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Dynamic deformation using adaptable, linked asynchronous FEM regions 动态变形采用自适应,链接异步有限元区域
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980500
Umut Z. Kocak, K. L. Palmerius, M. Cooper
In order to simulate both physically and visually realistic soft tissue deformations, the Finite Element Method (FEM) is the most popular choice in the literature. However it is non-trivial to model complex behaviour of soft tissue with sufficient refresh rates, especially for haptic force feedback which requires an update rate of the order of 1 kHz. In this study the use of asynchronous regions is proposed to speed up the solution of FEM equations in real-time. In this way it is possible to solve the local neighborhood of the contact with high refresh rates, while evaluating the more distant regions at lower frequencies, saving computational power to model complex behaviour within the contact area. Solution of the different regions using different methods is also possible. To attain maximum efficiency the size of the regions can be changed, in real-time, in response to the size of the deformation.
为了模拟物理上和视觉上真实的软组织变形,有限元法(FEM)是文献中最流行的选择。然而,用足够的刷新率来模拟软组织的复杂行为是非常重要的,特别是对于需要1khz更新率的触觉力反馈。在本研究中,提出使用异步区域来加快有限元方程的实时求解速度。通过这种方式,可以以高刷新率解决接触的局部邻域,同时以较低的频率评估较远的区域,节省计算能力来模拟接触区域内的复杂行为。用不同的方法求解不同的区域也是可能的。为了获得最大的效率,区域的大小可以实时改变,以响应变形的大小。
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引用次数: 9
Saliency in motion: selective rendering of dynamic virtual environments 运动中的显著性:动态虚拟环境的选择性渲染
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980496
Jasminka Hasic, A. Chalmers
A major obstacle for real-time rendering of high-fidelity graphics is computational complexity. A key point to consider in the pursuit of "realism in real-time" in computer graphics is that the Human Visual System (HVS) is a fundamental part of the rendering pipeline. The human eye is only capable of sensing image detail in a 2° foveal region, relying on rapid eye movements, or saccades, to jump between points of interest. These points of interest are prioritised based on the saliency of the objects in the scene or the task the user is performing. Such "glimpses" of a scene are then assembled by the HVS into a coherent, but inevitably imperfect, visual perception of the environment. In this process, much detail, that the HVS deems unimportant, may literally go unnoticed. Visual science research has identified that movement in the background of a scene may substantially influence how subjects perceive foreground objects. Furthermore, recent computer graphics research has shown that both static and dynamic scenes can be selectively rendered without any perceptual loss of quality, in a significantly reduced time, by exploiting knowledge of any high saliency movement that may be present. In this paper, we investigate, through detailed psychophysical experiments, including eyetracking, the influence of movement in the background versus the influence of other saliency cues. We use the results to develop an algorithm for generation of a saliency map that encompasses movement in the background. This algorithm is an integral part of the model that is used to reduce the rendering time of high-fidelity graphics by a factor of five.
高保真图形实时渲染的主要障碍是计算复杂性。在计算机图形学中追求“实时真实感”时,需要考虑的一个关键点是,人类视觉系统(HVS)是渲染管道的基本部分。人眼只能在2°中央凹区域感知图像细节,依靠快速眼球运动或扫视,在感兴趣的点之间跳跃。这些兴趣点根据场景中物体的显著性或用户正在执行的任务进行优先排序。这些场景的“一瞥”随后由HVS组合成一个连贯的,但不可避免地不完美的环境视觉感知。在这个过程中,许多HVS认为不重要的细节可能会被忽视。视觉科学研究已经确定,场景背景中的运动可能会极大地影响受试者对前景物体的感知。此外,最近的计算机图形学研究表明,静态和动态场景都可以通过利用可能存在的任何高度显著运动的知识,在显著缩短的时间内选择性地渲染,而不会有任何感知质量损失。在本文中,我们通过详细的心理物理实验,包括眼球追踪,研究背景运动的影响与其他显著性线索的影响。我们利用这些结果开发了一种算法,用于生成包含背景运动的显著性地图。该算法是模型的一个组成部分,用于将高保真图形的渲染时间减少五倍。
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引用次数: 5
A study of visual perception: social anxiety and virtual realism 视觉感知研究:社交焦虑与虚拟现实主义
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980495
Joung-Huem Kwon, A. Chalmers, S. Czanner, G. Czanner, J. Powell
Virtual reality exposure therapy offers the possibility of tackling social anxiety in an efficient, safe and controlled manner. A key question, however, is what is the level of realism required in virtual environments to ensure the environment is effective in helping the participant to deal with their anxiety. One concern which affects a lot of people from all walks of life is the fear of a job interview. In this paper we investigate the relationship between anxiety and varying levels of realistic fidelity. We recruited 60 volunteers and studied their anxiety levels via randomised block design, where each block was exposed to a different level of fidelity of the virtual avatars: realistic 3D human avatar, cartoon-like 3D avatar, and human photographs. We measured the social anxiety of all participants via a measure of eyes avoidance behaviour. Our main findings are that the participants exhibited more anxiety in accordance with the attitude of virtual avatars than the avatar's level of realism.
虚拟现实暴露疗法提供了一种有效、安全、可控的方式来解决社交焦虑的可能性。然而,一个关键的问题是,在虚拟环境中需要多大程度的现实主义才能确保环境有效地帮助参与者处理他们的焦虑。有一个问题影响了各行各业的许多人,那就是害怕面试。在本文中,我们研究焦虑和不同程度的现实保真度之间的关系。我们招募了60名志愿者,并通过随机分组设计研究了他们的焦虑水平,其中每个分组都暴露在不同程度的虚拟化身中:逼真的3D人类化身,卡通般的3D化身和人类照片。我们通过对眼睛回避行为的测量来测量所有参与者的社交焦虑。我们的主要发现是,参与者表现出更多的焦虑与虚拟化身的态度有关,而不是与虚拟化身的现实主义水平有关。
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引用次数: 13
Flow field visualization using vector field perpendicular surfaces 流场可视化使用向量场垂直表面
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980471
K. L. Palmerius, M. Cooper, A. Ynnerman
This paper introduces Vector Field Perpendicular Surfaces as a means to represent vector data with special focus on variations across the vectors in the field. These surfaces are a perpendicular analogue to streamlines, with the vector data always being parallel to the normals of the surface. In this way the orientation of the data is conveyed to the viewer, while providing a continuous representation across the vectors of the field. This paper describes the properties of such surfaces including an issue with helicity density in the vector data, an approach to generating them, several stop conditions and special means to handle also fields with non-zero helicity density.
本文介绍了向量场垂直曲面作为一种表示矢量数据的方法,并特别关注了场中矢量之间的变化。这些曲面是流线的垂直模拟,矢量数据总是平行于曲面的法线。通过这种方式,数据的方向被传达给查看器,同时提供跨场向量的连续表示。本文描述了这类曲面的性质,包括矢量数据中的螺旋密度问题、生成它们的方法、几种停止条件和处理非零螺旋密度场的特殊方法。
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引用次数: 13
Accelerated entry point search algorithm for real-time ray-tracing 实时光线追踪的加速入口点搜索算法
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980476
Colin Fowler, S. Collins, M. Manzke
Traversing an acceleration data structure, such as the Bounding Volume Hierarchy or kD-tree, takes a significant amount of the total time to render a frame in real-time ray tracing. We present a two-phase algorithm based upon the Multi Level Ray-Tracing Algorthm (MLRTA) for finding deep entry points in these tree acceleration data structures in order to speed up traversal. We compare this algorithm to a base MLRTA implementation. Our results indicate an across-the-board decrease in time to find the entry point and deeper entry points. The overall performance of our real-time ray-tracing system shows an increase in frames per second of up to 36% over packet-tracing and 18% over MLRTA. The improvement is algorithmic and is therefore applicable to all architectures and implementations.
在实时光线追踪中,遍历加速数据结构(如Bounding Volume Hierarchy或kD-tree)需要花费大量的总时间来渲染一帧。我们提出了一种基于多层光线追踪算法(MLRTA)的两阶段算法,用于在这些树加速数据结构中寻找深度入口点,以加快遍历速度。我们将此算法与基本MLRTA实现进行比较。我们的结果表明,寻找入口点和更深的入口点的时间全面减少。我们的实时光线追踪系统的整体性能显示,每秒帧数比分组追踪增加了36%,比MLRTA增加了18%。这种改进是基于算法的,因此适用于所有架构和实现。
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引用次数: 5
A framework for benchmarking interactive collision detection 交互式碰撞检测的基准测试框架
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980501
M. Woulfe, M. Manzke
Collision detection is a vital component of applications spanning myriad fields, yet there exists no means for developers to analyse the suitability of their collision detection algorithms across the spectrum of scenarios that could be encountered. To rectify this, we propose a framework for benchmarking interactive collision detection, which consists of a single generic benchmark that can be adapted using a number of parameters to create a large range of practical benchmarks. This framework allows algorithm developers to test the validity of their algorithms across a wide test space and allows developers of interactive applications to recreate their application scenarios and quickly determine the most amenable algorithm. To demonstrate the utility of our framework, we adapted it to work with three collision detection algorithms supplied with the Bullet Physics SDK. Our results demonstrate that those algorithms conventionally believed to offer the best performance are not always the correct choice. This demonstrates that conventional wisdom cannot be relied on for selecting a collision detection algorithm and that our benchmarking framework fulfils a vital need in the collision detection community. The framework has been made open source, so that developers do not have to reprogram the framework to test their own algorithms, allowing for consistent results across different algorithms and reducing development time.
碰撞检测是跨越无数领域的应用程序的重要组成部分,但是开发人员没有办法分析他们的碰撞检测算法在可能遇到的各种场景中的适用性。为了纠正这一点,我们提出了一个交互式碰撞检测基准测试框架,该框架由单个通用基准测试组成,可以使用许多参数进行调整,以创建大范围的实际基准测试。该框架允许算法开发人员在广泛的测试空间中测试其算法的有效性,并允许交互式应用程序开发人员重新创建其应用程序场景并快速确定最适合的算法。为了演示我们的框架的实用性,我们对其进行了调整,使其与Bullet Physics SDK提供的三种碰撞检测算法一起工作。我们的结果表明,那些通常被认为提供最佳性能的算法并不总是正确的选择。这表明,传统智慧不能依赖于选择碰撞检测算法,我们的基准测试框架满足了碰撞检测社区的重要需求。该框架已经开源,因此开发人员不必重新编程框架来测试他们自己的算法,从而允许跨不同算法的一致结果并减少开发时间。
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引用次数: 14
Physically based animation of sea anemones in real-time 基于物理的海葵实时动画
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980479
José Juan Aliaga, Caroline Larboulette
This paper presents a technique for modeling and animating fiber-like objects such as sea anemones tentacles in real-time. Each fiber is described by a generalized cylinder defined around an articulated skeleton. The dynamics of each individual fiber is controlled by a physically based simulation that updates the position of the skeleton's frames over time. We take into account the forces generated by the surrounding fluid as well as a stiffness function describing the bending behavior of the fiber. High level control of the animation is achieved through the use of four types of singularities to describe the three-dimensional continuous velocity field representing the fluid. We thus animate hundreds of fibers by key-framing only a small number of singularities. We apply this algorithm on a seascape composed of many sea anemones. We also show that our algorithm is more general and can be applied to other types of objects composed of fibers such as seagrasses.
本文提出了一种对海葵触手等纤维状物体进行实时建模和动画制作的技术。每一根纤维都用一个围绕铰接骨架的广义圆柱体来描述。每根纤维的动态是由基于物理的模拟控制的,该模拟会随着时间的推移更新骨架框架的位置。我们考虑到周围流体产生的力以及描述纤维弯曲行为的刚度函数。通过使用四种类型的奇点来描述代表流体的三维连续速度场,实现了动画的高级控制。因此,我们仅通过对少量的奇点进行关键帧来激活数百个纤维。我们将此算法应用于由许多海葵组成的海景。我们还表明,我们的算法更通用,可以应用于其他类型的纤维组成的物体,如海草。
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引用次数: 0
Investigation of the beat rate effect on frame rate for animated content 动画内容的拍率对帧率影响的研究
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980493
Vedad Hulusic, G. Czanner, K. Debattista, E. Sikudová, Piotr Dubla, A. Chalmers
Knowledge of the Human Visual System (HVS) may be exploited in computer graphics to significantly reduce rendering times without the viewer being aware of any resultant image quality difference. Furthermore, cross-modal effects, that is the influence of one sensory input on another, for example sound and visuals, have also recently been shown to have a substantial impact on viewer perception of image quality. In this paper we investigate the relationship between audio beat rate and video frame rate in order to manipulate temporal visual perception. This represents an initial step towards establishing a comprehensive understanding for the audio-visual integration in multisensory environments.
人类视觉系统(HVS)的知识可以在计算机图形学中被利用,以显着减少渲染时间,而无需观看者意识到任何由此产生的图像质量差异。此外,跨模态效应,即一种感官输入对另一种感官输入的影响,例如声音和视觉,最近也被证明对观看者对图像质量的感知产生重大影响。本文研究音频拍率和视频帧率之间的关系,以操纵时间视觉感知。这代表了对多感官环境中视听整合建立全面理解的第一步。
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引用次数: 17
Ray casting using a roped BVH with CUDA 使用带CUDA的绳状BVH进行光线投射
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980483
Roberto Torres, Pedro J. Martín, Antonio Gavilanes
In this paper, we present a real-time ray caster implemented on GPU using CUDA. It uses a BVH augmented with ropes that is traversed with ray packets to speed up performance. We present two algorithms making use of ray packets, packet-warp and packet-block, which set the packet size to a warp and a block, respectively. We also analyze the influence of the packet size and packet shape by testing several configurations. Finally, we compare the time results we have obtained to previous related papers over a batch of usual scenes.
在本文中,我们提出了一个基于CUDA在GPU上实现的实时光线投射器。它使用了一个增强了绳索的BVH,绳索被射线包穿过,以提高性能。我们提出了两种利用射线数据包的算法,数据包-warp和数据包-block,它们分别将数据包大小设置为一个warp和一个block。我们还通过测试几种配置,分析了数据包大小和数据包形状的影响。最后,在一批常见场景下,我们将得到的时间结果与之前的相关论文进行了比较。
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引用次数: 18
HDR light probe sequence resampling for realtime incident light field rendering 用于实时入射光场渲染的HDR光探针序列重采样
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980474
J. Löw, A. Ynnerman, P. Larsson, J. Unger
This paper presents a method for resampling a sequence of high dynamic range light probe images into a representation of Incident Light Field (ILF) illumination which enables realtime rendering. The light probe sequences are captured at varying positions in a real world environment using a high dynamic range video camera pointed at a mirror sphere. The sequences are then resampled to a set of radiance maps in a regular three dimensional grid before projection onto spherical harmonics. The capture locations and amount of samples in the original data make it inconvenient for direct use in rendering and resampling is necessary to produce an efficient data structure. Each light probe represents a large set of incident radiance samples from different directions around the capture location. Under the assumption that the spatial volume in which the capture was performed has no internal occlusion, the radiance samples are projected through the volume along their corresponding direction in order to build a new set of radiance maps at selected locations, in this case a three dimensional grid. The resampled data is projected onto a spherical harmonic basis to allow for realtime lighting of synthetic objects inside the incident light field.
本文提出了一种将一系列高动态范围光探针图像重新采样到入射光场(ILF)照明表示中的方法,从而实现实时渲染。光探针序列在现实世界环境中的不同位置被捕获,使用指向镜球的高动态范围摄像机。然后,在投影到球面谐波之前,将序列重新采样到规则的三维网格中的一组辐射图。原始数据的采集位置和采样量不方便直接渲染,需要重新采样才能产生高效的数据结构。每个光探头代表来自捕获位置周围不同方向的大量入射辐射样本。在假设进行捕获的空间体没有内部遮挡的情况下,辐射样本沿着相应的方向通过体进行投影,以便在选定的位置建立一组新的辐射地图,在这种情况下是一个三维网格。重新采样的数据被投射到一个球谐基上,以允许在入射光场内对合成物体进行实时照明。
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引用次数: 7
期刊
Spring conference on Computer graphics
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