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Fundamentals of spherical parameterization for 3D meshes 三维网格球面参数化的基本原理
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882276
C. Gotsman, X. Gu, A. Sheffer
Parameterization of 3D mesh data is important for many graphics applications, in particular for texture mapping, remeshing and morphing. Closed manifold genus-0 meshes are topologically equivalent to a sphere, hence this is the natural parameter domain for them. Parameterizing a triangle mesh onto the sphere means assigning a 3D position on the unit sphere to each of the mesh vertices, such that the spherical triangles induced by the mesh connectivity are not too distorted and do not overlap. Satisfying the non-overlapping requirement is the most difficult and critical component of this process. We describe a generalization of the method of barycentric coordinates for planar parameterization which solves the spherical parameterization problem, prove its correctness by establishing a connection to spectral graph theory and show how to compute these parameterizations.
三维网格数据的参数化对于许多图形应用非常重要,特别是对于纹理映射、重网格和变形。闭流形属0网格在拓扑上等价于球面,因此这是它们的自然参数域。将三角形网格参数化到球体上意味着在单位球体上为每个网格顶点分配一个3D位置,这样由网格连接引起的球面三角形就不会太扭曲,也不会重叠。满足非重叠需求是这个过程中最困难和最关键的部分。介绍了一种用于平面参数化的质心坐标法的推广方法,该方法解决了球面参数化问题,通过与谱图理论的联系证明了该方法的正确性,并给出了如何计算这些参数化的方法。
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引用次数: 327
Animating suspended particle explosions 动画悬浮粒子爆炸
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882336
Bryan E. Feldman, J. F. O'Brien, Okan Arikan
This paper describes a method for animating suspended particle explosions. Rather than modeling the numerically troublesome, and largely invisible blast wave, the method uses a relatively stable incompressible fluid model to account for the motion of air and hot gases. The fluid's divergence field is adjusted directly to account for detonations and the generation and expansion of gaseous combustion products. Particles immersed in the fluid track the motion of particulate fuel and soot as they are advected by the fluid. Combustion is modeled using a simple but effective process governed by the particle and fluid systems. The method has enough flexibility to also approximate sprays of burning liquids. This paper includes several demonstrative examples showing air bursts, explosions near obstacles, confined explosions, and burning sprays. Because the method is based on components that allow large time integration steps, it only requires a few seconds of computation per frame for the examples shown.
本文描述了一种悬浮粒子爆炸动画化的方法。该方法没有模拟在数值上麻烦的、基本上看不见的爆炸波,而是使用相对稳定的不可压缩流体模型来解释空气和热气体的运动。流体的发散场被直接调整,以考虑爆轰和气体燃烧产物的产生和膨胀。当颗粒燃料和烟灰被流体平流时,浸入流体中的颗粒跟踪它们的运动。燃烧是用一个简单而有效的过程,由颗粒和流体系统控制。该方法具有足够的灵活性,也可以近似燃烧液体的喷雾。本文包括几个演示示例,展示空气爆炸,靠近障碍物的爆炸,密闭爆炸和燃烧喷雾。由于该方法基于允许大量时间积分步骤的组件,因此对于所示的示例,每帧只需要几秒钟的计算时间。
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引用次数: 181
A geometry-based soft shadow volume algorithm using graphics hardware 一种基于几何的基于图形硬件的软阴影体算法
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882300
Ulf Assarsson, T. Akenine-Möller
Most previous soft shadow algorithms have either suffered from aliasing, been too slow, or could only use a limited set of shadow casters and/or receivers. Therefore, we present a strengthened soft shadow volume algorithm that deals with these problems. Our critical improvements include robust penumbra wedge construction, geometry-based visibility computation, and also simplified computation through a four-dimensional texture lookup. This enables us to implement the algorithm using programmable graphics hardware, and it results in images that most often are indistinguishable from images created as the average of 1024 hard shadow images. Furthermore, our algorithm can use both arbitrary shadow casters and receivers. Also, one version of our algorithm completely avoids sampling artifacts which is rare for soft shadow algorithms. As a bonus, the four-dimensional texture lookup allows for small textured light sources, and, even video textures can be used as light sources. Our algorithm has been implemented in pure software, and also using the GeForce FX emulator with pixel shaders. Our software implementation renders soft shadows at 0.5--5 frames per second for the images in this paper. With actual hardware, we expect that our algorithm will render soft shadows in real time. An important performance measure is bandwidth usage. For the same image quality, an algorithm using the accumulated hard shadow images uses almost two orders of magnitude more bandwidth than our algorithm.
大多数以前的软阴影算法要么遭受混叠,太慢,或者只能使用一组有限的阴影施法者和/或接收器。因此,我们提出了一种增强的软阴影体算法来处理这些问题。我们的关键改进包括稳健的半影楔结构,基于几何的可见性计算,以及通过四维纹理查找简化的计算。这使我们能够使用可编程图形硬件实现算法,并且它产生的图像通常与平均1024个硬阴影图像创建的图像无法区分。此外,我们的算法可以使用任意的阴影施法者和接收器。此外,我们的算法的一个版本完全避免了采样伪影,这是罕见的软阴影算法。作为奖励,四维纹理查找允许小纹理光源,甚至视频纹理也可以用作光源。我们的算法已经在纯软件中实现,也使用了带有像素着色器的GeForce FX模拟器。我们的软件实现以每秒0.5- 5帧的速度为本文中的图像渲染软阴影。对于实际的硬件,我们期望我们的算法能够实时渲染柔和的阴影。一个重要的性能度量是带宽使用。对于相同的图像质量,使用累积硬阴影图像的算法比我们的算法使用的带宽几乎多两个数量级。
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引用次数: 160
Dual domain extrapolation 对偶域外推
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882277
B. Lévy
Shape optimization and surface fairing for polygon meshes have been active research areas for the last few years. Existing approaches either require the border of the surface to be fixed, or are only applicable to closed surfaces. In this paper, we propose a new approach, that computes natural boundaries. This makes it possible not only to smooth an existing geometry, but also to extrapolate its shape beyond the existing border. Our approach is based on a global parameterization of the surface and on a minimization of the squared curvatures, discretized on the edges of the surface. The so-constructed surface is an approximation of a minimal energy surface (MES). Using a global parameterization makes it possible to completely decouple the outer fairness (surface smoothness) from the inner fairness (mesh quality). In addition, the parameter space provides the user with a new means of controlling the shape of the surface. When used as a geometry filter, our approach computes a smoothed mesh that is discrete conformal to the original one. This allows smoothing textured meshes without introducing distortions.
多边形网格的形状优化和表面整流是近年来研究的热点。现有的方法要么要求曲面的边界固定,要么只适用于封闭曲面。在本文中,我们提出了一种计算自然边界的新方法。这使得不仅可以平滑现有的几何形状,而且可以在现有边界之外推断其形状。我们的方法是基于曲面的全局参数化和曲面边缘离散化的曲率平方的最小化。所构造的曲面近似于最小能量曲面(MES)。使用全局参数化可以完全解耦外部公平性(表面平滑)和内部公平性(网格质量)。此外,参数空间为用户提供了一种控制曲面形状的新手段。当用作几何滤波器时,我们的方法计算出与原始网格离散共形的光滑网格。这允许平滑纹理网格而不引入扭曲。
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引用次数: 77
Out-of-core compression for gigantic polygon meshes 巨大多边形网格的核外压缩
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882366
M. Isenburg, S. Gumhold
Polygonal models acquired with emerging 3D scanning technology or from large scale CAD applications easily reach sizes of several gigabytes and do not fit in the address space of common 32-bit desktop PCs. In this paper we propose an out-of-core mesh compression technique that converts such gigantic meshes into a streamable, highly compressed representation. During decompression only a small portion of the mesh needs to be kept in memory at any time. As full connectivity information is available along the decompression boundaries, this provides seamless mesh access for incremental in-core processing on gigantic meshes. Decompression speeds are CPU-limited and exceed one million vertices and two million triangles per second on a 1.8 GHz Athlon processor.A novel external memory data structure provides our compression engine with transparent access to arbitrary large meshes. This out-of-core mesh was designed to accommodate the access pattern of our region-growing based compressor, which - in return - performs mesh queries as seldom and as local as possible by remembering previous queries as long as needed and by adapting its traversal slightly. The achieved compression rates are state-of-the-art.
通过新兴的3D扫描技术或大规模CAD应用程序获得的多边形模型很容易达到几gb的大小,并且不适合普通32位桌面pc的地址空间。在本文中,我们提出了一种核外网格压缩技术,将这种巨大的网格转换为可流的、高度压缩的表示。在解压过程中,任何时候只有一小部分网格需要保存在内存中。由于沿着解压缩边界可以获得完整的连接信息,这为在巨大网格上进行增量核内处理提供了无缝的网格访问。解压速度受到cpu的限制,在1.8 GHz的Athlon处理器上每秒超过100万个顶点和200万个三角形。一种新的外部存储数据结构为我们的压缩引擎提供了对任意大网格的透明访问。这种核外网格的设计是为了适应我们基于区域增长的压缩器的访问模式,作为回报,它通过尽可能长时间地记住以前的查询并稍微调整其遍历,尽可能少地执行网格查询,并尽可能局部地执行查询。实现的压缩率是最先进的。
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引用次数: 165
Flows on surfaces of arbitrary topology 任意拓扑表面上的流动
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882338
J. Stam
In this paper we introduce a method to simulate fluid flows on smooth surfaces of arbitrary topology: an effect never seen before. We achieve this by combining a two-dimensional stable fluid solver with an atlas of parametrizations of a Catmull-Clark surface. The contributions of this paper are: (i) an extension of the Stable Fluids solver to arbitrary curvilinear coordinates, (ii) an elegant method to handle cross-patch boundary conditions and (iii) a set of new external forces custom tailored for surface flows. Our techniques can also be generalized to handle other types of processes on surfaces modeled by partial differential equations, such as reaction-diffusion. Some of our simulations allow a user to interactively place densities and apply forces to the surface, then watch their effects in real-time. We have also computed higher resolution animations of surface flows off-line.
本文介绍了一种模拟任意拓扑光滑表面上流体流动的方法:一种前所未有的效果。我们通过将二维稳定流体求解器与Catmull-Clark曲面的参数化图谱相结合来实现这一点。本文的贡献是:(i)将稳定流体求解器扩展到任意曲线坐标,(ii)一种处理跨块边界条件的优雅方法,以及(iii)为表面流动定制的一组新的外力。我们的技术也可以推广到处理由偏微分方程建模的表面上的其他类型的过程,例如反应扩散。我们的一些模拟允许用户交互式地放置密度并在表面施加力,然后实时观察它们的效果。我们还计算出了更高分辨率的地表流脱机动画。
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引用次数: 233
Precomputing interactive dynamic deformable scenes 预计算交互式动态可变形场景
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882359
Doug L. James, K. Fatahalian
We present an approach for precomputing data-driven models of interactive physically based deformable scenes. The method permits real-time hardware synthesis of nonlinear deformation dynamics, including self-contact and global illumination effects, and supports real-time user interaction. We use data-driven tabulation of the system's deterministic state space dynamics, and model reduction to build efficient low-rank parameterizations of the deformed shapes. To support runtime interaction, we also tabulate impulse response functions for a palette of external excitations. Although our approach simulates particular systems under very particular interaction conditions, it has several advantages. First, parameterizing all possible scene deformations enables us to precompute novel reduced coparameterizations of global scene illumination for low-frequency lighting conditions. Second, because the deformation dynamics are precomputed and parameterized as a whole, collisions are resolved within the scene during precomputation so that runtime self-collision handling is implicit. Optionally, the data-driven models can be synthesized on programmable graphics hardware, leaving only the low-dimensional state space dynamics and appearance data models to be computed by the main CPU.
我们提出了一种基于交互式物理变形场景的预计算数据驱动模型的方法。该方法允许非线性变形动力学的实时硬件综合,包括自接触和全局照明效果,并支持实时用户交互。我们使用数据驱动的系统确定性状态空间动力学制表和模型约简来建立有效的低秩参数化变形形状。为了支持运行时交互,我们还为外部激励的调色板制作了脉冲响应函数表。虽然我们的方法模拟的是非常特殊的交互条件下的特定系统,但它有几个优点。首先,参数化所有可能的场景变形使我们能够预先计算低频照明条件下全局场景照明的新颖减少共参数化。其次,由于变形动态作为一个整体进行了预计算和参数化,因此在预计算过程中可以在场景中解决碰撞,从而隐式地处理运行时的自碰撞。数据驱动的模型可以在可编程图形硬件上合成,只留下低维状态空间动态和外观数据模型由主CPU计算。
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引用次数: 177
Free-viewpoint video of human actors 人类演员的自由视点视频
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882309
J. Carranza, C. Theobalt, M. Magnor, H. Seidel
In free-viewpoint video, the viewer can interactively choose his viewpoint in 3-D space to observe the action of a dynamic real-world scene from arbitrary perspectives. The human body and its motion plays a central role in most visual media and its structure can be exploited for robust motion estimation and efficient visualization. This paper describes a system that uses multi-view synchronized video footage of an actor's performance to estimate motion parameters and to interactively re-render the actor's appearance from any viewpoint.The actor's silhouettes are extracted from synchronized video frames via background segmentation and then used to determine a sequence of poses for a 3D human body model. By employing multi-view texturing during rendering, time-dependent changes in the body surface are reproduced in high detail. The motion capture subsystem runs offline, is non-intrusive, yields robust motion parameter estimates, and can cope with a broad range of motion. The rendering subsystem runs at real-time frame rates using ubiquous graphics hardware, yielding a highly naturalistic impression of the actor. The actor can be placed in virtual environments to create composite dynamic scenes. Free-viewpoint video allows the creation of camera fly-throughs or viewing the action interactively from arbitrary perspectives.
在自由视点视频中,观众可以在三维空间中交互式地选择自己的视点,从任意角度观察动态的现实世界场景的动作。人体及其运动在大多数视觉媒体中起着中心作用,其结构可以用于鲁棒运动估计和高效可视化。本文描述了一个系统,该系统使用演员表演的多视图同步视频片段来估计运动参数,并从任何视点交互式地重新渲染演员的外观。通过背景分割从同步视频帧中提取演员的轮廓,然后用于确定3D人体模型的一系列姿势。通过在渲染过程中使用多视图纹理,高细节地再现了身体表面随时间变化的变化。运动捕捉子系统离线运行,非侵入性,产生鲁棒的运动参数估计,并且可以处理大范围的运动。渲染子系统使用无处不在的图形硬件以实时帧率运行,产生演员的高度自然的印象。演员可以放置在虚拟环境中创建复合动态场景。自由视点视频允许创建相机飞行或从任意角度交互式观看动作。
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引用次数: 740
Anisotropic polygonal remeshing 各向异性多边形网格
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882296
P. Alliez, D. Cohen-Steiner, O. Devillers, B. Lévy, M. Desbrun
In this paper, we propose a novel polygonal remeshing technique that exploits a key aspect of surfaces: the intrinsic anisotropy of natural or man-made geometry. In particular, we use curvature directions to drive the remeshing process, mimicking the lines that artists themselves would use when creating 3D models from scratch. After extracting and smoothing the curvature tensor field of an input genus-0 surface patch, lines of minimum and maximum curvatures are used to determine appropriate edges for the remeshed version in anisotropic regions, while spherical regions are simply point sampled since there is no natural direction of symmetry locally. As a result our technique generates polygon meshes mainly composed of quads in anisotropic regions, and of triangles in spherical regions. Our approach provides the flexibility to produce meshes ranging from isotropic to anisotropic, from coarse to dense, and from uniform to curvature adapted.
在本文中,我们提出了一种新的多边形网格技术,该技术利用了表面的一个关键方面:自然或人造几何的固有各向异性。特别是,我们使用曲率方向来驱动网格重新划分过程,模仿艺术家自己从零开始创建3D模型时使用的线条。在提取和平滑输入的0属曲面斑块的曲率张量场后,在各向异性区域使用最小曲率线和最大曲率线来确定重网格版本的合适边缘,而球面区域由于局部没有自然的对称方向,因此只是简单的点采样。因此,我们的技术生成的多边形网格主要由各向异性区域的四边形和球面区域的三角形组成。我们的方法提供了从各向同性到各向异性,从粗到密,从均匀到曲率适应的灵活性。
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引用次数: 636
Non-invasive interactive visualization of dynamic architectural environments 动态架构环境的非侵入式交互式可视化
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882331
Christopher Niederauer, M. Houston, Maneesh Agrawala, G. Humphreys
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引用次数: 7
期刊
ACM SIGGRAPH 2003 Papers
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