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

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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
Implementation of a graphics design framework on the Web 在Web上实现一个图形设计框架
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883975
Xiao-Meng Xie, Hao Wang, Zhiyong Huang
We propose a client-server graphics design framework and implement a room design system using CORBA. We have integrated technologies used in distributed computation (Java and CORBA) and computer graphics (VRML). To support multiuser collaborative design, we propose a supplier-consumer communication approach and implement it using the event service in CORBA. Our system can be applied in electronic commerce to improve the existing systems by allowing customers to select furniture and to visualize the whole furnished room in 3D.
提出了一个客户端-服务器图形设计框架,并利用CORBA实现了一个房间设计系统。我们集成了分布式计算(Java和CORBA)和计算机图形学(VRML)中使用的技术。为了支持多用户协作设计,我们提出了一种供应商-消费者通信方法,并使用CORBA中的事件服务来实现它。我们的系统可以应用于电子商务,改进现有的系统,让顾客可以选择家具,并以3D的方式将整个家具房间可视化。
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引用次数: 1
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
Handling dynamic changes in hierarchical radiosity through interaction meshes 通过交互网格处理分层辐射的动态变化
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883877
S. Carré, J. Deniel, E. Guillou, K. Bouatouch
The paper describes a radiosity method well suited to dynamic changes while requiring less memory compared to classical hierarchical radiosity. Our method relies on the concept of interaction meshes and does not need any computation of links between patches. The light originating at emitters and arriving at a receiving input surface is stored on separate meshes, each one corresponding to an emitter-receiver pair. These meshes are called interaction meshes and facilitate the handling of dynamic changes since for each input surface the surfaces illuminating it can be determined very quickly. The second advantage of the method is the use of a refinement criterion based on the comparison between the illuminances (illuminance is a photometric quantity equivalent to irradiance) over the receiving surfaces reconstructed from the interaction meshes. This criterion makes possible the use of artificial and natural lighting. Finally, this meshing technique is well suited to multigridding resolution systems for which the interaction meshes are not refined but recomputed at each iteration without cumulating error due to earlier iterations.
本文描述了一种适合动态变化的辐射度方法,与传统的分层辐射度方法相比,它需要更少的内存。我们的方法依赖于相互作用网格的概念,不需要计算补丁之间的链接。从发射器发出并到达接收输入表面的光存储在单独的网格中,每个网格对应于发射器-接收器对。这些网格被称为交互网格,便于处理动态变化,因为对于每个输入表面,照亮它的表面可以非常快速地确定。该方法的第二个优点是使用了基于从相互作用网格重建的接收表面上的照度(照度是相当于辐照度的光度量)之间比较的改进准则。这一标准使得人工照明和自然光的使用成为可能。最后,该网格划分技术非常适合多网格划分分辨率系统,该系统不需要对交互网格进行细化,而是在每次迭代时重新计算,而不会由于先前的迭代而产生累积误差。
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引用次数: 2
Using isosurface methods for visualizing the envelope of a swept trivariate solid 使用等值面方法可视化扫描三维立体的包络
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883950
Jason Conkey, K. Joy
We present a method for calculating the envelope surface of a parametric solid object swept along a path in three-dimensional space. The boundary surface of the solid is the combination of parametric surfaces and an implicit surface where the Jacobian of the defining function has a rank deficiency condition. Using this condition, we determine a set of square sub-Jacobian determinants that must all vanish simultaneously on the implicit surface. When the generator of the swept surface is a trivariate tensor-product B-spline solid and the path is a B-spline curve, we can give a robust algorithm to determine the implicit surface. This algorithm is based upon the "marching tetrahedra" method, which is adapted to work on 4-simplices. The envelope of the swept solid is given by the union of the parametric and implicit surfaces.
提出了一种计算三维空间中沿路径扫掠的参数化实体包络面的方法。实体的边界面是参数曲面和隐曲面的组合,其中定义函数的雅可比矩阵具有秩亏条件。利用这个条件,我们确定了一组在隐式曲面上必须同时消失的平方亚雅可比行列式。当扫描曲面的生成器是一个三变量张量积b样条实体,路径是一条b样条曲线时,我们可以给出一个确定隐式曲面的鲁棒算法。该算法基于“行进四面体”方法,该方法适用于4-简单体。通过参数曲面和隐曲面的并集,给出了被扫体的包络线。
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引用次数: 18
Collision detection for clothed human animation 服装人体动画的碰撞检测
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883956
Dongliang Zhang, M. Yuen
We present a voxel-based collision detection method for clothed human animation. We speed up the performance of the voxel-based method by choosing an appropriate voxel size and using a fast voxelization approach. Based on the voxel method, we propose a self-collision detection method and a simplified collision detection method. First, the efficiency of self-collision detection is improved by taking advantage of the curvature and multi-layer methods. Second, the efficiency of cloth/human collision detection is improved by introducing auxiliary line segments. Some heuristics are provided to further increase the efficiency of collision detection. Experimental results demonstrate that our method is efficient for clothed human animation.
提出了一种基于体素的服装人体动画碰撞检测方法。我们通过选择合适的体素大小和使用快速体素化方法来加快基于体素的方法的性能。在体素方法的基础上,提出了一种自碰撞检测方法和一种简化的碰撞检测方法。首先,利用曲率和多层方法提高了自碰撞检测的效率;其次,通过引入辅助线段,提高了布/人碰撞检测的效率。为了进一步提高碰撞检测的效率,提出了一些启发式算法。实验结果表明,该方法对服装人体动画是有效的。
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引用次数: 90
Interpolating and approximating moving frames using B-splines 使用b样条插值和逼近运动帧
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883937
Ma Lizhuang, Jiang Zhongding, C. Tony
The representation of moving geometry entities is an important issue in the fields of CAD/CAM and robotic motion design. We present a method to interpolate the moving frame homogeneously using B-splines. By analysing the matrix representation of the moving frames, a simplified optimization functional is derived and a recursive iteration method is presented for approximating orthogonal frames at any position. The error caused by approximation and interpolation is given and is shown to be controllable. Since the calculation of moving frames is only related to linear equations of two or three unknowns, and the moving frames are approximated with a low-degree polynomial B-spline, the proposed approach can run very fast. The method is useful in motion design and the swept volume representation.
运动几何实体的表示是CAD/CAM和机器人运动设计领域的一个重要问题。提出了一种用b样条均匀插值运动帧的方法。通过分析运动框架的矩阵表示,导出了简化的优化泛函,提出了在任意位置逼近正交框架的递归迭代方法。给出了由近似和插值引起的误差,并证明了误差是可控的。由于运动帧的计算只涉及两个或三个未知数的线性方程,并且运动帧用低次多项式b样条近似,因此该方法运行速度非常快。该方法可用于运动设计和扫描体的表示。
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引用次数: 3
Interactive simulation of surgical cuts 手术切口的交互式模拟
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883933
Daniel Bielser, M. Gross
Presents a framework for the interactive simulation of surgical cuts, such as those practiced in surgical treatment. Unlike most existing methods, our framework is based on tetrahedral volume meshes providing more topological flexibility. In order to keep the representation consistent, we apply adaptive subdivision schemes dynamically during the simulation. The detection of collisions between the surgical tool and the tissue is accomplished by using an axis-aligned bounding-box hierarchy which was adapted for deformable objects. For haptic rendering and feedback, we devised a mechanical scalpel model which accounts for the most important interaction forces between the scalpel and the tissue. The relaxation is computed using a localized, semi-implicit ODE (ordinary differential equation) solver. The achieved quality and performance of the presented framework is demonstrated using a human soft-tissue model.
提出了一个框架的互动模拟手术切割,如那些在外科治疗实践。与大多数现有方法不同,我们的框架基于四面体体积网格,提供了更多的拓扑灵活性。为了保持表示的一致性,我们在仿真过程中动态地应用了自适应细分方案。检测手术工具和组织之间的碰撞是通过使用一个轴对齐的边界盒层次结构来完成的,该层次结构适用于可变形的物体。在触觉渲染和反馈方面,我们设计了一个机械手术刀模型,该模型考虑了手术刀与组织之间最重要的相互作用力。松弛是用一个局部的,半隐式的ODE(常微分方程)求解器计算的。使用人体软组织模型演示了所提出框架的质量和性能。
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引用次数: 163
Simulation of FLIR and LADAR data using graphics animation software 利用图形动画软件对FLIR和LADAR数据进行仿真
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883934
G. Powell, Ralph Robert Martin, A. Marshall, K. Markham
Presents an implementation of forward-looking infrared (FLIR) and laser radar (LADAR) data simulation for use in developing a multi-sensor data-fusion automated target recognition (ATR) system. Through the use of commercial models and software, we can create a highly detailed scene model, which provides a rich data set for later processing. We embed our own modules within this software to extract data from the scene and then present it to the FLIR and LADAR sensor models. These models produce simulated range and temperature readings for objects within the scene. These data are used to create a variety of images to aid in the visualisation of the data and to test our ATR system. Frames from approach sequences show the LADAR and FLIR data in different formats. The simulated data and subsequent images are accurate and rapid to produce, and provide invaluable data resources for testing an ATR system.
提出了一种用于开发多传感器数据融合自动目标识别(ATR)系统的前视红外(FLIR)和激光雷达(LADAR)数据仿真的实现方法。通过使用商业模型和软件,我们可以创建一个非常详细的场景模型,为后期处理提供了丰富的数据集。我们将自己的模块嵌入该软件中,从场景中提取数据,然后将其呈现给FLIR和LADAR传感器模型。这些模型生成场景中物体的模拟范围和温度读数。这些数据用于创建各种图像,以帮助数据的可视化和测试我们的ATR系统。来自接近序列的帧显示了不同格式的LADAR和FLIR数据。模拟数据和后续图像生成准确、快速,为ATR系统测试提供了宝贵的数据资源。
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引用次数: 13
Interactive rendering method for displaying shafts of light 显示光轴的交互式渲染方法
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883864
Y. Dobashi, Tsuyoshi Yamamoto, T. Nishita
Recently graphics hardware has increased in capability, and is, moreover, now available even on standard PCs. These advances have encouraged researchers to develop hardware-accelerated methods for rendering realistic images. One of the important elements in enhancing reality is the effect of atmospheric scattering. The scattering of light due to atmospheric particles has to be taken into account in order to display shafts of light produced by studio spotlights and headlights of automobiles, for example. The purpose of the paper is to develop a method for displaying shafts of light at interactive rates by making use of the graphics hardware. The method makes use of hardware-accelerated volume rendering techniques to display the shafts of light.
最近图形硬件的性能有所提高,而且现在甚至可以在标准pc上使用。这些进步鼓励研究人员开发硬件加速的方法来渲染逼真的图像。增强真实感的一个重要因素是大气散射效应。例如,为了显示工作室射灯和汽车前灯产生的光轴,必须考虑到大气颗粒引起的光散射。本文的目的是开发一种利用图形硬件以交互速率显示光轴的方法。该方法利用硬件加速体渲染技术来显示光轴。
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引用次数: 40
期刊
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications
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