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A new adaptive density estimator for particle-tracing radiosity 一种新的自适应粒子追踪辐射密度估计方法
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883882
WongPing Wah
In particle-tracing radiosity algorithms, energy-carrying particles are traced through an environment for simulating global illumination. Illumination on a surface is reconstructed from particle "hit points" on the surface, which is a density estimation problem (B.W. Silverman, 1986). Several methods can be used to solve this problem, such as the adaptive meshing method (R.F. Tobler et al., 1997), the kernel method (B. Walter et al., 1997), and the orthogonal series estimator (M. Feda, 1996). An orthogonal series estimator is proposed to tackle the problem. In the new method, the appropriate number of terms that should be used in the series is determined adaptively and automatically. Moreover a surface subdivision scheme is combined with the estimator to increase the accuracy of estimation. The new method has several advantages over other existing methods: (1) it requires less memory than the adaptive meshing method; (2) it does not store all the particle-hit points as in the kernel method; (3) it determines automatically how many terms should be used in the orthogonal series; (4) it incorporates surface subdivision to further increase the accuracy of estimation.
在粒子跟踪辐射算法中,携带能量的粒子通过模拟全局照明的环境进行跟踪。表面上的照明是由表面上的粒子“命中点”重建的,这是一个密度估计问题(B.W. Silverman, 1986)。有几种方法可以用来解决这个问题,如自适应网格划分方法(R.F. Tobler等人,1997),核方法(B. Walter等人,1997)和正交级数估计(M. Feda, 1996)。提出了一个正交级数估计来解决这个问题。该方法自适应地自动确定序列中应使用的适当项数。此外,为了提高估计精度,还将曲面细分方案与估计器相结合。与已有方法相比,该方法具有以下优点:(1)与自适应网格法相比,该方法占用的内存更少;(2)不像核方法那样存储所有的粒子命中点;(3)自动确定正交序列中应使用多少项;(4)结合地表细分,进一步提高估算精度。
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引用次数: 2
Simulating the aurora borealis 模拟北极光
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883852
G. Baranoski, P. Shirley, J. Rokne, T. Trondsen, R. Bastos
We present an algorithm to simulate the aurora borealis, commonly known as the "northern lights", a natural phenomenon of great visual beauty and considerable scientific interest. The algorithm is based on the current understanding of the physical origin of the aurora. This natural display is mainly caused by high-energy electrons originating in the Sun and entering the Earth's atmosphere in narrow regions centered on the magnetic poles. These electrons collide with atmospheric atoms which are excited to higher energy levels. The excited atoms emit rapidly varying visible light in a curtain-like volume as they return to lower energy levels thereby creating the aurora. By simulating these light emissions along with the spatial and temporal distribution of the entering electrons, we are able to render the major visual aspects of auroral displays. This approach also allows the representation of time-dependent features that characterize the dynamic nature of the aurorae. The applicability of this auroral model for artistic and research purposes is illustrated through comparisons of synthetic images with photographs of real auroral displays.
我们提出了一种算法来模拟北极光,俗称“北极光”,这是一种具有巨大视觉美感和相当大的科学兴趣的自然现象。该算法是基于目前对极光物理起源的理解。这种自然现象主要是由源自太阳的高能电子在以磁极为中心的狭窄区域进入地球大气层造成的。这些电子与被激发到更高能级的大气原子碰撞。当被激发的原子返回到较低的能量水平时,它们像窗帘一样释放出快速变化的可见光,从而产生极光。通过模拟这些光发射以及进入电子的空间和时间分布,我们能够呈现极光显示的主要视觉方面。这种方法还允许表征极光动态特性的时间相关特征。通过将合成图像与真实的极光显示照片进行比较,说明了这种极光模型在艺术和研究方面的适用性。
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引用次数: 22
Mathematical approximation for real-time lighting rendering through participating media 通过参与媒体实现实时照明渲染的数学近似
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883965
P. Lecocq, A. Kemeny, Sylvain Michelin, D. Arquès
Many shading models are able to provide realistic rendering of lighting effects under various atmospheric conditions but computational times are often expensive. This paper proposes a method to render lighting effects within participating media in real-time on a graphics workstation. It consists of mathematical approximations based on a re-formulation of the light transport equation considering atmospheric scattering with light sources described by their luminous intensity distribution. Hardware capabilities of graphics computer boards are used to accelerate parts of the rendering process.
许多阴影模型能够在各种大气条件下提供真实的照明效果渲染,但计算时间通常很昂贵。本文提出了一种在图形工作站上实时渲染参与媒体中的灯光效果的方法。它是基于光输运方程的数学近似,考虑了大气散射与光源的光强分布。图形计算机主板的硬件功能用于加速部分渲染过程。
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引用次数: 13
Arbitrary precise orientation specification for layout of text 文本布局的任意精确方向规范
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883886
Tatiana Surazhsky, G. Elber
A novel method for the layout of text strings over some given free-form parametric base curves is considered. Each letter of the string is represented by a collection of cubic and linear Bezier curves. The layout of the string over the free-form parametric curve is derived as a symbolic composition of the string geometry (i.e. a sequence of Bezier curves) and a free-form parametric surface S(u, v) with the parameters u, v between zero and one, and S(u, 0) given by the base curve. This method has proven to provide great flexibility and give high quality results in layout of text.
提出了一种在给定的自由形式参数基曲线上进行文本字符串布局的新方法。字符串的每个字母由三次和线性贝塞尔曲线的集合表示。弦在自由形式参数曲线上的布局是弦几何形状(即一系列贝塞尔曲线)和自由形式参数曲面S(u, v)的符号组合,参数u, v在0到1之间,S(u, 0)由基曲线给出。这种方法已被证明提供了很大的灵活性,并提供了高质量的文本布局结果。
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引用次数: 6
Constrained and aggregated half space volume decomposition: generating cutting patches with "internal" and "external" extending 约束聚合半空间体积分解:生成具有“内”和“外”延伸的切割斑块
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883949
Yong Lu, R. Gadh
Volume decomposition is a fundamental issue that draws attention from researchers in different disciplines. In many contexts, a solid model that contains shape information needs to be partitioned into smaller simpler or more meaningful sub-models in order to facilitate efficient or effective analysis. Much progress has been made so far on convex decomposition of polyhedra and relatively difficult geometries; general decomposition on a CAD model with arbitrary shapes to produce intelligent partitions is still highly challenging. The constrained and aggregated half-space volume decomposition approach is aimed at improving the efficiency and intelligence of decomposition by trimming and aggregating cutting surfaces. In this paper, two kinds of extending strategies ("internal" extending and "external" extending) are identified and the algorithms for them are demonstrated.
体积分解是一个受到不同学科研究者关注的基本问题。在许多情况下,包含形状信息的实体模型需要被划分成更小、更简单或更有意义的子模型,以促进高效或有效的分析。迄今为止,在多面体的凸分解和相对困难的几何形状方面取得了很大进展;在具有任意形状的CAD模型上进行一般分解以产生智能分区仍然是非常具有挑战性的。约束聚类半空间体积分解方法旨在通过切面的修剪和聚类来提高分解的效率和智能化。本文识别了两种扩展策略(“内部”扩展和“外部”扩展),并给出了它们的算法。
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引用次数: 0
The metric cursor 度量游标
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883962
Terii Stein, S. Coquillart
This paper proposes a new interaction technique for positioning or moving 3D points, which is a basic task in geometric modeling and several other applications. These systems usually make use of a 2D interface with a 2D cursor. However positioning 3D points with a 2D cursor is often done by using several windows, each window displaying a different orthographic projection of the 3D space. This paper introduces the Metric Cursor, a multi-purpose 3D cursor which moves freely in the 3D space, requires only one window and provides the user with different helpful functionalities such as grids and some measurement capabilities.
本文提出了一种新的用于定位或移动三维点的交互技术,这是几何建模和其他一些应用中的基本任务。这些系统通常使用带有2D光标的2D界面。然而,使用2D光标定位3D点通常需要使用多个窗口,每个窗口显示3D空间的不同正交投影。本文介绍了一种在三维空间中自由移动的多用途三维光标,它只需要一个窗口,并为用户提供了各种有用的功能,如网格和一些测量功能。
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引用次数: 3
Practical texture mapping on free-form surfaces 实用的纹理映射在自由形式的表面
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883898
Yuya Iwakiri, Yuuichi Omori, T. Kaneko
Concerns the problem of mapping photographic images on to the surface of a 3D object whose geometric data are already known. Although the minimal view selection algorithm of K. Matsushita and T. Kaneko (1999) enables the selection of a minimal number of camera positions, it often results in untextured patches due to camera misalignment: a deviation of actual camera position from the specified position. This paper proposes two new practical algorithms (double and product viewing) to ensure that all the polygons are textured even if there are unavoidable human errors in camera alignment. The performance of the algorithms is evaluated by simulation experiments.
关注将摄影图像映射到几何数据已知的3D物体表面的问题。尽管K. Matsushita和T. Kaneko(1999)的最小视图选择算法能够选择最少数量的相机位置,但由于相机错位(即实际相机位置与指定位置的偏差),它往往会导致无纹理补丁。本文提出了两种新的实用算法(双视图和积视图),以确保即使在相机对准中存在不可避免的人为错误,也能确保所有多边形都具有纹理。通过仿真实验对算法的性能进行了评价。
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引用次数: 6
Modeling an isosurface with a neural network 用神经网络建模等值面
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883938
Manuel Carcenac, A. Acan
Presents a novel method for modeling an isosurface that is defined by an unstructured set of control points. The principle is to model the scalar field underlying the isosurface with a neural network: the inputs of the neural network are the three coordinates of a point in space, and its output is the value of the scalar field at this point. The isosurface is requested to satisfy some constraints related to the control points: it must pass through these points and its normal and curvature may be imposed over these points. Consequently, the neural network is trained to comply with these constraints. The type of network considered so far is a multilayer feedforward neural network with two internal layers. The learning techniques (for finding relevant values of the connection weights) on which we are currently working are an expanded version of the backpropagation algorithm and a genetic algorithm. This paper lays the basis of the neural network modeling approach. Some directions for further development are also indicated.
提出了一种新的由非结构化控制点集定义的等值面建模方法。其原理是用神经网络对等值面的标量场进行建模:神经网络的输入是空间中某一点的三个坐标,其输出是该点处的标量场值。等值面需要满足一些与控制点相关的约束:它必须经过这些点,它的法线和曲率可以施加在这些点上。因此,神经网络被训练以符合这些约束。目前所考虑的网络类型是具有两层内层的多层前馈神经网络。我们目前正在研究的学习技术(用于查找连接权重的相关值)是反向传播算法和遗传算法的扩展版本。本文为神经网络建模方法奠定了基础。并指出了今后的发展方向。
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引用次数: 2
Morphing using curves and shape interpolation techniques 变形使用曲线和形状插值技术
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883958
H. Johan, Yuichi Koiso, T. Nishita
This paper presents solutions to the feature correspondence and feature interpolation problems in image morphing. The user specifies the correspondence between the source and the target images by drawing input curves on the features of the objects. The correspondence between these curves at the finest level (pixel level) is computed by optimizing a cost function. Based on this correspondence, the input curves are approximated by using Bezier curves. We represent the Bezier curves and the connections among them by using a "dependency graph". Feature interpolation is performed by interpolating the dependency graphs using the edge-angle blending technique. We also propose methods for controlling the transition rates of the shape and the color. We implemented the proposed algorithms in our morphing system which is based on the field morphing technique. From experimental results, our algorithms can generate a smooth morphing animation even when the objects in the source and the target images have different orientations. Also, the user's workload is reduced because the system includes an automatic feature correspondence computation.
本文提出了图像变形中特征对应和特征插值问题的解决方法。用户通过在对象的特征上绘制输入曲线来指定源图像和目标图像之间的对应关系。这些曲线在最精细水平(像素水平)之间的对应关系是通过优化成本函数来计算的。基于这种对应关系,用Bezier曲线逼近了输入曲线。我们用“依赖图”来表示贝塞尔曲线和它们之间的联系。特征插值是通过使用边角混合技术对依赖图进行插值来实现的。我们还提出了控制形状和颜色过渡速率的方法。我们在基于场变形技术的变形系统中实现了所提出的算法。实验结果表明,即使源图像和目标图像中的物体方向不同,我们的算法也能生成平滑的变形动画。此外,由于系统包含自动特征对应计算,因此减少了用户的工作量。
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引用次数: 29
Vertex data compression for triangular meshes 三角网格的顶点数据压缩
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883945
Eung-Seok Lee, Hyeongseok Ko
In the field of geometry compression, two main compression targets exist. One is triangle connectivity data and the other is vertex position data. The authors propose a novel algorithm to compress the vertex data. A fundamentally different approach taken in the paper is to transform the vertex positions to the model space, a coordinate system formed by the three previously processed vertices. Once all the vertices are transformed, we found that the result shows a strong tendency to cluster around three points. We exploit such a tendency during the vector quantization steps to increase the compression ratio. According to the experiments performed on 12 models, the average compression performance of our algorithm is 6.7 bits/vertex, which is a clear improvement over previous methods.
在几何压缩领域,存在两种主要的压缩目标。一个是三角形连通性数据,另一个是顶点位置数据。提出了一种新的顶点数据压缩算法。本文采用的一种完全不同的方法是将顶点位置转换为模型空间,即由先前处理的三个顶点组成的坐标系统。一旦对所有顶点进行变换,我们发现结果显示出围绕三个点聚集的强烈趋势。我们在矢量量化步骤中利用这种趋势来提高压缩比。在12个模型上进行的实验表明,我们的算法的平均压缩性能为6.7 bits/vertex,与之前的方法相比有了明显的提高。
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引用次数: 62
期刊
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications
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