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Impostors and pseudo-instancing for GPU crowd rendering 用于GPU人群渲染的冒名顶替者和伪实例化
Erik Millán, Isaac Rudomín
Animated crowds are effective to increase realism in virtual reality applications. However, rendering crowds requires large computational power. In this paper, we present a technique suitable to render large crowds of characters that takes advantage of existing programmable graphics hardware. Impostors are used for low-detail representation, while pseudo-instancing is used for higher detail. A LOD map is used to select between both representations, based on a customizable threshold.
在虚拟现实应用中,动态人群是提高真实感的有效手段。然而,渲染人群需要强大的计算能力。在本文中,我们提出了一种适合渲染大量字符的技术,该技术利用了现有的可编程图形硬件。冒名顶替者用于低细节表示,而伪实例化用于高细节表示。LOD映射用于根据可定制的阈值在两种表示之间进行选择。
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引用次数: 37
An accelerating splatting algorithm based on multi-texture mapping for volume rendering 基于多纹理映射的体绘制加速喷溅算法
Han Xiao, De-Gui Xiao
Texture-mapping hardware has been successfully exploited for volume rendering. In this paper, we combine splatting method with 2D texture mapping efficiently and propose an algorithm for footprint algorithm based volume rendering accelerated by multi texture mapping. First of all, a regular data set is divided by some texture slices along the primary viewing direction. Then the segmented data are projected to the texture slices plane. Lastly, all these texture slices compose the final image by blending. With our algorithm, the scaled volume data set can be rendered effectively and fast but not degrade the quality of image remarkably.
纹理映射硬件已经成功地用于体绘制。本文将喷溅法与二维纹理映射有效地结合起来,提出了一种基于足迹算法的多纹理映射加速体绘制算法。首先,将一个规则的数据集沿主要观看方向划分为一些纹理切片。然后将分割后的数据投影到纹理切片平面上。最后,所有这些纹理切片通过混合组成最终的图像。该算法可以有效快速地渲染缩放后的体数据集,且不会显著降低图像质量。
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引用次数: 1
3D distance transform adaptive filtering for smoothing and denoising triangle meshes 三维距离变换自适应滤波平滑和去噪三角形网格
M. Fournier, J. Dischler, D. Bechmann
In this paper we compute the distance transform of a 3D triangle mesh. A volumetric voxel representation is defined over the mesh to evaluate the distance transform. Optimizations are described to efficiently manipulate the volumetric data structure that represents the mesh. A new method for adaptive filtering of the distance transform is introduced to smooth and reduce the noise on the meshes that were reconstructed from scanned data acquired with a 3D scanner. A modified version of the Marching Cube algorithm is presented to correctly reconstruct the final mesh of the filtered distance transform defined with the voxel representation. The new filtering method is feature preserving and it is more versatile than previous algorithms described in the literature. Results show that this method outperforms previous ones in term of an error metric comparison. Future works are discussed to improve the new method and its computing performances.
本文计算了三维三角形网格的距离变换。在网格上定义了一个体素表示来评估距离变换。优化描述为有效地操作表示网格的体积数据结构。提出了一种新的距离变换自适应滤波方法,对三维扫描仪采集的扫描数据进行重构后的网格进行平滑处理,降低噪声。提出了一种改进的行进立方体算法,以正确地重建用体素表示定义的过滤距离变换的最终网格。新的滤波方法是特征保持,它比以前的文献中描述的算法更通用。结果表明,该方法在误差度量比较方面优于以往的方法。讨论了进一步改进新方法及其计算性能的工作。
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引用次数: 12
Real-time animation of ancient Roman sites 古罗马遗址的实时动画
N. Magnenat-Thalmann, A. Foni, Nedjma Cadi-Yazli
In the presented article we discuss and detail the general methodological approaches, the reconstruction strategies and the techniques that have been employed to achieve the 3D interactive real-time virtual visualization of the digitally restituted inhabited ancient sites of Aspendos and Pompeii, respectively simulated using a virtual and an augmented reality setup. More specifically, the two case studies to which we will refer to illustrate our general methodology concern the VR restitution of the Roman theatre of Aspendos in Turkey, visualized as it was in the 3rd century, and the on-site AR simulation of a digitally restored Thermopolium situated at the archeological site of Pompeii in Italy. In order to enhance both simulated 3D environments, either case study presents the inclusion of real time animated virtual humans which are re-enacting situations and activities that were typically performed in such sites during ancient times. Furthermore, the implemented modelling and illumination strategies, along with the design choices that were operated regarding both the preparation of the textured 3D models of the sites and the simulated virtual humans, and concerning their optimization in order to suit the needs of a real time interactive visualization, will be equally presented.
在本文中,我们讨论并详细介绍了用于实现数字化修复的阿斯潘多斯和庞贝古遗址的三维交互式实时虚拟可视化的一般方法、重建策略和技术,分别使用虚拟和增强现实设置进行模拟。更具体地说,我们将参考的两个案例研究来说明我们的一般方法,涉及土耳其阿斯潘多斯罗马剧院的VR修复,可视化为3世纪,以及位于意大利庞贝考古遗址的数字修复的热莫波利斯的现场AR模拟。为了增强模拟的3D环境,两个案例研究都包含了实时动画虚拟人,这些虚拟人正在重新制定古代在这些地点通常执行的情况和活动。此外,将平等地介绍实现的建模和照明策略,以及在准备场地的纹理3D模型和模拟虚拟人方面操作的设计选择,以及为了适应实时交互式可视化的需要而进行的优化。
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引用次数: 12
Learned deformable skeletons for motion capture based animation 学习了基于动作捕捉动画的可变形骨架
Alyssa Lees
This paper presents a novel approach for automatically adding expressive attributes to motion capture based animations by utilizing learned behavior from the natural deformations of the human skeleton. The author envisions this system as part of a larger toolbox that enables animators to quickly modify the emotional qualities of motion capture data.
本文提出了一种利用人体骨骼自然变形的学习行为,为基于动作捕捉的动画自动添加表达属性的新方法。作者设想这个系统作为一个更大的工具箱的一部分,使动画师能够快速修改动作捕捉数据的情感品质。
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引用次数: 0
A global hierarchical Z space algorithm for cluster parallel graphics architectures 集群并行图形架构的全局分层Z空间算法
A. Santilli, Ewa Huebner
In this paper we present a new global hierarchical Z-space sort-last algorithm for cluster parallel graphics architectures that improves upon algorithms used so far for high performance super-graphics. The new algorithm bypasses limitations of sort-last tile based parallelization paradigms, and solves some known Z-space parallelization inefficiencies. The algorithm is implemented as a global hierarchical-Z system which allows GPUs to perform high frequency global intra-frame Z-culling and distributed final frame Z-determination. The new algorithm allows for full one-to-one process-GPU coupling with minimal inter-process and inter-GPU communications. This enables maximal input bandwidth, maximum GPU utilization levels, near optimal load balances and improved efficiency when scaled to larger configurations.
在本文中,我们提出了一种新的全局分层z空间排序算法,用于集群并行图形架构,改进了迄今为止用于高性能超级图形的算法。新算法绕过了基于最后排序的并行化范式的限制,并解决了一些已知的z空间并行化低效问题。该算法实现为全局分层z系统,允许gpu执行高频全局帧内z剔除和分布式最终帧z确定。新算法允许完全一对一的进程- gpu耦合与最小的进程间和gpu间通信。这可以实现最大的输入带宽,最大的GPU利用率水平,接近最佳负载平衡,并在扩展到更大的配置时提高效率。
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引用次数: 0
Tracking and video surveillance activity analysis 跟踪和视频监控活动分析
Michael Cheng, Binh Pham, D. Tjondronegoro
The explosion in the number of cameras surveilling the environment in recent years is generating a need for systems capable of analysing video streams for important events. This paper outlines a system for detecting noteworthy behaviours (from a security or surveillance perspective) which does not involve the enumeration of the event sequences of all possible activities of interest. Instead the focus is on calculating a measure of the abnormality of the action taking place. This raises the need for a low complexity tracking algorithm robust to the noise artefacts present in video surveillance systems. The tracking technique described herein achieves this goal by using a "future history" buffer of images and so delaying the classification and tracking of objects by the time quantum which is the buffer size. This allows disambiguation of noise blobs and facilitates classification in the case of occlusions and disappearance of people due to lighting, failures in the background model etc.
近年来,监控环境的摄像机数量激增,产生了对能够分析重要事件视频流的系统的需求。本文概述了一个用于检测值得注意的行为(从安全或监视的角度)的系统,该系统不涉及枚举所有可能感兴趣的活动的事件序列。相反,重点是计算发生的行为的异常程度。这就提出了对视频监控系统中存在的噪声伪迹具有鲁棒性的低复杂度跟踪算法的需求。本文描述的跟踪技术通过使用图像的“未来历史”缓冲区来实现这一目标,从而通过缓冲大小的时间量子延迟对象的分类和跟踪。这样可以消除噪声团的歧义,并便于在由于照明、背景模型故障等原因造成的遮挡和人员消失的情况下进行分类。
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引用次数: 2
Directional enhancement in texture-based vector field visualization 基于纹理的矢量场可视化中的方向增强
Francesca Taponecco, T. Urness, V. Interrante
The use of textures provides a rich and diverse set of possibilities for the visualization of flow data. In this paper, we present methods designed to produce oriented and controlled textures that accurately reflect the complex patterns that occur in vector field visualizations. We offer new insights based on the specification and classification of neighborhood models for synthesizing a texture that accurately depicts a vector field. Secondly, we introduce a computationally efficient method of texture mapping streamlines utilizing outlining textures to depict flow orientation.
纹理的使用为流数据的可视化提供了丰富多样的可能性。在本文中,我们提出了设计用于产生定向和控制纹理的方法,这些纹理准确地反映了矢量场可视化中出现的复杂图案。我们基于邻域模型的规范和分类,为合成准确描绘矢量场的纹理提供了新的见解。其次,我们介绍了一种计算效率高的纹理映射流线的方法,利用轮廓纹理来描绘流的方向。
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引用次数: 11
Modeling expressive wrinkle on human face 模拟人类脸上富有表现力的皱纹
Nurazlin Zainal Azmi, R. Rahmat, R. Mahmod
Wrinkles are important for realistic facial animation and modeling because they aid in recognizing human's expressions as well as person's age. Different techniques have been used to generate wrinkles, whether it is fine-scale or large-scale wrinkles. This paper presents a technique on modeling large-scale wrinkles, also known as the expressive wrinkle, on human face by using points instead of triangular meshes. The wrinkle will be modeled on a drawing basis, where users can see the effect directly once the shape and location of the wrinkle has been specified on the 3D face mesh itself. After that, the data involved in modeling the wrinkle are retrieved and processed. A new wrinkle shape function will be introduced to capture the realism of the wrinkle generated where it will be applied during the process.
皱纹对于真实的面部动画和建模很重要,因为它们有助于识别人类的表情以及人的年龄。不同的技术被用来产生皱纹,无论是小尺度的还是大规模的皱纹。本文提出了一种用点代替三角网格的人脸大尺度皱纹(又称表情皱纹)建模技术。皱纹将在绘图的基础上建模,一旦在3D面部网格上指定了皱纹的形状和位置,用户就可以直接看到效果。然后,检索和处理皱纹建模所涉及的数据。一个新的皱纹形状函数将被引入,以捕捉的现实主义产生的皱纹,它将在过程中应用。
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引用次数: 1
Implicit curve oriented inbetweening for motion animation 面向运动动画的隐式中间曲线
Haiyin Xu, Dan Li, Jian Wang
While the parametric curve is overwhelmingly used in current character motion animation practice, the utilization of the implicit curve is recognized to be extremely potential for motion animation since the implicit surface have succeeded in such application as modeling, deformation and rendering within computer graphics and animation. In this paper, we advocate the use of implicit curves in motion animation. Implicit curves for task specification in motion animation is proposed and further explored in this paper. A planar implicit curve is used to represent the motion path while a speed profile curve is adopted to describe the motion timing. Then an approach and algorithm to motion inbetweening along implicit curves is proposed. Based on the motion path and motion speed, curve oriented inbetweening technique is utilized to generate inbetween position sequences in Cartesian space from which frame inbetweens in parametric space for animation are obtained by inverse kinematics.
虽然参数化曲线在当前的角色运动动画实践中被压倒性地使用,但由于隐式曲面在计算机图形学和动画中的建模、变形和渲染等应用中取得了成功,因此隐式曲线的利用被认为在运动动画中具有极大的潜力。在本文中,我们提倡在运动动画中使用隐式曲线。本文提出并进一步探讨了运动动画中任务说明的隐式曲线。采用平面隐式曲线表示运动轨迹,采用速度曲线描述运动时序。在此基础上,提出了一种沿隐式曲线进行中间运动的方法和算法。基于运动路径和运动速度,利用面向曲线的中间点技术在笛卡尔空间中生成中间点位置序列,通过运动学逆解得到参数空间中的帧中间点。
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引用次数: 3
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Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia
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