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ACM SIGGRAPH 2003 Papers最新文献

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Interactive boolean operations on surfel-bounded solids 曲面有界实体上的交互布尔运算
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882320
B. Adams, P. Dutré
In this paper we present an algorithm to perform interactive boolean operations on free-form solids bounded by surfels. We introduce a fast inside-outside test to check whether surfels lie within the bounds of another surfel-bounded solid. This enables us to add, subtract and intersect complex solids at interactive rates. Our algorithm is fast both in displaying and constructing the new geometry resulting from the boolean operation.We present a resampling operator to solve problems resulting from sharp edges in the resulting solid. The operator resamples the surfels intersecting with the surface of the other solid. This enables us to represent the sharp edges with great detail.We believe our algorithm to be an ideal tool for interactive editing of free-form solids.
在本文中,我们提出了一种算法来执行交互式布尔运算的自由形式实体边界的冲浪。我们引入了一个快速的内外测试来检查冲浪板是否在另一个冲浪板的边界内。这使我们能够以交互速率添加,减去和相交复杂的实体。我们的算法在显示和构造由布尔运算产生的新几何图形方面速度很快。我们提出了一种重采样算子来解决由此产生的实体中的尖锐边缘所导致的问题。操作者对与另一个实体的表面相交的曲面进行重新采样。这使我们能够以非常详细的方式表示尖锐的边缘。我们相信我们的算法是一个理想的工具,交互式编辑自由形式的实体。
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引用次数: 121
Discrete multiscale vector field decomposition 离散多尺度向量场分解
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882290
Y. Tong, S. Lombeyda, A. N. Hirani, M. Desbrun
While 2D and 3D vector fields are ubiquitous in computational sciences, their use in graphics is often limited to regular grids, where computations are easily handled through finite-difference methods. In this paper, we propose a set of simple and accurate tools for the analysis of 3D discrete vector fields on arbitrary tetrahedral grids. We introduce a variational, multiscale decomposition of vector fields into three intuitive components: a divergence-free part, a curl-free part, and a harmonic part. We show how our discrete approach matches its well-known smooth analog, called the Helmotz-Hodge decomposition, and that the resulting computational tools have very intuitive geometric interpretation. We demonstrate the versatility of these tools in a series of applications, ranging from data visualization to fluid and deformable object simulation.
虽然2D和3D矢量场在计算科学中无处不在,但它们在图形中的使用通常仅限于规则网格,其中计算很容易通过有限差分方法处理。在本文中,我们提出了一套简单而精确的工具来分析任意四面体网格上的三维离散向量场。我们将矢量场的变分多尺度分解为三个直观的分量:无散度部分、无旋度部分和谐波部分。我们展示了我们的离散方法如何匹配其著名的光滑模拟,称为Helmotz-Hodge分解,并且由此产生的计算工具具有非常直观的几何解释。我们展示了这些工具在一系列应用中的多功能性,从数据可视化到流体和可变形对象模拟。
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引用次数: 274
Smoke simulation for large scale phenomena 大尺度现象的烟雾模拟
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882335
Nick Rasmussen, Duc Quang Nguyen, William A. Geiger, Ronald Fedkiw
In this paper, we present an efficient method for simulating highly detailed large scale participating media such as the nuclear explosions shown in figure 1. We capture this phenomena by simulating the motion of particles in a fluid dynamics generated velocity field. A novel aspect of this paper is the creation of highly detailed three-dimensional turbulent velocity fields at interactive rates using a low to moderate amount of memory. The key idea is the combination of two-dimensional high resolution physically based flow fields with a moderate sized three-dimensional Kolmogorov velocity field tiled periodically in space.
在本文中,我们提出了一种有效的方法来模拟高度详细的大规模参与介质,如图1所示的核爆炸。我们通过模拟粒子在流体动力学生成的速度场中的运动来捕捉这一现象。本文的一个新颖的方面是创建高度详细的三维湍流速度场在交互速率使用低到中等数量的内存。其关键思想是将二维高分辨率物理流场与中等大小的三维Kolmogorov速度场在空间中周期性平铺相结合。
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引用次数: 177
Linear light source reflectometry 线性光源反射计
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882342
A. Gardner, C. Tchou, Tim Hawkins, P. Debevec
This paper presents a technique for estimating the spatially-varying reflectance properties of a surface based on its appearance during a single pass of a linear light source. By using a linear light rather than a point light source as the illuminant, we are able to reliably observe and estimate the diffuse color, specular color, and specular roughness of each point of the surface. The reflectometry apparatus we use is simple and inexpensive to build, requiring a single direction of motion for the light source and a fixed camera viewpoint. Our model fitting technique first renders a reflectance table of how diffuse and specular reflectance lobes would appear under moving linear light source illumination. Then, for each pixel we compare its series of intensity values to the tabulated reflectance lobes to determine which reflectance model parameters most closely produce the observed reflectance values. Using two passes of the linear light source at different angles, we can also estimate per-pixel surface normals as well as the reflectance parameters. Additionally our system records a per-pixel height map for the object and estimates its per-pixel translucency. We produce real-time renderings of the captured objects using a custom hardware shading algorithm. We apply the technique to a test object exhibiting a variety of materials as well as to an illuminated manuscript with gold lettering. To demonstrate the technique's accuracy, we compare renderings of the captured models to real photographs of the original objects.
本文提出了一种基于线性光源单次通过表面的外观来估计表面空间变化反射率特性的技术。通过使用线性光源而不是点光源作为光源,我们能够可靠地观察和估计表面每个点的漫反射颜色,镜面颜色和镜面粗糙度。我们使用的反射计装置简单且造价低廉,只需要光源的单一运动方向和固定的摄像机视点。我们的模型拟合技术首先呈现了在移动线性光源照明下漫反射和镜面反射叶如何出现的反射表。然后,对于每个像素,我们将其一系列强度值与表中反射瓣进行比较,以确定哪些反射模型参数最接近产生观测到的反射率值。使用线性光源在不同角度的两次通过,我们还可以估计每个像素的表面法线以及反射率参数。此外,我们的系统为物体记录一个每像素的高度图,并估计其每像素的透明度。我们使用自定义硬件着色算法生成捕获对象的实时渲染。我们将该技术应用于展示各种材料的测试对象以及带有金字的照明手稿。为了证明该技术的准确性,我们将捕获的模型的渲染图与原始物体的真实照片进行比较。
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引用次数: 218
Hierarchical mesh decomposition using fuzzy clustering and cuts 分层网格分解采用模糊聚类和切割
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882369
S. Katz, A. Tal
Cutting up a complex object into simpler sub-objects is a fundamental problem in various disciplines. In image processing, images are segmented while in computational geometry, solid polyhedra are decomposed. In recent years, in computer graphics, polygonal meshes are decomposed into sub-meshes. In this paper we propose a novel hierarchical mesh decomposition algorithm. Our algorithm computes a decomposition into the meaningful components of a given mesh, which generally refers to segmentation at regions of deep concavities. The algorithm also avoids over-segmentation and jaggy boundaries between the components. Finally, we demonstrate the utility of the algorithm in control-skeleton extraction.
将一个复杂的对象分割成更简单的子对象是各个学科的一个基本问题。在图像处理中,对图像进行分割,而在计算几何中,对实体多面体进行分解。近年来,在计算机图形学中,将多边形网格分解为子网格。本文提出了一种新的分层网格分解算法。我们的算法将给定网格分解为有意义的组件,这通常指的是在深凹区域进行分割。该算法还避免了过度分割和组件之间的锯齿边界。最后,我们演示了该算法在控制骨架提取中的实用性。
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引用次数: 744
TreeJuxtaposer: scalable tree comparison using Focus+Context with guaranteed visibility tree并置:可扩展的树比较使用焦点+上下文与保证可见性
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882291
T. Munzner, François Guimbretière, S. Tasiran, Li Zhang, Yunhong Zhou
Structural comparison of large trees is a difficult task that is only partially supported by current visualization techniques, which are mainly designed for browsing. We present TreeJuxtaposer, a system designed to support the comparison task for large trees of several hundred thousand nodes. We introduce the idea of "guaranteed visibility", where highlighted areas are treated as landmarks that must remain visually apparent at all times. We propose a new methodology for detailed structural comparison between two trees and provide a new nearly-linear algorithm for computing the best corresponding node from one tree to another. In addition, we present a new rectilinear Focus+Context technique for navigation that is well suited to the dynamic linking of side-by-side views while guaranteeing landmark visibility and constant frame rates. These three contributions result in a system delivering a fluid exploration experience that scales both in the size of the dataset and the number of pixels in the display. We have based the design decisions for our system on the needs of a target audience of biologists who must understand the structural details of many phylogenetic, or evolutionary, trees. Our tool is also useful in many other application domains where tree comparison is needed, ranging from network management to call graph optimization to genealogy.
大型树的结构比较是一项困难的任务,目前的可视化技术仅部分支持,主要用于浏览。我们提出了tree并置器,一个系统,旨在支持几十万个节点的大型树的比较任务。我们引入了“保证可见性”的概念,其中突出显示的区域被视为地标,必须始终保持视觉上的明显。我们提出了一种新的方法来进行两棵树之间的详细结构比较,并提供了一种新的近线性算法来计算从一棵树到另一棵树的最佳对应节点。此外,我们提出了一种新的直线聚焦+上下文导航技术,该技术非常适合于并排视图的动态链接,同时保证地标可见性和恒定的帧率。这三个方面的贡献使系统提供了一种流畅的探索体验,无论在数据集的大小还是显示的像素数量上都是如此。我们基于目标受众生物学家的需求来设计我们的系统,这些目标受众必须了解许多系统发生或进化树的结构细节。我们的工具在许多其他需要树比较的应用程序领域中也很有用,从网络管理到调用图优化再到家谱。
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引用次数: 338
Rhythmic-motion synthesis based on motion-beat analysis 基于动作-节拍分析的节奏-动作合成
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882283
Tae-Hoon Kim, Sang Il Park, Sung-yong Shin
Real-time animation of human-like characters is an active research area in computer graphics. The conventional approaches have, however, hardly dealt with the rhythmic patterns of motions, which are essential in handling rhythmic motions such as dancing and locomotive motions. In this paper, we present a novel scheme for synthesizing a new motion from unlabelled example motions while preserving their rhythmic pattern. Our scheme first captures the motion beats from the example motions to extract the basic movements and their transitions. Based on those data, our scheme then constructs a movement transition graph that represents the example motions. Given an input sound signal, our scheme finally synthesizes a novel motion in an on-line manner while traversing the motion transition graph, which is synchronized with the input sound signal and also satisfies kinematic constraints given explicitly and implicitly. Through experiments, we have demonstrated that our scheme can effectively produce a variety of rhythmic motions.
类人角色的实时动画是计算机图形学中一个活跃的研究领域。然而,传统的方法几乎没有处理运动的节奏模式,这是处理舞蹈和机车运动等节奏运动所必需的。在本文中,我们提出了一种从未标记的示例运动中合成新运动的新方案,同时保留了它们的节奏模式。我们的方案首先从示例运动中捕获运动节拍,以提取基本运动及其过渡。基于这些数据,我们的方案然后构建一个表示示例运动的运动过渡图。在给定输入声音信号的情况下,通过遍历运动转换图,最终在线合成一个新的运动,该运动与输入声音信号同步,同时满足显式和隐式给出的运动约束。通过实验,我们证明了我们的方案可以有效地产生各种有节奏的运动。
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引用次数: 214
Relighting with 4D incident light fields 用4D入射光场重新照明
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882315
Vincent Masselus, P. Peers, P. Dutré, Y. Willems
We present an image-based technique to relight real objects illuminated by a 4D incident light field, representing the illumination of an environment. By exploiting the richness in angular and spatial variation of the light field, objects can be relit with a high degree of realism.We record photographs of an object, illuminated from various positions and directions, using a projector mounted on a gantry as a moving light source. The resulting basis images are used to create a subset of the full reflectance field of the object. Using this reflectance field, we can create an image of the object, relit with any incident light field and observed from a flxed camera position.To maintain acceptable recording times and reduce the amount of data, we propose an efficient data acquisition method.Since the object can be relit with a 4D incident light field, illumination effects encoded in the light field, such as shafts of shadow or spot light effects, can be realized.
我们提出了一种基于图像的技术来重新照亮真实物体,由4D入射光场照亮,代表环境的照明。利用光场在角度和空间变化上的丰富性,可以使物体具有高度的真实感。我们记录一个物体的照片,从不同的位置和方向照明,使用投影仪安装在一个龙门架作为移动光源。产生的基图像用于创建对象的全反射场的子集。利用这个反射场,我们可以创建一个物体的图像,与任何入射光场重新组合,并从一个固定的相机位置观察。为了保持可接受的记录时间和减少数据量,我们提出了一种有效的数据采集方法。由于物体可以用四维入射光场进行再现,因此可以实现在光场中编码的照明效果,例如阴影轴或聚光灯效果。
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引用次数: 137
Twister: a space-warp operator for the two-handed editing of 3D shapes Twister:用于双手编辑3D形状的空间扭曲操作器
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882323
Ignacio Llamas, ByungMoon Kim, Joshua Gargus, J. Rossignac, Chris Shaw
A free-form deformation that warps a surface or solid may be specified in terms of one or several point-displacement constraints that must be interpolated by the deformation. The Twister approach introduced here, adds the capability to impose an orientation change, adding three rotational constraints, at each displaced point. Furthermore, it solves for a space warp that simultaneously interpolates two sets of such displacement and orientation constraints. With a 6 DoF magnetic tracker in each hand, the user may grab two points on or near the surface of an object and simultaneously drag them to new locations while rotating the trackers to tilt, bend, or twist the shape near the displaced points. Using a new formalism based on a weighted average of screw displacements, Twister computes in realtime a smooth deformation, whose effect decays with distance from the grabbed points, simultaneously interpolating the 12 constraints. It is continuously applied to the shape, providing realtime graphic feedback. The two-hand interface and the resulting deformation are intuitive and hence offer an effective direct manipulation tool for creating or modifying 3D shapes.
扭曲曲面或实体的自由变形可以根据一个或几个点位移约束来指定,这些约束必须由变形插值。这里介绍的Twister方法增加了施加方向变化的能力,在每个位移点增加了三个旋转约束。此外,它还解决了同时插入两组这样的位移和方向约束的空间扭曲问题。每只手上都有一个6自由度的磁跟踪器,用户可以抓住物体表面上或附近的两个点,同时将它们拖到新的位置,同时旋转跟踪器以倾斜、弯曲或扭曲位移点附近的形状。Twister使用一种基于螺旋位移加权平均的新形式,实时计算平滑变形,其效果随着与抓取点的距离而衰减,同时插值12个约束。它连续应用于形状,提供实时图形反馈。双手界面和由此产生的变形是直观的,因此为创建或修改3D形状提供了有效的直接操作工具。
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引用次数: 125
Light scattering from human hair fibers 人类头发纤维的光散射
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882345
Steve Marschner, H. Jensen, Mike Cammarano, Steven Worley, P. Hanrahan
Light scattering from hair is normally simulated in computer graphics using Kajiya and Kay's classic phenomenological model. We have made new measurements of scattering from individual hair fibers that exhibit visually significant effects not predicted by Kajiya and Kay's model. Our measurements go beyond previous hair measurements by examining out-of-plane scattering, and together with this previous work they show a multiple specular highlight and variation in scattering with rotation about the fiber axis. We explain the sources of these effects using a model of a hair fiber as a transparent elliptical cylinder with an absorbing interior and a surface covered with tilted scales. Based on an analytical scattering function for a circular cylinder, we propose a practical shading model for hair that qualitatively matches the scattering behavior shown in the measurements. In a comparison between a photograph and rendered images, we demonstrate the new model's ability to match the appearance of real hair.
头发的光散射通常在计算机图形学中使用Kajiya和Kay的经典现象学模型进行模拟。我们对单个头发纤维的散射进行了新的测量,显示出Kajiya和Kay的模型没有预测到的视觉上的显著影响。通过检测面外散射,我们的测量结果超越了之前的头发测量结果,并与之前的研究结果一起显示了围绕纤维轴旋转的多重镜面高光和散射变化。我们使用一个毛发纤维模型来解释这些影响的来源,该模型是一个透明的椭圆形圆柱体,具有吸收内部和表面覆盖倾斜鳞片。基于圆柱体的解析散射函数,我们提出了一个实用的头发遮阳模型,该模型定性地与测量中显示的散射行为相匹配。在照片和渲染图像之间的比较中,我们展示了新模型匹配真实头发外观的能力。
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引用次数: 318
期刊
ACM SIGGRAPH 2003 Papers
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