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

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Progressive geometry compression for meshes 网格的渐进几何压缩
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883969
Xinguo Liu, H. Bao, Qunsheng Peng, P. Heng, T. Wong, Hanqiu Sun
A novel progressive geometry compression scheme is presented in this paper. In this scheme, a mesh is represented as a base mesh followed by some groups of vertex split operations using an improved simplification method in which each level of the mesh can be refined into the next level by carrying out a group of vertex split operations in any order. Consequently, the progressive mesh (PM) representation can be effectively encoded by permuting the vertex split operations in each group. Meanwhile, a geometry predictor using the Laplacian operator is designed to predict each new vertex position using its neighbours. The correction is quantized and encoded using a Huffman coding scheme. Experimental results show that our algorithm obtains higher compression ratios than previous work. It is very suitable for the progressive transmission of geometric models over the Internet.
提出了一种新的渐进几何压缩方案。在该方案中,一个网格被表示为一个基本网格,然后使用一种改进的简化方法进行几组顶点分割操作,其中每一层网格都可以通过按任何顺序执行一组顶点分割操作来细化到下一层。因此,渐进式网格(PM)表示可以通过在每组中排列顶点分割操作来有效地编码。同时,利用拉普拉斯算子设计了一个几何预测器,利用相邻顶点的位置来预测每个新顶点的位置。校正是量化的,并使用霍夫曼编码方案进行编码。实验结果表明,该算法比以往的算法获得了更高的压缩比。它非常适合于几何模型在互联网上的渐进式传输。
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引用次数: 4
View-dependent continuous level-of-detail rendering of terrain model 基于视图的地形模型连续细节渲染
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883967
Lujin Wang, Zesheng Tang
The level-of-detail modeling method is an effective approach for the interactive visualization of complex models. In this paper, we propose a hierarchical tree structure based on the fractal dimension to organize a 3D terrain mesh model and to realize view-dependent continuous level-of-detail rendering of terrain data with a restricted quadtree triangulation method. The total algorithm can be divided into two stages: pre-processing and rendering. In pre-processing, it builds an adaptive hierarchical structure by considering the flatness of the terrain surface evaluated by the fractal dimension. Then it can generate a triangular approximation mesh by dynamically determining preserved data points according to the view-related parameters and performing a restricted quadtree triangulation. Some experiments demonstrate that it is simple and efficient and can be used to support the interactive dynamic rendering of terrain models.
详细层次建模方法是实现复杂模型交互可视化的有效途径。本文提出了一种基于分形维数的分层树结构来组织三维地形网格模型,并利用受限四叉树三角剖分方法实现了地形数据的视相关连续细节绘制。整个算法可分为预处理和绘制两个阶段。在预处理中,利用分形维数评价地形表面的平整度,构建自适应层次结构。然后根据视图相关参数动态确定保留的数据点,并进行限制四叉树三角剖分,生成三角逼近网格。实验结果表明,该方法简单有效,可用于支持地形模型的交互式动态绘制。
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引用次数: 1
The intersection of two ringed surfaces 两个环形表面的交点
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883936
Hee-Seok Heo, S. Hong, Myung-Soo Kim, G. Elber
Presents an efficient and robust algorithm to compute the intersection curve of two ringed surfaces, each being the sweep /spl cup//sub u/C/sup u/ generated by a moving circle. Given two ringed surfaces /spl cup//sub u/C/sub 1//sup u/ and /spl cup//sub v/C/sub 2//sup v/, we formulate the condition C/sub 1//sup u//spl cap/C/sub 2//sup v//spl ne/O (i.e. that the intersection of the two circles C/sub 1//sup u/ and C/sub 2//sup v/ is non-empty) as a bivariate equation /spl lambda/(u,v)= 0 of relatively low degree. Except for some redundant solutions and degenerate cases, there is a rational map from each solution of /spl lambda/(u,v)=0 to the intersection point C/sub 1//sup u//spl cap/C/sub 2//sup v/. Thus, it is trivial to construct the intersection curve once we have computed the zero-set of /spl lambda/(u,v)=0. We also analyze some exceptional cases and consider how to construct the corresponding intersection curves.
给出了一种计算两个环形曲面相交曲线的高效鲁棒算法,每个曲面都是由一个运动圆产生的扫描/spl杯//sub /C/sup /。给定两个环形曲面/spl cup//sub u/C/sub 1//sup u/和/spl cup//sub v/C/sub 2//sup v/,我们将条件C/sub 1//sup u//spl cap/C/sub 2//sup v//spl ne/O(即两个圆C/sub 1//sup u/和C/sub 2//sup v/的交点非空)表示为一个较低阶的二元方程/spl λ /(u,v)= 0。除了一些冗余解和退化情况外,/spl λ /(u,v)=0的每个解到交点C/sub 1//sup u//spl cap/C/sub 2//sup v/都有一个有理映射。因此,一旦我们计算了/spl λ /(u,v)=0的零集,构造相交曲线就很简单了。对一些特殊情况进行了分析,并考虑了如何构造相应的交点曲线。
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引用次数: 1
Animation of human locomotion using sagittal elevation angles 使用矢状仰角的人体运动动画
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883979
H. C. Sun, Dimitris N. Metaxas
This paper presents a data-driven procedural model for the kinematic animation of human walking. The use of data yields realistic looking gait, while the procedural model yields flexibility. We present a new motion data representation, the sagittal elevation angles, and present biomechanical evidence that these angles have a stereotyped pattern across many different walking situations, implying their reusability as a motion data source. We also sketch our algorithm for animating human gait based on sagittal elevation angle data, which allows us to generate curved locomotion on uneven terrain with stylistic variation without requiring new datasets.
提出了一种数据驱动的人体行走运动动画过程模型。数据的使用产生了逼真的步态,而程序模型产生了灵活性。我们提出了一种新的运动数据表示,矢状仰角,并提出了生物力学证据,表明这些角度在许多不同的步行情况下具有定型模式,这意味着它们作为运动数据源的可重用性。我们还概述了基于矢状仰角数据的人类步态动画算法,这使我们能够在不平坦的地形上生成具有风格变化的弯曲运动,而不需要新的数据集。
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引用次数: 4
Optimizing network 3D data transmissions for interactive applications 优化交互式应用的网络3D数据传输
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883974
I. Harada, Hidenori Sato, H. Kitazawa
3D object data transfer was optimized to accelerate interactive 3D scene design and virtual-space layout applications. In these applications, downloading many 3D objects reduces the interactivity of the clients. We used level-of-detail based loading sequences and timing control methods to interleave data downloading and interactions. Experiments showed that the maximum interval between interactions was up to 6.42 times shorter.
优化了三维对象数据传输,加速了交互式三维场景设计和虚拟空间布局应用。在这些应用程序中,下载许多3D对象会降低客户端的交互性。我们使用基于细节级的加载序列和定时控制方法来交错数据下载和交互。实验表明,最大相互作用间隔缩短了6.42倍。
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引用次数: 0
An automatic modeling method for fitting volumetric objects with metacubes 一种用元立方体拟合体积物体的自动建模方法
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883970
Eun Seok Kim, J. Kim
Implicit modeling is an important technique in the modeling of informal objects. However, the available automatic modeling algorithms with implicit skeletal elements are not very advanced. In this paper, we propose a new skeletal element, called a metacube, and an automatic modeling technique for informal objects represented by volumetric data. The metacube has the merits of a metaball and also enhances the modeling ability of informal objects containing planar surfaces. For a 256/spl times/256/spl times/256 size of input volume, the proposed method takes a short generation time (less than ten minutes) on an SGI Indigo 2 workstation.
隐式建模是非正式对象建模中的一项重要技术。然而,现有的隐式骨架元素自动建模算法还不是很先进。在本文中,我们提出了一种新的骨架元素,称为元立方体,以及一种由体积数据表示的非正式对象的自动建模技术。元元具有元球的优点,同时也增强了对包含平面的非正式对象的建模能力。对于256/spl times/256/spl times/256大小的输入量,所提出的方法在SGI Indigo 2工作站上只需很短的生成时间(不到10分钟)。
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引用次数: 1
Line-art rendering of 3D-models 3d模型的线条艺术渲染
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883890
Christian Rössl, L. Kobbelt
We present an interactive system for computer aided generation of line art drawings to illustrate 3D models that are given as triangulated surfaces. In a preprocessing step, an enhanced 2D view of the scene is computed by sampling for every pixel the shading, the normal vectors and the principal directions obtained from discrete curvature analysis. Then streamlines are traced in the 2D direction fields and are used to define line strokes. In order to reduce noise artifacts, the user may interactively select sparse reference lines and the system will automatically fill in additional strokes. By exploiting the special structure of the streamlines, an intuitive and simple tone mapping algorithm can be derived to generate the final rendering.
我们提出了一个交互式系统,用于计算机辅助生成线条艺术图纸,以说明作为三角曲面给出的3D模型。在预处理步骤中,通过对每个像素采样从离散曲率分析中获得的阴影,法向量和主方向来计算增强的场景二维视图。然后在二维方向场中跟踪流线,并用于定义线条。为了减少噪声伪影,用户可以交互式地选择稀疏的参考线,系统将自动填充额外的笔画。利用流线的特殊结构,可以推导出一种直观、简单的色调映射算法来生成最终的渲染。
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引用次数: 58
TEASAR: tree-structure extraction algorithm for accurate and robust skeletons 用于精确和健壮骨架的树形结构提取算法
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883951
Mie Sato, I. Bitter, M. A. Bender, A. Kaufman, M. Nakajima
We introduce the TEASAR algorithm which is a treestructure extraction algorithm delivering skeletons that are accurate and robust. Volumetric skeletons are needed for accurate measurements of length along branching and winding structures. Skeletons are also required in automatic virtual navigation, such as traveling through human organs (e.g., the colon) to control movement and orientation of the virtual camera. We introduce a concise but general definition of a skeleton, and provide an algorithm that finds the skeleton accurately and rapidly. Our solution is fully automatic, which frees the user from having to engage in data preprocessing. We present the accurate skeletons computed on a number of test datasets. The algorithm is efficient as demonstrated by the running times on a single 194 MHz MIPS R10000 CPU which were all below five minutes.
介绍了一种树形结构提取算法——TEASAR算法,该算法提供了准确、鲁棒的骨架。体积骨架需要精确测量沿分支和缠绕结构的长度。在自动虚拟导航中也需要骨骼,例如通过人体器官(例如结肠)来控制虚拟摄像机的运动和方向。我们介绍了骨架的一个简明而通用的定义,并提供了一种准确而快速地找到骨架的算法。我们的解决方案是全自动的,这使用户不必从事数据预处理。我们给出了在一些测试数据集上计算的准确骨架。该算法在单个194 MHz MIPS R10000 CPU上的运行时间均在5分钟以下,证明了算法的有效性。
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引用次数: 111
Voxel-coding for tiling complex volumetric objects 用于平铺复杂体积物体的体素编码
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883954
Yong Zhou, A. Toga
This paper discusses voxel-coding for tiling complex volumetric objects with triangular meshes: first choosing cross-sections followed by extracting contours, and then triangulating them according to a given error threshold. The intervals between adjacent cross-sections and for sampling contour points for the tiling operation are determined by the difference in area between contour projections, enabling a relatively small number of triangles to reconstruct the object. Branching problems are solved by introducing a simplified skeleton extracted from the difference region and then finding matched segments of the skeleton for each contour i.e., converting multiple contour connections into a single pair connection. For all major problems involved in reconstruction, voxel-coding provides new and robust solutions. These problems include contour extraction, region filling with arbitrarily complex boundaries for difference region searches, simplified skeleton extraction, contour-skeleton matching, and mapping of curve pairs for contour tiling. The voxel-coding proposed can reconstruct surfaces from complex volumetric objects or contours themselves. The input data may have multiple branches or holes, and is processed in a fully automatic and systematic way. The algorithm is easy to implement, fast to compute and insensitive to abject complexity. This technique is of special importance for bridging discrete volumetric and continuous objects.
本文讨论了用三角网格对复杂体积物体进行平铺的体素编码:首先选择截面,然后提取轮廓,然后根据给定的误差阈值对其进行三角化。相邻截面之间的间隔和平铺操作的采样轮廓点的间隔由轮廓投影之间的面积差决定,使得相对较少的三角形可以重建物体。分支问题的解决方法是引入从差分区提取的简化骨架,然后为每个轮廓找到骨架的匹配片段,即将多个轮廓连接转化为单个对连接。对于所有涉及重建的主要问题,体素编码提供了新的和健壮的解决方案。这些问题包括轮廓提取、差分区域搜索中任意复杂边界的区域填充、简化骨架提取、轮廓-骨架匹配以及轮廓平铺的曲线对映射。所提出的体素编码可以从复杂的体积物体或轮廓本身重建表面。输入数据可能有多个分支或孔洞,并以全自动和系统化的方式进行处理。该算法具有实现简单、计算速度快、对目标复杂度不敏感等特点。这种技术对于桥接离散的体积和连续的物体特别重要。
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引用次数: 4
Efficient processing of large 3D meshes 高效处理大型3D网格
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883944
H. Seidel
Summary form only given, as follows. Due to their simplicity, triangle meshes are often used to represent geometric surfaces. Their main drawback is the large number of triangles that are required to represent a smooth surface. This problem has been addressed by a large number of mesh simplification algorithms which reduce the number of triangles and approximate the initial mesh. Hierarchical triangle mesh representations provide access to a triangle mesh at a desired resolution, without omitting any information. The article presents an infrastructure for discrete geometry processing, including algorithms for 3D reconstruction, curvature computation, reverse engineering, mesh reduction, interactive multiresolution modeling and progressive transmission of arbitrary unstructured triangle meshes.
仅给出摘要形式,如下。由于它们的简单性,三角形网格经常被用来表示几何表面。它们的主要缺点是需要大量的三角形来表示光滑的表面。大量的网格简化算法已经解决了这个问题,这些算法减少了三角形的数量并近似于初始网格。分层三角形网格表示提供了以期望的分辨率访问三角形网格,而不遗漏任何信息。本文介绍了一种用于离散几何处理的基础结构,包括三维重建、曲率计算、逆向工程、网格缩减、交互式多分辨率建模和任意非结构化三角形网格的渐进传输算法。
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引用次数: 0
期刊
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications
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