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

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Statistical Hypothesis Testing for Assessing Monte Carlo Estimators: Applications to Image Synthesis 评估蒙特卡罗估计的统计假设检验:在图像合成中的应用
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.55
K. Subr, J. Arvo
Image synthesis algorithms are commonly compared on the basis of running times and/or perceived quality of the generated images. In the case of Monte Carlo techniques, assessment often entails a qualitative impression of convergence toward a reference standard and severity of visible noise; these amount to subjective assessments of the mean and variance of the estimators, respectively. In this paper we argue that such assessments should be augmented by well-known statistical hypothesis testing methods. In particular, we show how to perform a number of such tests to assess random variables that commonly arise in image synthesis such as those estimating irradiance, radiance, pixel color, etc. We explore five broad categories of tests: 1) determining whether the mean is equal to a reference standard, such as an analytical value, 2) determining that the variance is bounded by a given constant, 3) comparing the means of two different random variables, 4) comparing the variances of two different random variables, and 5) verifying that two random variables stem from the same parent distribution. The level of significance of these tests can be controlled by a parameter. We demonstrate that these tests can be used for objective evaluation of Monte Carlo estimators to support claims of zero or small bias and to provide quantitative assessments of variance reduction techniques. We also show how these tests can be used to detect errors in sampling or in computing the density of an importance function in MC integrations.
图像合成算法通常根据生成图像的运行时间和/或感知质量进行比较。在蒙特卡罗技术的情况下,评估往往需要对参考标准和可见噪声的严重程度收敛的定性印象;这相当于分别对估计器的均值和方差进行主观评估。在本文中,我们认为这种评估应该通过众所周知的统计假设检验方法来增强。特别是,我们展示了如何执行一些这样的测试来评估随机变量,通常出现在图像合成,如那些估计辐照度,亮度,像素颜色等。我们探讨了五大类检验:1)确定均值是否等于参考标准,如分析值;2)确定方差是否受给定常数的限制;3)比较两个不同随机变量的均值;4)比较两个不同随机变量的方差;5)验证两个随机变量是否来自同一母分布。这些检验的显著性水平可以通过一个参数来控制。我们证明,这些测试可用于蒙特卡罗估计器的客观评估,以支持零或小偏差的主张,并提供方差减少技术的定量评估。我们还展示了如何使用这些测试来检测采样或计算MC集成中重要函数的密度中的错误。
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引用次数: 11
Geometric Computing in Shape Space 形状空间中的几何计算
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.68
H. Pottmann
This paper describes a method for simulating and visualizing dyeing based on weave patterns and the physical parameters of the threads and the dye. We apply Fick's second law with a variable diffusion coefficient. We calculate the diffusion coefficient using the porosity, tortuosity, and the dye concentration based on the physical chemistry of dyeing. The tortuosity of the channel was incorporated in order to consider the effect of the weave patterns on diffusion. In this model, the total mass is conserved. We describe the cloth model using a two-layered cellular model that includes the essential factors required for representing the weft and warp. Our model also includes a simple dyeing technique that produces dyeing patterns by interrupting the diffusion of the dye in a cloth using a press. The results obtained using our model demonstrate that it is capable of modeling many of the characteristics of dyeing.
本文介绍了一种基于织物图案、纱线和染料物理参数的染色模拟和可视化方法。我们将菲克第二定律应用于可变扩散系数。根据染色的物理化学性质,利用孔隙度、弯曲度和染料浓度来计算扩散系数。为了考虑编织模式对扩散的影响,考虑了通道的弯曲度。在这个模型中,总质量是守恒的。我们使用双层细胞模型来描述布料模型,该模型包括表示经纱和纬纱所需的基本因素。我们的模型还包括一种简单的染色技术,通过使用压力机中断染料在布料中的扩散来产生染色图案。使用我们的模型得到的结果表明,它能够模拟染色的许多特性。
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引用次数: 29
Communicating 3D Shape Using Lines 使用线条传达3D形状
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.70
D. DeCarlo
Summary form only given. The last few years have brought a more concrete understanding of the mathematical relationship between strokes in drawings, linear features in images, and lines on 3D shapes. However, fundamental questions remain unanswered about how our perceptual system resolves these lines as giving evidence about shape. These questions need to be addressed to assemble mathematically defined lines into clear and compelling drawings. I'll discuss my ongoing research on suggestive contours and highlight lines from this perspective.
只提供摘要形式。最近几年,我们对绘图中的笔触、图像中的线性特征和3D形状上的线条之间的数学关系有了更具体的理解。然而,关于我们的感知系统如何将这些线条作为形状的证据来解决的基本问题仍然没有答案。这些问题需要解决,以便将数学定义的线条组合成清晰而引人注目的图纸。我将从这个角度讨论我正在进行的关于暗示性轮廓和高光线的研究。
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引用次数: 0
A New Volumetric Implicit Surface Data Structure and Its Triangulation Algorithm Applied to Mesh Integration 一种新的体积隐式曲面数据结构及其三角剖分算法在网格积分中的应用
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.14
M. Fournier, J. Dischler, D. Bechmann
In this paper we propose a new volumetric implicit surface data structure as an alternative representation to perform mesh processing algorithms. We introduce a new triangulation algorithm suitable for our voxel-based volumetric structure which is a vector field distance transform from an explicit mesh. This new representation is an extension of the implicit scalar field distance function of a mesh. We show our new vector field function is more accurate than the classic scalar field function by comparing both representations with an error metric evaluation. We adapt to this new vector representation mesh integration operation in the reconstruction process of 3D objects from scanned data which was previously performed on the implicit scalar field function. Results show that using this new vector field representation, our mesh integration and mesh triangulation algorithm designs outperform the previous processes based on the implicit scalar field function representation.
在本文中,我们提出了一种新的体积隐式表面数据结构作为执行网格处理算法的替代表示。我们引入了一种新的适合于基于体素的体积结构的三角剖分算法,该算法是由显式网格进行矢量场距离变换。这种新的表示形式是对网格的隐式标量场距离函数的扩展。通过比较两种表示形式和误差度量评估,我们证明了新的矢量场函数比经典的标量场函数更精确。我们将这种新的矢量表示的网格积分操作应用于扫描数据重建三维物体的过程中,该过程以前是在隐式标量场函数上进行的。结果表明,使用这种新的矢量场表示,我们设计的网格积分和网格三角剖分算法优于以往基于隐式标量场函数表示的算法。
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引用次数: 0
Rethinking Algorithms for Games: Towards High-Fidelity Effects in Interactive Environments 重新思考游戏算法:在互动环境中实现高保真效果
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.67
Zoran Popovic
Summary form only given. We argue that real-time domain of interactive games requires completely new approach to algorithms for most problems in computer graphics. To illustrate this point, we describe our recent work on two very different phenomena, human locomotion and fluid simulations, and show how the requirements of high-fidelity, realtime performance and unconditional stability resulted in some very unusual algorithms to these well studied problems.
只提供摘要形式。我们认为,互动游戏的实时领域需要全新的算法来解决计算机图形学中的大多数问题。为了说明这一点,我们描述了我们最近在两种非常不同的现象上的工作,人类运动和流体模拟,并展示了高保真度,实时性能和无条件稳定性的要求如何导致一些非常不寻常的算法来解决这些研究得很好的问题。
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引用次数: 11
Line Drawing as a Dynamic Process 作为动态过程的线条绘制
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.62
D. House, Mayank Singh
We introduce a novel mechanism for creating line drawings from three-dimensional models, which captures the dynamic nature of the drawing process. The approach takes into account the interaction between the moving human hand and the drawing instrument. This is demonstrated as applied to the specific problem of making silhouette drawings from polygonal models. A control system drives a pen by tracking the contour of the polygonal model as projected onto the drawing surface, thus mimicking hand motion. The pen is treated as a physically-based object with momentum, giving the generated lines a smooth hand-drawn quality. Lines are rendered using a ribbon metaphor, where thickness is determined by the twist of the ribbon. The twist angle can be dependent upon various attributes such as perspective depth, the curvature of the line, and the lighting of the model. A number of examples are presented, ranging from tightly controlled drawings to expressive gestural drawings.
我们介绍了一种从三维模型创建线条图的新机制,它捕获了绘图过程的动态特性。该方法考虑了移动的人手与绘图仪器之间的相互作用。这被证明适用于从多边形模型制作轮廓图的具体问题。控制系统通过跟踪投射到绘图表面上的多边形模型的轮廓来驱动笔,从而模仿手的运动。笔被视为具有动量的基于物理的物体,使生成的线条具有平滑的手绘质量。线条是使用丝带的比喻来呈现的,其中的粗细是由丝带的捻度决定的。扭曲角度可以依赖于各种属性,如透视深度、线的曲率和模型的照明。提出了一些例子,从严格控制的图纸到富有表现力的手势图纸。
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引用次数: 15
Interactive Reaction-Diffusion on Surface Tiles 互动反应-扩散表面瓷砖
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.19
Kui-Yip Lo, Hongwei Li, Chi-Wing Fu, T. Wong
This paper proposes to perform reaction-diffusion on surface tiles. The square tiles fit nicely and cost-effectively in GPU memory, whereas we also apply distortion minimization on tiles so as to precisely reduce the unbalanced scale and resolution problem of chemicals in the reaction- diffusion. The interconnection nature of tiles accounts for the surface topology, and thus allows the chemicals to flow naturally over surfaces of arbitrary genus. Furthermore, by taking advantage of the tile structure, we can efficiently perform localized reaction-diffusion, and adjust the pattern formulation in an interactive manner on the GPU. To demonstrate its performance, we develop an interactive system that allows texture designers to fine-tune and alter the reaction-diffusion process by directly painting chemicals onto the object surface. Finally, we also develop several non-trivial applications of reaction-diffusion, including the geometry-dependent reaction-diffusion and deformation-aware reaction-diffusion.
本文提出在表面瓷砖上进行反应扩散。方形图块可以很好地满足GPU内存的需求,同时我们还对图块进行了失真最小化处理,从而精确地减少了化学物质在反应扩散过程中的不平衡尺度和分辨率问题。瓷砖的互连性质说明了表面拓扑结构,从而允许化学物质在任意种类的表面上自然流动。此外,利用tile结构,我们可以高效地进行局部反应扩散,并在GPU上以交互的方式调整图案的制定。为了证明其性能,我们开发了一个交互式系统,允许纹理设计师通过直接将化学物质涂在物体表面来微调和改变反应扩散过程。最后,我们还开发了反应扩散的几个重要应用,包括几何相关的反应扩散和变形感知的反应扩散。
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引用次数: 10
The Mental Canvas: A Tool for Conceptual Architectural Design and Analysis 心理画布:概念建筑设计和分析的工具
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.64
Julie Dorsey, Songhua Xu, Gabe Smedresman, H. Rushmeier, L. McMillan
We describe a computer graphics system that supports conceptual architectural design and analysis. We use as a starting point the traditional sketchbook drawings that architects use to experiment with various views, sections, and details. Rather than interpret or infer 3D structure from drawings, our system is designed to allow the designer to organize concept drawings in 3D, and gradually fuse a series of possibly geometrically-inconsistent sketches into a set of 3D strokes. Our system uses strokes and planar "canvases" as basic primitives; the basic mode of input is traditional 2D drawing. We introduce methods for the user to control stroke visibility and transfer strokes between canvases. We also introduce methods for the user to position and orient the canvases that have infinite extent. We demonstrate the use of the system to analyze existing structures and conceive new designs.
我们描述了一个支持概念建筑设计和分析的计算机图形系统。我们使用传统的速写本作为起点,建筑师使用它来实验各种视图,部分和细节。我们的系统不是从图纸中解释或推断3D结构,而是允许设计师在3D中组织概念图,并逐渐将一系列可能在几何上不一致的草图融合成一组3D笔画。我们的系统使用笔画和平面“画布”作为基本元素;输入的基本方式是传统的二维绘图。我们介绍的方法,为用户控制笔画的可见性和转移笔画之间的画布。我们还介绍了用户对无限范围的画布进行定位和定向的方法。我们演示了使用该系统来分析现有结构并构思新的设计。
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引用次数: 85
Interactive Global Illumination Using Implicit Visibility 使用隐式可视性的交互式全局照明
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.37
Z. Dong, J. Kautz, C. Theobalt, H. Seidel
Rendering global illumination effects for dynamic scenes at interactive frame rates is a computationally challenging task. Much of the computation time needed is spent during visibility queries between individual scene elements, and it is almost illusive to update this information at realtime even for moderately complex scenes. In this paper, we propose a global illumination approach for dynamic scenes that runs at near-real-time frame rates on a single PC. Our method is inspired by the principles of hierarchical radiosity and tackles the visibility problem by implicitly evaluating mutual visibility while constructing a hierarchical link structure between scene elements. By means of the same efficient and easy-to-implement framework, we are able to reproduce a large variety of complex lighting effects for moderately sized scenes, such as interreflections, environment map lighting as well as area light sources.
在交互式帧率下渲染动态场景的全局照明效果是一项具有计算挑战性的任务。所需的大部分计算时间都花在单个场景元素之间的可见性查询上,即使对于中等复杂的场景,实时更新这些信息也几乎是虚幻的。在本文中,我们提出了一种在单个PC上以近实时帧率运行的动态场景的全局照明方法。我们的方法受到分层辐射原理的启发,在构建场景元素之间的分层链接结构时,通过隐式评估相互可见性来解决可见性问题。通过同样高效且易于实现的框架,我们能够为中等大小的场景重现各种复杂的照明效果,例如相互反射,环境地图照明以及区域光源。
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引用次数: 44
Color Transfer Brush 颜色转移刷
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.50
Qing Luan, Fang Wen, Ying-Qing Xu
In this paper, we introduce an interactive tool for local color transfer. The new technique is based on the observation that color transfer operations are local in nature while at the same time should adhere global consistency. We introduce a brush by which the user specifies the source and destination image regions for color transfer. Color statistics in the source region are transferred to the destination region. A global optimization is then applied to eliminate vi- sual discontinuities that may result by the local operations. We demonstrate that our tool is easy to use yet effective in quickly generating diverse artistic effects.
本文介绍了一种用于局部色彩转移的交互式工具。这种新技术是基于观察到色彩转移操作在本质上是局部的,同时又应保持全局一致性。我们介绍了一个笔刷,用户可以通过它指定源和目标图像区域进行色彩转移。将源区域的颜色统计信息传输到目的区域。然后应用全局优化来消除局部操作可能导致的视觉不连续性。我们证明,我们的工具是易于使用,但有效的快速生成各种艺术效果。
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引用次数: 22
期刊
15th Pacific Conference on Computer Graphics and Applications (PG'07)
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