表示曲面,而不是用标准曲面描述中的投影。可展曲面用曲线表示,图7揭示了曲面的特征。任何维度的凸面都可以通过一个方向上的双曲线(即具有两个渐近线)区域来识别(图5 -右,图8,图10 -右)。不可定向的表面(如Möbius条)产生惊人的图案,图9解锁新的几何见解。非凸性,如褶皱,凸起,卷曲,酒窝等不再隐藏(图10 -左),仅从一个方向检测。显然,即使在3d应用中,这种表示也更可取。顺便说一下,很多结果都是先通过视觉发现,然后用数学证明的;真正的几何学精神。这些最先进的例子展示了在复杂关系的表示上取得的成就,以及它们如何推广到n维。模式在错误发生变形的情况下仍然存在,以揭示错误的类型和大小,这对应用程序来说是个好消息。多维可视化的新前景正在出现。处理直接在数据上执行,不受显示限制,为探索大量数据集开辟了道路。只有结果以信息非常集中的模式显示(再次参见图3 -只需要一个点),并且没有任何杂乱的显示。这些是数据中多维关系的“图”。挑战在于加快递归算法的速度,其中包括使用智能代理快速识别关系属性。对于某些应用程序,在处理过程中显示部分结果的模式以启用计算导向是值得的。我们站在打破多维可视化僵局的门槛上。
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引用次数: 0
Toward image-based facial hair modeling 面向基于图像的面部毛发建模
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925077
Tomás Lay, A. Zinke, A. Weber, T. Vetter
In this paper we present a novel efficient and fully automated technique to synthesize realistic facial hair---such as beards and eyebrows---on 3D head models. The method requires registered texture images of a target model on which hair needs to be generated. In a first stage of our two-step approach a statistical measure for hair density is computed for each pixel of the texture. In addition, other geometric features such as 2D pixel orientations are extracted, which are subsequently used to generate a 3D model of the individual hair strands. Missing or incomplete information is estimated based on statistical models derived from a database of texture images of over 70 individuals. Using the new approach, characteristics of the hair extracted from a given head may be also transferred to another target.
在本文中,我们提出了一种新的高效和全自动的技术来合成逼真的面部毛发-如胡须和眉毛-在3D头部模型上。该方法需要在需要生成毛发的目标模型上注册纹理图像。在我们的两步方法的第一阶段,为纹理的每个像素计算毛发密度的统计度量。此外,提取其他几何特征,如2D像素方向,随后用于生成单个头发的3D模型。缺失或不完整的信息是基于统计模型,从数据库中提取的纹理图像超过70个人。利用这种新方法,从一个给定的头部提取的头发特征也可以转移到另一个目标上。
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引用次数: 6
Challenges of volume visualization in medicine 医学中体积可视化的挑战
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925064
M. Srámek
Technological development has in the recent decades brought in several new imaging modalities which have significantly influenced medical diagnostics. A doctor has gained a possibility to peek inside the human body without the necessity of surgical intervention. The early variants of these techniques took advantage of classical approaches, residing in printing pictures on film transparencies. However, soon after their introduction computers started to gradually penetrate the area, with unprecedented diagnostic possibilities, but also with new challenges. A new participant entered the area - a computer scientist. Which was his/her role? Did he/she simplify the doctors life? We will present the problem from the point of view of a computer scientist, whose task is, among others, to transform the 'high level' demands of a doctor - usually a radiologist - to a 'low level' sequence of operations for data processing and visualization. We will report on the experience gained within the framework of two projects aimed at the development of clinical applications for diagnostics of vessel pathologies of lower extremities. In the talk we will present, on the one hand, the techniques and their details and, on the other hand, we will report also on the knowledge gained in challenging collaboration within a radiological department of a hospital.
近几十年来,技术发展带来了几种新的成像方式,对医学诊断产生了重大影响。医生有可能在不需要手术干预的情况下窥视人体内部。这些技术的早期变体利用了经典方法,在胶片上打印图片。然而,在它们被引入后不久,计算机开始逐渐渗透到这一领域,具有前所未有的诊断可能性,但也带来了新的挑战。一个新的参与者进入了这个领域——一位计算机科学家。他/她的角色是什么?他/她是否简化了医生的生活?我们将从计算机科学家的角度来提出这个问题,计算机科学家的任务是将医生(通常是放射科医生)的“高水平”需求转化为数据处理和可视化的“低水平”操作序列。我们将报告在两个项目框架内获得的经验,旨在开发下肢血管病变诊断的临床应用。在讲座中,我们一方面会介绍技术及其细节,另一方面,我们也会报告在医院放射科具有挑战性的合作中获得的知识。
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引用次数: 0
Interactive reconstruction of industrial sites using parametric models 基于参数模型的工业场地交互重建
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925079
I. Reisner-Kollmann, A. Fuhrmann, W. Purgathofer
We present a new interactive modeling technique for reconstructing 3D objects from multiple images. We specifically address the problems that arise in industrial environments during camera orientation, image segmentation and modeling. An accurate camera orientation is ensured by using coded markers and surveyed points from a total station. Interactive segmentations of edges and regions in the images are used as input for fitting parametric models to the scene. We provide an intuitive interface which allows modeling artificial objects without having extensive knowledge about 3D modeling or photogrammetry.
我们提出了一种新的交互式建模技术,用于从多幅图像中重建三维物体。我们专门解决的问题,出现在工业环境中,在相机的方向,图像分割和建模。通过使用编码标记和来自全站仪的测量点来确保准确的相机方向。图像中边缘和区域的交互式分割被用作拟合场景参数模型的输入。我们提供了一个直观的界面,允许对人造物体建模,而不需要对3D建模或摄影测量有广泛的了解。
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引用次数: 5
3D frequency-domain analysis of non-separable reconstruction schemes by using direct volume rendering 基于直接体绘制的不可分离重建方案三维频域分析
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925071
B. Csébfalvi, B. Domonkos
Recently, it has been demonstrated that the optimality of the Body-Centered Cubic (BCC) lattice can be utilized also in practice by using either non-separable box-spline filters or tensor-product B-spline filters for reconstructing an originally continuous signal from its discrete BCC-sampled representation. In order to study the frequency-domain behavior of these filters, a 3D analysis of their frequency responses is required. In this paper, we show that direct volume rendering offers a natural tool for such a 3D analysis. As the frequency responses are analytically known, their characteristic isosurfaces can be rendered separately in the pass band and in the stop band. The visualization of the frequency responses conveys information not just on the absolute postaliasing and oversmoothing effects, but also on their direction dependence. In this sense, the frequency-domain behavior of the non-separable box splines and the tensor-product B-splines on the BCC lattice is evaluated for the first time in this paper. Furthermore, we also analyze how the frequency responses are influenced by a discrete prefiltering, which is necessary to fully exploit the approximation power of the higherorder box-spline and B-spline filters.
最近,已经证明了体心立方(BCC)晶格的最优性也可以在实践中被利用,通过使用不可分盒样条滤波器或张量积b样条滤波器从其离散的BCC采样表示重建原始连续信号。为了研究这些滤波器的频域特性,需要对它们的频率响应进行三维分析。在本文中,我们展示了直接体绘制为这种3D分析提供了一个自然的工具。由于频率响应是解析已知的,它们的特征等值面可以在通带和阻带中分别呈现。频率响应的可视化不仅传达了绝对后置和过平滑效果的信息,而且还传达了它们的方向依赖性。在此意义上,本文首次给出了不可分盒样条和张量积b样条在BCC格上的频域行为。此外,我们还分析了离散预滤波对频率响应的影响,这是充分利用高阶盒样条和b样条滤波器的近似能力所必需的。
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引用次数: 7
Feature-preserving mesh denoising via attenuated bilateral normal filtering and quadrics 通过衰减的双侧法向滤波和二次曲线进行特征保持网格去噪
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925086
Michal Nociar, A. Ferko
In this paper, we propose a two phase feature-preserving mesh denoising algorithm. The first phase consists of modified bilateral filtering applied on field of face normals. The range filtering is affected by gradual attenuation of the standard deviation of normal differences along with subsequent iteration. We also provide a method for automatic estimation of the bilateral filter parameters without user interaction. Filtering process is followed by reconstruction of the mesh vertex positions from a given field of face normals. Our method is based on geometric fact that every vertex should lie within all tangent planes that locally support one of its neighbouring triangles. We use quadrics to encode squared distances to the planes defined by filtered normals and centroids of the faces from 1-ring neighbourhood of considered vertex. New vertex positions are identified by minimizing quadric error metric. Our tests have shown that this iteration scheme converges faster than gradient descent algorithm. Sharp features are well preserved which will be documented on several CAD-like models.
本文提出了一种两阶段特征保持的网格去噪算法。第一阶段包括对面法线域进行改进的双边滤波。随着后续迭代,正态差的标准差逐渐衰减,影响范围滤波。我们还提供了一种无需用户交互即可自动估计双边滤波器参数的方法。滤波过程之后,从给定的面法线域中重建网格顶点位置。我们的方法基于一个几何事实,即每个顶点都应该位于所有切面内,这些切面局部支持其相邻三角形之一。我们使用二次曲面来编码到平面的平方距离,这些平面由被考虑顶点的1环邻域的过滤法线和面的质心定义。通过最小化二次误差度量来确定新的顶点位置。实验表明,该迭代方案比梯度下降算法收敛速度快。尖锐的特征被很好地保存下来,这将被记录在几个类似cad的模型上。
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引用次数: 5
Geometry and image based view quality comparison for 3D models 基于几何和图像的3D模型视图质量比较
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925090
J. Lacko, Z. Černeková, Marian Maricak
In this work we present image-based approach to the best view selection for 3D objects. The proposed method is based on entropy measured in image domain. Several 3D models are used in the experiment. The results are compared to the well-known geometrical method based on perspective frustum entropy, a special case of viewpoint entropy.
在这项工作中,我们提出了基于图像的方法来选择3D对象的最佳视图。该方法基于图像域的熵测量。实验中使用了几个三维模型。结果与基于视点熵的一种特殊情况——透视截锥熵的几何方法进行了比较。
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引用次数: 1
GPU-generated "parameterized" trees gpu生成的“参数化”树
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925083
Amit Shesh
Incorporating different-looking trees in a single graphics application involves either loading numerous polygonal/point models, or generating them algorithmically. In any case, this increases the demand of rendering resources both in terms of computing power and memory to hold all models simultaneously. This paper presents a novel method that produces different-looking trees from a common domain starting from the same polygonal model. Since the shape of the canopy decides the appearance of large trees, we focus on generating canopies automatically from the same polygonal model and some parameters. Thus the generated canopies can be thought of as functions of a parameterized domain. A branch structure created separately then completes the tree model. Using this method, a program can maintain a single copy of the polygonal model, and create different tree models from it by merely changing these parameters. Our method can be efficiently implemented on a GPU, thereby allowing us to store only a few models directly in GPU memory and creating different-looking tree models from them at runtime.
在单个图形应用程序中合并不同外观的树需要加载大量多边形/点模型,或者通过算法生成它们。在任何情况下,这都增加了同时保存所有模型的计算能力和内存方面的渲染资源需求。本文提出了一种从同一多边形模型出发,在同一域内生成不同外观树的新方法。由于树冠的形状决定了大树的外观,我们专注于从相同的多边形模型和一些参数自动生成树冠。因此,生成的冠层可以被认为是参数化域的函数。然后单独创建一个分支结构,完成树模型。使用这种方法,程序可以维护多边形模型的单一副本,并通过更改这些参数来创建不同的树模型。我们的方法可以有效地在GPU上实现,从而允许我们只将几个模型直接存储在GPU内存中,并在运行时从它们创建不同外观的树模型。
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引用次数: 1
期刊
Spring conference on Computer graphics
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