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Instant architecture 即时架构
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882324
Peter Wonka, M. Wimmer, F. Sillion, W. Ribarsky
This paper presents a new method for the automatic modeling of architecture. Building designs are derived using split grammars, a new type of parametric set grammar based on the concept of shape. The paper also introduces an attribute matching system and a separate control grammar, which offer the flexibility required to model buildings using a large variety of different styles and design ideas. Through the adaptive nature of the design grammar used, the created building designs can either be generic or adhere closely to a specified goal, depending on the amount of data available.
提出了一种建筑自动建模的新方法。拆分语法是一种基于形状概念的参数集语法。本文还介绍了一个属性匹配系统和一个单独的控制语法,它提供了使用各种不同风格和设计思想建模建筑物所需的灵活性。通过所使用的设计语法的适应性,所创建的建筑设计可以是通用的,也可以遵循特定的目标,这取决于可用的数据量。
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引用次数: 586
Session details: Parameterization 会话细节:参数化
Pub Date : 2003-07-01 DOI: 10.1145/3258823
Michael Garland
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引用次数: 0
Globally smooth parameterizations with low distortion 具有低失真的全局光滑参数化
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882275
A. Khodakovsky, Nathan Litke, P. Schröder
Good parameterizations are of central importance in many digital geometry processing tasks. Typically the behavior of such processing algorithms is related to the smoothness of the parameterization and how much distortion it contains. Since a parameterization maps a bounded region of the plane to the surface, a parameterization for a surface which is not homeomorphic to a disc must be made up of multiple pieces. We present a novel parameterization algorithm for arbitrary topology surface meshes which computes a globally smooth parameterization with low distortion. We optimize the patch layout subject to criteria such as shape quality and metric distortion, which are used to steer a mesh simplification approach for base complex construction. Global smoothness is achieved through simultaneous relaxation over all patches, with suitable transition functions between patches incorporated into the relaxation procedure. We demonstrate the quality of our parameterizations through numerical evaluation of distortion measures and the excellent rate distortion performance of semi-regular remeshes produced with these parameterizations. The numerical algorithms required to compute the parameterizations are robust and run on the order of minutes even for large meshes.
在许多数字几何处理任务中,良好的参数化是至关重要的。通常,这种处理算法的行为与参数化的平滑度和它包含的失真程度有关。由于参数化将平面的有界区域映射到曲面,因此非同胚曲面的参数化必须由多个部分组成。提出了一种适用于任意拓扑曲面网格的参数化算法,该算法可以计算出低失真的全局光滑参数化。我们根据形状质量和度量失真等标准来优化贴片布局,这些标准用于指导基础复杂结构的网格简化方法。全局平滑是通过在所有补丁上同时松弛来实现的,在松弛过程中包含了补丁之间合适的过渡函数。我们通过对畸变度量的数值评估和用这些参数化产生的半规则网格的优异速率畸变性能来证明我们的参数化的质量。计算参数化所需的数值算法具有鲁棒性,即使对于大型网格,也可以在几分钟内运行。
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引用次数: 225
T-splines and T-NURCCs t样条和t - nurcc
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882295
T. Sederberg, Jianmin Zheng, A. Bakenov, A. Nasri
This paper presents a generalization of non-uniform B-spline surfaces called T-splines. T-spline control grids permit T-junctions, so lines of control points need not traverse the entire control grid. T-splines support many valuable operations within a consistent framework, such as local refinement, and the merging of several B-spline surfaces that have different knot vectors into a single gap-free model. The paper focuses on T-splines of degree three, which are C2 (in the absence of multiple knots). T-NURCCs (Non-Uniform Rational Catmull-Clark Surfaces with T-junctions) are a superset of both T-splines and Catmull-Clark surfaces. Thus, a modeling program for T-NURCCs can handle any NURBS or Catmull-Clark model as special cases. T-NURCCs enable true local refinement of a Catmull-Clark-type control grid: individual control points can be inserted only where they are needed to provide additional control, or to create a smoother tessellation, and such insertions do not alter the limit surface. T-NURCCs use stationary refinement rules and are C2 except at extraordinary points and features.
本文提出了非均匀b样条曲面的一种推广,称为t样条曲面。t样条控制网格允许t形结点,因此控制点的线不需要遍历整个控制网格。t样条在一致的框架内支持许多有价值的操作,例如局部细化,以及将具有不同结向量的几个b样条曲面合并到一个无间隙模型中。本文的重点是三次的t样条,它是C2(在没有多个结点的情况下)。t - nurcc(带t结点的非均匀有理Catmull-Clark曲面)是t样条曲面和Catmull-Clark曲面的超集。因此,t - nurcc的建模程序可以处理任何NURBS或Catmull-Clark模型作为特殊情况。t - nurcc能够对catmull - clark类型的控制网格进行真正的局部细化:单个控制点只能在需要提供额外控制的地方插入,或者创建更平滑的镶嵌,这样的插入不会改变极限表面。t - nurcc使用平稳细化规则,除特殊点和特征外为C2。
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引用次数: 892
Untangling cloth 解开布
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882357
D. Baraff, A. Witkin, M. Kass
Deficient cloth-to-cloth collision response is the most serious shortcoming of most cloth simulation systems. Past approaches to cloth-cloth collision have used history to decide whether nearby cloth regions have interpenetrated. The biggest pitfall of history-based methods is that an error anywhere along the way can give rise to persistent tangles. This is a particularly serious issue for production character animation, because characters' bodies routinely self-intersect, for instance in the bend of an elbow or knee, or where the arm or hand rests against the body. Cloth that becomes pinched in these regions is often forced into jagged self-intersections that defeat history-based methods, leaving a tangled mess when the body parts separate. This paper describes a history-free cloth collision response algorithm based on global intersection analysis of cloth meshes at each simulation step. The algorithm resolves tangles that arise during pinching as soon as the surrounding geometry permits, and also resolves tangled initial conditions. The ability to untangle cloth after pinching is not sufficient, because standard cloth-solid collision algorithms handle pinches so poorly that they often give rise to visible flutters and other simulation artifacts during the pinch. As a companion to the global intersection analysis method, we present a cloth-solid collision algorithm called collision flypapering, that eliminates these artifacts. The two algorithms presented have been used together extensively and successfully in a production animation environment.
布对布的碰撞响应不足是大多数布料仿真系统最严重的缺点。过去研究布-布碰撞的方法是利用历史来确定附近的布区域是否相互渗透。基于历史的方法最大的缺陷是,过程中任何地方的错误都可能导致持久的缠结。这对于制作角色动画来说是一个特别严重的问题,因为角色的身体通常会自我相交,例如肘部或膝盖的弯曲,或者手臂或手靠在身体上的地方。在这些区域被挤压的布料通常会被迫形成锯齿状的自我交叉点,这打败了基于历史的方法,当身体部位分开时,会留下一团乱麻。本文提出了一种基于仿真每一步布料网格全局相交分析的无历史布料碰撞响应算法。只要周围的几何形状允许,该算法就能解决在挤压过程中产生的缠结,并解决缠结的初始条件。在捏布之后解开缠结的能力是不够的,因为标准的布-实体碰撞算法处理捏布的能力非常差,以至于在捏布过程中经常会产生可见的抖动和其他模拟伪影。作为全局相交分析方法的补充,我们提出了一种称为碰撞飞纸的布-实体碰撞算法,消除了这些伪影。本文提出的两种算法在动画制作环境中得到了广泛而成功的应用。
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引用次数: 274
Measuring bidirectional texture reflectance with a kaleidoscope 用万花筒测量双向纹理反射率
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882341
Jefferson Y. Han, K. Perlin
We describe a new technique for measuring the bidirectional texture function (BTF) of a surface that requires no mechanical movement, can measure surfaces in situ under arbitrary lighting conditions, and can be made small, portable and inexpensive. The enabling innovation is the use of a tapered kaleidoscope, which allows a camera to view the same surface sample simultaneously from many directions. Similarly, the surface can be simultaneously illuminated from many directions, using only a single structured light source. We describe the techniques of construction and measurement, and we show experimental results.
我们描述了一种测量表面双向纹理函数(BTF)的新技术,该技术不需要机械运动,可以在任意光照条件下原位测量表面,并且可以制成小型,便携式和廉价的表面。这项技术的创新之处在于它使用了锥形万花筒,使摄像机可以同时从多个方向观察同一表面样本。同样,表面可以同时从多个方向照明,只使用一个单一的结构光源。叙述了施工技术和测量技术,并给出了实验结果。
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引用次数: 151
All-frequency shadows using non-linear wavelet lighting approximation 使用非线性小波照明近似的全频率阴影
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882280
Ren Ng, R. Ramamoorthi, P. Hanrahan
We present a method, based on pre-computed light transport, for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map. Current techniques are limited to small area lights, with sharp shadows, or large low-frequency lights, with very soft shadows. Our main contribution is to approximate the environment map in a wavelet basis, keeping only the largest terms (this is known as a non-linear approximation). We obtain further compression by encoding the light transport matrix sparsely but accurately in the same basis. Rendering is performed by multiplying a sparse light vector by a sparse transport matrix, which is very fast. For accurate rendering, using non-linear wavelets is an order of magnitude faster than using linear spherical harmonics, the current best technique.
我们提出了一种基于预先计算光传输的方法,用于在全频率、时变照明下实时渲染物体,并将其表示为高分辨率环境地图。目前的技术局限于小区域的灯光,有明显的阴影,或者大的低频灯光,有非常柔和的阴影。我们的主要贡献是在小波基中近似环境图,只保留最大的项(这被称为非线性近似)。我们通过在同一基上稀疏而精确地编码光传输矩阵来进一步压缩。渲染是通过稀疏光向量乘以稀疏传输矩阵来执行的,这是非常快的。为了精确渲染,使用非线性小波比使用线性球面谐波快一个数量级,线性球面谐波是目前最好的技术。
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引用次数: 427
Combining edges and points for interactive high-quality rendering 结合边缘和点的交互式高质量渲染
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882318
K. Bala, B. Walter, D. Greenberg
This paper presents a new interactive rendering and display technique for complex scenes with expensive shading, such as global illumination. Our approach combines sparsely sampled shading (points) and analytically computed discontinuities (edges) to interactively generate high-quality images. The edge-and-point image is a new compact representation that combines edges and points such that fast, table-driven interpolation of pixel shading from nearby point samples is possible, while respecting discontinuities.The edge-and-point renderer is extensible, permitting the use of arbitrary shaders to collect shading samples. Shading discontinuities, such as silhouettes and shadow edges, are found at interactive rates. Our software implementation supports interactive navigation and object manipulation in scenes that include expensive lighting effects (such as global illumination) and geometrically complex objects. For interactive rendering we show that high-quality images of these scenes can be rendered at 8--14 frames per second on a desktop PC: a speedup of 20--60 over a ray tracer computing a single sample per pixel.
本文提出了一种新的交互式绘制和显示技术,用于复杂场景中昂贵的着色,如全局照明。我们的方法结合了稀疏采样的阴影(点)和分析计算的不连续(边缘),以交互方式生成高质量的图像。边缘和点图像是一种新的紧凑表示,它结合了边缘和点,从而可以在尊重不连续的情况下,从附近的点样本快速、表格驱动的像素阴影插值。边缘和点渲染器是可扩展的,允许使用任意着色器来收集着色样本。阴影不连续性,如轮廓和阴影边缘,是在交互速率下发现的。我们的软件实现支持场景中的交互式导航和对象操作,包括昂贵的照明效果(如全局照明)和几何复杂的对象。对于交互式渲染,我们展示了这些场景的高质量图像可以在台式PC上以每秒8- 14帧的速度渲染:比光线追踪器每像素计算单个样本的速度提高20- 60。
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引用次数: 114
Session details: Computation on GPUs 会话详情:gpu上的计算
Pub Date : 2003-07-01 DOI: 10.1145/3258828
M. McCool
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引用次数: 0
Non-iterative, feature-preserving mesh smoothing 非迭代,特征保持网格平滑
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882367
T. Jones, F. Durand, M. Desbrun
With the increasing use of geometry scanners to create 3D models, there is a rising need for fast and robust mesh smoothing to remove inevitable noise in the measurements. While most previous work has favored diffusion-based iterative techniques for feature-preserving smoothing, we propose a radically different approach, based on robust statistics and local first-order predictors of the surface. The robustness of our local estimates allows us to derive a non-iterative feature-preserving filtering technique applicable to arbitrary "triangle soups". We demonstrate its simplicity of implementation and its efficiency, which make it an excellent solution for smoothing large, noisy, and non-manifold meshes.
随着越来越多地使用几何扫描仪来创建3D模型,越来越需要快速和鲁棒的网格平滑来消除测量中不可避免的噪声。虽然大多数先前的工作倾向于基于扩散的迭代技术来保持特征平滑,但我们提出了一种完全不同的方法,基于鲁棒统计和局部一阶表面预测。我们的局部估计的鲁棒性使我们能够推导出一种适用于任意“三角汤”的非迭代特征保留过滤技术。我们证明了其实现的简单性和效率,使其成为平滑大型,嘈杂和非流形网格的优秀解决方案。
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引用次数: 553
期刊
ACM SIGGRAPH 2003 Papers
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