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

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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
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
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
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
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
Dynamic PDE surfaces with flexible and general geometric constraints 具有柔性和一般几何约束的动态PDE曲面
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883943
Haixia Du, Hong Qin
PDE surfaces, whose behavior is governed by partial differential equations (PDEs), have demonstrated many modeling advantages in surface blending, free-form surface modeling, and surface aesthetic or functional specifications. Although PDE surfaces can potentially unify geometric attributes and functional constraints for surface design, current PDE based techniques exhibit certain difficulties such as the restrained topological structure of modeled objects and the lack of interactive editing functionalities. We propose an integrated approach and develop a set of algorithms that augment conventional PDE surfaces with material properties and dynamic behavior. The authors incorporate PDE surfaces into the powerful physics based framework, aiming to realize the full potential of the PDE methodology. We have implemented a prototype software environment that can offer users a wide array of PDE surfaces with flexible topology (through trimming and joining operations) as well as generalized boundary constraints. Using our system, designers can dynamically manipulate PDE surfaces at arbitrary location with applied forces. Our sculpting toolkits allow users to interactively modify arbitrary point, curve span, and/or region of interest throughout the entire PDE surface in an intuitive and predictable way. To achieve real time sculpting, we employ several simple, yet efficient numerical techniques such as finite difference discretization, multi-grid subdivision, and FEM approximation. Our experiments demonstrate many advantages of physics based PDE formulation such as intuitive control, real time feedback, and usability to both professional and non-expert users.
偏微分方程曲面的行为由偏微分方程(PDEs)控制,在曲面混合、自由曲面建模以及曲面美学或功能规范方面显示出许多建模优势。尽管PDE曲面可以潜在地统一曲面设计的几何属性和功能约束,但目前基于PDE的技术存在一定的困难,例如建模对象的拓扑结构受限以及缺乏交互式编辑功能。我们提出了一种集成的方法,并开发了一套算法,以增强具有材料特性和动态行为的传统PDE表面。作者将PDE表面整合到强大的基于物理的框架中,旨在实现PDE方法的全部潜力。我们已经实现了一个原型软件环境,它可以为用户提供具有灵活拓扑(通过修剪和连接操作)以及广义边界约束的广泛PDE表面阵列。使用我们的系统,设计人员可以在任意位置动态地操纵PDE表面。我们的雕刻工具包允许用户以直观和可预测的方式交互式地修改整个PDE表面的任意点,曲线跨度和/或感兴趣的区域。为了实现实时雕刻,我们采用了几种简单而有效的数值技术,如有限差分离散化,多网格细分和FEM近似。我们的实验证明了基于物理的PDE公式的许多优点,例如直观的控制,实时反馈以及对专业和非专业用户的可用性。
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引用次数: 20
Subdivision surface fitting with QEM-based mesh simplification and reconstruction of approximated B-spline surfaces 基于qem的细分曲面拟合及近似b样条曲面的网格简化与重构
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883942
S. Takeuchi, Hiromasa Suzuki, F. Kimura, T. Kanai, K. Shimada
We present a general method for automatically reconstructing a network of B-spline patches based on the Doo-Sabin subdivision surface. This method consists of two parts, surface fitting and surface construction. In surface fitting, mesh simplification based on QEM (Quadric Error Metrics) is used and a control mesh that approximates a Doo-Sabin subdivision surface is constructed. In surface construction, we define a B-spline surface using a surface spline method; and a constructed network of B-spline patches is guaranteed G/sup 1/ continuous. In addition, this method has the advantage of enabling the user to select detail levels of the control mesh by utilizing a mesh simplification process.
提出了一种基于Doo-Sabin细分曲面的b样条补丁网络自动重构的通用方法。该方法由曲面拟合和曲面构造两部分组成。在曲面拟合中,采用基于二次误差度量(QEM)的网格简化方法,构造近似于Doo-Sabin细分曲面的控制网格。在曲面构造中,我们使用曲面样条法定义了一个b样条曲面;构造的b样条补丁网络保证G/sup 1/连续。此外,该方法的优点是使用户能够通过利用网格简化过程来选择控制网格的细节级别。
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引用次数: 31
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
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
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
期刊
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications
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