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Processing of volumetric data by slice- and process-based streaming 通过基于切片和基于进程的流处理体积数据
A. Varchola, A. Vasko, Viliam Solcany, L. Dimitrov, M. Srámek
Although the main memory capacity of modern computers is constantly growing, the developers and users of data manipulation and visualization tools fight all over again with the problem of its shortage. In this paper, we advocate slice-based streaming as a possible solution for the memory shortage problem in the case of preprocessing and analysis of volumetric data defined over Cartesian, regular and other types of structured grids. In our version of streaming, data flows through independent processing units---filters---represented by individual system processes, which store each just a minimal fraction of the whole data set, with a slice as a basic data entity. Such filters can be easily interconnected in complex networks by means of standard interprocess communication using named pipes and are executed concurrently on a parallel system without a requirement of specific modification or explicit parallelization. In our technique, the amount of stored data by a filter is defined by the algorithm implemented therein, and is in most cases as small as one data slice or only several slices. Thus, the upper bound on the processed data volume is not any more defined by the main memory size but is shifted to the disc capacity, which is usually orders of magnitude larger. We propose implementations of this technique for various point, local and even global data processing operations, which may require multiple runs over the input data or eventually temporary data buffering. Further, we give a detailed performance analysis and show how well this approach fits to the current trend of employing cheap multicore processors and multiprocessor computers.
尽管现代计算机的主存储器容量不断增长,但数据处理和可视化工具的开发人员和用户一直在为内存不足的问题而斗争。在本文中,我们提倡基于切片的流作为在笛卡尔,规则和其他类型的结构化网格上定义的体积数据的预处理和分析的情况下内存短缺问题的可能解决方案。在我们的流版本中,数据流经独立的处理单元——过滤器——由单个系统进程表示,每个系统进程只存储整个数据集的最小部分,其中一个片作为基本数据实体。这样的过滤器可以很容易地在复杂的网络中通过使用命名管道的标准进程间通信进行互连,并且可以在并行系统上并发执行,而不需要进行特定的修改或显式的并行化。在我们的技术中,过滤器存储的数据量由其中实现的算法定义,并且在大多数情况下只有一个数据片或只有几个数据片。因此,已处理数据量的上限不再由主存大小定义,而是转移到通常大几个数量级的磁盘容量上。我们建议将该技术用于各种点、局部甚至全局数据处理操作,这些操作可能需要对输入数据进行多次运行或最终进行临时数据缓冲。此外,我们给出了详细的性能分析,并展示了这种方法如何很好地适应当前使用廉价多核处理器和多处理器计算机的趋势。
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引用次数: 6
Towards a Northern Sotho talking head 走向一个北索托人的谈话头
Mauricio Radovan, L. Pretorius, A. E. Kotzé
Speech-synchronized facial animation forms an increasingly important aspect of computer animation. The majority of commercial animation products are produced using the English language. Major stakeholders in the industry are the producers of animated movies and the developers of computer games, while the creation of conversational agents for communication in cyberspace and for applications in, for example, language learning is an active field of investigation. It is, therefore, not surprising that most of the commercial facial animation and lip synchronization software caters mainly for English. Northern Sotho, one of the eleven official languages of South Africa, belongs to the so-called Bantu language family and is a resource-scarce (in terms of language resources, technological infrastructure and funding), lesser-studied language of the world. The general question as to whether facial animation tools mainly developed and used for English are appropriate for Northern Sotho speech animation is addressed. More specifically, we investigate what can be achieved with commercially available animation products for English. The paper reports on the process followed, the first results obtained and insights acquired. It is demonstrated that a variety of non-English (Northern Sotho) phonemes can indeed be modelled by tools developed for English by combining multiple different English phonemes and manipulating facial muscles and their actions.
语音同步面部动画是计算机动画中越来越重要的一个方面。大多数商业动画产品都是用英语制作的。该行业的主要利益相关者是动画电影的制片人和电脑游戏的开发商,而创建用于网络空间交流和应用(例如语言学习)的会话代理是一个活跃的调查领域。因此,大多数商业面部动画和嘴唇同步软件主要迎合英语也就不足为奇了。北索托语是南非11种官方语言之一,属于所谓的班图语族,是一种资源稀缺(在语言资源、技术基础设施和资金方面)、世界上较少研究的语言。主要为英语开发和使用的面部动画工具是否适用于北索托语语音动画这一普遍问题得到了解决。更具体地说,我们调查了商业上可用的英语动画产品可以实现什么。本文报告了随后的过程,获得的第一个结果和获得的见解。研究表明,多种非英语(北索托语)音素确实可以通过为英语开发的工具来模拟,通过组合多个不同的英语音素和操纵面部肌肉及其动作来模拟。
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引用次数: 1
Graph matching with subdivision surfaces for texture synthesis on surfaces 图匹配与细分表面纹理合成
S. Bangay, C. Morkel
Existing texture synthesis-from example strategies for polygon meshes typically make use of three components: a multi-resolution mesh hierarchy that allows the overall nature of the pattern to be reproduced before filling in detail; a matching strategy that extends the synthesized texture using the best fit from a texture sample; and a transfer mechanism that copies the selected portion of the texture sample to the target surface. We introduce novel alternatives for each of these components. Use of √2-subdivision surfaces provides the mesh hierarchy and allows fine control over the surface complexity. Adaptive subdivision is used to create an even vertex distribution over the surface. Use of the graph defined by a surface region for matching, rather than a regular texture neighbourhood, provides for flexible control over the scale of the texture and allows simultaneous matching against multiple levels of an image pyramid created from the texture sample. We use graph cuts for texture transfer, adapting this scheme to the context of surface synthesis. The resulting surface textures are realistic, tolerant of local mesh detail and are comparable to results produced by texture neighbourhood sampling approaches.
现有的纹理合成-从多边形网格的示例策略通常使用三个组件:一个多分辨率网格层次结构,允许在详细填充之前复制图案的整体性质;利用纹理样本的最佳拟合来扩展合成纹理的匹配策略;以及将所述纹理样本的选定部分复制到所述目标表面的转移机构。我们为这些组件中的每一个引入新的替代方案。使用√2细分表面提供了网格层次结构,并允许对表面复杂性进行精细控制。自适应细分用于在表面上创建均匀的顶点分布。使用由表面区域定义的图形进行匹配,而不是常规的纹理邻域,提供了对纹理规模的灵活控制,并允许同时匹配从纹理样本创建的图像金字塔的多个级别。我们使用图切割进行纹理转移,使该方案适应表面合成的环境。所得到的表面纹理是真实的,容忍局部网格细节,并可与纹理邻域采样方法产生的结果相媲美。
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引用次数: 2
Occlusion-driven scene sorting for efficient culling 遮挡驱动的场景排序,用于高效剔除
Dirk Staneker, D. Bartz, W. Straßer
Image space occlusion culling is a powerful approach to reduce the rendering load of large polygonal models. However, occlusion culling is not for free; it trades overhead costs with the rendering costs of the possibly occluded geometry. Meanwhile, occlusion queries based on image space occlusion culling are supported on modern graphics hardware. However, a significant consumption of fillrate bandwidth and latency costs are associated with these queries.In this paper, we propose new techniques to reduce redundant occlusion queries. Our approach uses several "Occupancy Maps" to organize scene traversal. The respective information is accumulated efficiently by hardware-supported asynchronous occlusion queries. To avoid redundant requests, we arrange these multiple occlusion queries according to the information of the Occupancy Maps. Our presented technique is conservative and benefits from a partial depth order of the geometry.
图像空间遮挡剔除是减少大型多边形模型渲染负荷的一种有效方法。然而,遮挡剔除并不是免费的;它用可能遮挡的几何图形的渲染成本来交换开销成本。同时,现代图形硬件支持基于图像空间遮挡剔除的遮挡查询。然而,这些查询会消耗大量的填充率带宽和延迟成本。在本文中,我们提出了减少冗余遮挡查询的新技术。我们的方法使用几个“占用地图”来组织场景遍历。通过硬件支持的异步遮挡查询,可以有效地积累相应的信息。为了避免冗余请求,我们根据占用地图的信息安排这些多个遮挡查询。我们提出的技术是保守的,并受益于几何的部分深度顺序。
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引用次数: 6
Procedural modeling facilities for hierarchical object generation 用于分层对象生成的过程化建模工具
C. Morkel, S. Bangay
We modify a selection of interactive modeling tools for use in a procedural modeling environment. These tools are selection, extrusion, subdivision and curve shaping. We create human models to demonstrate that these tools are appropriate for use on hierarchical objects. Our tools support the main benefits of procedural modeling, which are: the use of parameterisation to control and very a model, varying levels of detail, increased model complexity, base shape independence and database amplification. We demonstrate scripts which provide each of these benefits.
我们修改了一些交互式建模工具,以便在过程建模环境中使用。这些工具是选择,挤压,细分和曲线成型。我们创建人类模型来证明这些工具适合用于分层对象。我们的工具支持过程化建模的主要优点,即:使用参数化来控制和非常模型,不同级别的细节,增加模型复杂性,基本形状独立性和数据库扩展。我们将演示提供这些好处的脚本。
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引用次数: 6
Free-form modelling for surface inpainting 表面喷漆的自由形式建模
G. Bendels, M. Guthe, R. Klein
In this paper, we describe a novel approach to 3D shape modelling, targeting at the reconstruction and repair of digitised models -- a task that is frequently encountered in particular in the fields of cultural heritage and archaeology. In these fields, faithfully digitised models are often to be restorated in order to visualise the object in its original state, reversing the effects of aging or decay. In our approach, we combine intuitive free-form modelling techniques with automatic 3D surface completion to derive a powerful modelling methodology that on the one hand is capable of including a user's expertise into the surface completion process. The automatic completion, on the other hand, reconstructs the required surface detail in the modelled region and thus frees the user from the need to model every last detail manually. The power and feasibility of our approach is demonstrated with several examples.
在本文中,我们描述了一种新的3D形状建模方法,针对数字化模型的重建和修复-这是一项经常遇到的任务,特别是在文化遗产和考古领域。在这些领域中,经常需要对忠实的数字化模型进行修复,以便将物体的原始状态可视化,从而逆转老化或衰变的影响。在我们的方法中,我们将直观的自由形式建模技术与自动3D表面补全相结合,得出了一种强大的建模方法,一方面能够将用户的专业知识纳入表面补全过程。另一方面,自动补全可以在建模区域中重建所需的表面细节,从而将用户从手动建模每个细节中解放出来。通过几个实例证明了该方法的有效性和可行性。
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引用次数: 10
Volume subdivision based hexahedral finite element meshing of domains with interior 2-manifold boundaries 基于体积细分的内2流形边界域六面体有限元网格划分
C. Bajaj, L. C. Karlapalem
We present a subdivision based algorithm for multi-resolution Hexahedral meshing. The input is a bounding rectilinear domain with a set of embedded 2-manifold boundaries of arbitrary genus and topology. The algorithm first constructs a simplified Voronoi structure to partition the object into individual components that can be then meshed separately. We create a coarse hexahedral mesh for each Voronoi cell giving us an initial hexahedral scaffold. Recursive hexahedral subdivision of this hexahedral scaffold yields adaptive meshes. Splitting and Smoothing the boundary cells makes the mesh conform to the input 2-manifolds. Our choice of smoothing rules makes the resulting boundary surface of the hexahedral mesh as C2 continuous in the limit (C1 at extra-ordinary points), while also keeping a definite bound on the condition number of the Jacobian of the hexahedral mesh elements. By modifying the crease smoothing rules, we can also guarantee that the sharp features in the data are captured. Subdivision guarantees that we achieve a very good approximation for a given tolerance, with optimal mesh elements for each Level of Detail (LoD).
提出了一种基于细分的多分辨率六面体网格划分算法。输入是一个有边界的直线域,具有一组嵌入的任意属和拓扑的2流形边界。该算法首先构建一个简化的Voronoi结构,将物体划分为单独的组件,然后分别进行网格划分。我们为每个Voronoi细胞创建一个粗糙的六面体网格,给我们一个初始的六面体支架。这种六面体支架的递归六面体细分产生自适应网格。分割和平滑边界单元使网格符合输入的2流形。我们所选择的平滑规则使得得到的六面体网格的边界面在极限情况下为C2连续(在异常点处为C1),同时六面体网格单元的雅可比矩阵的条件个数也保持了一个确定的边界。通过修改折痕平滑规则,还可以保证捕获数据中的尖锐特征。细分保证我们对给定的公差达到非常好的近似,为每个细节级别(LoD)提供最佳的网格元素。
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引用次数: 2
Size equivalent cluster trees (SEC-Trees) realtime rendering of large industrial scenes 大小等效集群树(SEC-Trees)实时渲染大型工业场景
Michael Kortenjan, Gunnar Schomaker
In this work we present a rendering method with guaranteed interactive frame-rates in complex 3D scenes. The algorithm is based on an new data structure determined in a preprocessing to avoid frozen displays in large simulative visualizations like industrial plants, typically described as CAD-Models. Within a preprocessing polygons are grouped by size and within these groups core-clusters are calculated based on similarity and locality. The clusters and polygons are building up a hierarchy including weights ascertained within repetitive stages of re-grouping and re-clustering. This additional information allows to choose a subset over all primitives to reduce scene complexity depending on the viewer's position, sight and the determined weights within the hierarchy. To guarantee a specific frame rate the number of rendered primitives is limited by a constant and typically constrained by hardware. This reduction is controlled by the pre-calculated weights, and the viewer's position and is not done arbitrarily. At least the rendered section is a suitable scene approximation that includes the viewer's interests. Combining all this a constant frame-rate including 140 million polygons at 12 fps is obtainable. Practical results indicate that our approach leads to good scene approximations and realtime rendering of very large environments at the same time.
在这项工作中,我们提出了一种在复杂的3D场景中保证交互帧率的渲染方法。该算法基于在预处理中确定的新数据结构,以避免大型模拟可视化(如工业工厂,通常称为cad模型)中的冻结显示。在预处理中,多边形按大小分组,并在这些分组中根据相似性和局部性计算核心聚类。聚类和多边形正在建立一个层次结构,包括在重复的重新分组和重新聚类阶段确定的权重。这些额外的信息允许在所有原语中选择一个子集,以减少场景的复杂性,这取决于观看者的位置、视线和层次结构中确定的权重。为了保证特定的帧速率,渲染原语的数量受到常量的限制,并且通常受到硬件的限制。这种减少是由预先计算的权重和观看者的位置控制的,而不是任意完成的。至少渲染的部分是一个合适的场景近似,包括观众的兴趣。结合所有这一切,一个恒定的帧率,包括1.4亿个多边形在12 fps是可获得的。实际结果表明,我们的方法可以同时获得很好的场景近似和非常大的环境的实时渲染。
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引用次数: 2
The identification of mammalian species through the classification of hair patterns using image pattern recognition 利用图像模式识别通过毛发模式分类来识别哺乳动物物种
Thamsanqa Moyo, S. Bangay, G. Foster
The identification of mammals through the use of their hair is important in the fields of forensics and ecology. The application of computer pattern recognition techniques to this process provides a means of reducing the subjectivity found in the process, as manual techniques rely on the interpretation of a human expert rather than quantitative measures. The first application of image pattern recognition techniques to the classification of African mammalian species using hair patterns is presented. This application uses a 2D Gabor filter-bank and motivates the use of moments to classify hair scale patterns. Application of a 2D Gabor filter-bank to hair scale processing provides results of 52% accuracy when using a filter-bank of size four and 72% accuracy when using a filter-bank of size eight. These initial results indicate that 2D Gabor filters produce information that may be successfully used to classify hair according to images of its patterns.
通过使用哺乳动物的毛发来识别它们在法医学和生态学领域是很重要的。计算机模式识别技术在此过程中的应用提供了一种减少过程中发现的主观性的方法,因为手动技术依赖于人类专家的解释而不是定量测量。首次将图像模式识别技术应用于利用毛发模式对非洲哺乳动物物种进行分类。这个应用程序使用一个2D Gabor滤波器组,并激励使用时刻来分类头发尺度模式。将二维Gabor滤波器组应用于毛发尺度处理,当使用尺寸为4的滤波器组时,准确度为52%,当使用尺寸为8的滤波器组时,准确度为72%。这些初步结果表明,二维Gabor过滤器产生的信息可以成功地用于根据头发图案的图像对头发进行分类。
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引用次数: 18
A GPU based saliency map for high-fidelity selective rendering 基于GPU的高保真选择性渲染显著性图
P. Longhurst, K. Debattista, A. Chalmers
The computation of high-fidelity images in real-time remains one of the key challenges for computer graphics. Recent work has shown that by understanding the human visual system, selective rendering may be used to render only those parts to which the human viewer is attending at high quality and the rest of the scene at a much lower quality. This can result in a significant reduction in computational time, without the viewer being aware of the quality difference. Selective rendering is guided by models of the human visual system, typically in the form of a 2D saliency map, which predict where the user will be looking in any scene. Computation of these maps themselves often take many seconds, thus precluding such an approach in any interactive system, where many frames need to be rendered per second. In this paper we present a novel saliency map which exploits the computational performance of modern GPUs. With our approach it is thus possible to calculate this map in milliseconds, allowing it to be part of a real time rendering system. In addition, we also show how depth, habituation and motion can be added to the saliency map to further guide the selective rendering. This ensures that only the most perceptually important parts of any animated sequence need be rendered in high quality. The rest of the animation can be rendered at a significantly lower quality, and thus much lower computational cost, without the user being aware of this difference.
高保真图像的实时计算仍然是计算机图形学面临的主要挑战之一。最近的研究表明,通过理解人类视觉系统,选择性渲染可以用来只渲染人类观看者所关注的部分,而其他部分则以低得多的质量渲染。这可以显著减少计算时间,而观看者不会意识到质量差异。选择性渲染是由人类视觉系统模型指导的,通常以2D显着性地图的形式,预测用户在任何场景中会看到哪里。这些地图本身的计算通常需要许多秒,因此在任何需要每秒渲染许多帧的交互式系统中都不可能采用这种方法。在本文中,我们提出了一种新的显著性图,利用现代gpu的计算性能。通过我们的方法,可以在毫秒内计算出这个地图,从而使其成为实时渲染系统的一部分。此外,我们还展示了如何将深度,习惯化和运动添加到显著性图中,以进一步指导选择性渲染。这确保了任何动画序列中只有最重要的感知部分需要以高质量呈现。动画的其余部分可以以较低的质量进行渲染,从而大大降低计算成本,而无需用户意识到这种差异。
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引用次数: 117
期刊
International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
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