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2011 International Conference on Virtual Reality and Visualization最新文献

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Adaptive SIFT Matching Using Cascading Vocabulary Tree 使用级联词汇树的自适应SIFT匹配
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.35
Fang Zhiqiang, Shen Xukun
We present a novel vocabulary tree data structure for adaptive SIFT matching. Our matching process contains an offline module to cluster features from a group of reference images and an online module to match them to the live images in order to enhance matching robustness. The main contribution lies in constructing two different vocabulary structures cascaded in one tree, which we have called cascading vocabulary tree that can be used to not only cluster features but also implement exact feature matching as k-d tree does. Cascading key frame selection using our vocabulary structure can be put the matching process forward, which gives us a way to employ a cascading feature matching strategy to combine matching results of cascading vocabulary tree and key frame. Experimental results show that our method not only dramatically enhances matching robustness but also has enough flexibility to adaptively adjust itself to meet diverse requirements of domain applications for efficiency and robustness of SIFT matching.
提出了一种新的自适应SIFT匹配的词汇树数据结构。我们的匹配过程包含一个离线模块,用于从一组参考图像中聚类特征,一个在线模块用于将它们与实时图像进行匹配,以增强匹配的鲁棒性。其主要贡献在于构建了级联在一棵树上的两个不同的词汇结构,我们称之为级联词汇树,它不仅可以用于聚类特征,还可以像k-d树那样实现精确的特征匹配。利用我们的词汇结构进行级联关键帧选择,可以将匹配过程向前推进,这为我们提供了一种采用级联特征匹配策略将级联词汇树和关键帧的匹配结果结合起来的方法。实验结果表明,该方法不仅显著提高了SIFT匹配的鲁棒性,而且具有足够的灵活性,能够自适应适应不同领域应用对SIFT匹配效率和鲁棒性的要求。
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引用次数: 0
Direct Volume Rendering and Clipping Technology of Radar Beams 雷达波束直接体绘制与裁剪技术
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.37
Huijun Meng, Xiujiu Yuan, Jingzhuo Zhang, Xuejun Zhao
The 3D shape of radar beams is drawn by direct volume rendering (DVR) algorithm based on 3D texture. Two procedures based on graphical processing unit (GPU) are explored to optimize the algorithm. In order to probe into the internal details of radar beams, three volume clipping methods are proposed, geometry-guided clipping, is surface DVR and exploded view based on texture-space transformation, which provide approaches to research the electromagnetic energy distribution of radar beams in a visible way. Experiments show that algorithms proposed by this article can vividly depict the spatial pattern of radar beams and supply the intuitional and dynamic scene at interactive rate.
采用基于三维纹理的直接体绘制(DVR)算法绘制雷达波束三维形状。探索了两种基于图形处理单元(GPU)的优化算法。为了探究雷达波束的内部细节,提出了几何引导裁剪、表面DVR和基于纹理空间变换的爆炸视图三种体裁剪方法,为可视化地研究雷达波束的电磁能量分布提供了途径。实验表明,本文提出的算法能够生动地描绘雷达波束的空间格局,并以交互速率提供直观、动态的场景。
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引用次数: 0
SPH-Based Fluid Simulation: A Survey 基于sph的流体模拟研究进展
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.18
Fengquan Zhang, Jiawen Wu, Xukun Shen
This paper presents an up-to-date survey on the application of Smoothed Particle Hydrodynamics (SPH) method in fluid simulation. As a pure Lagrangian method, it has a wide range of applications in computer graphics. We summarize it from key issues of kernel function, neighborhood search, boundary conditions, time integral to algorithm application in diverse fluids, including bubble, fluid-solid interaction, multiphase flow and mixed flow. We also discuss the hotspots area, including adaptive sampling, flow control, surface rendering and accelerating algorithm. In experiment section, we show four different animation scenes based on the survey algorithm in our platform. In the end, we point out the potential problems and prospects for future work.
本文综述了光滑粒子流体力学(SPH)方法在流体模拟中的应用。作为一种纯拉格朗日方法,它在计算机图形学中有着广泛的应用。从核函数、邻域搜索、边界条件、时间积分等关键问题到算法在气泡、流固耦合、多相流和混合流等不同流体中的应用进行了总结。讨论了自适应采样、流量控制、表面绘制和加速算法等热点领域。在实验部分,我们展示了基于我们平台的调查算法的四种不同的动画场景。最后指出了可能存在的问题和对今后工作的展望。
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引用次数: 8
View-Dependent Interactive Visualization Methods for Multiresolution Datasets in JaVis JaVis 中多分辨率数据集的视图相关交互式可视化方法
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.57
Pingjun Xu, Weichao Shen, Yan Ma, L. Liao, Guiming Qin
In this paper, view-dependent multi-resolution data visualization techniques are discussed, including I/O optimized multi-resolution data organizing, view-dependent clipping methods with the viewing frustum, rendering with adaptive resolution and fast search methods for target datasets. A specified strategy is chosen for obtaining parameters of the viewing frustum and transferring with multiresolution operator plug-in. Bounding-box method and parent-child relationship between different resolution level are used to speed up searching target datasets and clipping viewing frustum.
本文讨论了与视图相关的多分辨率数据可视化技术,包括 I/O 优化的多分辨率数据组织、与视图相关的缩放方法、自适应分辨率渲染和目标数据集快速搜索方法。选择了一种特定的策略来获取视图集的参数,并通过多分辨率运算器插件进行传输。边界框方法和不同分辨率之间的父子关系被用来加速搜索目标数据集和剪切视图集。
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引用次数: 0
Scalable Multi-GPU Decoupled Parallel Rendering Approach in Shared Memory Architecture 共享内存架构中可扩展多gpu解耦并行渲染方法
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.46
Huahai Liu, Pan Wang, Kewen Wang, Xun Cai, L. Zeng, Sikun Li
As the performance-price ratio of the GPU becomes higher, lots of systems are able to accommodate more than one GPU in node. Each GPU in node can afford powerful rendering ability. It is very important to effectively organize parallel rendering pipeline to fully exploit the compute units of the system. But lots of parallel rendering systems usually join hardware rendering stage with composition stage in the display thread and this frequently leads to GPU stall. In this paper, we describe a decoupled parallel rendering approach and enable the two stages to execute in parallel. With the frame buffer in the main memory, the full image rendering time is totally decided by the GPU rendering ability when the rendering task is large enough. Theoretical analysis and experiment results both evidence that the performance of our method is much better than the coupled parallel rendering method. We also test the scalability of the approach and get a linear performance speedup with the GPU number when the rendering task is large enough. The approach is easy to be implemented and any parallel rendering application can benefit from it.
随着GPU性能价格比的提高,很多系统都能够在节点上容纳多个GPU。节点中的每个GPU都具有强大的渲染能力。有效地组织并行渲染管道,对充分利用系统的计算单元具有重要意义。但是,许多并行渲染系统通常将硬件渲染阶段与显示线程中的合成阶段结合在一起,这经常导致GPU停滞。在本文中,我们描述了一种解耦的并行呈现方法,并使两个阶段并行执行。在主存中有帧缓冲区的情况下,当渲染任务足够大时,整个图像的渲染时间完全由GPU的渲染能力决定。理论分析和实验结果均表明,该方法的性能明显优于耦合并行绘制方法。我们还测试了该方法的可扩展性,并在渲染任务足够大时,随着GPU数量的增加,得到了线性的性能加速。该方法易于实现,任何并行渲染应用程序都可以从中受益。
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引用次数: 6
A Cross-Platform for Tunnel Blast Design and Simulation 隧道爆破设计与仿真的跨平台平台
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.36
Tingting Zhu, Chao Wang, Mingmin Zhang, Zhigeng Pan
Digital Mine has become the inevitable development trend of the future mines. Blasting is a essential process during the exploration and development of practical mining engineering. The blasting always plays a direct influence on the efficiency of each follow-up production process and if it were not handled correctly, it will even threaten the safety of miners. This paper presents a novel cross-platform tunnel blast design system used in Digital Mine to simulate the blasting process automatically, which shows how to construct the system modeling, design the blasting parameters, generate 3D holes pattern 3D blasting animation and parameters report. In order to generate blasting process, setting and calculating the parameters of inputs and outputs are grounded on the theory of minimum burden and experiences in blasting engineering, which tunnel smooth blasting is represented as an example in the paper. Results show that our system can reduce the time consuming of traditional manual blasting design and the most important is that our system does not rely much on the experiences of engineer. The experiments show that the results of our system are efficient, reasonable, and this system can be applied and referred in the production and research of tunnel blasting in Digital Mine.
数字化矿山已成为未来矿山发展的必然趋势。爆破是实际矿山工程勘探开发过程中必不可少的环节。爆破总是直接影响到后续各个生产工序的效率,如果处理不当,甚至会威胁到矿工的生命安全。本文介绍了一种新型的用于数字矿山爆破过程自动模拟的跨平台巷道爆破设计系统,介绍了如何建立系统模型、设计爆破参数、生成三维孔图、三维爆破动画和参数报告。本文以隧道光面爆破为例,根据最小负荷理论和爆破工程经验,对输入输出参数进行设置和计算,以生成爆破过程。结果表明,该系统可以减少传统人工爆破设计的耗时,且不依赖工程师的经验。实验结果表明,该系统有效、合理,可用于数字矿山巷道爆破的生产和研究。
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引用次数: 0
A Fundamental Matrix Estimation Algorithm Based on Point Weighting Strategy 基于点加权策略的基本矩阵估计算法
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.45
Shi Xiangbin, Liu Fang, Wang Yue, M. Mingming, Jin Ling
Estimating Fundamental matrix from corresponding points is an important problem in the field of computer vision. The random sample consensus (RANSAC) is one of the most effective methods for Fundamental matrix estimation. In this paper a point weighting strategy is added to RANSAC in order to improve the efficiency. The algorithm gives initial weight to each point, and the weight of corresponding points are changed according to the evaluation value of fundamental matrix computed in each sampling. The weight of points will affect the probability of points to be extracted, and the inliers which have a larger weight than outlier will be more likely to be extracted. The fundamental matrix computed in each sampling is evaluated by the weight of corresponding points, and the weight of the corresponding points are updated in turn, so the whole process forms a positive feedback. Experimental results on synthetic data and real images demonstrated that the new algorithm is valid and robust.
从对应点估计基本矩阵是计算机视觉领域的一个重要问题。随机样本一致性(RANSAC)是最有效的基本矩阵估计方法之一。为了提高RANSAC算法的效率,本文在RANSAC算法中加入了点加权策略。该算法为每个点赋予初始权值,并根据每次采样计算的基本矩阵的评价值改变相应点的权值。点的权重会影响点被提取的概率,权重大于离群点的内线更容易被提取。每次采样计算的基本矩阵通过对应点的权值进行评估,并依次更新对应点的权值,整个过程形成正反馈。在合成数据和真实图像上的实验结果表明了新算法的有效性和鲁棒性。
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引用次数: 4
Visualization for Radar Network Detection Ability via Blending Rendering of Multilayer Isosurface 基于多层等值面混合渲染的雷达网络检测能力可视化
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.23
Hu Huaquan, Yang Chao, Wu Lingda
Radar network detection performance is described by radar network detection probability. This paper presents two visualization methods of multilayer is surface which is extracted from radar network data for different requirements. The first algorithm, Multilayer Pseudo-sort Algorithm, boosts up the borderline using Per-Pixel Shading, improves the performance of rendering but the quality is low. Another algorithm, Improved Depth Peeling, solves the problem of nonuniform depth distributing of multi-fragment using slice map technology and obtains great improvement for large scenes with high complexity. The former can well balance between performance and quality while the latter can capture multiple fragments in a single process.
雷达网络探测性能用雷达网络探测概率来描述。针对不同的要求,提出了两种从雷达网数据中提取的多层地面图的可视化方法。第一种算法是多层伪排序算法,该算法使用逐像素阴影增强边界,提高了渲染性能,但质量较低。另一种算法是改进深度剥离算法,该算法利用切片图技术解决了多片段深度分布不均匀的问题,对于高复杂性的大场景有很大的改进。前者可以很好地平衡性能和质量,而后者可以在单个过程中捕获多个片段。
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引用次数: 0
iFeel3: A Haptic Device for Virtual Reality Dental Surgery Simulation iFeel3:用于虚拟现实牙科手术模拟的触觉设备
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.32
Chaobin Li, Dangxiao Wang, Yuru Zhang
The haptic device plays an important role in improving the immersion of a dental training system. Most existing dental simulation systems use commercial haptic devices which are not designed for meeting specific characteristics of dental operation. Furthermore, few study on the quantified requirement for haptic device in dental surgery simulation is carried out. In this paper, performance specifications of a haptic device for dental training are presented through analyzing the manipulation features of typical dental surgery. Based on identified requirements, a haptic device (i.e. iFeel3) was designed. Typical performances including workspace, output force and translational resolution, are analyzed. Furthermore the method of improving the haptic device's stiffness is presented. The performance of the introduced device is validated by dental probing experiments.
触觉装置在提高牙科训练系统的沉浸性方面起着重要的作用。大多数现有的牙科模拟系统使用商业触觉设备,这些设备不是为满足牙科手术的特定特征而设计的。此外,对牙科手术模拟中触觉装置的量化要求研究较少。本文通过对典型牙科手术操作特点的分析,提出了一种用于牙科训练的触觉装置的性能指标。根据确定的需求,设计了一个触觉装置(即iFeel3)。分析了典型的工作空间、输出力和平移分辨率等性能。此外,还提出了提高触觉装置刚度的方法。通过牙探实验验证了该装置的性能。
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引用次数: 7
Deformation-Aided Virtual Assembly System for Mechanical Structure 机械结构变形辅助虚拟装配系统
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.13
T. Zhou, Yue Qi
Generally, mechanical parts in Virtual Assembly systems are donated by rigid bodies. In this paper, we introduce a deformation technique called Lattice Shape Matching algorithm to animate deformable objects in virtual environment. Plenty of experiments have indicated the deformation algorithm can perform well on real-time operation, simulation authenticity and interactive stability. By changing the lattice width value we can animate many objects with different stiffness. With the deformation algorithm, the Virtual Assembly system can be used to the assembly/disassembly of aircraft/vehicle engine, bicycle repair and many other mechanical structure applications.
一般来说,虚拟装配系统中的机械零件是由刚体提供的。本文介绍了一种称为点阵形状匹配算法的变形技术,用于虚拟环境中可变形物体的动画制作。大量实验表明,变形算法在实时性、仿真真实性和交互稳定性方面都有较好的表现。通过改变晶格宽度值,我们可以用不同的刚度动画许多对象。通过变形算法,虚拟装配系统可用于飞机/汽车发动机的装配/拆卸、自行车修理等多种机械结构应用。
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引用次数: 0
期刊
2011 International Conference on Virtual Reality and Visualization
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