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

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Enhanced automatic creation of multi-purpose object hierarchies 增强了多用途对象层次结构的自动创建
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883881
Jörg Haber, M. Stamminger, H. Seidel
Using well-adapted object hierarchies can support the rendering of large scenes in different ways. For instance, the quality of the lighting simulation may be improved, or the computational cost for rendering may be reduced. However the meaning of "well-adapted" depends heavily on the criterion due to which the hierarchy has been constructed. Different applications typically have different demands like low average intersection cost for a ray tracer or grouping objects with similar material properties or surface orientation for hierarchical radiosity. The authors propose an algorithm for the automatic creation of object hierarchies. The hierarchies are constructed by sequentially inserting all scene objects into the hierarchy created so far. By basing the insertion decision on a cost function defined by the user, the method can be guided to create hierarchies tailored to the desired application. The results can be improved significantly by running a global optimization on the completed hierarchy. During this optimization step, we perform a re-grouping of the objects in the hierarchy. Any ill-formed groups that were created during the initial algorithm are subject to being eliminated by our global optimization.
使用适应良好的对象层次结构可以支持以不同方式渲染大型场景。例如,照明模拟的质量可能会得到改善,或者渲染的计算成本可能会降低。然而,“适应良好”的含义在很大程度上取决于构建层次结构所依据的标准。不同的应用通常有不同的需求,比如光线追踪器的平均交叉成本低,或者对具有相似材料属性的物体进行分组,或者对分层辐射的表面方向进行分组。提出了一种自动生成对象层次结构的算法。层次结构是通过顺序地将所有场景对象插入到迄今为止创建的层次结构中来构建的。通过将插入决策建立在用户定义的成本函数的基础上,可以引导该方法创建适合所需应用程序的层次结构。通过在完成的层次结构上运行全局优化,可以显著改善结果。在此优化步骤中,我们对层次结构中的对象进行重新分组。在初始算法中创建的任何病态组都将被我们的全局优化所消除。
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引用次数: 6
A particle model based on measured mechanical properties of woven cloth 基于实测织物力学性能的粒子模型
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883972
X-Q. Dai, T. Furukawa, Shigeru Mitsui, Daiju Komai, M. Takatera, M. Hashimoto, Y. Shimizu
Even though a particle model based on the mechanical properties of woven cloth has been proposed by D.E. Breen et al. (1994), there are problems in describing the cloth behavior precisely and in reflecting the cloth dynamics. In this paper, we describe a precise relationship between the measured mechanical properties of cloth and the particle model. Moreover, a collision model describing the rotation as well as the movement of particles resulting from an impulse is integrated into the particle model. Some experiments involving two cloth materials are performed in order to validate the proposed cloth model.
尽管D.E. Breen等人(1994)提出了基于织物力学性能的粒子模型,但在准确描述织物行为和反映织物动力学方面存在问题。在本文中,我们描述了测量的布的力学性能和粒子模型之间的精确关系。此外,还将描述由脉冲引起的粒子旋转和运动的碰撞模型集成到粒子模型中。为了验证所提出的布料模型,进行了涉及两种布料材料的实验。
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引用次数: 3
Triangular Bezier clipping 三角形贝塞尔裁剪
Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883971
S. Roth, Patrick Diezi, M. Gross
Introduces a new approach to finding ray-patch intersections with triangular Bernstein-Bezier patches of arbitrary degree. Unlike the approach of W.Sturzlinger (1998), which was based on a combination of hierarchical subdivision and a Newton-like iteration scheme, this work extends the concept of Bezier clipping to the triangular domain. The problem of reporting wrong intersections, which was inherent to the original Bezier clipping algorithm of T. Nishita et al. (1990), is investigated and opposed to the triangular case. It turns out that reporting wrong hits is very improbable, even close to impossible, in the triangular setup.
介绍了一种求任意度三角形Bernstein-Bezier patch的射线-patch交点的新方法。与W.Sturzlinger(1998)的方法不同,该方法基于分层细分和类似牛顿的迭代方案的结合,这项工作将贝塞尔裁剪的概念扩展到三角形域。对T. Nishita等人(1990)的原始Bezier裁剪算法固有的错误交叉点报告问题进行了研究,并与三角情况相反。事实证明,在三角形设置中,报告错误命中是非常不可能的,甚至接近于不可能。
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引用次数: 4
Cylindrical 3-D video display observable from all directions 圆柱形三维视频显示,可从各个方向观察
Pub Date : 2000-05-03 DOI: 10.1109/PCCGA.2000.883953
T. Endo, Makoto Sato, Y. Kajiki, T. Honda
We propose a 3-D video display technique that allows multiple viewers to observe 3-D images from a 360-degree horizontal arc without wearing 3-D glasses. This technique uses a cylindrical parallax barrier and a one-dimensional light source array. We have developed an experimental display using this technique and have demonstrated observation of 3-D images from a 360-degree horizontal arc without the use of 3-D glasses. Since this technique is based on the parallax panoramagram, the parallax number and resolution are limited by the diffraction at the parallax barrier. To overcome these limits, we improved the technique by revolving the parallax barrier. We have incorporated this new technique in our new experimental display. The display is capable of displaying cylindrical 3-D video images within a diameter of 100 mm and a height of 128 mm. Images are described with a resolution of 1254 pixels circularly and 128 pixels vertically and are refreshed at 30 Hz. Each pixel has a viewing angle of 60 degrees that is divided into 70 views, so the angular parallax interval of each pixel is less than 1 degree. In such a case, observers may barely perceive discrete parallax. The pixels are arranged on a cylindrical surface to allow the produced 3-D images to be observed from all directions.
我们提出了一种3d视频显示技术,该技术允许多个观众在不戴3d眼镜的情况下从360度水平弧线观察3d图像。这种技术使用一个圆柱形视差屏障和一个一维光源阵列。我们利用这项技术开发了一种实验性显示器,并演示了在不使用3d眼镜的情况下从360度水平弧线观察3d图像。由于该技术基于视差全景图,视差数和分辨率受到视差屏障处衍射的限制。为了克服这些限制,我们通过旋转视差屏障来改进技术。我们把这项新技术应用到新的实验展示中。该显示器可以显示直径为100毫米、高度为128毫米的圆柱形三维视频图像。图像以1254像素的圆分辨率和128像素的垂直分辨率描述,并以30 Hz的频率刷新。每个像素的视角为60度,分为70个视图,因此每个像素的角视差间隔小于1度。在这种情况下,观察者可能几乎察觉不到离散视差。像素排列在圆柱形表面上,以允许从各个方向观察生成的三维图像。
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引用次数: 44
期刊
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications
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