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Virtual Shikki and Sazaedo: shape modeling in digital preservation of Japanese lacquer ware and temples 虚拟石木和寺盖堂:日本漆器和寺庙数字化保存中的形状建模
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945349
G. Pasko, A. Pasko, T. Ikedo, C. Vilbrandt
Issues concerning the digital preservation of the shapes and internal structures of culturally valuable objects are discussed. An overview of existing approaches to digital shape preservation and corresponding problems is given. Our approach is based on using constructive modeling, which reflects the logical structure of the shapes. We examine and select those mathematical representations of shapes that fit the purposes of long-term digital preservation. Constructive solid geometry (CSG) is applied to the modeling of a Japanese temple (the Sazaedo) with a unique internal structure. The traditional Japanese lacquer ware called 'Shikki' is modeled using a function representation (F-Rep). We describe the Virtual Shikki project, which is aimed at presenting the virtual shapes and textures of lacquer-ware on the World Wide Web.
讨论了有关具有文化价值的物品的形状和内部结构的数字保存问题。概述了现有的数字形状保存方法及其存在的问题。我们的方法是基于构造建模,它反映了形状的逻辑结构。我们检查并选择那些适合长期数字保存目的的形状的数学表示。构造立体几何(CSG)应用于具有独特内部结构的日本寺庙(萨扎伊堂)的建模。传统的日本漆器被称为“Shikki”,它使用函数表示法(F-Rep)来建模。我们描述了虚拟石基项目,其目的是在万维网上呈现虚拟的漆器形状和纹理。
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引用次数: 11
Shape of toric surfaces 环面形状
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945337
R. Krasauskas
We present an informal introduction to the theory of toric surfaces from the viewpoint of geometric modeling. Bezier surfaces and many well-known low-degree rational surfaces are found to be toric. Bezier-like control point schemes for toric surfaces are defined via mixed trigonometric-polynomial parametrizations. Many examples are considered: quadrics, cubic Mobius strip, quartic 'pillow', 'crosscap' and Dupin cyclides. A 'pear' shape modeling is presented.
我们从几何建模的角度,非正式地介绍了环面理论。贝塞尔曲面和许多众所周知的低次有理曲面都是环面。通过混合三角-多项式参数化定义了曲面的类贝塞尔控制点格式。考虑了许多例子:二次曲线、立方莫比乌斯带、四次“枕头”、“交叉”和杜平循环。提出了一个“梨”形模型。
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引用次数: 15
Perspective projection through parallel projected slabs for virtual endoscopy 通过平行投影板进行虚拟内窥镜透视投影
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945360
A. Vilanova, E. Gröller, R. Wegenkittl, A. König
Virtual endoscopy is a promising medical application for volume rendering techniques where perspective projection is mandatory. Most of the acceleration techniques for direct volume rendering make use of parallel projection. This is also the case of the current generation of VolumePro systems, which achieve real-time frame rates but unfortunately just provide parallel projection. In this paper, an algorithm to approximate perspective volume rendering using parallel projected slabs is presented. The introduced error due to the approximation is investigated. Based on the error estimation, an improvement to the basic algorithm is presented. The improvement increases the frame rate keeping the global maximal error bounded. The usability of the algorithm is shown through the virtual endoscopic investigation of various types of medical data sets.
虚拟内窥镜是一种很有前途的医学应用体绘制技术,其中透视投影是强制性的。大多数直接体绘制的加速技术都使用平行投影。这也是当前一代VolumePro系统的情况,它实现实时帧率,但不幸的是只提供并行投影。本文提出了一种利用平行投影板近似透视体绘制的算法。研究了由于逼近而引入的误差。在误差估计的基础上,对基本算法进行了改进。改进提高了帧率,保持了全局最大误差的限制。通过对各种类型医疗数据集的虚拟内窥镜调查显示了该算法的可用性。
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引用次数: 11
Quadratic interpolation in hardware Phong shading and texture mapping 二次插值在硬件Phong着色和纹理映射
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945353
A. Abbas, László Szirmay-Kalos, G. Szijártó, Tamás Horváth, Tibor Fóris
Rendering systems often represent curved surfaces as a mesh of planar polygons that are shaded to add realism and to restore a smooth appearance. To increase the rendering speed, complex operations, such as the evaluation of the local illumination model or texture transformation, are executed for just a few knot points, and the values at other points are interpolated. Usually, a linear transformation is used, since it can be easily implemented in hardware. However, the colour distribution and texture transformation may be strongly nonlinear, so a linear interpolation may introduce severe artifacts. Thus, this paper proposes two-variate quadratic interpolation to tackle this problem and demonstrates that it can be implemented in hardware. A software simulation and a VHDL description of the shading hardware are also presented.
渲染系统通常将曲面表示为平面多边形的网格,这些网格被着色以增加真实感并恢复光滑的外观。为了提高渲染速度,只对几个结点执行复杂的操作,如局部照明模型的评估或纹理变换,而对其他点的值进行插值。通常,使用线性变换,因为它可以很容易地在硬件中实现。然而,颜色分布和纹理变换可能是强非线性的,因此线性插值可能会引入严重的伪影。因此,本文提出了二元二次插值来解决这个问题,并证明了它可以在硬件上实现。文中还给出了遮阳硬件的软件仿真和VHDL描述。
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引用次数: 9
Exploiting temporal and spatial coherence in hierarchical visibility algorithms 利用层次可视性算法的时空一致性
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945350
Jiří Bittner, V. Havran
Presents a series of simple improvements that make use of temporal and spatial coherence in the scope of hierarchical visibility algorithms. The hierarchy updating avoids visibility tests of certain interior nodes of the hierarchy. The visibility propagation algorithm reuses information about visibility of neighbouring spatial regions. Finally, the conservative hierarchy updating avoids visibility tests of the hierarchy nodes that are expected to remain visible. We evaluate the presented methods in the context of hierarchical visibility culling using occlusion trees.
提出了一系列简单的改进,利用时间和空间的连贯性,在层次可见性算法的范围。层次结构更新避免了对层次结构的某些内部节点进行可见性测试。可见性传播算法重用了相邻空间区域的可见性信息。最后,保守层次结构更新避免了预期保持可见的层次结构节点的可见性测试。我们在使用遮挡树的分层可见度剔除的背景下评估了所提出的方法。
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引用次数: 10
High precision non-binary voxelization of geometric objects 几何对象的高精度非二进制体素化
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945358
M. Srámek
Volume graphics represents a set of techniques aimed at modeling, manipulation and rendering of objects represented by means of a 3D raster of elementary volume primitives-voxels. It represents a viable alternative for the standard surface graphics, and as such, it provides us with a possibility to overcome some of its bottlenecks and to extend its capabilities even further. Namely, by means of voxelization, it decouples object specific issues from rendering and enables uniform representation of all objects by a single primitive, the voxel. Thus, instead of dealing with a number of different objects with specific features, a renderer processes only one primitive object, which simplifies its architecture and leads to a more effective implementation. Moreover, rendering is independent on the original number of objects and hence a complete independence on object and scene complexity is achieved. Voxelization, i.e. a conversion of object representation by means of analytic formulas to the discrete 3D raster stands in the core of volume graphics techniques. We present and critically analyze distance oriented techniques as a tool for alias free volumetric representation of geometric objects.
体图形代表了一组旨在建模、操作和渲染对象的技术,这些对象由基本体素的三维光栅表示。它代表了标准表面图形的可行替代方案,因此,它为我们提供了克服其某些瓶颈并进一步扩展其功能的可能性。也就是说,通过体素化,它将对象特定的问题从渲染中解耦,并通过单个原语(体素)实现所有对象的统一表示。因此,渲染器只处理一个基本对象,而不是处理具有特定功能的许多不同对象,这简化了其体系结构并导致更有效的实现。此外,渲染与原始对象的数量无关,因此完全独立于对象和场景的复杂性。体素化,即通过解析公式将对象表示转换为离散的三维栅格,是体图技术的核心。我们提出并批判性地分析了面向距离的技术作为一种工具,用于无混叠的几何对象的体积表示。
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引用次数: 5
A new efficient wave model for maritime training simulator 海上训练模拟器的一种新的高效波浪模型
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945355
Jean-Marc Cieutat, J. Gonzato, P. Guitton
The market for maritime training simulators is as important as the market for aeronautical training simulators. Many maritime accidents are caused by piloting errors in critical situations. Such situations are usually due to the environment (waves and streams). Hence, the main challenge of a maritime simulator is to simulate this environment as accurately as possible and, more precisely, to simulate ocean waves. Nowadays, two kinds of wave simulation theories are being presented. Firstly, accurate models are being created by physicists, while in computer graphics, researchers are putting forward some simpler physically-based models in order to produce static photorealistic images. This paper describes a new, efficient, real-time model of wave propagation and shows its integration in a real maritime simulator.
海上训练模拟器市场与航空训练模拟器市场同样重要。许多海上事故都是由于危急情况下的驾驶失误造成的。这种情况通常是由于环境(波浪和溪流)。因此,海洋模拟器的主要挑战是尽可能准确地模拟这种环境,更精确地模拟海浪。目前,出现了两种不同的波浪模拟理论。首先,物理学家正在创建精确的模型,而在计算机图形学中,研究人员正在提出一些更简单的基于物理的模型,以产生静态的逼真图像。本文描述了一种新的、高效的、实时的波浪传播模型,并展示了它在真实海洋模拟器中的集成。
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引用次数: 23
Smooth high-quality interactive visualization 流畅的高质量交互式可视化
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945342
M. Grabner
The paper addresses the problem of interactive visualization in the view-dependent simplification framework. A geomorphing algorithm for interpolation between different levels of detail is given. The interpolation parameter is derived from the screen-space geometric error instead of assigning a fixed transition time to the interpolation process. Furthermore, a hybrid frame rate control system is proposed. Frame time is predicted based on the average rendering time per triangle, reducing oscillation and overshooting. A set of experiments demonstrates the advantages of both methods.
本文研究了基于视图依赖简化框架的交互式可视化问题。给出了一种用于不同细节层次之间插值的地貌算法。插值参数来源于屏幕空间几何误差,而不是为插值过程分配固定的过渡时间。在此基础上,提出了一种混合帧率控制系统。帧时间是根据每个三角形的平均渲染时间来预测的,减少了振荡和超调。一组实验证明了这两种方法的优点。
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引用次数: 7
Texturing through constructive modeling 纹理通过建设性的建模
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945354
B. Schmitt, C. Schlick, A. Pasko, V. Adzhiev
The concept of solid texturing is extended in two directions: constructive modeling of space partitions for texturing and modeling of multi-dimensional textured objects called hypervolumes. A hypervolume is considered as a point set with attributes of both physical (density, temperature, etc.) and photometric (color, transparency, diffuse and specular reflections, etc.) nature. The point-set geometry and attributes are modeled independently using real-valued scalar functions of several variables. Each real-valued function defining the geometry or an attribute is evaluated in the given point by a procedure traversing a constructive tree structure with primitives in the leaves and operations in the nodes of the tree. This approach provides a framework for the modeling, texturing and visualization of 3D solids and time-dependent and multi-dimensional objects in a completely uniform manner. We introduced a special modeling language and implemented software tools supporting the proposed approach. The concept of constructive hypervolume textures is independent of the geometric representation. We provide examples of textured functional representation (F-Rep) and boundary representation (B-Rep) objects as illustrations.
实体纹理的概念在两个方向上得到扩展:用于纹理的空间分区的构造建模和称为hypervolumes的多维纹理对象的建模。hypervolume被认为是具有物理属性(密度、温度等)和光度属性(颜色、透明度、漫反射和镜面反射等)的点集。采用多变量实值标量函数对点集几何和属性进行独立建模。定义几何或属性的每个实值函数在给定点上通过遍历构造树结构的过程求值,该构造树结构的原语位于叶子中,操作位于树的节点中。该方法以完全统一的方式为3D实体和时间相关的多维对象的建模,纹理和可视化提供了一个框架。我们引入了一种特殊的建模语言,并实现了支持所提出方法的软件工具。构造超大体积纹理的概念独立于几何表示。我们提供了纹理功能表示(F-Rep)和边界表示(B-Rep)对象的示例作为说明。
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引用次数: 0
Some new challenging research topics in human animation 人体动画中一些新的具有挑战性的研究课题
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945332
N. Magnenat-Thalmann, L. Moccozet
The paper aims at defining new challenging research topics related to human simulation and animation. Although virtual human modelling, animation and simulation aspects have now been widely studied, there remain many topics and applications that are still open for research. Among them, we propose a survey of the current status and the future directions of research topics and applications such as virtual cloning and population and crowd modelling, clothing simulation, communication and interaction with virtual humans thanks to emotional dialogue, avatars and autonomous virtual embodiments in an inhabited virtual environment for cultural heritage.
本文旨在定义与人体模拟和动画相关的新的具有挑战性的研究课题。虽然虚拟人的建模、动画和仿真方面已经得到了广泛的研究,但仍有许多主题和应用仍有待研究。其中,对虚拟克隆与人口与人群建模、服装模拟、情感对话与虚拟人的交流与互动、虚拟化身与文化遗产居住虚拟环境中的自主虚拟化身等研究课题与应用的现状与未来方向进行了综述。
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引用次数: 3
期刊
Proceedings Spring Conference on Computer Graphics
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