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Integrating flying and fish tank metaphors with cyclopean scale 将飞行和鱼缸的比喻与巨人的规模结合起来
Pub Date : 1997-06-23 DOI: 10.1109/CGI.1997.601268
C. Ware, Daniel J. Fleet
In fish tank VR environments, the screen is used as a window into a virtual environment. This effectively creates a useful 3D workspace in the vicinity of the monitor screen, near to the user. However, many geographical applications require the user to cover large virtual distances and to support this a flying interface is often provided. The authors describe a method for combining the flying and fish tank metaphors to create a practical working environment. The central insight developed in the paper is that a geometric transformation that they call the "cyclopean scale" enables the simple combination of flying and fish tank VR interaction metaphors. Cyclopean scale continuously scales the working environment to lie just behind the screen in terms of stereoscopic depth. Cyclopean scale allows for fish tank VR viewing and also places objects at a convenient distance for manipulation, optimizes stereo display parameters and reduces stereo display problems (vergence focus conflict). They have implemented this technique in a system called Fledermaus VR with a cable route editing task. This is an application for planning the layout of submarine cables.
在鱼缸VR环境中,屏幕被用作进入虚拟环境的窗口。这有效地在监视器屏幕附近创建了一个有用的3D工作区,靠近用户。然而,许多地理应用程序需要用户覆盖较大的虚拟距离,因此经常提供飞行接口来支持这一点。作者描述了一种结合飞行和鱼缸隐喻来创造实际工作环境的方法。论文的核心观点是,他们称之为“巨人尺度”的几何变换使得飞行和鱼缸VR交互隐喻的简单结合成为可能。根据立体深度,Cyclopean scale不断地将工作环境缩放到屏幕后面。Cyclopean scale允许鱼缸VR观看,也可以将物体放置在方便的距离进行操作,优化立体显示参数,减少立体显示问题(聚光焦点冲突)。他们已经在一个名为Fledermaus VR的系统中实现了这项技术,该系统具有电缆路由编辑任务。这是一个用于规划海底电缆布局的应用程序。
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引用次数: 14
Curve and surface design using multiresolution constraints 使用多分辨率约束的曲线和曲面设计
Pub Date : 1997-06-23 DOI: 10.1109/CGI.1997.601288
Shigeo Takahashi, Y. Shinagawa, T. Kunii
The paper presents a method of designing curves and surfaces by solving the constraints imposed on the shapes at multiresolution levels. In this method, the curves and surfaces are represented by endpoint interpolating B splines and their corresponding wavelets. At each resolution level, the shape is determined by minimizing the energy function subject to the deformation of the shape while preserving the given constraints. Constraints at a low resolution level are converted to those at a high resolution level using wavelet transforms in order to associate all the constraints with the common basis functions. The constraints at multiresolution levels are then solved recursively from low to high resolution levels. Design examples are also presented.
本文提出了一种在多分辨率水平上通过求解对形状的约束来设计曲线和曲面的方法。在该方法中,曲线和曲面由端点插值B样条及其对应的小波表示。在每个分辨率水平上,通过最小化受形状变形影响的能量函数来确定形状,同时保持给定的约束。利用小波变换将低分辨率约束转换为高分辨率约束,以便将所有约束与公共基函数相关联。然后从低分辨率到高分辨率递归地求解多分辨率级别的约束。并给出了设计实例。
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引用次数: 10
Calligraphic character synthesis using a brush model 使用毛笔模型合成书法字符
Pub Date : 1997-06-23 DOI: 10.1109/CGI.1997.601261
H. Ip, Helena T. F. Wong
The paper proposes a novel methodology which allows calligraphic writing to be synthesized realistically. The approach models the physical process of brush stroke creation and consists of three separate aspects, namely, the physical geometry of the writing brush, the dynamic movement, e.g., the position and orientation, of the brush along the stroke trajectory and the amount of ink absorbed in the brush bundle as well as the ink depositing process. By controlling these physical parameters associated with the writing process, very realistic calligraphic writing can be generated. In particular, the aesthetic features commonly associated with calligraphy, such as the varying widths of a stroke, the impression of physical rubbing between the brush and the underlying paper, the varying shades of grey caused by different degrees of ink content in the brush, and the black and white trails created by fast movement of a drying brush can be simulated. This is the first time physically-based model of a brush has been used to synthesize calligraphic writing and the model has been implemented on a PC-based platform.
本文提出了一种新颖的方法,使书法书写得以真实地综合。该方法模拟了笔触产生的物理过程,包括三个独立的方面,即毛笔的物理几何形状、毛笔沿笔划轨迹的动态运动,如毛笔的位置和方向、毛笔束吸墨量以及墨沉积过程。通过控制这些与书写过程相关的物理参数,可以生成非常逼真的书法。特别是与书法相关的常见美学特征,如笔画的不同宽度,笔刷与底纸之间物理摩擦的印象,笔刷中不同程度的墨水含量引起的不同深浅的灰色,以及干燥的笔刷快速运动产生的黑白痕迹都可以模拟。这是第一次使用基于物理的毛笔模型来合成书法,并且该模型已在基于pc的平台上实现。
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引用次数: 17
Sketching shadows and highlights to position lights 绘制阴影和高光来定位灯光
Pub Date : 1997-06-23 DOI: 10.1109/CGI.1997.601272
Pierre Poulin, K. Ratib, Marco Jacque
In inverse shading, a user provides information about the desired shading as she/he would like it to appear in the final image. The computer then interprets this information to identify the best values for the various shading parameters that would lead to the desired visual effect. The authors introduce an approach based on sketching in order to position light sources. Point light sources are positioned by sketches of shadows or highlights. Extended light sources are positioned by sketches of umbra or penumbra. The resulting system allows one to quickly position light sources and to refine their positions interactively and more intuitively.
在反向着色中,用户提供有关所需着色的信息,因为她/他希望它出现在最终图像中。然后,计算机解释这些信息,以确定各种阴影参数的最佳值,这些参数将导致所需的视觉效果。作者介绍了一种基于草图的光源定位方法。点光源通过阴影或高光的草图来定位。扩展光源通过本影或半影的草图来定位。由此产生的系统允许人们快速定位光源,并交互式地、更直观地改进它们的位置。
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引用次数: 86
A cached frame buffer system for object-space parallel processing systems 一种用于对象空间并行处理系统的缓存帧缓冲系统
Pub Date : 1997-06-23 DOI: 10.1109/CGI.1997.601296
Hiroaki Kobayashi
The object space parallel processing for global illumination models is one of the most promising approaches to fast photorealistic image synthesis. However, there is a potential bottleneck between processing elements and a frame buffer in massively parallel processing systems based on the object space parallel processing, and this factor may restrict their scalable performance. To solve this problem, the paper presents a novel frame buffer system, named a cached frame buffer system. By adopting the cached frame buffer system into the object space parallel processing systems, the overhead of the frame buffer access due to conflicts and long latency can be reduced, and the potential of the object space parallel processing system with a large number of processing elements will be fully exploited.
全局光照模型的目标空间并行处理是实现快速真实感图像合成最有前途的方法之一。然而,在基于对象空间并行处理的大规模并行处理系统中,处理元素和帧缓冲区之间存在潜在的瓶颈,这一因素可能会限制其可扩展性能。为了解决这一问题,本文提出了一种新的帧缓冲系统,即缓存帧缓冲系统。在对象空间并行处理系统中采用缓存的帧缓冲系统,可以减少由于冲突和长延迟而导致的帧缓冲访问开销,充分发挥具有大量处理元素的对象空间并行处理系统的潜力。
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引用次数: 2
VUEMS: a virtual urban environment modeling system VUEMS:虚拟城市环境建模系统
Pub Date : 1997-06-23 DOI: 10.1109/CGI.1997.601278
S. Donikian
The Praxitele project is responsible for the design of a new kind of transportation in an urban environment, which consists of a fleet of electric public cars. The realization of such a project requires experimentations with the behaviour of autonomous vehicles in the urban environment. It was necessary to design a virtual urban environment in which simulations could be done. Reproducing the real traffic of a city as completely as possible, implies the simulation of autonomous entities like living beings. Such entities are able to perceive their environment, to communicate with other creatures and to execute some actions either on themselves or on their environment. Interactions between an object and its environment are, most of the time, very simple: sensors and actuators are reduced to minimal capabilities which permit them only to avoid obstacles in a 2D or 3D world. This is due to the fact that databases for virtual environments are often confined to the geometric level, when they must also contain physical, topological and semantic information. Accordingly, we propose a model which is designed to connect different levels of representation, by assembling geometric, topological and semantic data in the field of traffic simulation, and its implementation in VUEMS, a Modelling System of Urban Road Network. From real world data (when available), we construct a model of the virtual urban environment, integrating all the information needed to describe the realistic behaviour of car drivers and pedestrians.
Praxitele项目负责在城市环境中设计一种新型交通工具,它由一组电动公共汽车组成。实现这样一个项目需要对自动驾驶汽车在城市环境中的行为进行实验。有必要设计一个可以进行模拟的虚拟城市环境。尽可能完整地再现一个城市的真实交通,意味着模拟像生物一样的自主实体。这些实体能够感知他们的环境,与其他生物交流,并对自己或他们的环境执行一些行动。大多数情况下,物体与其环境之间的交互非常简单:传感器和执行器的功能被降低到最低限度,只能让它们避开2D或3D世界中的障碍物。这是因为虚拟环境的数据库通常局限于几何级别,而它们还必须包含物理、拓扑和语义信息。因此,我们提出了一个模型,旨在通过整合交通仿真领域的几何、拓扑和语义数据来连接不同层次的表示,并在城市道路网络建模系统VUEMS中实现。根据现实世界的数据(如果有的话),我们构建了一个虚拟城市环境的模型,整合了描述汽车司机和行人的现实行为所需的所有信息。
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引用次数: 52
Autonomous animated interactive characters: do we need them? 自主动画互动角色:我们需要它们吗?
Pub Date : 1997-06-23 DOI: 10.1109/CGI.1997.601267
B. Blumberg
The author addresses the role of autonomy in interactive animated characters. He argues that even a small amount of autonomy can lift what is already a great interactive character into a new dimension. He shows how different levels of autonomy may be appropriate for different types of characters. He then argues that autonomy, intentionality, variability and adaptation are all critical components in creating the illusion of life in interactive characters. He reviews current work in the field and proposes a number of practical applications for autonomous characters in both interactive and non-interactive animation.
作者论述了自主性在互动动画角色中的作用。他认为,即使是少量的自主权,也可以将一个伟大的互动角色提升到一个新的维度。他展示了不同程度的自主性如何适用于不同类型的角色。他接着认为,自主性、意向性、可变性和适应性都是互动角色创造生命幻觉的关键因素。他回顾了目前在该领域的工作,并提出了一些在交互式和非交互式动画中自主角色的实际应用。
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引用次数: 4
Representing and rendering sweep objects using volume models 使用体模型表示和呈现扫描对象
Pub Date : 1997-06-23 DOI: 10.1109/CGI.1997.601264
G. Sealy
The authors describe a method for generating arbitrary sweep objects, where the object being swept may be a 2D contour or a 3D object. The path taken by the object as it is swept can include arbitrary affine transformations, for example stretching and rotating. Thus one can produce effects such as tapering and twisting with ease. The method described composites the object being swept into a volume model at a number of points along its defined path. The points at which the object is composited are determined adaptively.
作者描述了一种生成任意扫描对象的方法,其中被扫描的对象可以是二维轮廓也可以是三维对象。物体被扫描时所采取的路径可以包括任意仿射变换,例如拉伸和旋转。因此,人们可以轻松地产生变细和扭曲等效果。该方法描述了在沿其定义路径的若干点处将物体扫入体积模型的复合。对象合成的点是自适应确定的。
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引用次数: 10
The Visorama system: a functional overview of a new virtual reality environment Visorama系统:一个新的虚拟现实环境的功能概述
Pub Date : 1997-06-23 DOI: 10.1109/CGI.1997.601303
A. Matos, L. Velho, J. Gomes, Andr Parente, Heloisa Siffert
The recent developments in image-based rendering have enabled a representation of virtual environments based on a simulation of panoramas, which we call virtual panoramas. Current virtual panorama systems do not provide a natural and immersive interaction with the environment. We propose a new system that uses hardware and software components to provide a natural and immersive interaction with virtual panoramas. As part of the system we propose a specific representation for the interactions in a virtual panorama. This representation can be used as a basis for the design of a high-level language for the creation of such environments.
基于图像的渲染技术的最新发展使得基于全景模拟的虚拟环境的表示成为可能,我们称之为虚拟全景。当前的虚拟全景系统不能提供与环境的自然和沉浸式交互。我们提出了一个使用硬件和软件组件的新系统,以提供与虚拟全景的自然和沉浸式交互。作为系统的一部分,我们提出了虚拟全景中相互作用的具体表示。这种表示可以用作设计用于创建这种环境的高级语言的基础。
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引用次数: 5
Reversibly visible polygons and polygonal approximation in two dimensional space 二维空间中的可逆可见多边形和多边形近似
Pub Date : 1997-06-23 DOI: 10.1109/CGI.1997.601276
Sasipalli V. S. Rao, Harada Koichi
A digitized picture in a 2D array of points is often desired to be approximated by polygonal lines, with the smallest number of sides under the given error tolerance E. To approximate the polygonal line of such data, we introduce two new terms called "windows in the edges" and "reversibly visible polygons". We also present linear time algorithms that find minimax polygons, windows in the edges and the reversibly visible polygons. Based on these algorithms we finally produce a general polygonal line that lies in the reversibly visible polygon and approximates the polygonal line of the given data.
二维点阵列中的数字化图像通常希望用多边形线来近似,在给定的误差容限e下,多边形线的边数最少,为了近似这种数据的多边形线,我们引入了两个新术语,称为“边缘窗口”和“可逆可见多边形”。我们还提出了线性时间算法来寻找极大极小多边形、边缘窗口和可逆可见多边形。基于这些算法,我们最终得到了一条位于可逆可见多边形内的通用多边形线,并近似于给定数据的多边形线。
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引用次数: 0
期刊
Proceedings Computer Graphics International
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