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Proceedings the Eighth Pacific Conference on Computer Graphics and Applications最新文献

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Automated texture registration and stitching for real world models 自动纹理注册和拼接真实世界的模型
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883955
H. Lensch, W. Heidrich, H. Seidel
A system is presented which automatically registers and stitches textures acquired from multiple photographic images onto the surface of a given corresponding 3D model. Within this process the camera position, direction and field of view must be determined for each of the images. For this registration, which aligns a 2D image to a 3D model we present an efficient hardware-accelerated silhouette-based algorithm working on different image resolutions that accurately registers each image without any user interaction. Besides the silhouettes, the given texture information can be used to improve accuracy by comparing one stitched texture to already registered images resulting in a global multi-view optimization. After the 3D-2D registration for each part of the 3D model's surface the view is determined which provides the best available texture. Textures are blended at the borders of regions assigned to different views.
提出了一种从多幅摄影图像中获取的纹理自动注册和拼接到给定的相应三维模型表面的系统。在这个过程中,相机的位置,方向和视野必须确定为每一个图像。对于这种将2D图像对齐到3D模型的配准,我们提出了一种高效的基于硬件加速轮廓的算法,该算法适用于不同的图像分辨率,可以在没有任何用户交互的情况下准确地注册每个图像。除了轮廓外,给定的纹理信息还可以通过将一个缝合的纹理与已经注册的图像进行比较来提高精度,从而实现全局多视图优化。在3D模型表面的每个部分进行3D- 2d配准后,视图确定哪一个提供了最好的可用纹理。纹理在分配给不同视图的区域的边界处混合。
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引用次数: 146
Collision adaptive particle systems 碰撞自适应粒子系统
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883957
Olaf Etzmuß, B. Eberhardt, M. Hauth, W. Straßer
Particle systems have been widely employed to simulate deformable objects, most prominently virtual textiles. We introduce particle systems that adaptively generate new particles wherever this is required to model collisions correctly. When coarse meshes collide with an object they are automatically refined. Therefore this model allows physically accurate simulations that require a much smaller number of particles than regular particle systems. This allows for fast simulations with coarse meshes.
粒子系统被广泛用于模拟可变形的物体,最突出的是虚拟纺织品。我们引入粒子系统,在需要正确建模碰撞的地方自适应地产生新粒子。当粗网格与物体碰撞时,它们会被自动细化。因此,该模型允许物理上精确的模拟,所需的粒子数量比常规粒子系统少得多。这允许使用粗网格进行快速模拟。
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引用次数: 25
Non-distorted texture mapping using variational interpolation 使用变分插值的非扭曲纹理映射
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883966
Ying Tang, H. Bao, Qunsheng Peng, F. Mong
Presents a new efficient texture mapping algorithm for polygonal meshes. Texture coordinates are assigned to the vertices of the mesh using the variational interpolation technique. For each patch to be mapped, the algorithm first samples equidistantly the boundaries of the patch. In order to decrease distortion, the patch is further sampled as uniformly as possible while its texture domain are correspondingly sampled. The variational interpolation technique is then invoked to yield a parameterization of the patch. The experimental results demonstrate that the algorithm has a great number of potential applications in texture mapping and surface modeling.
提出了一种新的多边形网格纹理映射算法。使用变分插值技术将纹理坐标分配给网格的顶点。对于每个待映射的patch,算法首先等距采样patch的边界。为了减少失真,对图像进行尽可能均匀的采样,同时对其纹理域进行相应的采样。然后调用变分插值技术来产生patch的参数化。实验结果表明,该算法在纹理映射和表面建模方面具有广泛的应用前景。
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引用次数: 0
Rendering iridescent colors appearing on natural objects 在自然物体上呈现彩虹色的
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883853
H. Hirayama, Y. Yamaji, K. Kaneda, H. Yamashita, Y. Monden
Iridescent colors appearing on natural objects, such as the feathers of a hummingbird, surfaces inside seashells, and shells of beetles, are beautiful and impressive. The cause of such iridescent colors is interference of light inside multilayer film structures covering the natural objects. The paper proposes a method for realistically rendering iridescent colors appearing on natural surfaces, taking into account interference of light inside multilayer structures. To render the iridescent colors, we have developed an illumination model for multilayer structures fluctuated through the use of a hypertexture. We also have improved the hypertexture to be able to represent fluctuated parametric curved surfaces. Several examples of iridescent colors on the surfaces of a seashell and a beetle demonstrate the usefulness of the proposed method.
出现在自然物体上的彩虹色,如蜂鸟的羽毛、贝壳的内部表面和甲虫的壳,是美丽而令人印象深刻的。产生这种彩虹色的原因是覆盖在自然物体上的多层薄膜结构内部的光的干涉。本文提出了一种考虑多层结构内部光干涉的自然表面彩虹色逼真渲染方法。为了渲染彩虹色,我们开发了一个通过使用超纹理波动的多层结构的照明模型。我们还改进了超纹理,使其能够表示波动的参数曲面。贝壳和甲虫表面的几个彩虹色的例子证明了所提出方法的有效性。
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引用次数: 24
FEM-based dynamic subdivision splines 基于有限元的动态细分样条
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883940
Hong Qin
Recent years have witnessed a dramatic growth in the use of subdivision schemes for graphical modeling and animation, especially for the representation of smooth, often complex, shapes of arbitrary topology. Nevertheless, conventional interactive approaches to subdivision objects can be extremely laborious and inefficient. Users must carefully specify the initial mesh and/or painstakingly manipulate the control vertices at different levels of the subdivision hierarchy to satisfy a diverse set of functional requirements and aesthetic criteria in the modeled object. This modeling drawback results from the lack of direct manipulation tools for the limit geometric shape. To improve the efficiency of interactive design, we have developed a unified finite element method (FEM) based dynamic methodology for arbitrary subdivision schemes by marrying principles of computational physics and finite element analysis with powerful subdivision geometry. Our dynamic framework permits users to directly manipulate the limit surface obtained from any subdivision procedure via simulated "force" tools. Our experiments demonstrate that the new unified FEM-based framework promises a greater potential for subdivision techniques in geometric modeling, finite element analysis, engineering design, computer graphics and other visual computing applications.
近年来,在图形建模和动画中使用细分方案的情况急剧增长,特别是对于任意拓扑结构的光滑,通常是复杂形状的表示。然而,传统的对对象进行细分的交互式方法是非常费力和低效的。用户必须仔细指定初始网格和/或在细分层次结构的不同级别上煞费苦心地操作控制顶点,以满足建模对象中的各种功能需求和美学标准。这种建模缺陷是由于缺乏对极限几何形状的直接操作工具造成的。为了提高交互设计的效率,我们将计算物理和有限元分析的原理与强大的细分几何结合起来,开发了一种基于统一有限元方法的任意细分方案的动态方法。我们的动态框架允许用户通过模拟的“力”工具直接操作从任何细分程序获得的极限表面。我们的实验表明,新的统一的基于有限元的框架为几何建模、有限元分析、工程设计、计算机图形学和其他视觉计算应用的细分技术提供了更大的潜力。
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引用次数: 2
Intuitive virtual grasping for non haptic environments 直观的虚拟抓取非触觉环境
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883961
T. Ullmann, Jörg Sauer
This paper presents an approach for grasping virtual objects in virtual environments with a data glove. Our focus lies on developing new methods that allow sensible realistic grasping gestures which correspond to human grasping behavior. To meet the demands of industrial applications, users must be able to grasp an object in an intuitive way with one or two hands and, beyond that, manipulate grasped objects between their fingers. To avoid the use of expensive force or touch feedback hardware, but also to ensure a safe grip on virtual objects, several forms of visual feedback are provided. First, we describe the basic algorithm for grasping with one or two hands and finally, we present a method to precisely manipulate the grasped objects between the virtual fingers.
提出了一种利用数据手套在虚拟环境中抓取虚拟物体的方法。我们的重点在于开发新的方法,使与人类抓取行为相对应的感知现实抓取手势成为可能。为了满足工业应用的需求,用户必须能够用一只手或两只手以直观的方式抓住物体,除此之外,还必须能够在手指之间操纵抓住的物体。为了避免使用昂贵的力或触摸反馈硬件,同时也为了确保对虚拟物体的安全抓握,提供了几种形式的视觉反馈。首先,我们描述了单手或双手抓取的基本算法,最后,我们提出了一种在虚拟手指之间精确操纵抓取对象的方法。
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引用次数: 43
A method for modeling and rendering dunes with wind-ripples 一个建模和渲染沙丘与风波纹的方法
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883978
Koichi Onoue, T. Nishita
This paper proposes a method for modeling and rendering realistic desert scenes. A desert terrain includes sand dunes and wind ripples. We use two types of scale models to form them. We render the dunes with the wind-ripples by bump-mapping using LOD (levels of detail).
本文提出了一种模拟和渲染真实沙漠场景的方法。沙漠地形包括沙丘和风波纹。我们使用两种比例模型来形成它们。我们通过使用LOD(细节级别)的凹凸贴图来渲染带有风波纹的沙丘。
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引用次数: 27
A matrix-based approach to reconstruction of 3D objects from three orthographic views 基于矩阵的三维物体正射影重建方法
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883948
Shi-Xia Liu, Shimin Hu, Jiaguang Sun, Chiew-Lan Tai
Presents a matrix-based technique for reconstructing solids with quadric surfaces from three orthographic views. First, the relationship between a conic and its orthographic projections is developed using matrix theory. We then address the problem of finding the theoretical minimum number of views that are necessary for reconstructing an object with quadric surfaces. Next, we reconstruct the conic edges by finding their matrix representations in 3D space. This effectively constructs a model corresponding to the three views. Finally, volume information is searched within the wireframe model to form the final solids. The novelty of our algorithm is in the use of the matrix representation of conics to assist in the 3D reconstruction, which increases both the efficiency and the reliability of the proposed approach.
提出了一种基于矩阵的三维立体重建方法。首先,利用矩阵理论建立了二次曲线与其正射影之间的关系。然后,我们解决了寻找重建具有二次曲面的对象所需的理论最小视图数的问题。接下来,我们通过在三维空间中找到它们的矩阵表示来重建圆锥边。这有效地构建了一个与三个视图相对应的模型。最后,在线框模型中搜索体信息以形成最终的实体。该算法的新颖之处在于使用二次曲线的矩阵表示来辅助三维重建,从而提高了所提出方法的效率和可靠性。
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引用次数: 14
Interactive manipulation planning for animated characters 动画角色的交互操作规划
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883973
J. Kuffner, J. Latombe
Presents a brief overview of an algorithm for interactively animating object grasping and manipulation tasks for human figures. The technique is designed to efficiently generate feasible single-arm manipulation motions given high-level task commands. For moving an object, the motions necessary for a human arm to reach and grasp the object, re-position it and return the arm to rest are generated automatically within a few seconds on average. The method synthesizes motion "on-the-fly" by directly searching the configuration space of the arm. Goal configurations for the arm are computed using an inverse kinematics algorithm that attempts to select a natural posture. A collision-free trajectory connecting the arm's initial configuration to the goal configuration is computed using a randomized path planner. A high-level description of the methods is given, along with results from some computed examples using a human character model.
介绍了一种用于交互式动画对象抓取和操作任务的算法的简要概述。该技术的目的是在给定高级任务命令的情况下,有效地生成可行的单臂操作动作。为了移动一个物体,人的手臂到达和抓住物体,重新定位它,并返回手臂休息所需的运动平均在几秒钟内自动生成。该方法通过直接搜索臂的构形空间,“在飞行中”合成运动。目标配置的手臂计算使用逆运动学算法,试图选择一个自然的姿势。使用随机路径规划器计算连接机械臂初始构型和目标构型的无碰撞轨迹。给出了这些方法的高级描述,以及使用人类特征模型的一些计算示例的结果。
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引用次数: 43
Efficient coding of non-triangular mesh connectivity 非三角形网格连通的高效编码
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883946
Boris Kronrod, C. Gotsman
Describes an efficient algorithm for coding the connectivity information of general polygon meshes. In contrast to most existing algorithms, which are suitable only for triangular meshes and pay a penalty for the treatment of non-triangular faces, this algorithm codes the connectivity information in a direct manner. Our treatment of the special case of triangular meshes is shown to be equivalent to the Edgebreaker algorithm. Using our methods, any triangle mesh may be coded in no more than two bits/triangle (approximately four bits/vertex), a quadrilateral mesh in no more than 3.5 bits/quad (approximately 3.5 bits/vertex), and the most common case of a quadrilateral mesh with few triangles in no more than four bits/polygon.
描述了一种用于一般多边形网格连通性信息编码的高效算法。现有的大多数算法只适用于三角形网格,并且对非三角形面的处理要付出代价,相比之下,该算法以直接的方式编码连接信息。我们对三角形网格的特殊情况的处理被证明等同于破边算法。使用我们的方法,任何三角形网格都可以以不超过2比特/三角形(大约4比特/顶点)的速度编码,四边形网格的编码速度不超过3.5比特/四边形(大约3.5比特/顶点),最常见的情况是具有少量三角形的四边形网格的编码速度不超过4比特/多边形。
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引用次数: 25
期刊
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications
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