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Bi-scale radiance transfer 双尺度辐射转移
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882279
Peter-Pike J. Sloan, Xinguo Liu, H. Shum, John M. Snyder
Radiance transfer represents how generic source lighting is shadowed and scattered by an object to produce view-dependent appearance. We generalize by rendering transfer at two scales. A macro-scale is coarsely sampled over an object's surface, providing global effects like shadows cast from an arm onto a body. A meso-scale is finely sampled over a small patch to provide local texture. Low-order (25D) spherical harmonics represent low-frequency lighting dependence for both scales. To render, a coefficient vector representing distant source lighting is first transformed at the macro-scale by a matrix at each vertex of a coarse mesh. The resulting vectors represent a spatially-varying hemisphere of lighting incident to the meso-scale. A 4D function, called a radiance transfer texture (RTT), then specifies the surface's meso-scale response to each lighting basis component, as a function of a spatial index and a view direction. Finally, a 25D dot product of the macro-scale result vector with the vector looked up from the RTT performs the correct shading integral. We use an id map to place RTT samples from a small patch over the entire object; only two scalars are specified at high spatial resolution. Results show that bi-scale decomposition makes preprocessing practical and efficiently renders self-shadowing and interreflection effects from dynamic, low-frequency light sources at both scales.
亮度转移表示一般光源照明如何被物体遮蔽和散射,以产生依赖于视图的外观。我们通过在两个尺度上渲染转移来进行推广。宏观尺度是对物体表面进行粗略采样,提供全局效果,比如从手臂投射到身体上的阴影。在一个小块上精细采样一个中尺度,以提供局部纹理。低阶(25D)球面谐波表示两个尺度的低频照明依赖。为了渲染,代表远处光源照明的系数向量首先在宏观尺度上通过粗网格的每个顶点的矩阵进行转换。由此产生的矢量表示入射到中尺度的光线的空间变化半球。一个4D函数,称为辐射转移纹理(RTT),然后指定表面对每个照明基本组件的中尺度响应,作为空间指数和视图方向的函数。最后,宏观结果向量与从RTT中查找的向量的25D点积执行正确的阴影积分。我们使用id map将来自小块的RTT样本放置在整个对象上;在高空间分辨率下只指定两个标量。结果表明,双尺度分解使预处理具有实用性,并能有效地呈现动态低频光源在两个尺度下的自影和互反射效果。
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引用次数: 83
Keyframe control of smoke simulations 烟雾模拟的关键帧控制
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882337
Adrien Treuille, A. McNamara, Zoran Popovic, J. Stam
We describe a method for controlling smoke simulations through user-specified keyframes. To achieve the desired behavior, a continuous quasi-Newton optimization solves for appropriate "wind" forces to be applied to the underlying velocity field throughout the simulation. The cornerstone of our approach is a method to efficiently compute exact derivatives through the steps of a fluid simulation. We formulate an objective function corresponding to how well a simulation matches the user's keyframes, and use the derivatives to solve for force parameters that minimize this function. For animations with several keyframes, we present a novel multiple-shooting approach. By splitting large problems into smaller overlapping subproblems, we greatly speed up the optimization process while avoiding certain local minima.
我们描述了一种通过用户指定的关键帧控制烟雾模拟的方法。为了实现预期的行为,在整个模拟过程中,一个连续的准牛顿优化解决了适当的“风”力应用于底层速度场。该方法的基础是通过流体模拟的步骤有效地计算精确导数的方法。我们制定了一个目标函数,对应于模拟与用户关键帧的匹配程度,并使用导数来求解使该函数最小的力参数。对于具有多个关键帧的动画,我们提出了一种新的多重拍摄方法。通过将大问题分解为更小的重叠子问题,我们大大加快了优化过程,同时避免了某些局部最小值。
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引用次数: 308
Accurate light source acquisition and rendering 准确的光源采集和渲染
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882316
M. Goesele, Xavier Granier, W. Heidrich, H. Seidel
Realistic image synthesis requires both complex and realistic models of real-world light sources and efficient rendering algorithms to deal with them. In this paper, we describe a processing pipeline for dealing with complex light sources from acquisition to global illumination rendering. We carefully design optical filters to guarantee high precision measurements of real-world light sources. We discuss two practically feasible setups that allow us to measure light sources with different characteristics. Finally, we introduce an efficient importance sampling algorithm for our representation that can be used, for example, in conjunction with Photon Maps.
真实感图像合成既需要真实光源的复杂逼真模型,又需要有效的渲染算法来处理它们。在本文中,我们描述了一个处理复杂光源从采集到全局照明渲染的处理流水线。我们精心设计滤光片,以保证对真实光源的高精度测量。我们讨论了两种实际可行的装置,使我们能够测量具有不同特性的光源。最后,我们为我们的表示引入了一种有效的重要性采样算法,例如,可以与光子地图结合使用。
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引用次数: 65
Image-based skin color and texture analysis/synthesis by extracting hemoglobin and melanin information in the skin 基于图像的皮肤颜色和纹理分析/合成,提取皮肤中的血红蛋白和黑色素信息
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882344
N. Tsumura, Nobutoshi Ojima, Kayoko Sato, M. Shiraishi, Hideto Shimizu, Hirohide Nabeshima, S. Akazaki, K. Hori, Y. Miyake
This paper proposes an E-cosmetic function for digital images based on physics and physiologically-based image processing. A practical skin color and texture analysis/synthesis technique is introduced for this E-cosmetic function. Shading on the face is removed by a simple color vector analysis in the optical density domain as an inverse lighting technique. The image without shading is analyzed by a previously introduced technique that extracts hemoglobin and melanin components by independent component analysis. Experimental results using UV-B irradiation and the application of methyl nicotinate on the arms support the physiological validity of the analysis and the effectiveness of the proposed shading removal. We synthesized the way facial images changed due to tanning or alcohol consumption, and compared the synthesized images with images of actual changes in skin color. The comparison shows an excellent match between the synthesized and actual images of changes due to tanning and alcohol consumption. We also proposed a technique to synthesize the change of texture in pigment due to aging or the application of cosmetics. The pyramid-based texture analysis/synthesis technique was used for the spatial processing of texture. Using the proposed technique, we could realistically change the skin color and texture of a 50 year-old woman to that of a 20 year-old woman.
本文提出了一种基于物理和生理图像处理的数字图像电子美容功能。介绍了一种实用的皮肤颜色和纹理分析/合成技术。在光密度域中,通过简单的颜色矢量分析作为一种反向照明技术来去除面部的阴影。没有阴影的图像通过先前介绍的技术进行分析,该技术通过独立成分分析提取血红蛋白和黑色素成分。使用UV-B照射和在手臂上应用烟酸甲酯的实验结果支持了分析的生理有效性和所提出的遮阳去除的有效性。我们合成了面部图像因晒黑或饮酒而变化的方式,并将合成图像与实际肤色变化的图像进行比较。对比表明,由于晒黑和酒精消耗而产生的变化的合成图像与实际图像非常吻合。我们还提出了一种合成因老化或化妆品应用而引起的色素织构变化的技术。采用基于金字塔的纹理分析/合成技术对纹理进行空间处理。利用这项技术,我们可以真实地将一个50岁女性的肤色和纹理改变为一个20岁女性的肤色和纹理。
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引用次数: 322
Clothing manipulation 服装操作
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882328
T. Igarashi, J. Hughes
This paper presents interaction techniques (and the underlying implementations) for putting clothes on a 3D character and manipulating them. The user paints freeform marks on the clothes and corresponding marks on the 3D character; the system then puts the clothes around the body so that corresponding marks match. Internally, the system grows the clothes on the body surface around the marks while maintaining basic cloth constraints via simple relaxation steps. The entire computation takes a few seconds . After that, the user can adjust the placement of the clothes by an enhanced dragging operation. Unlike standard dragging where the user moves a set of vertices in a single direction in 3D space, our dragging operation moves the cloth along the body surface to make possible more flexible operations. The user can apply pushpins to fix certain cloth points during dragging. The techniques are ideal for specifying an initial cloth configuration before applying a more sophisticated cloth simulation.
本文介绍了为3D角色穿上衣服并对其进行操作的交互技术(以及底层实现)。用户在衣服上绘制自由形状的标记,并在3D角色上绘制相应的标记;然后,系统把衣服围在身上,使相应的标记匹配。在内部,该系统在身体表面围绕标记生长衣服,同时通过简单的放松步骤保持基本的布料约束。整个计算只需要几秒钟。之后,用户可以通过增强的拖拽操作来调整衣服的位置。与用户在3D空间中沿单一方向移动一组顶点的标准拖动不同,我们的拖动操作将布料沿着身体表面移动,从而实现更灵活的操作。用户可以在拖动过程中使用图钉固定某些布点。这些技术是在应用更复杂的布料模拟之前指定初始布料配置的理想方法。
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引用次数: 72
Graphics for the masses: a hardware rasterization architecture for mobile phones 面向大众的图形:用于移动电话的硬件栅格化架构
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882348
T. Akenine-Möller, Jacob Ström
The mobile phone is one of the most widespread devices with rendering capabilities. Those capabilities have been very limited because the resources on such devices are extremely scarce; small amounts of memory, little bandwidth, little chip area dedicated for special purposes, and limited power consumption. The small display resolutions present a further challenge; the angle subtended by a pixel is relatively large, and therefore reasonably high quality rendering is needed to generate high fidelity images.To increase the mobile rendering capabilities, we propose a new hardware architecture for rasterizing textured triangles. Our architecture focuses on saving memory bandwidth, since an external memory access typically is one of the most energy-consuming operations, and because mobile phones need to use as little power as possible. Therefore, our system includes three new key innovations: I) an inexpensive multisampling scheme that gives relatively high quality at the same cost of previous inexpensive schemes, II) a texture minification system, including texture compression, which gives quality relatively close to trilinear mipmapping at the cost of 1.33 32-bit memory accesses on average, III) a scanline-based culling scheme that avoids a significant amount of z-buffer reads, and that only requires one context. Software simulations show that these three innovations together significantly reduce the memory bandwidth, and thus also the power consumption.
移动电话是具有渲染功能的最广泛的设备之一。这些功能非常有限,因为这些设备上的资源极其稀缺;内存量小,带宽小,专用于特殊用途的芯片面积小,功耗有限。小的显示分辨率带来了进一步的挑战;像素所对应的角度比较大,因此需要合理的高质量渲染来生成高保真图像。为了提高移动渲染能力,我们提出了一种新的网格化纹理三角形的硬件架构。我们的架构专注于节省内存带宽,因为外部内存访问通常是最耗能的操作之一,而且因为移动电话需要使用尽可能少的电力。因此,我们的系统包括三个新的关键创新:1)一个廉价的多采样方案,以与以前的廉价方案相同的成本提供相对较高的质量;2)一个纹理最小化系统,包括纹理压缩,以平均1.33位内存访问为代价提供相对接近三线性mipmapping的质量;3)一个基于扫描线的剔除方案,避免了大量的z缓冲区读取,只需要一个上下文。软件模拟表明,这三种创新结合在一起显著降低了内存带宽,从而也降低了功耗。
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引用次数: 147
Shape modeling with point-sampled geometry 形状建模与点采样几何
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882319
M. Pauly, Richard Keiser, L. Kobbelt, M. Gross
We present a versatile and complete free-form shape modeling framework for point-sampled geometry. By combining unstructured point clouds with the implicit surface definition of the moving least squares approximation, we obtain a hybrid geometry representation that allows us to exploit the advantages of implicit and parametric surface models. Based on this representation we introduce a shape modeling system that enables the designer to perform large constrained deformations as well as boolean operations on arbitrarily shaped objects. Due to minimum consistency requirements, point-sampled surfaces can easily be re-structured on the fly to support extreme geometric deformations during interactive editing. In addition, we show that strict topology control is possible and sharp features can be generated and preserved on point-sampled objects. We demonstrate the effectiveness of our system on a large set of input models, including noisy range scans, irregular point clouds, and sparsely as well as densely sampled models.
我们提出了一个通用的和完整的自由形式的形状建模框架的点采样几何。通过将非结构化点云与移动最小二乘近似的隐式曲面定义相结合,我们获得了一种混合几何表示,使我们能够利用隐式和参数曲面模型的优势。基于这种表示,我们引入了一个形状建模系统,使设计人员能够对任意形状的对象执行大的约束变形和布尔运算。由于最小的一致性要求,点采样表面可以很容易地在飞行中重新结构化,以支持交互编辑期间的极端几何变形。此外,我们还证明了严格的拓扑控制是可能的,并且可以在点采样对象上生成和保留尖锐的特征。我们证明了我们的系统在大量输入模型上的有效性,包括噪声范围扫描、不规则点云、稀疏和密集采样模型。
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引用次数: 524
Multi-level partition of unity implicits 统一隐含的多层次划分
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882293
Y. Ohtake, A. Belyaev, M. Alexa, Greg Turk, H. Seidel
We present a new shape representation, the multi-level partition of unity implicit surface, that allows us to construct surface models from very large sets of points. There are three key ingredients to our approach: 1) piecewise quadratic functions that capture the local shape of the surface, 2) weighting functions (the partitions of unity) that blend together these local shape functions, and 3) an octree subdivision method that adapts to variations in the complexity of the local shape.Our approach gives us considerable flexibility in the choice of local shape functions, and in particular we can accurately represent sharp features such as edges and corners by selecting appropriate shape functions. An error-controlled subdivision leads to an adaptive approximation whose time and memory consumption depends on the required accuracy. Due to the separation of local approximation and local blending, the representation is not global and can be created and evaluated rapidly. Because our surfaces are described using implicit functions, operations such as shape blending, offsets, deformations and CSG are simple to perform.
我们提出了一种新的形状表示,即单位隐式曲面的多级划分,它允许我们从非常大的点集构建曲面模型。我们的方法有三个关键成分:1)捕捉表面局部形状的分段二次函数,2)将这些局部形状函数混合在一起的加权函数(单位分割),以及3)适应局部形状复杂性变化的八叉树细分方法。我们的方法使我们在选择局部形状函数方面具有相当大的灵活性,特别是通过选择适当的形状函数,我们可以准确地表示边缘和角等尖锐特征。错误控制细分导致自适应逼近,其时间和内存消耗取决于所需的精度。由于局部近似和局部混合的分离,该表示不是全局的,可以快速创建和评估。因为我们的曲面是使用隐式函数来描述的,所以诸如形状混合、偏移、变形和CSG等操作都很容易执行。
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引用次数: 235
Synthesis of progressively-variant textures on arbitrary surfaces 任意表面上渐变纹理的合成
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882266
Jingdan Zhang, Kun Zhou, L. Velho, B. Guo, H. Shum
We present an approach for decorating surfaces with progressively-variant textures. Unlike a homogeneous texture, a progressively-variant texture can model local texture variations, including the scale, orientation, color, and shape variations of texture elements. We describe techniques for modeling progressively-variant textures in 2D as well as for synthesizing them over surfaces. For 2D texture modeling, our feature-based warping technique allows the user to control the shape variations of texture elements, making it possible to capture complex texture variations such as those seen in animal coat patterns. In addition, our feature-based blending technique can create a smooth transition between two given homogeneous textures, with progressive changes of both shapes and colors of texture elements. For synthesizing textures over surfaces, the biggest challenge is that the synthesized texture elements tend to break apart as they progressively vary. To address this issue, we propose an algorithm based on texton masks, which mark most prominent texture elements in the 2D texture sample. By leveraging the power of texton masks, our algorithm can maintain the integrity of the synthesized texture elements on the target surface.
我们提出了一种用渐变纹理装饰表面的方法。与均匀纹理不同,渐变纹理可以模拟局部纹理变化,包括纹理元素的尺度、方向、颜色和形状变化。我们描述了在2D中建模渐变纹理以及在表面上合成它们的技术。对于2D纹理建模,我们基于特征的翘曲技术允许用户控制纹理元素的形状变化,从而可以捕获复杂的纹理变化,例如在动物皮毛图案中看到的纹理变化。此外,我们基于特征的混合技术可以在两个给定的均匀纹理之间创建平滑的过渡,纹理元素的形状和颜色都可以逐步变化。对于在表面上合成纹理,最大的挑战是合成的纹理元素往往会随着它们的逐渐变化而分裂。为了解决这个问题,我们提出了一种基于纹理蒙版的算法,该算法标记了二维纹理样本中最突出的纹理元素。通过利用纹理蒙版的力量,我们的算法可以保持合成纹理元素在目标表面上的完整性。
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引用次数: 224
Delay streams for graphics hardware 用于图形硬件的延迟流
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882347
Timo Aila, Ville Miettinen, P. Nordlund
In causal processes decisions do not depend on future data. Many well-known problems, such as occlusion culling, order-independent transparency and edge antialiasing cannot be properly solved using the traditional causal rendering architectures, because future data may change the interpretation of current events.We propose adding a delay stream between the vertex and pixel processing units. While a triangle resides in the delay stream, subsequent triangles generate occlusion information. As a result, the triangle may be culled by primitives that were submitted after it. We show two-to fourfold efficiency improvements in pixel processing and video memory bandwidth usage in common benchmark scenes. We also demonstrate how the memory requirements of order-independent transparency can be substantially reduced by using delay streams. Finally, we describe how discontinuity edges can be detected in hardware. Previously used heuristics for collapsing samples in adaptive supersampling are thus replaced by connectivity information.
在因果过程中,决策不依赖于未来的数据。由于未来的数据可能会改变当前事件的解释,许多众所周知的问题,如遮挡剔除、与顺序无关的透明度和边缘抗锯齿,不能使用传统的因果渲染架构来妥善解决。我们建议在顶点和像素处理单元之间增加一个延迟流。当一个三角形驻留在延迟流中时,随后的三角形生成遮挡信息。因此,三角形可能会被在它之后提交的原语剔除。在常见的基准测试场景中,我们显示像素处理和视频内存带宽使用的效率提高了2到4倍。我们还演示了如何通过使用延迟流来大幅降低与顺序无关的透明性的内存需求。最后,我们描述了如何在硬件中检测不连续边缘。因此,在自适应超采样中,先前用于折叠样本的启发式方法被连接信息所取代。
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引用次数: 80
期刊
ACM SIGGRAPH 2003 Papers
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