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15th Pacific Conference on Computer Graphics and Applications (PG'07)最新文献

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Contour Correspondence via Ant Colony Optimization 基于蚁群优化的轮廓对应
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.56
O. V. Kaick, G. Hamarneh, Hao Zhang, P. Wighton
We formulate contour correspondence as a Quadratic Assignment Problem (QAP), incorporating proximity information. By maintaining the neighborhood relation between points this way, we show that better matching results are obtained in practice. We propose the first Ant Colony Optimization (ACO) algorithm specifically aimed at solving the QAP-based shape correspondence problem. Our ACO framework is flexible in the sense that it can handle general point correspondence, but also allows extensions, such as order preservation, for the more specialized contour matching problem. Various experiments are presented which demonstrate that this approach yields high-quality correspondence results and is computationally efficient when compared to other methods.
我们将轮廓对应表述为包含接近信息的二次分配问题(QAP)。通过保持点之间的邻域关系,在实践中得到了较好的匹配结果。我们提出了第一个蚁群优化(ACO)算法,专门用于解决基于qap的形状对应问题。我们的蚁群算法框架在某种意义上是灵活的,它可以处理一般的点对应,但也允许扩展,例如顺序保持,用于更专门的轮廓匹配问题。各种实验表明,与其他方法相比,该方法产生了高质量的对应结果,并且计算效率高。
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引用次数: 42
Exposure Fusion 接触融合
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.17
T. Mertens, J. Kautz, F. Reeth
We propose a technique for fusing a bracketed exposure sequence into a high quality image, without converting to HDR first. Skipping the physically-based HDR assembly step simplifies the acquisition pipeline. This avoids camera response curve calibration and is computationally efficient. It also allows for including flash images in the sequence. Our technique blends multiple exposures, guided by simple quality measures like saturation and contrast. This is done in a multiresolution fashion to account for the brightness variation in the sequence. The resulting image quality is comparable to existing tone mapping operators.
我们提出了一种技术,融合到一个高质量的曝光序列,而不是首先转换为HDR图像。跳过基于物理的HDR组装步骤可以简化获取流程。这避免了相机响应曲线校准,并且计算效率高。它还允许在序列中包含flash图像。我们的技术混合了多次曝光,以饱和度和对比度等简单的质量指标为指导。这是以多分辨率方式完成的,以考虑序列中的亮度变化。得到的图像质量与现有的色调映射算子相当。
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引用次数: 566
Visualization and Simulation of Near-Body Hydrodynamics Using the Semi-Lagrangian Fluid Simulation Method 基于半拉格朗日流体仿真方法的近体流体动力学可视化与仿真
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.58
Duc-Thang Truong, Y. Chow, A. Fang
Efficient numerical techniques developed in the field of computer graphics are able to simulate compellingly realistic simulations of interactions between solids and fluids. These techniques are less used for engineering applications due to errors inherent in the systemic approximations. The errors, manifesting as excessive damping, are expected to change the nature of steady-state fields and nullify the typical engineering static flow analysis. On the other hand, near-body solid/fluids interaction are affected to a lesser degree since errors originating from dissipation are more severe when accumulated over time. Although it is generally not possible to numerically validate unsteady, high-velocity vector fields, our investigations show that near- body solid/fluid dynamics converges with respect to parametric refinements. Though far from a correctness proof, the numerical convergence of near-body quantities suggests the applicability of the method to certain classes of analysis and visualization where near-body characteristics are of greater concern. This article applies the semi-Lagrangian stable fluids method to biomechanical hydrodynamics visualization. The near-body surface dynamics provide meaningful information for rendering visuals that are intuitive to the streamlined flow characteristics surrounding the body. The techniques are applied to the visualization of active and passive resistive forces on the body in a video-based capture of an immersed dolphin kick.
计算机图形学领域发展的高效数值技术能够模拟固体和流体之间相互作用的令人信服的真实模拟。由于系统近似中固有的误差,这些技术很少用于工程应用。这些误差表现为过大的阻尼,预计将改变稳态场的性质,并使典型的工程静流分析无效。另一方面,近体固体/流体相互作用受到的影响程度较小,因为耗散产生的误差随着时间的积累会更严重。虽然通常不可能对非定常高速矢量场进行数值验证,但我们的研究表明,近体固体/流体动力学在参数细化方面是收敛的。虽然远非正确的证明,但近体量的数值收敛表明,该方法适用于更关注近体特征的某些分析和可视化类别。本文将半拉格朗日稳定流体方法应用于生物力学流体力学可视化。近体表面动力学为呈现视觉效果提供了有意义的信息,直观地反映了身体周围流线型的流动特征。该技术应用于可视化的身体上的主动和被动阻力在一个视频为基础的捕捉浸入式海豚踢。
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引用次数: 2
Exact Evaluation of Non-Polynomial Subdivision Schemes at Rational Parameter Values 有理参数值下非多项式细分方案的精确求值
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.8
S. Schaefer, J. Warren
In this paper, we describe a method for exact evaluation of a limit mesh defined via subdivision on a uniform grid of any size. Other exact evaluation technique either restrict the grids to have subdivision sampling and are, hence, exponentially increasing in size or make assumptions about the underlying surface being piecewise polynomial (Stam's method is a widely used technique that makes this assumption). As opposed to Stam's technique, our method works for both polynomial and non-polynomial schemes. The values for this exact evaluation scheme can be computed via a simple system of linear equation derived from the scaling relations associated with the scheme or, equivalently, as the dominant left eigenvector of an upsampled subdivision matrix associated with the scheme. To illustrate one possible application of this method, we demonstrate how to generate adaptive polygonalizations of a non-polynomial quad-based subdivision surfaces using our exact evaluation method. Our method guarantees a water-tight tessellation no matter how the surface is sampled and is quite fast. We achieve tessellation rates of over 33.5 million triangles/ second using a CPU implementation.
在本文中,我们描述了一种在任意大小的均匀网格上通过细分定义的极限网格的精确求值方法。其他精确的评估技术要么将网格限制为细分采样,因此,网格的大小呈指数增长,要么假设下表面是分段多项式(Stam的方法是一种广泛使用的技术,它做出了这种假设)。与Stam的技术相反,我们的方法适用于多项式和非多项式方案。这个精确的评估方案的值可以通过一个简单的线性方程系统来计算,这个线性方程系统来源于与该方案相关的缩放关系,或者等价地,作为与该方案相关的上采样细分矩阵的占主导地位的左特征向量。为了说明这种方法的一种可能的应用,我们演示了如何使用我们的精确评估方法生成非多项式四元细分曲面的自适应多边形化。我们的方法保证了水密镶嵌,无论表面是如何采样的,而且相当快。我们使用CPU实现了超过3350万个三角形/秒的镶嵌率。
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引用次数: 19
Efficient Spherical Harmonics Representation of 3D Objects 三维物体的高效球面谐波表示
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.39
M. Mousa, R. Chaine, S. Akkouche, Eric Galin
In this paper, we present a new and efficient spherical harmonics decomposition for spherical functions defining 3D triangulated objects. Such spherical functions are intrinsically associated to star-shaped objects. However, our results can be extended to any triangular object after segmentation into star-shaped surface patches and recomposition of the results in the implicit framework. There is thus no restriction about the genus number of the object. We demonstrate that the evaluation of the spherical harmonics coefficients can be performed by a Monte Carlo integration over the edges, which makes the computation more accurate and faster than previous techniques, and provides a better control over the precision error in contrast to the voxel-based methods. We present several applications of our research, including fast spectral surface reconstruction from point clouds, local surface smoothing and interactive geometric texture transfer.
本文提出了一种新的、有效的球面函数的球面谐波分解方法。这种球形函数本质上与星形物体有关。然而,我们的结果可以扩展到任何三角形对象,经过分割成星形表面斑块,并在隐式框架中对结果进行重组。因此,对对象的属数没有限制。我们证明了球面谐波系数的计算可以通过在边缘上进行蒙特卡罗积分来执行,这使得计算比以前的技术更准确和更快,并且与基于体素的方法相比,可以更好地控制精度误差。在此基础上提出了基于点云的快速光谱表面重建、局部表面平滑和交互式几何纹理转移等应用。
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引用次数: 19
Computer-Generated Papercutting 计算机生成剪纸艺术
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.10
Jie Xu, C. Kaplan, Xiaofeng Mi
The craft of papercutting is part of the folk art traditions of cultures all over the world. From the point of view of computer graphics, papercutting can be seen as a method of composing bi-level images under a set of geometric connectivity constraints. In this paper, we present a technique for composing digital paper-cut designs. The elements of a design may be images, which are processed via a multilayer thresholding operation, or they may be procedurallygenerated arrangements of shapes. Elements are composed using a set of boolean operators that preserve connectivity. The resulting designs are well suited to being cut by a new generation of inexpensive computer peripherals.
剪纸工艺是世界各地文化的民间艺术传统的一部分。从计算机图形学的角度来看,剪纸可以看作是在一组几何连通性约束下构成双层图像的一种方法。在本文中,我们提出了一种合成数字剪纸设计的技术。设计的元素可以是通过多层阈值操作处理的图像,也可以是程序生成的形状排列。元素使用一组布尔运算符组成,以保持连通性。由此产生的设计非常适合于新一代廉价的计算机外围设备。
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引用次数: 49
Genus Oblivious Cross Parameterization: Robust Topological Management of Inter-Surface Maps 属无关交叉参数化:曲面间映射的鲁棒拓扑管理
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.42
Janine Bennett, Valerio Pascucci, K. Joy
We consider the problem of generating a map between two triangulated meshes, M and M', with arbitrary and possibly differing genus. This problem has rarely been tackled in its generality. Early schemes considered only topological spheres. Recent algorithms allow inputs with an arbitrary number of tunnels but require M and M' to have equal genus, mapping tunnel to tunnel. Other schemes which allow more general inputs are not guaranteed to work and the authors do not provide a characterization of the input meshes that can be processed successfully. Moreover, the techniques have difficulty dealing with coarse meshes with many tunnels. In this paper we present the first robust approach to build a map between two meshes of arbitrary unequal genus. We also provide a simplified method for setting the initial alignment between M and M', reducing reliance on landmarks and allowing the user to select "landmark tunnels" in addition to the standard landmark vertices. After computing the map, we automatically derive a continuous deformation from M to M' using a variational implicit approach to describe the evolution of non-landmark tunnels. Overall, we achieve a cross parameterization scheme that is provably robust in the sense that it can mapM toM' without constraints on their relative genus or on the density of the triangulation with respect to the number of tunnels. To demonstrate the practical effectiveness of our scheme we provide a number of examples of inter-surface parameterizations between meshes of different genus and shape.
我们考虑在两个三角形网格M和M'之间生成映射的问题,它们具有任意和可能不同的属。这个问题很少被笼统地处理。早期的方案只考虑拓扑球。最近的算法允许输入任意数量的隧道,但要求M和M'具有相等的属,将隧道映射到隧道。其他允许更一般输入的方案不能保证工作,作者也没有提供可以成功处理的输入网格的特征。此外,该技术在处理具有许多隧道的粗糙网格时存在困难。在本文中,我们提出了在任意不等属的两个网格之间建立映射的第一个鲁棒方法。我们还提供了一种简化的方法来设置M和M'之间的初始对齐,减少了对地标的依赖,并允许用户在标准地标顶点之外选择“地标隧道”。在计算地图后,我们使用变分隐式方法自动导出M到M'的连续变形来描述非地标隧道的演变。总的来说,我们实现了一种交叉参数化方案,它可以在不受它们的相对属或三角剖分密度相对于隧道数量的约束的情况下映射toM',因此可以证明它是鲁棒的。为了证明该方案的实际有效性,我们提供了许多不同种类和形状的网格之间的表面间参数化的例子。
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引用次数: 18
Visualisation of Implicit Algebraic Curves 隐式代数曲线的可视化
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.32
L. Alberti, B. Mourrain
We describe a new algorithm for the visualisation of implicit algebraic curves, which isolates the singular points, compute the topological degree around these points in order to check that the topology of the curve can be deduced from the points on the boundary of these singular regions. The other regions are divided into x or y regular regions, in which the branches of the curve are also determined from information on the boundary. Combined with enveloping techniques of the polynomial represented in the Bernstein basis, it is shown on examples that this algorithm is able to render curves defined by high degree polynomials with large coefficients, to identify regions of interest and to zoom safely on these regions.
我们描述了一种隐式代数曲线可视化的新算法,该算法分离奇异点,计算这些点周围的拓扑度,以检查曲线的拓扑是否可以从这些奇异区域边界上的点推导出来。其他区域划分为x个或y个规则区域,其中曲线的分支也由边界上的信息确定。结合Bernstein基中表示的多项式的包络技术,实例表明该算法能够绘制由大系数的高次多项式定义的曲线,识别感兴趣的区域并在这些区域上安全缩放。
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引用次数: 23
Point-Based Minkowski Sum Boundary 基于点的Minkowski和边界
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.49
Jyh-Ming Lien
Minkowski sum is a fundamental operation in many geometric applications, including robotics, penetration depth estimation, solid modeling, and virtual prototyping. However, due to its high computational complexity and several nontrivial implementation issues, computing the exact boundary of the Minkowski sum of two arbitrary polyhedra is generally a difficult task. In this work, we propose to represent the boundary of the Minkowski sum approximately using only points. Our results show that this point-based representation can be generated efficiently. An important feature of our method is its straightforward implementation and parallelization. We also demonstrate that the point-based representation of the Minkowski sum boundary can indeed provide similar functionality as mesh-based representations can. We show several applications in motion planning, penetration depth approximation and modeling.
闵可夫斯基和是许多几何应用中的基本运算,包括机器人,渗透深度估计,实体建模和虚拟原型。然而,由于其较高的计算复杂度和一些重要的实现问题,计算任意两个多面体的Minkowski和的精确边界通常是一项困难的任务。在这项工作中,我们提出用点近似表示闵可夫斯基和的边界。结果表明,这种基于点的表示可以有效地生成。我们的方法的一个重要特点是它的简单实现和并行化。我们还证明了基于点的闵可夫斯基和边界表示确实可以提供与基于网格的表示类似的功能。我们展示了几个应用在运动规划,渗透深度近似和建模。
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引用次数: 70
Faceting Artifact Analysis for Computer Graphics 面向计算机图形学的面形伪影分析
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.61
Lijun Qu, G. Meyer
The faceting signal, defined in this paper as the difference signal between a rendering of the original geometric model and a simplified version of the geometric model, is responsible for the faceting artifacts commonly observed in the renderings of coarse geometric models. In this paper, we analyze the source of the faceting signal and develop a perceptual metric for the visibility of the faceting signal.
在本文中,分面信号被定义为原始几何模型的渲染与简化几何模型之间的差异信号,它负责在粗糙几何模型的渲染中常见的分面伪影。在本文中,我们分析了切面信号的来源,并开发了切面信号可见性的感知度量。
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引用次数: 2
期刊
15th Pacific Conference on Computer Graphics and Applications (PG'07)
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