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Animated feather coats using field lines 使用场线的动画羽毛外套
S. Bangay
The tedious task of manually placing feathers on computer animated objects involves aligning feathers, ensuring that they do not insect each other or penetrate the surface, deforming every feather to match the local surface features, and ensuring that the feather coat is consistent when the underlying object is animated. We present a technique for generating a feather coat over an object. Feather orientation is specified quickly and easily, feathers are deformed while ensuring collision prevention, and the coat can be animated. We create a vector field in the space surrounding the body object and deform feathers to align with the field lines. The non-intersection property of the field lines ensures that feather intersections are avoided. We provide a formulation of a suitable vector field and demonstrate that it is capable of producing realistic feather coats. The process can easily be integrated into the work-flow of standard modelling and animation processes. We show examples of feather coat creation on a range of objects, proving that field line based placement of feather coats provides the desired functionality for feather modelling and animation.
手动在计算机动画对象上放置羽毛是一项繁琐的任务,包括对齐羽毛,确保它们不会相互干扰或穿透表面,变形每根羽毛以匹配局部表面特征,并确保在底层对象动画时羽毛涂层是一致的。我们提出了一种在物体上产生羽毛外套的技术。羽毛的方向是指定快速和容易,羽毛变形,同时确保防止碰撞,并可以动画的外套。我们在物体周围的空间中创建一个矢量场,并使羽毛变形以与场线对齐。磁场线的不相交特性确保避免了羽毛相交。我们给出了一个合适的矢量场的公式,并证明了它能够产生真实的羽毛外套。该过程可以很容易地集成到标准建模和动画过程的工作流程中。我们展示了羽毛外套在一系列对象上创建的例子,证明了基于场线的羽毛外套的放置为羽毛建模和动画提供了所需的功能。
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引用次数: 2
Efficient editing of aged object textures 有效编辑老化的物体纹理
Olivier Clément, Jocelyn Benoit, Eric Paquette
Real objects present an enormous amount of detail, including aging effects. Artists need an intuitive control when they iteratively review and redesign their work to achieve a specific aging effect pattern but physically based and empirical simulations rarely provide an appropriate control. Our motivation comes from simplifying the redesign step by providing appropriate tools. In our system the user interactively identifies aging effects in a source image or photograph. The user then designs a target aging mask presenting the wanted aging effects pattern. Our system then synthesizes the output texture within a few seconds using a texture synthesis approach adapted to aged object texture editing. Thus, the user can quickly redesign the aging mask to achieve better results or test new configurations.
真实的物体呈现出大量的细节,包括老化效果。美工在反复检查和重新设计自己的作品以实现特定的老化效果模式时需要一种直觉控制,但基于物理和经验的模拟很少提供适当的控制。我们的动机是通过提供适当的工具来简化重新设计步骤。在我们的系统中,用户可以交互式地识别源图像或照片中的老化效果。然后,用户设计一个目标老化面膜,呈现所需的老化效果图案。然后,我们的系统在几秒钟内使用适用于老化物体纹理编辑的纹理合成方法合成输出纹理。因此,用户可以快速重新设计老化掩膜,以达到更好的效果或测试新的配置。
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引用次数: 6
A 3D interactive kiosk system 一种3D交互式信息亭系统
C. Manders, F. Farbiz, Jyh Herng Chong, K. Tang
One of the long-term goals in human-computer interaction is to utilize more intuitive and natural methods such as speech and hand gesture that a user would employ for communication. In this paper, we present a multi-modal 3D interaction mechanism, in which user can interact with a 3D model of a tourist location displayed on the kiosk screen from a one meter distance by means of gestures and voice commands without wearing any special device in a public place, with a complex and non-static background environment. The system can be used in many applications such entertainment, touring, education, museum displays, and advertising.
人机交互的长期目标之一是利用更直观和自然的方法,如语音和手势,用户将用于交流。本文提出了一种多模态三维交互机制,在复杂的非静态背景环境下,用户可以在公共场所不佩戴任何特殊设备的情况下,通过手势和语音指令,与1米外显示在kiosk屏幕上的旅游地点三维模型进行交互。该系统可用于娱乐、旅游、教育、博物馆展示和广告等许多应用。
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引用次数: 2
Visualization of tunnels in protein molecules 蛋白质分子通道的可视化
B. Kozlíková, F. Andres, Jirí Sochor
This paper presents two novel techniques for visualization of tunnels in complex molecules of proteins. Long-term research in the field of protein analysis proved that the reactivity of the protein molecule depends on the presence of tunnels. These structures are very important mainly in the process of finding new pharmaceuticals. Visualization of a tunnel is the next very important step after the analysis because it enables the biochemists to determine the crucial regions of the tunnel, which can have a substantial effect in the process of designing new medication. Previous methods for the visualization of tunnels define a tunnel as a set of intersecting spheres. Our approach exploits tetrahedra obtained from the process of tunnel analysis based on the Voronoi diagrams and Delaunay tetrahedrization. We proposed two novel algorithms that visualize a tunnel as a surface derived from the tetrahedra, which form the boundary constraint of the tunnel in the space of the molecule.
本文介绍了两种用于蛋白质复杂分子通道可视化的新技术。蛋白质分析领域的长期研究证明,蛋白质分子的反应性取决于隧道的存在。这些结构主要在寻找新药的过程中非常重要。隧道的可视化是分析后的下一个非常重要的步骤,因为它使生物化学家能够确定隧道的关键区域,这在设计新药物的过程中可以产生实质性的影响。以前的隧道可视化方法将隧道定义为一组相交的球体。我们的方法利用了基于Voronoi图和Delaunay四面体化的隧道分析过程中获得的四面体。我们提出了两种新的算法,将隧道可视化为来自四面体的表面,这在分子空间中形成了隧道的边界约束。
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引用次数: 6
Generating plants with gene expression programming 用基因表达编程生成植物
Johannes Venter, A. Hardy
The simulated evolution of botanical trees and other plants is explored in this paper. We present a model to simplify the creation of plants by following the genotype/phenotype approach of Gene Expression Programming to generate L-Systems. Our model describes a specific organism (a plant) with a genotype that can be expressed as an L-System. This L-System, and subsequently it's interpreted graphical image, forms the phenotype, and is used to assess the fitness of the organism. The human eye is used as a fitness function, and a user assigns fitness ratings to the organisms in a population based on the aesthetic value of the images. The user is able to create a plant without knowledge of the underlying algorithms or specific botanical knowledge.
本文对植物树和其他植物的模拟进化进行了探讨。我们提出了一个模型,通过遵循基因表达编程的基因型/表型方法来简化植物的创建,以生成l -系统。我们的模型描述了一种特定的生物(植物),其基因型可以表达为L-System。这个l系统,以及随后被解释的图形图像,形成了表型,并被用来评估生物体的适合度。人眼被用作适应度函数,用户根据图像的审美价值为种群中的生物分配适应度等级。用户可以在不了解底层算法或特定植物学知识的情况下创建植物。
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引用次数: 6
Catmull-Clark subdivision for geometry shaders 几何着色器的Catmull-Clark细分
M. Kazakov
Subdivision surfaces possess many appealing properties applicable to interactive computer graphics. However, the necessity to access a variable-sized neighborhood in a control mesh makes it difficult to efficiently accelerate tessellation calculations in graphics hardware. The paper addresses this problem in two ways. First, it proposes a simple and inexpensive calculation scheme for the tessellation of Catmull-Clark subdivision surfaces which can be implemented in a geometry shader. It operates on the shader's vertex input only and does not require external texture memory access or multi-pass processing for tessellation. Second, the paper presents an extension to the post-transform and lighting (T'n'L) vertex cache operation that efficiently accelerates the processing of variable-size primitives serving as input for the geometry shader. We demonstrate on-chip tessellation of Catmull-Clark subdivision surfaces on an embedded hardware implementation. The described calculation scheme will be implementable on desktop hardware if limitations on the maximal input primitive size for the geometry shader are relaxed.
细分曲面具有许多适用于交互式计算机图形学的吸引人的特性。然而,在控制网格中访问可变大小的邻域的必要性使得在图形硬件中有效地加速镶嵌计算变得困难。本文从两个方面解决了这个问题。首先,提出了一种简单、廉价的Catmull-Clark细分曲面镶嵌计算方案,该方案可以在几何着色器中实现。它只对着色器的顶点输入进行操作,不需要外部纹理内存访问或多通道处理镶嵌。其次,本文提出了对变换后和光照(T'n'L)顶点缓存操作的扩展,该操作有效地加速了作为几何着色器输入的可变大小原语的处理。我们在嵌入式硬件实现上演示了Catmull-Clark细分表面的片上镶嵌。如果放宽对几何着色器最大输入原语大小的限制,所描述的计算方案将在桌面硬件上实现。
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引用次数: 17
Level of detail for terrain geometry images 地形几何图像的细节水平
D. K. Roberts, A. Hardy
We consider the rendering of geometry images obtained by parameterization of terrain geometry. This technique reduces texture warping in areas of steep gradient. The selected terrain representation allows terrain that cannot be represented by a heightfield to be rendered. Finally, we demonstrate that the slightly irregular sampling can be rendered efficiently using modern graphics hardware. We introduce an efficient level of detail algorithm that can be applied to terrain geometry images or regular terrain.
我们考虑了地形几何参数化获得的几何图像的绘制。这种技术减少了陡峭梯度区域的纹理翘曲。选择的地形表示允许渲染无法用高度场表示的地形。最后,我们证明了稍微不规则的采样可以使用现代图形硬件有效地渲染。我们介绍了一种有效的细节水平算法,可以应用于地形几何图像或规则地形。
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引用次数: 2
Terrain modeling: a constrained fractal model 地形建模:约束分形模型
Farès Belhadj
We present an algorithm mainly designed to reconstruct Digital Elevation Maps (DEM). Our approach relays on a fast and highly controllable fractal-based algorithm, we are able to create DEMs according to given constraints. Thus, these constraints can be given as scattered dataset of elevations obtained by satellite, our method supersamples this data and creates the according smooth terrain surface. Moreover, as a painter can make a sketch of his model, the final user can give or edit the main characteristics, local details and morphology, of his wanted DEM instantaneously obtaining the resulting terrain surface. Note that there is no limitation on the number of local constraints (that could vary from 0 to the number of points of the final DEM). Thus, the method we propose gives the ability to modify the global aspect (the surface behavior) as well as to constrain any local detail of the final terrain model. This paper presents the algorithm and reconstruction examples. Using a Root Mean Square Error computation between an original model and its downsampled-then-reconstructed version, the results confirm the method good behavior and show its efficiency. Other various terrain models and alternative applications are presented.
本文提出了一种主要用于数字高程地图(DEM)重建的算法。我们的方法基于一种快速且高度可控的分形算法,我们能够根据给定的约束创建dem。因此,这些约束可以作为卫星获得的分散高程数据集给出,我们的方法对这些数据进行超采样并创建相应的平滑地形表面。此外,由于画家可以对他的模型进行素描,最终用户可以给出或编辑他想要的DEM的主要特征,局部细节和形态,立即获得最终的地形表面。请注意,对局部约束的数量没有限制(可以从0到最终DEM的点数不等)。因此,我们提出的方法提供了修改全局方面(表面行为)以及约束最终地形模型的任何局部细节的能力。本文给出了算法和重构实例。通过对原始模型与下采样重建模型的均方根误差计算,验证了该方法的良好性能和有效性。介绍了其他各种地形模型和替代应用。
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引用次数: 69
A new method to optimize the force-directed placement for 3D large graph drawing 一种三维大图形绘制中力导向布局优化的新方法
Meva Dodo, F. Andriamanampisoa, P. Torguet, J. Jessel
This paper describes a novel force-directed placement approach for 3D drawing of large graphs. The main idea behind our approach consists in optimizing the layout by equitably distributing vertices in the space. We consider the largest sphere inscribed in the 3D space and the vertices are then assigned random initial positions that are improved by force-directed placement. In order to ensure the effectiveness of the algorithm, we propose a new energy function minimization which uses the conjugated gradient of Fletcher-Reeves [1, 2]. Our algorithm is not only addressed to general undirected graphs but also it produces good layout of large trees. This work is motivated by our need to offer 3D visualization tools for large computing networks but this first phase will be focused on the graph representation.
本文描述了一种新的用于大图形三维绘制的力定向放置方法。我们的方法背后的主要思想是通过公平地分配空间中的顶点来优化布局。我们考虑3D空间中最大的球体,然后分配顶点随机初始位置,这些位置通过力定向放置来改进。为了保证算法的有效性,我们提出了一种新的利用Fletcher-Reeves共轭梯度的能量函数最小化方法[1,2]。该算法不仅适用于一般的无向图,而且能够生成良好的大树布局。这项工作的动机是我们需要为大型计算网络提供3D可视化工具,但第一阶段将集中在图形表示上。
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引用次数: 0
Tool users requirements classification: how software visualization tools measure up 工具用户需求分类:软件可视化工具如何达到要求
Mariam Sensalire, P. Ogao
Various ways of categorizing software visualization tools have been developed in the past. This paper presents a hybrid tools requirements classification for tool developers that builds onto the previous taxonomies and research results. Ten software visualization tools that differ in their functionalities are then measured on the categorization in order to show the extent to which they fulfill the requirements that are desired by tool users. It is not an extensive in-depth coverage of the tools but a comparison of the tools with the perceived requirements in an effort to address the tool adoption issue.
过去已经开发了各种对软件可视化工具进行分类的方法。本文为工具开发人员提供了一种基于先前分类法和研究结果的混合工具需求分类。然后对十个功能不同的软件可视化工具进行分类,以显示它们满足工具用户所期望的需求的程度。它并不是对工具的广泛而深入的介绍,而是将工具与感知到的需求进行比较,以解决工具采用问题。
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引用次数: 6
期刊
International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
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