首页 > 最新文献

Spring conference on Computer graphics最新文献

英文 中文
Generating predictable and convincing folds for leather seat design 产生可预测的和令人信服的折叠皮革座椅设计
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980480
G. Eibner, A. Fuhrmann, W. Purgathofer
In this paper we describe a method for designing and visualizing folds in leather car seats. Since the manufacturing process cannot completely control the final result, an accurate simulation is neither possible nor needed; instead this tool functions as a sketchpad for the designer, and as a means for communicating the design as 3D model for design and production decisions. The method supports the designers' needs to create realistic looking folds and quickly and easily manipulate their position and appearance. For this, a minimal set of intuitive controls has been selected. The tool covers a range of realistic visual results for the designers and delivers the correct sewing pattern for production.
本文介绍了一种设计和可视化汽车真皮座椅褶皱的方法。由于制造过程不能完全控制最终结果,因此既不可能也不需要精确的模拟;相反,这个工具的功能是作为设计师的画板,以及作为设计和生产决策的3D模型交流设计的手段。该方法支持设计师的需要,以创建逼真的外观折叠和快速,轻松地操纵他们的位置和外观。为此,我们选择了一组最小的直观控件。该工具为设计师提供了一系列逼真的视觉效果,并为生产提供了正确的缝纫图案。
{"title":"Generating predictable and convincing folds for leather seat design","authors":"G. Eibner, A. Fuhrmann, W. Purgathofer","doi":"10.1145/1980462.1980480","DOIUrl":"https://doi.org/10.1145/1980462.1980480","url":null,"abstract":"In this paper we describe a method for designing and visualizing folds in leather car seats. Since the manufacturing process cannot completely control the final result, an accurate simulation is neither possible nor needed; instead this tool functions as a sketchpad for the designer, and as a means for communicating the design as 3D model for design and production decisions. The method supports the designers' needs to create realistic looking folds and quickly and easily manipulate their position and appearance. For this, a minimal set of intuitive controls has been selected. The tool covers a range of realistic visual results for the designers and delivers the correct sewing pattern for production.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129839997","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Advanced volume painting with game controllers 先进的体积绘画与游戏控制器
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980486
Veronika Soltészová, M. Termeer, E. Gröller
Volume painting is an interactive segmentation technique for volumetric datasets. While volume painting facilitates quickly creating segmentations, e.g., for illustration purposes, segmenting features precisely is often problematic. The volume painting system we present addresses two common problems. First, we introduce several data-dependent painting mechanisms to make precisely segmenting features of interest easy. Second, we use game controllers such as a joystick and a gamepad to create a simple user interface to our system while still providing full control over the large amount of parameters of the painting mechanism. We demonstrate our work giving several examples and compare the effectiveness of the various brushes. We prove that our system is intuitive to use with preliminary user testing. The results indicate that our volume painting framework is an effective, interactive segmentation tool.
体绘是一种用于体数据集的交互式分割技术。虽然体画有助于快速创建分割,例如,为了说明目的,精确分割特征通常是有问题的。我们提出的卷绘系统解决了两个常见的问题。首先,我们引入了几种与数据相关的绘制机制,使精确分割感兴趣的特征变得容易。其次,我们使用游戏控制器(游戏邦注:如操纵杆和手柄)为我们的系统创建一个简单的用户界面,同时仍然提供对绘画机制大量参数的完全控制。我们给出了几个例子来展示我们的工作,并比较了各种笔刷的有效性。我们通过初步的用户测试证明了我们的系统是直观的。结果表明,我们的体画框架是一种有效的交互式分割工具。
{"title":"Advanced volume painting with game controllers","authors":"Veronika Soltészová, M. Termeer, E. Gröller","doi":"10.1145/1980462.1980486","DOIUrl":"https://doi.org/10.1145/1980462.1980486","url":null,"abstract":"Volume painting is an interactive segmentation technique for volumetric datasets. While volume painting facilitates quickly creating segmentations, e.g., for illustration purposes, segmenting features precisely is often problematic. The volume painting system we present addresses two common problems. First, we introduce several data-dependent painting mechanisms to make precisely segmenting features of interest easy. Second, we use game controllers such as a joystick and a gamepad to create a simple user interface to our system while still providing full control over the large amount of parameters of the painting mechanism. We demonstrate our work giving several examples and compare the effectiveness of the various brushes. We prove that our system is intuitive to use with preliminary user testing. The results indicate that our volume painting framework is an effective, interactive segmentation tool.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129815841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Critical design and realization aspects of glyph-based 3D data visualization 基于字形的三维数据可视化的关键设计和实现方面
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980470
Andreas E. Lie, J. Kehrer, H. Hauser
Glyphs are useful for the effective visualization of multi-variate data. They allow for easily relating multiple data attributes to each other in a coherent visualization approach. While the basic principle of glyph-based visualization has been known for a long time, scientific interest has recently increased focus on the question of how to achieve a clever and successful glyph design. Along this newer trend, we present a structured discussion of several critical design aspects of glyph-based visualization with a special focus on 3D data. For three consecutive steps of data mapping, glyph instantiation, and rendering, we identify a number of design considerations. We illustrate our discussion with a new glyph-based visualization of time-dependent 3D simulation data and demonstrate how effective results are achieved.
符号对于多变量数据的有效可视化非常有用。它们允许以一致的可视化方法轻松地将多个数据属性相互关联。虽然基于字形的可视化的基本原理已经为人所知很长时间了,但最近科学界对如何实现一个聪明而成功的字形设计的兴趣越来越大。沿着这一新的趋势,我们对基于符号的可视化的几个关键设计方面进行了结构化的讨论,并特别关注3D数据。对于数据映射、符号实例化和呈现这三个连续的步骤,我们确定了许多设计注意事项。我们用一种新的基于符号的时间相关三维仿真数据可视化来说明我们的讨论,并演示如何实现有效的结果。
{"title":"Critical design and realization aspects of glyph-based 3D data visualization","authors":"Andreas E. Lie, J. Kehrer, H. Hauser","doi":"10.1145/1980462.1980470","DOIUrl":"https://doi.org/10.1145/1980462.1980470","url":null,"abstract":"Glyphs are useful for the effective visualization of multi-variate data. They allow for easily relating multiple data attributes to each other in a coherent visualization approach. While the basic principle of glyph-based visualization has been known for a long time, scientific interest has recently increased focus on the question of how to achieve a clever and successful glyph design. Along this newer trend, we present a structured discussion of several critical design aspects of glyph-based visualization with a special focus on 3D data. For three consecutive steps of data mapping, glyph instantiation, and rendering, we identify a number of design considerations. We illustrate our discussion with a new glyph-based visualization of time-dependent 3D simulation data and demonstrate how effective results are achieved.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126376307","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 39
Visualization: a subjective point of view 可视化:一种主观的观点
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980464
H. Hauser
Visualization is a young and booming research field with a growing community and increasingly competitive conferences and journals. Often, the 1987 NSF Report on Visualization in Scientific Computing (by McCormick et al.) is seen as an important starting point into a more explicit form of visualization research. In the mid-nineties then information visualization shaped itself as an own research (sub-)field and recently we see again new developments, including the visual analytics initiative as started in 2005. Visualization is bound to deliver advantages to related application fields -- if no (application) user gains an advantage from using visualization, e.g., to speed up a process, to improve results, etc., then visualization cannot consider itself successful. There are many examples by now, where visualization was successfully applied, including biomedical applications, engineering, meteorology and climate research, business, and others. In this talk, I am giving my subjective view on the state of visualization as a research field and aim at carefully predicting a bit of its future.
可视化是一个年轻而蓬勃发展的研究领域,拥有不断增长的社区和竞争日益激烈的会议和期刊。通常,1987年美国国家科学基金会关于科学计算可视化的报告(由McCormick等人撰写)被视为进入更明确的可视化研究形式的重要起点。在90年代中期,信息可视化成为了一个独立的研究(子)领域,最近我们又看到了新的发展,包括2005年开始的视觉分析倡议。可视化必然会为相关的应用领域带来优势——如果没有(应用)用户从使用可视化中获得优势,例如,加速过程,改善结果等,那么可视化就不能认为自己是成功的。到目前为止,可视化成功应用的例子有很多,包括生物医学应用、工程、气象和气候研究、商业等。在这次演讲中,我将给出我对可视化作为一个研究领域的状态的主观看法,并旨在仔细预测它的未来。
{"title":"Visualization: a subjective point of view","authors":"H. Hauser","doi":"10.1145/1980462.1980464","DOIUrl":"https://doi.org/10.1145/1980462.1980464","url":null,"abstract":"Visualization is a young and booming research field with a growing community and increasingly competitive conferences and journals. Often, the 1987 NSF Report on Visualization in Scientific Computing (by McCormick et al.) is seen as an important starting point into a more explicit form of visualization research. In the mid-nineties then information visualization shaped itself as an own research (sub-)field and recently we see again new developments, including the visual analytics initiative as started in 2005. Visualization is bound to deliver advantages to related application fields -- if no (application) user gains an advantage from using visualization, e.g., to speed up a process, to improve results, etc., then visualization cannot consider itself successful. There are many examples by now, where visualization was successfully applied, including biomedical applications, engineering, meteorology and climate research, business, and others. In this talk, I am giving my subjective view on the state of visualization as a research field and aim at carefully predicting a bit of its future.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"222 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134243523","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Constraint-based simulation of interactions between fluids and unconstrained rigid bodies 基于约束的流体与无约束刚体相互作用模拟
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980498
Sho Kurose, Shigeo Takahashi
We present a method for simulating stable interactions between fluids and unconstrained rigid bodies. Conventional particle-based methods used a penalty-based approach to resolve collisions between fluids and rigid bodies. However, these methods are very sensitive to the setting of physical parameters such as spring coefficients, and thus the search for appropriate parameters usually results in a tedious time-consuming task. In this paper, we extend a constraint-based approach, which was originally developed for calculating interactions between rigid bodies only, so that we can simulate collisions between fluids and unconstrained rigid bodies without worrying about the parameter tweaking. Our primary contribution lies in the formulation of such interactions as a linear complementary problem in such a way that it can be resolved by straightforwardly employing Lemke's algorithm. Several animation results together with the details of GPU-based implementation are presented to demonstrate the applicability of the proposed approach.
我们提出了一种模拟流体与无约束刚体之间稳定相互作用的方法。传统的基于粒子的方法使用基于惩罚的方法来解决流体和刚体之间的碰撞。然而,这些方法对弹簧系数等物理参数的设置非常敏感,因此寻找合适的参数通常是一项繁琐耗时的任务。在本文中,我们扩展了一种基于约束的方法,该方法最初仅用于计算刚体之间的相互作用,因此我们可以模拟流体与无约束刚体之间的碰撞,而无需担心参数调整。我们的主要贡献在于将这种相互作用表述为线性互补问题,这样就可以直接使用Lemke算法来解决。给出了几个动画结果以及基于gpu的实现细节,以证明所提出方法的适用性。
{"title":"Constraint-based simulation of interactions between fluids and unconstrained rigid bodies","authors":"Sho Kurose, Shigeo Takahashi","doi":"10.1145/1980462.1980498","DOIUrl":"https://doi.org/10.1145/1980462.1980498","url":null,"abstract":"We present a method for simulating stable interactions between fluids and unconstrained rigid bodies. Conventional particle-based methods used a penalty-based approach to resolve collisions between fluids and rigid bodies. However, these methods are very sensitive to the setting of physical parameters such as spring coefficients, and thus the search for appropriate parameters usually results in a tedious time-consuming task. In this paper, we extend a constraint-based approach, which was originally developed for calculating interactions between rigid bodies only, so that we can simulate collisions between fluids and unconstrained rigid bodies without worrying about the parameter tweaking. Our primary contribution lies in the formulation of such interactions as a linear complementary problem in such a way that it can be resolved by straightforwardly employing Lemke's algorithm. Several animation results together with the details of GPU-based implementation are presented to demonstrate the applicability of the proposed approach.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133435323","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 10
Real virtuality: a step change from virtual reality 真正的虚拟:从虚拟现实的一个步骤变化
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980466
A. Chalmers, D. Howard, C. Moir
Humans perceive the world with all five senses: visuals, audio, smell, touch and taste. Crossmodal effects, i.e. the interaction of the senses, can have a major influence on how environments are being perceived, even to the extent that large amounts of detail of one sense may be ignored when in the presence of other more dominant sensory inputs. Real Virtuality environments (also known as there-reality#8482;) are true high-fidelity multi-sensory virtual environments which provide the same perceptual response from viewers as if they were actually present, or "there" in the real scene being portrayed. Unlike traditional virtual reality environments, Real Virtuality allows all five senses to be stimulated concurrently in a natural way. This paper gives an overview of Real Virtuality, describes how such a system may be achieved, and shows why Real Virtuality is indeed a step-change from current virtual reality systems.
人类用五种感官感知世界:视觉、听觉、嗅觉、触觉和味觉。跨模式效应,即感官的相互作用,可以对环境的感知方式产生重大影响,甚至在存在其他更主要的感官输入时,一种感官的大量细节可能被忽略。真正的虚拟环境(也被称为there-reality#8482;)是真正的高保真多感官虚拟环境,它为观众提供了相同的感知反应,就好像他们实际上在场一样,或者“在”被描绘的真实场景中。与传统的虚拟现实环境不同,真实虚拟允许五种感官以自然的方式同时受到刺激。本文概述了真实虚拟,描述了这样一个系统是如何实现的,并说明了为什么真实虚拟确实是当前虚拟现实系统的一个转变。
{"title":"Real virtuality: a step change from virtual reality","authors":"A. Chalmers, D. Howard, C. Moir","doi":"10.1145/1980462.1980466","DOIUrl":"https://doi.org/10.1145/1980462.1980466","url":null,"abstract":"Humans perceive the world with all five senses: visuals, audio, smell, touch and taste. Crossmodal effects, i.e. the interaction of the senses, can have a major influence on how environments are being perceived, even to the extent that large amounts of detail of one sense may be ignored when in the presence of other more dominant sensory inputs. Real Virtuality environments (also known as there-reality#8482;) are true high-fidelity multi-sensory virtual environments which provide the same perceptual response from viewers as if they were actually present, or \"there\" in the real scene being portrayed.\u0000 Unlike traditional virtual reality environments, Real Virtuality allows all five senses to be stimulated concurrently in a natural way. This paper gives an overview of Real Virtuality, describes how such a system may be achieved, and shows why Real Virtuality is indeed a step-change from current virtual reality systems.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129621124","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 46
View-dependent peel-away visualization for volumetric data 基于视图的体积数据剥离可视化
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980487
Åsmund Birkeland, I. Viola
In this paper a novel approach for peel-away visualizations is presented. Newly developed algorithm extends existing illustrative deformation approaches which are based on deformation templates and adds new component of view-dependency of the peel region. The view-dependent property guarantees the viewer unobstructed view on inspected feature of interest. This is realized by rotating deformation template so that the peeled-away segment always faces away from the viewer. Furthermore the new algorithm computes the underlying peel template on-the-fly, which allows animating the level of peeling. When structures of interest are tagged with segmentation masks, an automatic scaling and positioning of peel deformation templates allows guided navigation and clear view at structures in focus as well as feature-aligned peeling. The overall performance allows smooth interaction with reasonably sized datasets and peel templates as the implementation maximizes utilization of computation power of modern GPUs.
本文提出了一种新的剥离可视化方法。新算法扩展了现有的基于变形模板的说明性变形方法,并增加了剥离区域的视图依赖组件。依赖于视图的属性保证了查看者对所检查的感兴趣的特征的无障碍视图。这是通过旋转变形模板来实现的,这样被剥离的部分总是朝向观看者。此外,新算法实时计算底层剥离模板,从而使剥离水平动画化。当感兴趣的结构被标记为分割蒙版时,剥离变形模板的自动缩放和定位允许引导导航和清晰地查看焦点结构以及特征对齐的剥离。整体性能允许与合理大小的数据集和剥离模板平滑交互,因为实现最大限度地利用了现代gpu的计算能力。
{"title":"View-dependent peel-away visualization for volumetric data","authors":"Åsmund Birkeland, I. Viola","doi":"10.1145/1980462.1980487","DOIUrl":"https://doi.org/10.1145/1980462.1980487","url":null,"abstract":"In this paper a novel approach for peel-away visualizations is presented. Newly developed algorithm extends existing illustrative deformation approaches which are based on deformation templates and adds new component of view-dependency of the peel region. The view-dependent property guarantees the viewer unobstructed view on inspected feature of interest. This is realized by rotating deformation template so that the peeled-away segment always faces away from the viewer. Furthermore the new algorithm computes the underlying peel template on-the-fly, which allows animating the level of peeling. When structures of interest are tagged with segmentation masks, an automatic scaling and positioning of peel deformation templates allows guided navigation and clear view at structures in focus as well as feature-aligned peeling. The overall performance allows smooth interaction with reasonably sized datasets and peel templates as the implementation maximizes utilization of computation power of modern GPUs.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128227893","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 19
Cross-modal affects of smell on the real-time rendering of grass 气味对草的实时渲染的跨模态影响
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980494
Belma Ramic-Brkic, A. Chalmers, Kevin Boulanger, S. Pattanaik, J. Covington
Smell is a key human sense which can significantly effect our perception of an environment. Although, typically not as developed as our other senses, the presence of a pleasant or unpleasant smell can alter the way we view a scene. Such a cross-modal effect can be substantial with parts of a scene literally going unnoticed as the smell dominates our senses. This paper investigates the cross-modal affect on the perception of the real-time animation of a field of grass in the presence of the smell of cut-grass. Rendering the high level of detail of a close-up view of a field of grass is computationally very demanding. In the real world the smell of grass would be present, and especially strong if the grass had just been cut, for example in preparation for a sports event. By exploiting the cross-modal interaction between smell and visuals we are able to render a lower quality version of a field of grass at a reduced computational cost, without the viewer being aware of the quality difference compared to a high quality version.
嗅觉是一种重要的人类感官,它能显著影响我们对环境的感知。虽然通常不像我们的其他感官那样发达,但一种令人愉快或不愉快的气味的存在可以改变我们观察场景的方式。这种跨模态效应可能是实质性的,因为气味主导了我们的感官,所以场景的某些部分实际上是不被注意的。本文研究了在割草气味存在的情况下,跨模态对草地实时动画感知的影响。渲染草地近景的高水平细节在计算上是非常苛刻的。在现实世界中,草的气味是存在的,特别是如果草刚刚被修剪过,比如为体育赛事做准备。通过利用气味和视觉之间的跨模态相互作用,我们能够以更低的计算成本渲染低质量的草地版本,而观众不会意识到与高质量版本相比的质量差异。
{"title":"Cross-modal affects of smell on the real-time rendering of grass","authors":"Belma Ramic-Brkic, A. Chalmers, Kevin Boulanger, S. Pattanaik, J. Covington","doi":"10.1145/1980462.1980494","DOIUrl":"https://doi.org/10.1145/1980462.1980494","url":null,"abstract":"Smell is a key human sense which can significantly effect our perception of an environment. Although, typically not as developed as our other senses, the presence of a pleasant or unpleasant smell can alter the way we view a scene. Such a cross-modal effect can be substantial with parts of a scene literally going unnoticed as the smell dominates our senses. This paper investigates the cross-modal affect on the perception of the real-time animation of a field of grass in the presence of the smell of cut-grass. Rendering the high level of detail of a close-up view of a field of grass is computationally very demanding. In the real world the smell of grass would be present, and especially strong if the grass had just been cut, for example in preparation for a sports event. By exploiting the cross-modal interaction between smell and visuals we are able to render a lower quality version of a field of grass at a reduced computational cost, without the viewer being aware of the quality difference compared to a high quality version.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133049839","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 25
Interactively controlling the smoothing and postaliasing effects in volume visualization 交互式控制体可视化中的平滑和postaliasing效果
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980488
B. Csébfalvi, B. Domonkos
In volume-rendering applications an appropriate resampling filter is usually chosen by making a compromise between quality and efficiency. Generally, the fine details can be reconstructed by filters of wider support that can better approximate the ideal low-pass filter. On the other hand, if the data is noisy, a filter of a good pass-band behavior might even emphasize the noise. Therefore, to visualize noisy data, a filter of a higher smoothing effect is more favorable. Thus, the choice of the reconstruction filter depends on the quality of the data and the purpose of the visualization as well. In this paper, we propose a scalable volume-rendering technique for interactively controlling the frequency-domain behavior of the reconstruction. Applying our method, the trade-off between the smoothing and postaliasing effects can be set on the fly by using a single slider.
在体绘制应用中,通常通过在质量和效率之间做出妥协来选择合适的重采样滤波器。一般来说,精细的细节可以通过更宽的支持滤波器来重建,它可以更好地接近理想的低通滤波器。另一方面,如果数据是有噪声的,具有良好通带行为的滤波器甚至可能会强调噪声。因此,为了使噪声数据可视化,一个平滑效果更高的滤波器是更有利的。因此,重构滤波器的选择取决于数据的质量和可视化的目的。在本文中,我们提出了一种可扩展的体绘制技术,用于交互式地控制重建的频域行为。应用我们的方法,平滑和postaliasing效果之间的权衡可以通过使用单个滑块来设置。
{"title":"Interactively controlling the smoothing and postaliasing effects in volume visualization","authors":"B. Csébfalvi, B. Domonkos","doi":"10.1145/1980462.1980488","DOIUrl":"https://doi.org/10.1145/1980462.1980488","url":null,"abstract":"In volume-rendering applications an appropriate resampling filter is usually chosen by making a compromise between quality and efficiency. Generally, the fine details can be reconstructed by filters of wider support that can better approximate the ideal low-pass filter. On the other hand, if the data is noisy, a filter of a good pass-band behavior might even emphasize the noise. Therefore, to visualize noisy data, a filter of a higher smoothing effect is more favorable. Thus, the choice of the reconstruction filter depends on the quality of the data and the purpose of the visualization as well. In this paper, we propose a scalable volume-rendering technique for interactively controlling the frequency-domain behavior of the reconstruction. Applying our method, the trade-off between the smoothing and postaliasing effects can be set on the fly by using a single slider.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130520331","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Efficient methods for ambient lighting 环境照明的有效方法
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980482
Tamás Umenhoffer, B. Tóth, László Szirmay-Kalos
This paper presents a model and algorithms for the reflection of the ambient light. Simplifying the rendering equation we derive an ambient transfer function that expresses the response of the surface and its neighborhood to ambient lighting, taking into account multiple reflection effects. The ambient transfer function is built on the obscurances of the point. If we make assumptions that the material properties are locally homogenous and incorporate a real-time obscurances algorithms, then the proposed ambient transfer can also be evaluated in real-time. Our model is physically based and thus can not only provide better results than empirical ambient occlusion techniques at the same cost, but also reveals where tradeoffs can be found between accuracy and efficiency.
本文提出了一种环境光反射的模型和算法。通过简化渲染方程,我们推导出一个环境传递函数,该函数表达了表面及其邻域对环境光照的响应,并考虑了多重反射效应。环境传递函数建立在点的模糊度上。如果我们假设材料属性是局部均匀的,并结合实时模糊算法,那么所提出的环境转移也可以实时评估。我们的模型是基于物理的,因此不仅可以在相同的成本下提供比经验环境遮挡技术更好的结果,而且还揭示了在准确性和效率之间可以找到折衷的地方。
{"title":"Efficient methods for ambient lighting","authors":"Tamás Umenhoffer, B. Tóth, László Szirmay-Kalos","doi":"10.1145/1980462.1980482","DOIUrl":"https://doi.org/10.1145/1980462.1980482","url":null,"abstract":"This paper presents a model and algorithms for the reflection of the ambient light. Simplifying the rendering equation we derive an ambient transfer function that expresses the response of the surface and its neighborhood to ambient lighting, taking into account multiple reflection effects. The ambient transfer function is built on the obscurances of the point. If we make assumptions that the material properties are locally homogenous and incorporate a real-time obscurances algorithms, then the proposed ambient transfer can also be evaluated in real-time. Our model is physically based and thus can not only provide better results than empirical ambient occlusion techniques at the same cost, but also reveals where tradeoffs can be found between accuracy and efficiency.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126937020","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
期刊
Spring conference on Computer graphics
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1