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GPU-based rendering of sparse low-degree implicit surfaces 基于gpu的稀疏低次隐式曲面绘制
T. Kanai, Y. Ohtake, H. Kawata, K. Kase
Implicit surface is a well-known surface representation. Geometric details of an object can be represented using less surface primitives than other representations such as polygonal meshes. In this paper, we propose a fast and a direct rendering method of SLIM (Sparse Low-degree IMplicit) surfaces using recent programmable GPUs. Our approach establishes a direct rendering of implicit surfaces based on the ray casting approach. Geometric processes such as an intersection between a ray and an implicit surface and blending for PU (Partition of Unity) are performed in the fragment program on GPUs. For large models, a hierarchical structure of a SLIM surface can be used for LOD rendering or view frustum culling to speed up the rendering. We demonstrate that highly parallel processing using GPUs enables efficient rendering of implicit surfaces.
隐式曲面是一种众所周知的曲面表示形式。物体的几何细节可以用比多边形网格等其他表示方式更少的表面基元来表示。在本文中,我们提出了一种快速和直接的SLIM(稀疏低次隐式)曲面绘制方法。我们的方法建立了基于光线投射方法的隐式表面的直接渲染。在图形处理器上的碎片程序中完成了射线与隐式曲面的交点和PU (Partition of Unity)的混合等几何处理。对于大型模型,SLIM表面的分层结构可用于LOD渲染或视图截锥体剔除以加快渲染速度。我们证明了使用gpu的高度并行处理可以有效地渲染隐式表面。
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引用次数: 19
Simple dynamic LOD for geometry images 简单的动态LOD几何图像
Benjamín Hernández, Isaac Rudomín
We present a new approach for dynamic LOD processing for geometry images (GIs) in the graphics processing unit (GPU). A GI mipmap is constructed from a scanned 3D model, then a mipmap selector map is created from the camera position's information and the GI-mipmap. Using the mipmap selector map and the current camera position, some parts of the GI mipmap are discarded using a one-pass shader program that selects the mipmap level that must be displayed and calculates backface culling. Since our method does not require any extra spatial data structure, conceptually it is very simple. Since LOD selection is a one pass algorithm performed on the GPU, it is also fast.
我们提出了一种在图形处理单元(GPU)中对几何图像(GIs)进行动态LOD处理的新方法。从扫描的3D模型构建一个GI mipmap,然后从相机位置信息和GI-mipmap创建一个mipmap选择器地图。使用mipmap选择器映射和当前相机位置,GI mipmap的某些部分被丢弃,使用一遍着色程序选择必须显示的mipmap级别并计算背面剔除。由于我们的方法不需要任何额外的空间数据结构,因此在概念上非常简单。由于LOD选择是在GPU上执行的一次传递算法,因此它也很快。
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引用次数: 9
Refinement criteria for high fidelity interactive walkthroughs 高保真交互式演练的改进标准
António Oliveira, Luís Paulo Santos, A. Proença
Physically based global illumination rendering at interactive frame rates would enable users to navigate within complex virtual environments, such as archaeological models. These algorithms, however, are computationally too demanding to allow interactive navigation on current PCs. A technique based on image subsampling and spatiotemporal coherence among successive frames is exploited, while resorting to progressive refinement whenever there is available computing power. A physically based ray tracer (Radiance) is used to compute reflected radiance at the model's triangles vertices. Progressive refinement is achieved increasing the sampling frequency by subdividing certain triangles and requesting shading information for the resulting vertices. This paper proposes and evaluates different criteria for selecting which triangles to subdivide. A random criterium and two criteria based on Normalized Luminance Differences are evaluated: one operating on image space, the other on object space. Results, obtained with a model of an old roman town, show that the object space criterium is able to locate and represent visual discontinuities, such as shadows, and does so requiring less triangle subdivisions than the other two.
以交互式帧率绘制的基于物理的全局照明将使用户能够在复杂的虚拟环境中导航,例如考古模型。然而,这些算法的计算要求太高,无法在当前的pc上实现交互式导航。利用基于图像子采样和连续帧之间时空相干性的技术,同时在有可用计算能力的情况下进行逐步细化。基于物理的光线追踪器(Radiance)用于计算模型三角形顶点处的反射亮度。渐进式细化是通过细分特定的三角形并请求得到的顶点的阴影信息来增加采样频率。本文提出并评估了选择哪些三角形细分的不同标准。评估了一个随机准则和两个基于归一化亮度差的准则:一个在图像空间上操作,另一个在目标空间上操作。用一个古罗马城镇的模型获得的结果表明,目标空间准则能够定位和表示视觉上的不连续点,如阴影,并且比其他两种方法需要更少的三角形细分。
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引用次数: 0
Efficient physically-based simulation of non-linear media 非线性介质的高效物理模拟
A. Muñoz, D. Gutierrez, F. Serón
Modelling and simulating natural phenomena are two of the hardest tasks in virtual reality environments, owed to the complexity of the calculations involved. This fact becomes even more important for phenomena that are caused by the varying index of refraction in a medium (like mirages or the distortion caused by fire). Although there are some works on this topic, they sacrifice physical accuracy for efficiency, using heuristic methods that might achieve interactive rates in the best cases but do no consider physical simulation. Non-linear media (with non-homogeneous index of refraction) are costly to simulate precisely.This paper presents several techniques for simulate the effect of non-linear media on light rays, simulating natural phenomena in a more reasonable time than previous works without losing physical correctness. This can be ensured by following the ray equation for numerically calculating the path of light. The presented optimization techniques are based on this resolution method. Flight or driving simulators, as well as other virtual reality environments, could greatly benefit from this work.
由于计算的复杂性,建模和模拟自然现象是虚拟现实环境中最困难的两项任务。对于由介质的折射率变化引起的现象(如海市蜃楼或火灾引起的畸变),这一事实变得更加重要。虽然有一些关于这个主题的工作,但他们牺牲了物理准确性以提高效率,使用启发式方法可能在最佳情况下实现交互速率,但不考虑物理模拟。非线性介质(具有非均匀折射率)的精确模拟成本很高。本文介绍了几种模拟非线性介质对光线的影响的技术,比以前的作品在更合理的时间内模拟自然现象,同时又不失物理正确性。这可以通过遵循射线方程来数值计算光的路径来保证。本文提出的优化技术就是基于这种分解方法。飞行或驾驶模拟器以及其他虚拟现实环境可以从这项工作中受益匪浅。
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引用次数: 2
A new mixed spatial domain watermarking of three dimensional triangle mesh 一种新的三维三角形网格混合空域水印
M. Ashourian
In this paper, we propose a new scheme for digital watermarking of three-dimensional (3-D) triangle meshes. In order to insert and extract watermark signals, we generate triangle strips by traversing the 3-D mesh model. We split the strips into two groups. For the first groups we embed the watermark signal into vertex positions of the 3-D model in the spherical coordinate system, and for the second group, we embed the watermark in the vertex positions in the Cartesian coordinates system. In both cases, we apply masking operation for the watermark signal according to the variation of the host data along the traversed strips so that we can change the embedding strength adaptively, and reduce the visibility distortion of the data embedding. We test robustness of the watermarking scheme by embedding a random binary sequence and applying different attacks, such as additive random noise, compression by MPEG-4 SNHC, and affine transform.
本文提出了一种新的三维三角形网格数字水印方案。为了插入和提取水印信号,我们通过遍历三维网格模型生成三角带。我们把这些条分成两组。第一种方法是将水印信号嵌入到三维模型在球坐标系中的顶点位置,第二种方法是将水印信号嵌入到直角坐标系中的顶点位置。在这两种情况下,我们都对水印信号进行掩蔽操作,根据主数据沿横条的变化,自适应地改变嵌入强度,降低了数据嵌入的可见性失真。我们通过嵌入随机二值序列和应用不同的攻击(如加性随机噪声、MPEG-4 SNHC压缩和仿射变换)来测试水印方案的鲁棒性。
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引用次数: 6
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
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
Adaptive sampling based on fuzzy inference 基于模糊推理的自适应采样
Qing Xu, Lianping Xing, Wei Wang, M. Sbert
Monte Carlo is the only choice for a physically correct method to do global illumination in the field of realistic image rendering. Adaptive sampling is an appealing means to reduce noise, which is resulted from the general Monte Carlo global illumination algorithms. In this paper, we take advantage of fuzzy rule-based reasoning to achieve different refinement thresholds for different pixels in the synthesized image. The developed technique can do adaptive sampling elaborately and effectively. Extensive implementation results indicate that our novel method can achieve significantly better than classic ones. To our knowledge, this is the first application of the fuzzy inference to global illumination.
在真实感图像绘制领域,蒙特卡罗是实现全局照明的唯一物理正确方法。自适应采样是一种很有吸引力的降低噪声的方法,这种噪声是由通用的蒙特卡罗全局照明算法引起的。在本文中,我们利用基于模糊规则的推理,对合成图像中的不同像素点实现不同的细化阈值。所开发的技术可以精细有效地进行自适应采样。大量的实现结果表明,该方法的效果明显优于经典方法。据我们所知,这是模糊推理在全局照明中的首次应用。
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引用次数: 2
A simple and stable feature-preserving smoothing method for contours-based reconstructed meshes 基于轮廓重构网格的一种简单稳定的特征保持平滑方法
Kai Xu, Yueshan Xiong, Yanzhen Wang, Ke Tan, Guangyou Guo
In this paper, we develop a new feature preserving smoothing method for the irregular and coarse meshes reconstructed from 2D contours. To make the feature detecting robust, a new detecting algorithm using the continuity among adjacent contours is proposed. Then the original mesh is subdivided adaptively according to the detected geometric features and smoothed with isotropic method. With the help of that, our algorithm obtains not only the feature-preserving result of anisotropic methods but also the simple and stable process of isotropic ones. After smoothing, the resolution of mesh can be resumed by moving the vertices in the original mesh to the positions of their corresponding vertices in the smoothed adaptive mesh. For smoothing of contours-based reconstructed meshes, experimental results show that our method can smooth the meshes satisfactorily and preserve their geometric features much better than other implemented methods.
本文针对二维轮廓重构的不规则和粗糙网格,提出了一种新的保持特征的平滑方法。为了提高特征检测的鲁棒性,提出了一种利用相邻轮廓间连续性的特征检测算法。然后根据检测到的几何特征对原始网格进行自适应细分,并采用各向同性方法进行平滑处理。该算法不仅具有各向异性方法的特征保持效果,而且具有各向同性方法的特征保持过程简单稳定。平滑后,可以通过将原始网格中的顶点移动到平滑后的自适应网格中相应顶点的位置来恢复网格的分辨率。对于基于轮廓的重构网格的平滑处理,实验结果表明,该方法能够较好地实现网格的平滑处理,并保持网格的几何特征。
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引用次数: 1
Kelembai walk: encouraging cooperative interaction via design Kelembai步行:通过设计鼓励合作互动
A. Baharin, Romiza Md. Nor
In the olden days, many tools and technologies require the usage of human power. Therefore, the technologies will be more efficient if more people cooperate to use them. This is in contrast with today's technologies, many of which are designed to be operated by one person only. This paper presents the initial phase of a project that concerns the design and development of a technology which creates a necessity for people to cooperate. By using such a technology in a public space, it is hoped that a sense of community, as defined by the traditional Malay ways, can be revived. A technology probe called 'Kelembai Walk', which will be used in a participatory design process, is developed based on Presumptive Design. 'Kelembai Walk' is a multimedia application that uses pestles and mortars as interface devices. It will be displayed in an educational exhibition.
在过去,许多工具和技术需要使用人力。因此,如果更多的人合作使用这些技术,这些技术将会更有效。这与今天的技术形成了鲜明的对比,其中许多技术被设计成只能由一个人操作。本文介绍了一个项目的初始阶段,该项目涉及一种技术的设计和开发,这种技术创造了人们合作的必要性。通过在公共空间中使用这种技术,希望能够恢复传统马来方式所定义的社区意识。一种名为“Kelembai Walk”的技术探针将用于参与式设计过程,它是基于假定设计开发的。“Kelembai Walk”是一个多媒体应用程序,使用杵和臼作为接口设备。它将在一个教育展览中展出。
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引用次数: 0
期刊
Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia
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