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3-view impostors 之中骗子
A. Hardy, Johannes Venter
In this article we present a new volumetric representation of objects which can be rendered in real-time on modern GPUs. We show how existing polygonal objects are transformed into a volumetric representation involving space carving and height fields. The performance of the rendering algorithm is determined by the screen space area of the volume, and is suitable as an impostor algorithm for objects sufficiently far from the viewer. These 3-view impostors are viewable from any angle and only need to be updated if the object is animated dynamically. 3-View impostors offer a number of advantages over competitive techniques, namely: regular sampling for several views, bounded texture usage, accelerated ray object surface intersection, and more robust handling of thin surfaces.
在本文中,我们提出了一种新的物体的体积表示,它可以在现代gpu上实时渲染。我们展示了如何将现有的多边形对象转换为涉及空间雕刻和高度场的体积表示。渲染算法的性能由体积的屏幕空间面积决定,并且适合作为距离观看者足够远的对象的冒充算法。这些3视图冒名顶替者可以从任何角度看到,只有当对象是动态动画时才需要更新。3-View impostors提供了许多优于竞争技术的优势,即:对多个视图进行常规采样,有界纹理使用,加速射线物体表面相交,以及更健壮的薄表面处理。
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引用次数: 4
Progressive RBF interpolation 渐进式RBF插值
V. Skala
Interpolation based on Radial Basis Functions (RBF) is very often used for scattered scalar data interpolation in n-dimensional space in general. RBFs are used for surface reconstruction of 3D objects, reconstruction of corrupted images etc. As there is no explicit order in data sets, computations are quite time consuming that leads to limitation of usability even for static data sets. Generally the complexity of computation of RBF interpolation for N points is of O(N3) or O(k N2), k is a number of iterations if iterative methods are used, which is prohibitive for real applications. The inverse matrix can also be computed by the Strassen algorithm based on matrix block notation with O(N2.807) complexity. Even worst situation occurs when interpolation has to be made over non-constant data sets, as the whole set of equations for determining RBFs has to be recomputed. This situation is typical for applications in which some points are becoming invalid and new points are acquired. In this paper a new technique for incremental RBFs computation with complexity of O(N2) is presented. This technique enables efficient insertion of new points and removal of selected or invalid points. Due to the formulation it is possible to determine an error if one point is removed that leads to a possibility to determine the most important points from the precision of interpolation point of view and insert gradually new points, which will progressively decrease the error of interpolation using RBFs. The Progressive RBF Interpolation enables also fast interpolation on "sliding window" data due to insert/remove operations which will also lead to a faster rendering.
基于径向基函数(RBF)的插值通常用于n维空间的散点标量数据插值。rbf用于三维物体的表面重建、损坏图像的重建等。由于数据集没有明确的顺序,计算非常耗时,即使对于静态数据集,也会限制可用性。一般情况下,N点RBF插值的计算复杂度为O(N3)或O(k N2),如果采用迭代方法,k为迭代次数,这对于实际应用来说是难以实现的。逆矩阵也可以用基于矩阵块表示法的Strassen算法计算,复杂度为0 (N2.807)。当必须对非恒定数据集进行插值时,甚至会出现最糟糕的情况,因为用于确定rbf的整个方程组必须重新计算。这种情况在某些积分失效而获得新积分的应用程序中很常见。本文提出了一种计算复杂度为0 (N2)的增量rbf的新方法。这种技术可以有效地插入新的点,并移除选中的或无效的点。由于该公式,如果删除一个点,则可以确定误差,从而有可能从插补精度的角度确定最重要的点,并逐渐插入新的点,这将逐步减少使用rbf插补的误差。渐进式RBF插值还可以对“滑动窗口”数据进行快速插值,因为插入/删除操作也将导致更快的渲染。
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引用次数: 8
Minimum spanning trees for valley and ridge characterization in digital elevation maps 数字高程图中山谷和山脊特征的最小生成树
S. Bangay, David de Bruyn, Kevin R. Glass
Texture synthesis employs neighbourhood matching to generate appropriate new content. Terrain synthesis has the added constraint that new content must be geographically plausible. The profile recognition and polygon breaking algorithm (PPA) [Chang et al. 1998] provides a robust mechanism for characterizing terrain as systems of valley and ridge lines in digital elevation maps. We exploit this to create a terrain characterization metric that is robust, efficient to compute and is sensitive to terrain properties. Terrain regions are characterized as a minimum spanning tree derived from a graph created from the sample points of the elevation map which are encoded as weights in the edges of the graph. This formulation allows us to provide a single consistent feature definition that is sensitive to the pattern of ridges and valleys in the terrain Alternative formulations of these weights provide richer characteristic measures and we provide examples of alternate definitions based on curvature and contour measures. We show that the measure is robust, with a significant portion derived directly from information local to the terrain sample. Global terrain characteristics introduce the issue of over- and under-connected valley/ridge lines when working with sub-regions. This is addressed by providing two graph construction strategies, which respectively provide an upper bound on connectivity as a single spanning tree, and a lower bound as a forest of trees. Efficient minimum spanning tree algorithms are adapted to the context of terrain data and are shown to provide substantially better performance than previous PPA implementations. In particular, these are able to characterize valley and ridge behaviour at every point even in large elevation maps, providing a measure sensitive to terrain features at all scales. The resulting graph based formulation provides an efficient and elegant algorithm for characterizing terrain features. The measure can be calculated efficiently, is robust under changes of neighbourhood position, size and resolution and the hybrid measure is sensitive to terrain features both locally and globally.
纹理合成采用邻域匹配生成合适的新内容。地形合成有附加约束,即新内容必须在地理上合理。轮廓识别和多边形分割算法(PPA) [Chang et al. 1998]为在数字高程地图中将地形表征为山谷和山脊线系统提供了一种强大的机制。我们利用这一点来创建一个地形特征度量,该度量鲁棒,计算效率高,对地形属性敏感。地形区域的特征是由高程图的样本点创建的图派生的最小生成树,这些点在图的边缘被编码为权重。该公式允许我们提供对地形中山脊和山谷的模式敏感的单一一致的特征定义,这些权重的替代公式提供了更丰富的特征度量,我们提供了基于曲率和轮廓度量的替代定义的示例。结果表明,该方法具有鲁棒性,其中很大一部分直接来自地形样本的局部信息。在处理子区域时,全球地形特征引入了过度连接和欠连接的山谷/山脊线问题。通过提供两种图构建策略来解决这个问题,这两种策略分别提供了连接的上界作为单个生成树,下界作为树的森林。有效的最小生成树算法适用于地形数据的上下文,并显示出比以前的PPA实现提供更好的性能。特别是,即使在大型高程图中,它们也能够在每个点上表征山谷和山脊的行为,从而提供对所有尺度的地形特征敏感的测量。由此产生的基于图的公式为地形特征的表征提供了一种高效而优雅的算法。该方法计算效率高,对邻域位置、大小和分辨率变化具有较强的鲁棒性,对局部和全局地形特征都很敏感。
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引用次数: 11
Dynamic load balancing of Lattice Boltzmann free-surface fluid animations 晶格玻尔兹曼自由曲面流体动画的动态负载平衡
Ashley Reid, J. Gain, M. Kuttel
We investigate the use of dynamic load balancing for more efficient parallel Lattice Boltzmann Method (LBM) Free Surface simulations. Our aim is to produce highly detailed fluid simulations with large grid sizes and without the use of optimisation techniques, such as adaptive grids, which may impact on simulation quality. We divide the problem into separate simulation chunks, which can then be distributed over multiple parallel processors. Due to the purely local grid interaction of the LBM, the algorithm parallelises well. However, the highly dynamic nature of typical scenes means that there is an unbalanced distribution of the fluid across the processors. Our proposed Dynamic Load Balancing strategy seeks to improve the efficiency of the simulation by measuring computation and communication times and adjusting the fluid distribution accordingly.
我们研究了动态负载平衡在更有效的并行晶格玻尔兹曼方法(LBM)自由表面模拟中的应用。我们的目标是产生非常详细的流体模拟与大网格尺寸,而不使用优化技术,如自适应网格,这可能会影响模拟质量。我们将问题划分为单独的模拟块,然后可以将其分布在多个并行处理器上。由于LBM的纯局部网格相互作用,该算法具有良好的并行性。然而,典型场景的高度动态性意味着流体在处理器之间的分布是不平衡的。我们提出的动态负载平衡策略旨在通过测量计算和通信时间并相应地调整流体分布来提高仿真效率。
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引用次数: 0
Out-of-core real-time visualization of massive 3D point clouds 大规模三维点云的核外实时可视化
R. Richter, J. Döllner
This paper presents a point-based rendering approach to visualize massive sets of 3D points in real-time. In many disciplines such as architecture, engineering, and archeology LiDAR technology is used to capture sites and landscapes; the resulting massive 3D point clouds pose challenges for traditional storage, processing, and presentation techniques. The available hardware resources of CPU and GPU are limited, and the 3D point cloud data exceeds available memory size in general. Hence out-of-core strategies are required to overcome the limit of memory. We discuss concepts and implementations of rendering algorithms and interaction techniques that make out-of-core real-time visualization and exploration of massive 3D point clouds feasible. We demonstrate with our implementation real-time visualization of arbitrarily sized 3D point clouds with current PC hardware using a spatial data structure in combination with a point-based rendering algorithm. A rendering front is used to increase the performance taking into account user interaction as well as available hardware resources. Furthermore, we evaluate our approach, describe its characteristics, and report on applications.
本文提出了一种基于点的绘制方法,用于实时可视化海量的三维点集。在建筑、工程和考古学等许多学科中,激光雷达技术被用来捕捉遗址和景观;由此产生的大量3D点云对传统的存储、处理和表示技术提出了挑战。可用的CPU和GPU硬件资源有限,3D点云数据通常超过可用的内存大小。因此需要外核策略来克服内存的限制。我们讨论了渲染算法和交互技术的概念和实现,这些技术使得核外实时可视化和大规模3D点云的探索变得可行。我们演示了我们的实现实时可视化任意大小的3D点云与当前PC硬件使用空间数据结构结合基于点的渲染算法。在考虑用户交互和可用硬件资源的情况下,渲染前端用于提高性能。此外,我们评估了我们的方法,描述了它的特点,并报告了应用。
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引用次数: 49
Assessing a virtual baby feeding training system 虚拟婴儿喂养训练系统的评估
A. Petrásová, G. Czanner, J. Happa, S. Czanner, D. Wolke, A. Chalmers
Currently a considerable amount of time and resources are spent helping parents overcome issues related to feeding young infants. Designing interactive virtual feeding scenarios is a preventative means to reduce the adaptation process time for newly made parents, but also help new parents improve their approach to feeding their children. In this paper, we present a case study on using and assessing a virtual reality infant feeding application. Our results show that virtual training can increase the efficiency of feeding depending on the different behaviour of the child.
目前,相当多的时间和资源用于帮助父母克服与喂养婴儿有关的问题。设计交互式虚拟喂养场景是一种预防手段,可以减少新晋父母的适应过程时间,同时也可以帮助新晋父母改进他们喂养孩子的方法。在本文中,我们提出了一个使用和评估虚拟现实婴儿喂养应用的案例研究。我们的研究结果表明,虚拟训练可以根据孩子的不同行为提高喂养效率。
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引用次数: 6
Programmable transitions for video stream editing 可编程转换的视频流编辑
A. Hardy
Video editing applications provide a facility to transition from one video stream to another, or to filter a video stream in some way. New transitions are usually developed using a custom API for the particular package. In this article we present a shading language for specifying transitions and filters on video streams. Video editing is performed by constructing a tree based on the transitions. The shading language is compiled to a virtual machine, but can still be executed efficiently. We provide several examples of transitions which have been successfully applied using our video stream editing software.
视频编辑应用程序提供了从一个视频流转换到另一个视频流的功能,或者以某种方式过滤视频流。新的转换通常是使用特定包的定制API开发的。在本文中,我们介绍了一种用于指定视频流上的过渡和过滤器的着色语言。视频编辑是通过构建一个基于过渡的树来完成的。着色语言被编译到一个虚拟机,但仍然可以有效地执行。我们提供了几个使用我们的视频流编辑软件成功应用的过渡示例。
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引用次数: 1
Using an implicit min/max KD-tree for doing efficient terrain line of sight calculations 使用隐式最小/最大kd树进行有效的地形视线计算
B. Duvenhage
The generation of accurate Line of Sight (LOS) visibility information consumes significant resources in large scale synthetic environments such as many-on-many serious games and battlefield simulators. Due to the importance of optimum utilisation of computing resources, a number of LOS algorithms are reported in the literature to either efficiently compute LOS information or reduce the impact of LOS queries on the run-time performance of synthetic environments. From the literature it is known that a k-dimensional tree (kd-tree) based raytracing approach, to calculating LOS information, is efficient. A new implicit min/max kd-tree algorithm is discussed for evaluating LOS queries on large scale spherical terrain. In particular the value of low resolution boundary information, in quickly evaluating the LOS query, is emphasised. The min/max algorithm is empirically compared to other LOS approaches that have either implicitly or explicitly used kd-trees to optimise LOS query evaluation. The min/max algorithm is shown to have comparable performance to these existing LOS algorithms for flat earth, but improved performance when the application domain is extended to spherical earth. An average of a factor 3.0 performance increase is experienced over that of the existing implicit and explicit max kd-tree algorithms on spherical earth. This is achieved by combining the existing kd-tree algorithm with the classic smooth-earth LOS obscuration test and from there the min in min/max kd-tree.
在多对多严肃游戏和战场模拟器等大规模合成环境中,精确的视线(LOS)可视性信息的生成消耗大量资源。由于优化利用计算资源的重要性,文献中报道了许多LOS算法,它们要么有效地计算LOS信息,要么减少LOS查询对合成环境运行时性能的影响。从文献中可以得知,基于k维树(kd-tree)的光线追踪方法计算LOS信息是有效的。讨论了一种新的隐式最小/最大kd树算法,用于评估大尺度球面地形上的LOS查询。特别强调了低分辨率边界信息在快速评估LOS查询中的价值。将最小/最大算法与其他隐式或显式使用kd树来优化LOS查询计算的LOS方法进行经验比较。最小/最大算法在平面地球上的性能与现有的LOS算法相当,但当应用领域扩展到球面地球时,性能有所提高。在球形地球上,与现有的隐式和显式max kd-tree算法相比,平均性能提高了3.0倍。这是通过将现有的kd-tree算法与经典的光滑地球LOS遮挡测试相结合,并从那里得到min/max kd-tree中的最小值来实现的。
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引用次数: 13
Pick-by-Vision comes on age: evaluation of an augmented reality supported picking system in a real storage environment Pick-by-Vision:在真实存储环境中对增强现实支持的拾取系统进行评估
Rupert Reif, W. Günthner, B. Schwerdtfeger, G. Klinker
Order picking is one of the most important process steps in logistics. Because of their flexibility human beings cannot be replaced by machines. But if workers in order picking systems are equipped with a head-mounted display, Augmented Reality can improve the information visualization. In this paper the development of such a system -- called Pick-by-Vision - is presented. The system is evaluated in a user study performed in a real storage environment. Important logistics figures as well as subjective figures were measured. The results show that a Pick-by-Vision system can improve considerably industrial order picking processes.
拣货是物流过程中最重要的环节之一。由于人的灵活性,机器无法取代人。但是,如果拣货系统的工作人员配备了头戴式显示器,增强现实技术可以改善信息的可视化。本文介绍了这种被称为视觉拾取的系统的开发。该系统在实际存储环境中进行的用户研究中进行了评估。测量了重要的物流数据和主观数据。结果表明,视觉拾取系统可以显著改善工业订单拾取过程。
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引用次数: 38
Virtual relighting of a Roman statue head from Herculaneum: a case study 赫库兰尼姆罗马雕像头部的虚拟照明:一个案例研究
J. Happa, M. Williams, G. A. Turley, G. Earl, Piotr Dubla, Gareth Beale, G. Gibbons, K. Debattista, A. Chalmers
High-fidelity computer graphics offer the possibility for archaeologists to put excavated cultural heritage artefacts virtually back into their original setting and illumination conditions. This enables hypotheses about the perception of objects and their environments to be investigated in a safe and controlled manner. This paper presents a case study of the pipeline for the acquisition, modelling, rapid prototyping and virtual relighting of a Roman statue head preserved at Herculaneum in Italy. The statue head was excavated in 2006, after having been buried during the eruption of Mount Vesuvius in AD79.
高保真计算机图形为考古学家提供了将出土的文化遗产文物虚拟地还原到其原始环境和光照条件的可能性。这使得对物体及其环境的感知假设能够以安全和可控的方式进行研究。本文介绍了意大利赫库兰尼姆保存的罗马雕像头部的获取,建模,快速原型制作和虚拟照明管道的案例研究。雕像的头部在公元79年维苏威火山爆发时被埋在地下,于2006年被挖掘出来。
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引用次数: 22
期刊
International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
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