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Proceedings SMI. Shape Modeling International 2002最新文献

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Bounded blending operations 有界混合运算
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003533
G. Pasko, A. Pasko, M. Ikeda, T. Kunii
New analytical formulations of bounded blending for functionally defined set-theoretic operations are proposed. The blending set operations are defined using R-functions and displacement functions with the localized area of influence. The shape and location of the blend is defined by control points on the surfaces of two solids or by an additional bounding solid. The proposed blending using a bounding solid can be applied to a single selected edge or a vertex. We introduce new types of blends such as a multiple blend with the disconnected bounding solid and a partial edge blend. It is shown to have versatile applications in interactive design.
给出了函数定义集合论运算的有界混合的新解析表达式。混合集操作使用具有局部影响区域的r函数和位移函数定义。混合的形状和位置由两个实体表面上的控制点或由附加的边界实体定义。所建议的使用边界实体的混合可以应用于单个选定的边缘或顶点。我们引入了新的混合类型,如具有断开边界实体的多重混合和部分边缘混合。它在交互设计中具有广泛的应用。
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引用次数: 38
Developing surfaces 开发表面
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003553
Y. Shinagawa, R. Kawamichi, T. Kunii, S. Owada
To transform a three-dimensional object or map texture to its surface, it is necessary to introduce a coordinate system. If the surface can be cut and developed, it is easy to identify each point on the surface with the coordinate values. According to a theory in topology, any closed polygonized two-dimensional surface can be represented by a canonical development. However, no efficient algorithm to actually develop a given surface has been presented, and the theory sounds abstract. This paper proposes a method to develop an arbitrary polygonized closed surface and to establish the correspondence between each point on the surface and a point on a regular polygon. Educational software is developed using the algorithm that visualizes the coordinate system by texture mapping or by allowing a user to paint on the surface.
为了将三维物体或贴图纹理转换为其表面,有必要引入坐标系统。如果表面可以切割和展开,则很容易用坐标值识别表面上的每个点。根据拓扑学理论,任何封闭多边形化二维曲面都可以用正则展开表示。然而,目前还没有有效的算法来实际开发给定的曲面,而且理论听起来很抽象。本文提出了一种建立任意多边形化封闭曲面的方法,并建立了曲面上各点与正多边形上某点的对应关系。教育软件是利用这种算法开发的,这种算法通过纹理映射或允许用户在表面上绘画来可视化坐标系统。
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引用次数: 5
Surface simplification and Edgebreaker compression for 2D cell animations 二维细胞动画的表面简化和破边压缩
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003550
Vivek Kwatra, J. Rossignac
Digitized cell animations are typically composed of frames, which contain a small number of regions, which each contain pixels of the same color and exhibit a significant level of shape coherence through time. To exploit this coherence, we treat the stack of frames as a 3D volume and represent the evolution of each region by the bounding surface of the 3D volume V that it sweeps out. To reduce transmission costs, we triangulate and simplify the bounding surface and then encode it using the Edgebreaker compression scheme. To restore a close approximation of the original animation, the client player decompresses the surface and produces the successive frames by intersecting V with constant-time planes. The intersection is generated in real-time with standard graphics hardware through an improved capping (i.e. solid clipping) technique, which correctly handles overlapping facets. We have tested this approach on real and synthetic black and white animations and report compression ratios that improve upon those produced using the MPEG, MRLE, and GZIP compression standards for an equivalent quality result.
数字化细胞动画通常由帧组成,其中包含少量区域,每个区域包含相同颜色的像素,并且随着时间的推移表现出显著的形状一致性。为了利用这种一致性,我们将帧堆栈视为一个3D体,并通过它扫出的3D体V的边界面来表示每个区域的演变。为了降低传输成本,我们对边界曲面进行三角化和简化,然后使用破边压缩方案对其进行编码。为了恢复原始动画的近似值,客户端播放器解压表面,并通过将V与恒定时间平面相交来产生连续的帧。交叉点是通过改进的封顶(即实体裁剪)技术与标准图形硬件实时生成的,该技术可以正确处理重叠的切面。我们已经在真实的和合成的黑白动画上测试了这种方法,并报告了压缩比比使用MPEG、MRLE和GZIP压缩标准产生的压缩比得到同等质量的结果。
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引用次数: 2
A model representation for solid modelling in a virtual reality environment 虚拟现实环境中实体建模的模型表示方法
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003544
Y. Zhong, W. Müller-Wittig, Weiyin Ma
With today's virtual reality systems, it is difficult to directly and precisely create and modify complex objects in a virtual reality environment. One of the most important reasons is the absence of a suitable model representation that can efficiently support solid modelling in a virtual reality environment. A hierarchically structured constraint-based data model for solid modelling in the virtual reality environment is presented in this paper. The data model integrates a high-level constraint-based model for precise object definition, a mid-level CSG/B rep hybrid solid model for supporting hierarchical geometry abstractions and object creation, and a low-level polygon model for real-time visualization and interaction in the virtual reality environment. Constraints are embedded in the solid model and are organized at different levels to reflect the process of solid modelling. This data model not only provides precise object definition, but also supports real-time visualization and interaction in the virtual reality environment.
在当今的虚拟现实系统中,很难在虚拟现实环境中直接、精确地创建和修改复杂的对象。其中一个最重要的原因是缺乏合适的模型表示来有效地支持虚拟现实环境中的实体建模。提出了一种基于层次结构约束的虚拟现实环境实体建模数据模型。该数据模型集成了用于精确对象定义的高级约束模型,用于支持分层几何抽象和对象创建的中级CSG/B代表混合实体模型,以及用于虚拟现实环境中实时可视化和交互的低级多边形模型。约束嵌入在实体模型中,并在不同层次上组织,以反映实体建模的过程。该数据模型不仅提供了精确的对象定义,而且支持虚拟现实环境中的实时可视化和交互。
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引用次数: 8
Triquadratic reconstruction for interactive modelling of potential fields 位场交互建模的三二次重构
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003539
L. Barthe, Benjamin Mora, N. Dodgson, M. Sabin
We present a data structure for three-dimensional fields C/sup 1/ continuous in the modelling space. Regular grids storing the field values discretely are combined with a triquadratic approximation filter to define volume objects. This association of a grid and an approximation/interpolation filter allows the field to be defined by a C/sup 1/ continuous real function and the surface to be directly visualised from its own equation. We show how accurate and high quality interactive visualisation is obtained during the modelling process, and we explain why the visualisation is faithful to the object definition. We also describe, as an example of application of our data structure, how advanced Boolean operators realised with soft or "functionally controlled" transitions are performed under the influence of an interactive modelling tool.
在建模空间中提出了三维场C/sup /连续的数据结构。将离散存储字段值的规则网格与三二次逼近滤波器相结合以定义体对象。网格和近似/插值滤波器的这种关联允许由C/sup 1/连续实函数定义场,并且表面可以直接从其自己的方程中可视化。我们展示了在建模过程中如何获得准确和高质量的交互式可视化,并解释了为什么可视化忠实于对象定义。作为数据结构应用的一个例子,我们还描述了如何在交互式建模工具的影响下,使用软转换或“功能控制”转换实现高级布尔运算符。
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引用次数: 27
Wiener filtering of meshes 网格的维纳滤波
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003528
M. Alexa
This work investigates smoothing, fairing, or, more generally, filtering of mesh geometry. The approach transfers the ideas of optimal (Wiener) filtering to the setting of meshes. It extends fairing approaches that use only first order neighborhoods and allows to assume arbitrary local spectral properties of the mesh geometry. The definition of the local autocorrelation allows the design of filters for smoothing as well as for special effects in shape modeling.
这项工作研究平滑,整流罩,或者,更一般地,过滤网格几何。该方法将最优(维纳)滤波的思想转移到网格的设置上。它扩展了仅使用一阶邻域的整流罩方法,并允许假设网格几何的任意局部光谱特性。局部自相关的定义允许设计平滑滤波器以及形状建模中的特殊效果。
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引用次数: 55
Using particles to sample and control more complex implicit surfaces 使用粒子来采样和控制更复杂的隐式表面
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003537
J. Hart, E. Bachta, Wojciech Jarosz, Terry Fleury
In 1994, Witkin and Heckbert developed a method for interactively modeling implicit surfaces by simultaneously constraining a particle system to lie on an implicit surface and vice-versa. This interface was demonstrated to be effective and easy to use on example models containing a few blobby spheres and cylinders. This system becomes much more difficult to implement and operate on more complex implicit models. The derivatives needed for the particle system behavior can become laborious and error-prone when implemented for more complex models. We have developed, implemented and tested techniques for automatic and numerical differentiation of the implicit surface function. Complex models also require a large number of parameters, and the management and control of these parameters is often not intuitive. We have developed adapters, which are special shape-transformation operators that automatically adjust the underlying parameters to yield the same effect as the transformation. These new techniques allow constrained particle systems to sample and control more complex models than before possible.
1994年,Witkin和Heckbert开发了一种方法,通过同时约束粒子系统位于隐式表面上,反之亦然,对隐式表面进行交互式建模。在包含少量斑点球和圆柱体的示例模型上,该接口证明是有效且易于使用的。这个系统在更复杂的隐式模型上的实现和操作变得更加困难。当实现更复杂的模型时,粒子系统行为所需的导数可能变得费力且容易出错。我们已经开发、实现和测试了隐式曲面函数的自动和数值微分技术。复杂模型还需要大量的参数,这些参数的管理和控制往往不直观。我们已经开发了适配器,它们是特殊的形状转换操作符,可以自动调整底层参数以产生与转换相同的效果。这些新技术允许约束粒子系统取样和控制比以前更复杂的模型。
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引用次数: 44
Mapping independent triangulation of parametric surfaces 参数曲面的映射独立三角化
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003530
M. Attene, B. Falcidieno, M. Spagnuolo, G. Wyvill
Typical methods for the triangulation of parametric surfaces use a sampling of the parameter space, and the wrong choice of parameterization can spoil a triangulation or even cause the algorithm to fail. We present a new method that uses a local tessellation primitive for almost-uniformly sampling and triangulating a surface, so that its parameterization becomes irrelevant. If sampling density or triangle shape has to be adaptive, the uniform mesh can be used either as an initial coarse mesh for a refinement process, or as a fine mesh to be reduced.
参数曲面三角剖分的典型方法是对参数空间进行采样,错误的参数化选择可能会破坏三角剖分,甚至导致算法失败。我们提出了一种新的方法,使用局部镶嵌原语对一个表面进行几乎均匀的采样和三角化,使其参数化变得无关紧要。如果采样密度或三角形必须自适应,则均匀网格既可以用作初始粗网格以进行细化过程,也可以用作缩小的细网格。
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引用次数: 6
Towards realistic facial modeling and re-rendering of human skin aging animation 面向逼真的面部建模和人体皮肤老化动画的重新渲染
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003547
H. K. Hussein
Facial aging simulation and animation are aspiring goals and challenging tasks because the growth and aging processes greatly influence the facial shape and its structure. The face structure, the size of the bones, and the skin texture change, the skin fattens or sags, wrinkles appear and even muscular activities change in terms of intensity. This paper proposes a novel facial animation algorithm with two techniques integrating such items. These techniques discuss the facial deformation based on the face anthropometry theory and simulates wrinkles with what we call the BRDF (Bidirectional Reflectance Distribution Function) quotient image technique. Given some neutral face F, the idea is to capture two characteristics of F with advancing years. The first is the geometric deformation details like skin texture given in F after passing years. The second is the anthropometric data change that developed in the face anthropometry measurements theory. Then, together with a warping technique we map these characteristics to any other particular person's face in order to generate more expressive and convincing facial senility. The original contribution and advantages of this paper compared with the other proposed methods are that, the proposed techniques are simple to implement, reliable in that they require only one source image without needing to collect a lot of images and their computations are fast enough for an interactive environment. Experimental results demonstrate our approach with a variety of facial aging animations.
由于生长和衰老过程对面部形状和结构的影响很大,面部衰老模拟和动画是一个有抱负的目标和具有挑战性的任务。面部结构、骨骼大小和皮肤质地发生变化,皮肤变胖或下垂,皱纹出现,甚至肌肉活动的强度也发生了变化。本文提出了一种基于两种技术的人脸动画算法。这些技术基于面部人体测量学理论讨论面部变形,并采用双向反射分布函数(BRDF)商图像技术模拟皱纹。给定一个中性面孔F,这个想法是捕捉到随着年龄增长的F的两个特征。首先是几何变形的细节,如皮肤纹理,在F中给出了经过多年的。二是人脸人体测量理论中发展起来的人体测量数据变化。然后,结合扭曲技术,我们将这些特征映射到任何其他特定的人的脸上,以产生更具表现力和令人信服的面部衰老。与其他提出的方法相比,本文的原始贡献和优势在于,所提出的技术实现简单,可靠,因为它只需要一个源图像,而不需要收集大量的图像,其计算速度足以满足交互式环境。实验结果证明了我们的方法与各种面部老化动画。
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引用次数: 15
Infinite implicit replication: case study for voxelizing and representing cyclical parametric surfaces implicitly 无限隐式复制:体素化和隐式表示周期参数曲面的案例研究
Pub Date : 2002-05-17 DOI: 10.1109/SMI.2002.1003534
N. Stolte
This article proposes a method to infinitely replicate implicit defined objects which is at the same time simple and efficient. The technique is implemented by including replication factors (involving truncation of floating point values corresponding to the coordinates of the point to be evaluated) in the implicit object equation in order to create the clones. These replication factors serve to identify the exact region in the space where each object clone will show up during evaluation. The method is illustrated in the cases of replicating simple objects or replicating cylindrical/spherical coordinate cyclical objects. Cyclical objects are often represented parametrically using cylindrical/spherical coordinates because in this representation angles can be associated with the idea of creating infinite cycles when the associated angles tend to infinity. However, representing these objects implicitly cannot reproduce more than one cycle because the obtained angles are generally limited to the values in the principal branch of the corresponding inverse trigonometric function. Infinite implicit replication solves this problem and introduces new possibilities where Cartesian coordinates could be intermingled with cylindrical/spherical coordinates in the same implicit function. The case study of voxelizing the replicated objects using interval arithmetic is also presented in detail. The efficiency of the infinite replication method comes from the fact that the equation has to be evaluated just once per point even though an infinite number of clones exist.
本文提出了一种简单高效的隐式定义对象无限复制方法。该技术是通过在隐式对象方程中包含复制因子(涉及要计算的点的坐标对应的浮点值的截断)来实现的,以便创建克隆。这些复制因子用于确定空间中每个对象克隆将在评估期间出现的确切区域。以复制简单物体或复制柱/球坐标循环物体为例说明了该方法。循环对象通常使用柱/球坐标参数化表示,因为在这种表示中,当相关角度趋于无穷大时,可以将角度与创建无限循环的想法联系起来。然而,隐式表示这些对象不能再现一个以上的循环,因为获得的角度通常限于相应的反三角函数的主分支中的值。无限隐式复制解决了这个问题,并引入了笛卡尔坐标与柱/球坐标在同一隐式函数中混合的新可能性。文中还详细介绍了利用区间算法实现复制对象体素化的实例研究。无限复制方法的效率来自于这样一个事实,即即使存在无限数量的克隆,方程也必须在每个点上计算一次。
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引用次数: 4
期刊
Proceedings SMI. Shape Modeling International 2002
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