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Optimized triangle mesh compression using prediction trees 优化三角网格压缩使用预测树
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883968
Boris Kronrod, C. Gotsman
Recently, a wealth of algorithms for the efficient coding of 3D triangle meshes have been published. All these focus on achieving the most compact code for the connectivity data. The geometric data, i.e. the vertex coordinates, are then coded in an order induced by the connectivity code, which is probably not optimal. This is a pity, as the geometric portion of the data set dominates the code. We propose a way to optimize the geometry code without sacrificing too much in the connectivity code. In our approach, we achieve approximately two bits/triangle for the connectivity before entropy coding, which is not as good as other published algorithms but certainly not significantly worse. Our approach is based on the parallelogram prediction method for mesh geometry. This method is based on the observation that two adjacent triangles in a typical mesh tend to form a shape similar to a parallelogram. If an algorithm uses a parallelogram prediction method then it should build a traversal structure of triangles covering all vertices. The vertex coordinates are then predicted as the structure is traversed. The cost of this code is then the entropy of the distribution of the vertex prediction errors. Since this entropy is hard to manipulate, the accepted practice is to measure the code's effectiveness in the approximation sense, i.e. as the sum of the lengths of the vertex prediction error vectors. The full version of this paper is available at .
近年来,已经出现了大量的有效的三维三角形网格编码算法。所有这些都集中在为连接性数据实现最紧凑的代码上。几何数据,即顶点坐标,然后按照连接代码诱导的顺序编码,这可能不是最优的。这是一个遗憾,因为数据集的几何部分支配着代码。我们提出了一种在不牺牲太多连接代码的情况下优化几何代码的方法。在我们的方法中,我们在熵编码之前实现了大约2位/三角形的连接,这不如其他已发布的算法好,但肯定不会明显差。我们的方法是基于网格几何的平行四边形预测方法。这种方法是基于观察到在一个典型的网格中,两个相邻的三角形倾向于形成一个类似于平行四边形的形状。如果一个算法使用平行四边形预测方法,那么它应该建立一个覆盖所有顶点的三角形的遍历结构。然后在遍历结构时预测顶点坐标。这段代码的代价就是顶点预测误差分布的熵。由于这个熵很难被操纵,通常的做法是在近似意义上衡量代码的有效性,即作为顶点预测误差向量长度的总和。本文的完整版本可在。
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引用次数: 12
Interactive behavioural update of large flocks 大型禽群的互动行为更新
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883977
Noel O'Hara
The availability of powerful and affordable 3D PC graphics boards has made the rendering of rich immersive environments possible at interactive speeds. The scene update rate and the appropriate behaviour of objects within the world are central to this immersive feeling. We explore new techniques for increasing the efficiency of the flocking algorithm, which has been used extensively to emulate the flocking behaviour of creatures found in nature. The main contribution of this paper is a new method for imposing a hierarchical structure on the flock so that each members nearby neighbours can be determined more efficiently. This allows for far larger flocks to be updated at interactive speeds on a PC.
功能强大且价格合理的3D PC图形板的可用性使得以交互速度渲染丰富的沉浸式环境成为可能。场景更新速度和世界中物体的适当行为是这种沉浸感的核心。我们探索提高群集算法效率的新技术,该算法已广泛用于模拟自然界中发现的生物的群集行为。本文的主要贡献是提出了一种新的方法,可以在群体中施加层次结构,以便更有效地确定每个成员附近的邻居。这允许在PC上以交互速度更新更大的群组。
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引用次数: 0
Low cost immersive displays: the cubicle of the future 低成本的沉浸式显示器:未来的格子间
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883960
M. Green
A number of immersive display technologies have been developed over the past decade. While many of these display technologies have proved to be effective, they are still far too expensive for common use. This paper presents a low cost immersive display device called Vision Space. This device can be viewed as a personal immersive workspace that takes the form of an office cubicle.
在过去的十年里,许多沉浸式显示技术已经被开发出来。虽然许多这些显示技术已被证明是有效的,但它们仍然过于昂贵,无法普遍使用。本文提出了一种低成本的沉浸式显示设备——视觉空间。这个设备可以被看作是一个个人沉浸式的工作空间,采用办公室隔间的形式。
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引用次数: 1
Mesh construction from non-uniformly distributed and noisy 3D points recovered from image sequence 从图像序列中恢复的非均匀分布和噪声的三维点进行网格构建
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883976
I. Atmosukarto, W. Leow, Zhiyong Huang, Yong Zhang, K. Sung
This paper describes a novel method for constructing triangle meshes from noisy and non-uniformly distributed 3D points. It consists of two steps: noise point removal uses a clustering algorithm and epipolar constraint method to identify and remove noise points from the 3D points; and a constructive polygonization algorithm interpolates cleaned 3D points to construct a triangle mesh of the object.
本文提出了一种由噪声和非均匀分布的三维点构造三角形网格的新方法。该算法包括两个步骤:利用聚类算法和极外约束方法从三维点中识别和去除噪声点;构造多边形化算法对清洗后的三维点进行插值,以构造物体的三角形网格。
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引用次数: 1
Visibility in the presence of occluders with curved boundaries 具有弯曲边界的遮挡物存在时的可见性
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883932
G. Baciu, Cliff Cheung, Chun-Yeh Yu
Accurate global visibility information has become essential in global illumination rendering. Combinatorial structures, such as the visibility complex, aspect graphs and the visibility skeleton, are the seeds of a new topic of research motivated by practical problems in computer graphics and global illumination rendering. This is now attracting interest from the computational geometry, combinatorics, CAD and robotics communities. The initial motivation has been to accurately represent shadow boundaries generated by occluding surfaces in the path of light from emitting surfaces (sources) to receiving surfaces (receivers). This article adds to the rich body of research in this field by presenting solutions to the problem of occluders with curved boundaries. This has profound implications in three main areas: (1) the generation, maintenance and search functions associated with the global visibility complex, (2) mesh generation, and (3) global illumination rendering. We present a new visibility complex based on the proposed visibility skeleton. The new visibility complex has been designed to handle not only polygonal elements but also surfaces with curved boundaries. We have found that, even in simple 3D scenes, the new visibility complex generates less polygons in the meshing phase and a more accurate global illumination.
准确的全局可见性信息在全局照明渲染中至关重要。组合结构,如可视性复合体、方面图和可视性骨架,是由计算机图形学和全局照明渲染的实际问题所激发的一个新的研究课题的种子。这引起了计算几何、组合学、CAD和机器人社区的兴趣。最初的动机是为了准确地表示光从发射面(光源)到接收面(接收器)的路径中由遮挡面产生的阴影边界。本文通过提出具有弯曲边界的遮挡问题的解决方案,增加了这一领域丰富的研究成果。这在三个主要领域具有深远的影响:(1)与全局可见性复合物相关的生成、维护和搜索功能;(2)网格生成;(3)全局照明渲染。在此基础上提出了一种新的可见性复合体。新的可视性复合体不仅可以处理多边形元素,还可以处理曲面边界的曲面。我们发现,即使在简单的3D场景中,新的可见性复合体在网格划分阶段产生更少的多边形和更准确的全局照明。
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引用次数: 0
A new paradigm for changing topology during subdivision modeling 一种在细分建模过程中改变拓扑结构的新范例
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883941
E. Akleman, V. Srinivasan, Jianer Chen
The authors present a paradigm that allows dynamic changing of the topology of 2-manifold polygonal meshes. Our paradigm always guarantees topological consistency of polygonal meshes. Based on our paradigm, by simply adding and deleting edges, handles can be created and deleted, holes can be opened or closed, polygonal meshes can be connected or disconnected. These edge insertion and edge deletion operations are highly consistent with subdivision algorithms. In particular, these operations can be easily included into a subdivision modeling system such that the topological changes and subdivision operations can be performed alternatively during model construction. We demonstrate practical examples of topology changes based on this new paradigm and show that the new paradigm is convenient, effective, efficient, and friendly to subdivision surfaces.
作者提出了一种允许动态改变2流形多边形网格拓扑结构的范例。我们的范例总是保证多边形网格的拓扑一致性。基于我们的范例,通过简单地添加和删除边缘,手柄可以创建和删除,孔可以打开或关闭,多边形网格可以连接或断开。这些边插入和边删除操作与细分算法高度一致。特别是,这些操作可以很容易地包含到细分建模系统中,这样拓扑更改和细分操作可以在模型构建期间交替执行。我们展示了基于这种新范式的拓扑变化的实际示例,并表明这种新范式对细分表面是方便、有效、高效和友好的。
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引用次数: 31
Modelling of smoke flow taking obstacles into account 考虑障碍物的烟流模型
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883935
S. Yoshida, T. Nishita
Recently, displaying natural phenomena such as smoke has become a topic of interest in computer graphics. The ability to simulate the complex shapes and motion of the smoke particles is not only important but is also a difficult problem to solve. In this paper, we propose a method of displaying swirling smoke, including the consideration of its passage round obstacles. By using the idea of metaballs, we can easily represent the 3D density distribution of smoke. We solve the physical equation of the flow, and represent the vortices by using the vorticity vector. Therefore, we can make a model of the smoke flow even if there are obstacles in its path.
最近,显示自然现象(如烟雾)已成为计算机图形学中感兴趣的话题。模拟烟雾粒子的复杂形状和运动的能力不仅很重要,而且也是一个很难解决的问题。在本文中,我们提出了一种显示旋转烟雾的方法,包括考虑其通过障碍物。通过使用元球的思想,我们可以很容易地表示烟雾的三维密度分布。我们解出了流动的物理方程,并用涡量向量表示了涡量。因此,即使在路径上有障碍物,我们也可以建立烟雾流的模型。
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引用次数: 8
Compression of indoor video sequences using homography-based segmentation 基于同形图分割的室内视频序列压缩
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883952
T. Park, S. Fleishman, D. Cohen-Or, Dani Lischinski
We present a new compression algorithm for video sequences of indoor scenes, or more generally, sequences containing mostly planar and near-planar surfaces. Our approach utilizes edge and optical flow information in order to segment selected keyframes into regions of general shape, such that the motion of each region is predicted well by a planar homography. With this kind of motion prediction, the errors between the predicted intermediate frames and the actual ones are very small, and can be compactly encoded. Our results demonstrate significant improvements in the accuracy of the compressed video sequences, compared to standard general purpose video compression.
我们提出了一种新的压缩算法,用于室内场景的视频序列,或者更一般地说,包含大部分平面和近平面的序列。我们的方法利用边缘和光流信息来将选定的关键帧分割成一般形状的区域,这样每个区域的运动都可以通过平面单应性很好地预测。利用这种运动预测方法,预测的中间帧与实际中间帧之间的误差很小,并且可以进行紧凑的编码。我们的结果表明,与标准的通用视频压缩相比,压缩视频序列的准确性有了显着提高。
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引用次数: 1
CubicalPath-dynamic potential fields for guided exploration in virtual environments 虚拟环境中用于引导探索的立方路径动态势场
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883963
Steffi Beckhaus, Felix Ritter, T. Strothotte
Exploring unknown models or scenes is a highly interactive and dynamic process. Systems for automatic presentation of models or scenes either require cinematographic rules, direct human interaction, framesets or precalculation of paths to a known goal. We are looking for a system which can deal with rapidly changing user interest in objects of a scene or model as well as with dynamic models and changes of the camera position introduced interactively by the user or through cuts. In this paper we describe CubicalPath, a new potential field-based camera control system that helps with the exploration of virtual environments.
探索未知的模型或场景是一个高度互动和动态的过程。自动呈现模型或场景的系统需要电影规则、直接的人类交互、帧集或预先计算到达已知目标的路径。我们正在寻找一种系统,它可以处理快速变化的用户对场景或模型对象的兴趣,以及动态模型和由用户或通过切割交互引入的相机位置的变化。在本文中,我们描述了一种新的基于现场的相机控制系统CubicalPath,它有助于探索虚拟环境。
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引用次数: 42
Acceleration of Monte Carlo path tracing in general environments 一般环境下蒙特卡罗路径跟踪的加速
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883883
Frederic Pérez, I. Martín, X. Pueyo, F. Sillion
The paper describes a two pass algorithm capable of computing solutions to the global illumination in general environments (diffuse or glossy surfaces, anisotropically scattering participating media) faster than previous methods, by combining the strengths of finite element and Monte Carlo methods. A quick coarse solution is first computed with a clustered directional hierarchical method. This intermediate solution is used by a Monte Carlo method to accelerate computation of a final accurate solution by importance sampling, by means of link probabilities and adaptive probability density functions. Results from a first implementation of the algorithm for diffuse surfaces are presented.
本文通过结合有限元和蒙特卡罗方法的优势,描述了一种能够比以前的方法更快地计算一般环境(漫射或光滑表面,各向异性散射参与介质)全局照明的两道算法。首先用聚类定向分层方法计算快速粗解。该中间解采用蒙特卡罗方法,通过链路概率和自适应概率密度函数,通过重要抽样加速最终精确解的计算。本文给出了该算法在漫射曲面上的首次实现结果。
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引用次数: 13
期刊
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications
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