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Proceedings SMI. Shape Modeling International 2002最新文献

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Procedural approach to generate real time motions of cloth 程序的方法来产生布料的实时运动
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003548
Hee-Jung Bae, Kwan-Woo Ryu, Byung-Tae Jang
The deformation of cloth is one of the essential aspects to increase the sense of reality in the area of VR (Virtual Reality) or game programming. In contrast, when a character wearing clothes or hanging a flag moves abruptly and rapidly, it is not easy to express the natural movement of the cloth in a limited time. In this paper, the position-based approximation method that considers the nonlinearity which is a vital feature in the realistic deformation of cloth and responds to the abrupt and frequent external forces as well is proposed. Our method that processes the non-linear deformation properties geometrically can produce a fast and stable cloth animation. In addition, it reflects the physical attributes to the geometrical relation so that the visibly-plausible movement of cloth can be generated. As a result, cloth animation that is stable despite the fast movement of a car and realistic to the external environmental change such as the driving direction of the car or the surface of the road, can be created.
在虚拟现实(VR)或游戏编程领域,布料的变形是增加真实感的重要方面之一。相反,当一个穿着衣服或挂着旗帜的人物突然而迅速地移动时,在有限的时间内不容易表达布料的自然运动。本文提出了一种基于位置的近似方法,该方法既考虑了布料变形的非线性特性,又能响应突发和频繁的外力。我们的方法对非线性变形特性进行几何处理,可以产生快速稳定的布料动画。此外,它还反映了几何关系的物理属性,从而产生了布料的可见似是而非的运动。这样就可以制作出在汽车快速运动的情况下仍然稳定,并且对汽车行驶方向或路面等外部环境变化都具有真实感的布料动画。
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引用次数: 2
Dynamic implicit solids with constraints for haptic sculpting 具有触觉雕刻约束的动态隐式实体
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003536
Jing Hua, Hong Qin
We present a novel, interactive shape modeling technique: dynamic implicit solid modeling, which unifies volumetric implicit functions and powerful physics-based modeling. Although implicit functions are extremely powerful in graphics, geometric design, and shape modeling, the full potential of implicit functions is yet to be fully realized due to the lack of flexible and interactive design techniques. In order to broaden the accessibility of implicit functions in geometric modeling, we marry the implicit solids, which are semi-algebraic sets of volumetric implicit functions, with the principle of physics-based models and formulate dynamic implicit solids. By using "density springs" to connect the scalar values of implicit functions, we offer a viable solution to introduce the elasticity into implicit representations. As a result, our dynamic implicit solids respond to sculpting forces in a natural and predictive manner. The geometric and physical behaviors are tightly coupled in our modeling system. The flexibility of our modeling technique allows users to easily modify the geometry and topology of sculpted objects, while the inherent physical properties can provide a natural interface for direct, force-based free-form deformation. The additional constraints provide users more control on the dynamic implicit solids. We have developed a sculpting system equipped with a large variety of physics-based toolkits and an intuitive haptic interface to facilitate the direct, natural editing of implicit functions in real-time. Our experiments demonstrate many attractive advantages of our dynamic approach for implicit modeling such as intuitive control, direct manipulation, real-time haptic feedback, and capability to model complicated geometry and arbitrary topology.
我们提出了一种新的交互式形状建模技术:动态隐式实体建模,它将体积隐式函数和强大的基于物理的建模相结合。虽然隐式函数在图形学、几何设计和形状建模中具有非常强大的功能,但由于缺乏灵活和交互的设计技术,隐式函数的全部潜力尚未得到充分发挥。为了扩大隐函数在几何建模中的可及性,我们将隐实体(体积隐函数的半代数集)与基于物理的模型原理结合起来,形成动态隐实体。通过使用“密度弹簧”来连接隐函数的标量值,我们提供了一种将弹性引入隐式表示的可行解决方案。因此,我们的动态隐式固体以自然和可预测的方式响应雕刻力。在我们的建模系统中,几何和物理行为是紧密耦合的。我们建模技术的灵活性允许用户轻松修改雕刻对象的几何形状和拓扑结构,而固有的物理属性可以为直接的,基于力的自由形式变形提供自然接口。附加的约束为用户提供了对动态隐式实体的更多控制。我们开发了一个雕刻系统,配备了各种各样的基于物理的工具包和直观的触觉界面,以方便实时直接,自然地编辑隐式功能。我们的实验证明了我们的动态隐式建模方法的许多有吸引力的优势,如直观控制,直接操作,实时触觉反馈,以及建模复杂几何和任意拓扑的能力。
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引用次数: 6
A prototype system for robust, interactive and user-friendly modeling of orientable 2-manifold meshes 一个原型系统的鲁棒,交互和用户友好的建模可定向的2流形网格
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003527
E. Akleman, Jianer Chen, V. Srinivasan
We present a prototype system for robust, interactive and user friendly modeling of orientable 2-manifold meshes. To develop the system we introduce new topological entities for effectively manipulating 2-manifold mesh structures. We identify a minimal set of fundamental operators, which is necessary and sufficient for performing all homeomorphic and topological operations on 2-manifold mesh structures. Extremely efficient algorithms are developed for the implementation of these operators. We also developed a set of powerful, user-friendly, and effective operators at the level of user interface. Users of our system can perform a large set of homeomorphic and topological changes with these user interface level operators. Our system is topologically robust in the sense that users will never create invalid 2-manifold mesh structure with these operators. In our system, the homeomorphic and topological surgery operations can be applied alternatively on 2-manifold meshes. With our system, users can blend surfaces, construct crusts and open holes on these crusts. With our system, the shapes that look like solid, non-manifold, or 2-manifold with boundary can be manipulated. The system also provides automatic texture mapping during topology changes.
我们提出了一种鲁棒、交互和用户友好的可定向二流形网格建模原型系统。为了开发该系统,我们引入了新的拓扑实体来有效地操纵2流形网格结构。我们确定了一个最小的基本算子集,它是在2流形网格结构上进行所有同胚和拓扑操作的必要和充分条件。为实现这些运算符,开发了非常有效的算法。我们还在用户界面层面开发了一套功能强大、用户友好且有效的操作符。我们系统的用户可以使用这些用户界面级操作符执行大量的同胚和拓扑更改。我们的系统具有拓扑鲁棒性,因为用户永远不会使用这些算子创建无效的2流形网格结构。在我们的系统中,同胚和拓扑手术操作可以在2流形网格上交替应用。使用我们的系统,用户可以混合表面,构建外壳和在这些外壳上开孔。在我们的系统中,可以操纵看起来像固体,非流形或带边界的2流形的形状。在拓扑变化时,系统还提供自动纹理映射。
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引用次数: 13
Statistical generation of 3D facial animation models 统计生成三维面部动画模型
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003549
Isaac Rudomín, A. Bojórquez, H. Cuevas
This article reports results of a modeling system that is part of a larger project which seeks to achieve perceptually realistic animations of 3D models driven by speech. This system generates individualized animated 3D face models driven by "muscles" and compatible with MPEG-4. Our main contribution is in the use of an extensive facial database and statistical techniques to generate plausible facial models from limited data: from a single image using eigenface-like statistical recognition techniques, from descriptions (identikit) or randomly within the parameters of the population represented in the facial database. An interactive module and a muscle-based animation player are also part of the system.
本文报告了一个建模系统的结果,该系统是一个更大项目的一部分,该项目旨在实现由语音驱动的3D模型的感知逼真动画。该系统生成由“肌肉”驱动的个性化动画3D面部模型,并与MPEG-4兼容。我们的主要贡献是使用广泛的面部数据库和统计技术,从有限的数据中生成可信的面部模型:从使用特征脸统计识别技术的单个图像,从描述(identikit)或随机在面部数据库中表示的总体参数内。交互模块和基于肌肉的动画播放器也是该系统的一部分。
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引用次数: 3
Morphological modeling and deformation of 3D objects 三维物体的形态建模和变形
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003546
A. Gagalowicz
Summary form only given. I first introduce a new modeling technique which allows a total control of the volume (or mass) of objects. I also present former work in the domain. The technique is aimed at producing algebraic operators on objects in a similar way to CGS composition. In our case, I add volume control. I first study the "sum" of two objects which is such that the volume of the sum is equal to the sum of the volumes, for the "star" case. Then I give its generalisation to the case of all types of 3D objects. Then I describe how to construct the "difference" operator. An application of this concept to 3D object morphing is presented.
只提供摘要形式。我首先介绍了一种新的建模技术,它允许完全控制物体的体积(或质量)。我还介绍了以前在该领域的工作。该技术旨在以类似于CGS合成的方式在对象上生成代数算子。在我们的例子中,我添加了音量控制。我首先研究了两个物体的“和”,对于“星星”的情况,和的体积等于体积的总和。然后我将其推广到所有类型的3D对象的情况。然后描述如何构造“差分”算子。给出了该概念在三维物体变形中的应用。
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引用次数: 1
A control of smooth deformations with topological change on a polyhedral mesh based on curves and loops 基于曲线和环的多面体网格拓扑变化光滑变形控制
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003545
Anne Verroust-Blondet, M. Finiasz
We propose a method to model and control topological changes by a smooth deformation of a polyhedral mesh using curves and loops. As changing the genus of a surface is not a continuous transformation, the topological change is made when an intermediate shape between the two topologies has been obtained. The creation and the deletion of holes are studied. The deletion of a hole uses non null-homotopic loops to designate the hole to be deleted. A method computing two independent loops associated to a hole is presented.
我们提出了一种利用曲线和环对多面体网格进行平滑变形来建模和控制拓扑变化的方法。由于改变曲面的格不是一个连续的变换,所以拓扑的改变是在两种拓扑之间得到一个中间形状时进行的。研究了孔洞的产生和删除。孔的删除使用非零同伦环来指定要删除的孔。提出了一种计算与孔相关的两个独立回路的方法。
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引用次数: 3
Modeling with spatial patches 使用空间补丁建模
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003531
D. Ivanov, Y. Kuzmin, V. Lempitsky
Spatial patches have been introduced (Ivanov and Kuzmin, 2001) as an alternative primitive for the representation of 3D objects potentially acquired from real life. Defined as range images of small regions of an object's surface, they have proven to allow for efficient storage and rendering of such surfaces, and they also exhibit great descriptive capabilities. We present several technologies that we have developed for generating 3D objects represented by spatial patches. These technologies allowed us to convert explicitly defined surfaces, textured polygonal meshes, range images and point clouds to the proposed representation. We also describe how advantageous properties of the new primitive are exploited for efficient reconstruction from range images, discuss the particular problems that we faced during our research, provide many examples to demonstrate the results that we achieved, and conclude with discussion of future work.
空间补丁已经被引入(Ivanov和Kuzmin, 2001),作为可能从现实生活中获得的3D对象的替代原始表示。它们被定义为物体表面小区域的范围图像,已被证明可以有效地存储和渲染这些表面,并且它们还表现出出色的描述能力。我们介绍了几种我们开发的用于生成由空间斑块表示的3D对象的技术。这些技术允许我们将明确定义的表面,纹理多边形网格,范围图像和点云转换为建议的表示。我们还描述了如何利用新原语的优势属性来有效地从距离图像中重建,讨论了我们在研究过程中面临的特殊问题,提供了许多例子来证明我们取得的成果,并对未来的工作进行了讨论。
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引用次数: 1
A corner-cutting scheme for hexagonal subdivision surfaces 六边形细分曲面的切角方案
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003523
J. Claes, Koen Beets, F. Reeth
In their paper about how the duality between subdivision surface schemes leads to higher-degree continuity, Zorin and Schroder (2001) consider only quadrilateral subdivision schemes. The dual of a quadrilateral scheme is again a quadrilateral scheme, while the dual of a triangular scheme is a hexagonal scheme. In this paper we propose such a hexagonal scheme, which can be considered a dual to Kobbelt's (2000) Sqrt(3) scheme for triangular meshes. We introduce recursive subdivision rules for meshes with arbitrary topology, optimizing the surface continuity given a minimal support area. These rules have a simplicity comparable to the Doo-Sabin scheme: only new vertices of one type are introduced and every subdivision step removes the vertices of the previous steps. As hexagonal meshes are not encountered-frequently in practice, we describe two different techniques to convert triangular meshes into hexagonal ones.
在他们关于细分曲面格式之间的对偶性如何导致更高度连续性的论文中,Zorin和Schroder(2001)只考虑了四边形细分格式。四边形方案的对偶也是四边形方案,而三角形方案的对偶是六边形方案。在本文中,我们提出了这样一个六边形格式,它可以被认为是三角形网格的Kobbelt (2000) Sqrt(3)格式的对偶。我们引入了任意拓扑网格的递归细分规则,在给定最小支持面积的情况下优化表面连续性。这些规则具有与Doo-Sabin方案相当的简单性:只引入一种类型的新顶点,并且每个细分步骤都删除前一步的顶点。由于六边形网格在实践中并不常见,我们描述了两种将三角形网格转换为六边形网格的不同技术。
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引用次数: 35
Geometric modeling without coordinates and indices (extended abstract) 无坐标、无指标的几何建模(扩展抽象)
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003521
Przemyslaw Prusinkiewicz
Summary form only given. We focus on dynamic geometric objects, which can be seen to develop over time. Examples include fractals, subdivision curves and surfaces, and models of growing biological structures. Coordinates and indices do not identify elements of these objects in a convenient, time-invariant way. For instance, the coordinates of a cell in a growing biological tissue may change over time, even though it materially is the same cell. Furthermore, if the cells are indexed, the indices may have to be updated following cell division in order to preserve consecutive numbering of the adjacent cells. Similarly, in the case of subdivision curves and surfaces, the existing points may change position over time, while the insertion of new points may require all points to be reindexed.
只提供摘要形式。我们专注于动态的几何对象,它可以随着时间的推移而发展。例子包括分形,细分曲线和曲面,以及生长生物结构的模型。坐标和索引不能以一种方便的、定常的方式标识这些对象的元素。例如,在生长的生物组织中,一个细胞的坐标可能会随着时间的推移而改变,即使它本质上是同一个细胞。此外,如果对单元格进行了索引,则可能必须在单元格分裂后更新索引,以保持相邻单元格的连续编号。同样,在细分曲线和曲面的情况下,现有的点可能会随着时间的推移而改变位置,而插入新的点可能需要重新索引所有的点。
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引用次数: 1
A shape deformation tool to model character lines in the early design phases 一个形状变形工具,用于在早期设计阶段建模字符线
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003542
J. Pernot, S. Guillet, J. Léon, F. Giannini, B. Falcidieno, C. Catalano
This paper addresses the designers' work and in particular the way they express an object shape through character lines. Based on this concept, a deformation feature is presented. The proposed approach includes curvilinear constraints to match the designer's requirements and techniques for the quality and accuracy of the produced model. This method is applied to B-spline surfaces coupled with a mechanical model of a bar network; geometric constraints are automatically and adaptively added to monitor and control the deformation process. A few examples show the results obtained by this deformation feature with the help of curvature maps, used to analyze the influence of the constraints and the resulting quality.
本文讨论了设计师的工作,特别是他们通过人物线条表达物体形状的方式。基于这一概念,提出了一种变形特征。所提出的方法包括满足设计者要求的曲线约束和生产模型的质量和精度的技术。将该方法应用于与杆网力学模型耦合的b样条曲面;自动自适应地添加几何约束来监测和控制变形过程。几个例子显示了利用曲率映射的变形特征得到的结果,用于分析约束的影响和结果质量。
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引用次数: 25
期刊
Proceedings SMI. Shape Modeling International 2002
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