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ACM SIGGRAPH 2003 Papers最新文献

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Improving mid-tone quality of variable-coefficient error diffusion using threshold modulation 利用阈值调制改善变系数误差扩散的中音质量
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882289
Bingfeng Zhou, X. Fang
In this paper, we describe the use of threshold modulation to remove the visual artifacts contained in the variable-coefficient error-diffusion algorithm. To obtain a suitable parameter set for the threshold modulation, a cost function used for the search of optimal parameters is designed. An optimal diffusion parameter set, as well as the corresponding threshold modulation strength values, is thus obtained. Experiments over this new set of parameters show that, compared with the original variable-coefficient error-diffusion algorithm, threshold modulation can remove visual anomalies more effectively. The result of the new algorithm is an artifact-free halftoning in the full range of intensities. Fourier analysis of the experimental results further support this conclusion.
在本文中,我们描述了使用阈值调制来去除包含在变系数误差扩散算法中的视觉伪影。为了获得适合阈值调制的参数集,设计了用于搜索最优参数的代价函数。得到了最优扩散参数集以及相应的阈值调制强度值。实验表明,与原有的变系数误差扩散算法相比,阈值调制能更有效地去除视觉异常。新算法的结果是在全强度范围内无伪影半调。实验结果的傅里叶分析进一步支持了这一结论。
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引用次数: 54
Cg: a system for programming graphics hardware in a C-like language 用类c语言对图形硬件进行编程的系统
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882362
W. Mark, R. Glanville, K. Akeley, M. Kilgard
The latest real-time graphics architectures include programmable floating-point vertex and fragment processors, with support for data-dependent control flow in the vertex processor. We present a programming language and a supporting system that are designed for programming these stream processors. The language follows the philosophy of C, in that it is a hardware-oriented, general-purpose language, rather than an application-specific shading language. The language includes a variety of facilities designed to support the key architectural features of programmable graphics processors, and is designed to support multiple generations of graphics architectures with different levels of functionality. The system supports both of the major 3D graphics APIs: OpenGL and Direct3D. This paper identifies many of the choices that we faced as we designed the system, and explains why we made the decisions that we did.
最新的实时图形架构包括可编程浮点顶点和片段处理器,并在顶点处理器中支持依赖数据的控制流。我们提出了一种编程语言和支持系统,设计用于编程这些流处理器。该语言遵循C语言的哲学,因为它是一种面向硬件的通用语言,而不是特定于应用程序的着色语言。该语言包括各种旨在支持可编程图形处理器的关键体系结构特性的工具,并且旨在支持具有不同功能级别的多代图形体系结构。该系统支持两种主要的3D图形api: OpenGL和Direct3D。本文确定了我们在设计系统时所面临的许多选择,并解释了我们做出这些决定的原因。
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引用次数: 718
Snap-together motion: assembling run-time animations 组合动作:组装运行时动画
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882333
Michael Gleicher, Hyun Joon Shin, Lucas Kovar, Andrew Jepsen
Our methodology allows quality motions to be synthesized in a controllable manner with little run-time overhead. A corpus of motion capture data is processed into a set of short clips that can be “snapped together” (concatenated) into seamless streams of motions at run time. This process is guided by an author who identifies (with help from our system) character poses that appear frequently in the corpus. Each such pose serves as a jump point at which any motion that enters can be followed by any motion that leaves, as shown in Figures 1 and 2. The result is a simple graph structure that allows clips to be connected into longer motions.
我们的方法允许质量运动以可控的方式合成与很少的运行时开销。动作捕捉数据的语料库被处理成一组短剪辑,这些短剪辑可以在运行时“合在一起”(连接)成无缝的动作流。这个过程由一位作者指导,他(在我们系统的帮助下)识别语料库中经常出现的字符姿势。每个这样的姿势都作为一个跳跃点,任何进入的动作都可以跟随任何离开的动作,如图1和2所示。结果是一个简单的图形结构,允许剪辑连接到更长的运动。
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引用次数: 31
Fragment-based image completion 基于片段的图像补全
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882267
Iddo Drori, D. Cohen-Or, Y. Yeshurun
We present a new method for completing missing parts caused by the removal of foreground or background elements from an image. Our goal is to synthesize a complete, visually plausible and coherent image. The visible parts of the image serve as a training set to infer the unknown parts. Our method iteratively approximates the unknown regions and composites adaptive image fragments into the image. Values of an inverse matte are used to compute a confidence map and a level set that direct an incremental traversal within the unknown area from high to low confidence. In each step, guided by a fast smooth approximation, an image fragment is selected from the most similar and frequent examples. As the selected fragments are composited, their likelihood increases along with the mean confidence of the image, until reaching a complete image. We demonstrate our method by completion of photographs and paintings.
我们提出了一种新的方法来填补由于从图像中去除前景或背景元素而导致的缺失部分。我们的目标是合成一个完整的、视觉上可信的、连贯的图像。图像的可见部分作为训练集来推断未知部分。该方法迭代逼近未知区域,并将自适应图像片段合成到图像中。逆matte的值用于计算置信度映射和水平集,该置信度映射和水平集指导在未知区域内从高置信度到低置信度的增量遍历。在每一步中,在快速平滑近似的指导下,从最相似和最频繁的示例中选择图像片段。当选择的片段被合成时,它们的可能性随着图像的平均置信度而增加,直到达到完整的图像。我们通过完成照片和绘画来展示我们的方法。
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引用次数: 695
Layered acting for character animation 角色动画的分层表演
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882285
Mira Dontcheva, Gary D. Yngve, Zoran Popovic
We introduce an acting-based animation system for creating and editing character animation at interactive speeds. Our system requires minimal training, typically under an hour, and is well suited for rapidly prototyping and creating expressive motion. A real-time motion-capture framework records the user's motions for simultaneous analysis and playback on a large screen. The animator's real-world, expressive motions are mapped into the character's virtual world. Visual feedback maintains a tight coupling between the animator and character. Complex motion is created by layering multiple passes of acting. We also introduce a novel motion-editing technique, which derives implicit relationships between the animator and character. The animator mimics some aspect of the character motion, and the system infers the association between features of the animator's motion and those of the character. The animator modifies the mimic by acting again, and the system maps the changes onto the character. We demonstrate our system with several examples and present the results from informal user studies with expert and novice animators.
我们介绍了一个基于动作的动画系统,用于以交互速度创建和编辑角色动画。我们的系统只需要最少的训练,通常不到一个小时,非常适合快速制作原型和创造富有表现力的动作。实时动作捕捉框架记录用户的动作,以便在大屏幕上进行同步分析和回放。动画师的真实世界、富有表现力的动作被映射到角色的虚拟世界中。视觉反馈保持了动画师和角色之间的紧密耦合。复杂的动作是由多层次的多次动作产生的。我们还介绍了一种新的动作编辑技术,该技术派生出动画师和角色之间的隐含关系。动画师模仿角色动作的某些方面,系统推断出动画师的动作特征与角色的动作特征之间的关联。动画师通过再次表演来修改模仿者,系统将这些变化映射到角色上。我们用几个例子展示了我们的系统,并展示了专家和新手动画师非正式用户研究的结果。
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引用次数: 209
Spherical parametrization and remeshing 球面参数化和网格重划分
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882274
Emil Praun, Hugues Hoppe
The traditional approach for parametrizing a surface involves cutting it into charts and mapping these piecewise onto a planar domain. We introduce a robust technique for directly parametrizing a genus-zero surface onto a spherical domain. A key ingredient for making such a parametrization practical is the minimization of a stretch-based measure, to reduce scale-distortion and thereby prevent undersampling. Our second contribution is a scheme for sampling the spherical domain using uniformly subdivided polyhedral domains, namely the tetrahedron, octahedron, and cube. We show that these particular semi-regular samplings can be conveniently represented as completely regular 2D grids, i.e. geometry images. Moreover, these images have simple boundary extension rules that aid many processing operations. Applications include geometry remeshing, level-of-detail, morphing, compression, and smooth surface subdivision.
对曲面进行参数化的传统方法是将其切割成图表,并将这些图表分段映射到平面域上。介绍了一种在球面上直接参数化零属曲面的鲁棒方法。使这种参数化实用的一个关键因素是最小化基于拉伸的测量,以减少比例失真,从而防止欠采样。我们的第二个贡献是使用均匀细分的多面体域(即四面体、八面体和立方体)对球面域进行采样的方案。我们表明,这些特定的半规则采样可以方便地表示为完全规则的二维网格,即几何图像。此外,这些图像具有简单的边界扩展规则,有助于许多处理操作。应用包括几何网格重新划分,细节水平,变形,压缩和光滑表面细分。
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引用次数: 493
Sensation preserving simplification for haptic rendering 触觉渲染的感觉保留简化
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882305
M. Otaduy, M. Lin
We introduce a novel "sensation preserving" simplification algorithm for faster collision queries between two polyhedral objects in haptic rendering. Given a polyhedral model, we construct a multiresolution hierarchy using " filtered edge collapse", subject to constraints imposed by collision detection. The resulting hierarchy is then used to compute fast contact response for haptic display. The computation model is inspired by human tactual perception of contact information. We have successfully applied and demonstrated the algorithm on a time-critical collision query framework for haptically displaying complex object-object interaction. Compared to existing exact contact query algorithms, we observe noticeable performance improvement in update rates with little degradation in the haptic perception of contacts.
为了在触觉渲染中更快地查询两个多面体物体之间的碰撞,我们提出了一种新的“保持感觉”的简化算法。给定一个多面体模型,我们使用“过滤边缘崩溃”构造一个多分辨率层次结构,并受到碰撞检测的约束。然后将所得层次结构用于计算触觉显示的快速接触响应。该计算模型的灵感来自于人类对接触信息的触觉感知。我们已经成功地应用并演示了该算法在一个时间临界碰撞查询框架上,用于触觉显示复杂的对象-对象交互。与现有的精确接触查询算法相比,我们观察到在更新率上有明显的性能提高,而接触的触觉感知几乎没有下降。
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引用次数: 20
Poisson image editing 泊松图像编辑
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882269
P. Pérez, Michel Gangnet, A. Blake
Using generic interpolation machinery based on solving Poisson equations, a variety of novel tools are introduced for seamless editing of image regions. The first set of tools permits the seamless importation of both opaque and transparent source image regions into a destination region. The second set is based on similar mathematical ideas and allows the user to modify the appearance of the image seamlessly, within a selected region. These changes can be arranged to affect the texture, the illumination, and the color of objects lying in the region, or to make tileable a rectangular selection.
利用基于泊松方程求解的通用插值机制,介绍了多种用于图像区域无缝编辑的新工具。第一组工具允许将不透明和透明的源图像区域无缝导入目标区域。第二组基于类似的数学思想,允许用户在选定的区域内无缝地修改图像的外观。可以安排这些更改来影响该区域中对象的纹理、照明和颜色,或者使矩形选择可平铺。
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引用次数: 2795
Suggestive contours for conveying shape 传达形状的暗示性轮廓
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882354
D. DeCarlo, Adam Finkelstein, S. Rusinkiewicz, A. Santella
In this paper, we describe a non-photorealistic rendering system that conveys shape using lines. We go beyond contours and creases by developing a new type of line to draw: the suggestive contour. Suggestive contours are lines drawn on clearly visible parts of the surface, where a true contour would first appear with a minimal change in viewpoint. We provide two methods for calculating suggestive contours, including an algorithm that finds the zero crossings of the radial curvature. We show that suggestive contours can be drawn consistently with true contours, because they anticipate and extend them. We present a variety of results, arguing that these images convey shape more effectively than contour alone.
在本文中,我们描述了一个非真实感的渲染系统,用线条传达形状。我们超越了等高线和折痕通过开发一种新的线来绘制:暗示轮廓。暗示性等高线是在表面清晰可见的部分上绘制的线条,在那里真正的等高线将首先以最小的视点变化出现。我们提供了两种计算暗示轮廓的方法,包括一种找到径向曲率的零交叉点的算法。我们表明,暗示性轮廓可以与真实轮廓一致地绘制,因为它们预测并扩展了真实轮廓。我们提出了各种结果,认为这些图像比单独的轮廓更有效地传达形状。
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引用次数: 685
Coherent stylized silhouettes 连贯的风格化轮廓
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882355
Robert D. Kalnins, Phillip L. Davidson, L. Markosian, Adam Finkelstein
We describe a way to render stylized silhouettes of animated 3D models with temporal coherence. Coherence is one of the central challenges for non-photorealistic rendering. It is especially difficult for silhouettes, because they may not have obvious correspondences between frames. We demonstrate various coherence effects for stylized silhouettes with a robust working system. Our method runs in real-time for models of moderate complexity, making it suitable for both interactive applications and offline animation.
我们描述了一种方法来渲染具有时间一致性的动画3D模型的风格化轮廓。连贯性是非真实感渲染的核心挑战之一。这对于剪影来说尤其困难,因为它们可能在帧之间没有明显的对应关系。我们用一个强大的工作系统演示了风格化轮廓的各种相干效应。我们的方法可以实时运行中等复杂度的模型,使其适用于交互式应用程序和离线动画。
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引用次数: 161
期刊
ACM SIGGRAPH 2003 Papers
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