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

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Laplacian Guided Editing, Synthesis, and Simulation 拉普拉斯指导编辑,合成和仿真
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.69
Yizhou Yu
Summary form only given. The Laplacian has been playing a central role in numerous scientific and engineering problems. It has also become popular in computer graphics. This talk presents a series of our work that exploits the Laplacian in mesh editing, texture synthesis and flow simulation. First, a review is given on mesh editing using differential coordinates and the Poisson equation, which involves the Laplacian. The distinctive feature of this approach is that it modifies the original geometry implicitly through gradient field manipulation. This approach can produce desired results for both global and local editing operations, such as deformation, object merging, and denoising. This technique is computationally involved since it requires solving a large sparse linear system. To overcome this difficulty, an efficient multigrid algorithm specifically tailored for geometry processing has been developed. This multigrid algorithm is capable of interactively processing meshes with hundreds of thousands of vertices. In our latest work, Laplacian-based editing has been generalized to deforming mesh sequences, and efficient user interaction techniques have also been designed. Second, this talk presents a Laplacian-based method for surface texture synthesis and mixing from multiple sources. Eliminating seams among texture patches is important during texture synthesis. In our technique, it is solved by performing Laplacian texture reconstruction, which retains the high frequency details but computes new consistent low frequency components. Third, a method for inviscid flow simulation over manifold surfaces is presented. This method enforces incompressibility on closed surfaces by solving a discrete Poisson equation. Different from previous work, it performs simulations directly on triangle meshes and thus eliminates parametrization distortions.
只提供摘要形式。拉普拉斯在许多科学和工程问题中起着核心作用。它在计算机图形学中也很流行。这个演讲提出了一系列工作,利用网格编辑的拉普拉斯算子,纹理合成和流动模拟。首先,回顾了利用微分坐标和泊松方程进行网格编辑的方法,其中涉及到拉普拉斯算子。该方法的显著特点是通过梯度场操作隐式地修改原始几何形状。这种方法可以为全局和局部编辑操作(如变形、对象合并和去噪)产生期望的结果。由于该技术需要求解一个大型的稀疏线性系统,因此涉及计算量。为了克服这一困难,开发了一种专门针对几何图形处理的高效多网格算法。这种多网格算法能够交互式地处理具有数十万个顶点的网格。在我们最新的工作中,基于拉普拉斯的编辑已经推广到变形网格序列,并设计了有效的用户交互技术。其次,本演讲介绍了一种基于拉普拉斯的多源表面纹理合成和混合方法。在纹理合成过程中,消除纹理块之间的接缝是非常重要的。在我们的技术中,通过执行拉普拉斯纹理重建来解决问题,该重建保留了高频细节,但计算了新的一致的低频分量。第三,提出了一种流形表面上无粘流动的模拟方法。该方法通过求解离散泊松方程来增强封闭表面上的不可压缩性。与以往的工作不同,它直接在三角形网格上进行模拟,从而消除了参数化畸变。
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引用次数: 38
A Data-driven Approach to Human-body Cloning Using a Segmented Body Database 基于数据驱动的分段人体数据库人体克隆方法
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.45
P. Xi, Won-Sook Lee, Chang Shu
We present a data-driven approach to build a human body model from a single photograph by performing Principal Component Analysis (PCA) on a database of body segments. We segment a collection of human bodies to compile the required database prior to performing the analysis. Our approach then builds a single PCA for each body segment - head, left and right arms, torso and left and right legs - yielding six PCAs in total. This strategy improves on the flexibility of conventional data-driven approaches in 3D modeling and allows our approach to take variations in ethnicity, age and body posture into account. We demonstrate our approach in practice by constructing models of a Caucasian male, an Asian male and a toddler from corresponding photographs and a Caucasian adult oriented database. We also discuss rapid consistent parameterization based on Radial Basis Functions (RBF) and non-optimization based learning systems to reduce execution time.
我们提出了一种数据驱动的方法,通过对人体片段数据库进行主成分分析(PCA),从单张照片构建人体模型。在进行分析之前,我们对人体的集合进行分段,以编译所需的数据库。然后,我们的方法为每个身体部分——头部、左右手臂、躯干、左右腿——构建一个单一的PCA,总共产生6个PCA。这种策略提高了3D建模中传统数据驱动方法的灵活性,并允许我们的方法考虑种族、年龄和身体姿势的变化。我们在实践中展示了我们的方法,通过从相应的照片和以白人成人为导向的数据库中构建白种人男性、亚洲男性和幼儿的模型。我们还讨论了基于径向基函数(RBF)的快速一致参数化和基于非优化的学习系统,以减少执行时间。
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引用次数: 23
Explicit Control of Vector Field Based Shape Deformations 基于矢量场的形状变形显式控制
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.26
W. V. Funck, H. Theisel, H. Seidel
Vector field based shape deformations (VFSD) have been introduced as an efficient method to deform shapes in a volume-preserving foldover-free manner. However, mainly simple implicitly defined shapes like spheres or cylinders have been explored as deformation tools by now. In contrast, boundary constraint modeling approaches enable the user to exactly define the support of the deformation on the surface. We present an approach to explicitly control VFSD: a scalar function together with two thresholds is placed directly on the shape to mark regions of full, zero, and blended deformation. The resulting deformation is volume-preserving and free of local self-intersections. In addition, the full deformation is steered by a 3D parametric curve and a parametric twisting function. This way our deformations appear to be a generalization of the boundary constraint modeling metaphor. We apply our approach in different scenarios. A parallelization of the computation on the GPU allows for editing high-resolution meshes at interactive speed.
基于矢量场的形状变形(VFSD)是一种有效的形状变形方法。然而,到目前为止,主要是简单的隐式定义的形状,如球体或圆柱体,已经被探索作为变形工具。相比之下,边界约束建模方法使用户能够准确地定义变形在表面上的支撑。我们提出了一种显式控制VFSD的方法:将标量函数和两个阈值直接放在形状上,以标记完全、零和混合变形的区域。所得到的变形是体积保持和自由的局部自交。通过三维参数化曲线和参数化扭转函数来控制全变形。这样,我们的变形似乎是边界约束建模隐喻的推广。我们在不同的场景中应用我们的方法。GPU上计算的并行化允许以交互速度编辑高分辨率网格。
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引用次数: 35
Practical Global Illumination for Hair Rendering 实用的头发渲染全局照明
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.53
Cem Yuksel, E. Akleman, J. Keyser
Both hair rendering and global illumination are known to be computationally expensive, and for this reason we see very few examples using global illumination techniques in hair rendering. In this paper, we elaborate on different simplification approaches to allow practical global illumination solutions for high quality hair rendering. We categorize light paths of a full global illumination solution, and analyze their costs and illumination contributions both theoretically and experimentally. We also propose two different implementation techniques using our novel projection based indirect illumination computation approach and state of the art ray tracing for hair. Our results show that by using our simplifications, a global illumination solution for hair is practical.
头发渲染和全局照明在计算上都很昂贵,因此我们很少看到在头发渲染中使用全局照明技术的例子。在本文中,我们详细介绍了不同的简化方法,以实现高质量头发渲染的实用全局照明解决方案。我们对全全局照明解决方案的光路进行了分类,并从理论上和实验上分析了它们的成本和照明贡献。我们还提出了两种不同的实现技术,使用我们新颖的基于投影的间接照明计算方法和最先进的头发光线追踪技术。我们的结果表明,通过使用我们的简化,头发的全局照明解决方案是实用的。
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引用次数: 22
Rubber-like Exaggeration for Character Animation 橡胶般的角色动画夸张
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.25
Ji-yong Kwon, In-Kwon Lee
Motion capture cannot generate cartoon-style animation directly. We emulate the rubber-like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon-like movement. We achieve this using trajectory-based motion exaggeration while allowing the violation of link-length constraints. We extend this technique to obtain smooth, rubber-like motion by dividing the original links into shorter sub-links and computing the positions of joints using B´ezier curve interpolation and a mass-spring simulation. This method is fast enough to be used in real time.
动作捕捉不能直接生成卡通风格的动画。我们模仿传统角色动画中常见的橡胶般的夸张,作为将动作捕捉数据转换为卡通式动作的一种手段。我们使用基于轨迹的运动夸张来实现这一点,同时允许违反链路长度约束。通过将原始连杆分割成更短的子连杆,并使用B´ezier曲线插值和质量-弹簧模拟计算关节的位置,我们扩展了这种技术,以获得光滑的橡胶状运动。该方法速度快,可以实时应用。
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引用次数: 13
Cross-Parameterization for Triangular Meshes with Semantic Features 具有语义特征的三角网格交叉参数化
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.21
Shun Matsui, Kohta Aoki, H. Nagahashi, K. Morooka
In 3D computer graphics, mesh parameterization is a key technique for digital geometry processings(DGP) such as morphing, shape blending, texture transfer, re-meshing and so on. This paper proposes a novel approach for parameterizing a mesh into another one directly. The main idea of our method is to combine a competitive learning and a leastsquare mesh techniques. It is enough to give some semantic feature correspondences between target meshes, even if they are in different shapes or in different poses. We show the effectiveness of our approach by giving some examples of its applications.
在三维计算机图形学中,网格参数化是实现变形、形状混合、纹理转移、网格重划分等数字几何处理的关键技术。本文提出了一种直接参数化一个网格到另一个网格的新方法。我们的方法的主要思想是结合竞争学习和最小二乘网格技术。即使目标网格处于不同的形状或不同的姿态,在目标网格之间给出一些语义特征对应就足够了。我们通过给出一些应用实例来证明我们的方法的有效性。
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引用次数: 157
The Soft Shadow Occlusion Camera 软阴影遮挡相机
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.23
Qi Mo, V. Popescu, Chris Wyman
A fundamental challenge for existing shadow map based algorithms is dealing with partially illuminated surfaces. A conventional shadow map built with a pinhole camera only determines a binary light visibility at each point, and this all-or-nothing approach to visibility does not capture penumbral regions. We present an interactive soft shadow algorithm based on a variant of the depth discontinuity occlusion camera, a non-pinhole camera with rays that reach around blockers to sample normally hidden surfaces. Our soft shadow occlusion camera (SSOC) classifies a fragment on a continuum from fully visible to fully hidden, as seen from the light. The SSOC is used directly in fragment illumination computation without building an explicit "soft shadow map." This method renders plausible soft shadows at interactive speeds under fully dynamic conditions.
现有的基于阴影贴图的算法面临的一个基本挑战是如何处理部分光照的表面。用针孔相机制作的传统阴影图只能确定每个点的二元光可见性,这种全有或全无的可见性方法不能捕获半影区域。我们提出了一种基于深度不连续遮挡相机变体的交互式软阴影算法,这是一种非针孔相机,其光线可以到达阻挡物周围以采样通常隐藏的表面。我们的软阴影遮挡相机(SSOC)对连续体上的片段进行分类,从完全可见到完全隐藏,就像从光中看到的那样。SSOC直接用于片段照明计算,而无需构建明确的“软阴影映射”。该方法在完全动态条件下以交互速度呈现可信的软阴影。
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引用次数: 32
Towards Digital Refocusing from a Single Photograph 从单张照片走向数码重调焦
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.22
Yosuke Bando, T. Nishita
This paper explores an image processing method for synthesizing refocused images from a single input photograph containing some defocus blur. First, we restore a sharp image by estimating and removing spatially-variant defocus blur in an input photograph. To do this, we propose a local blur estimation method able to handle abrupt blur changes at depth discontinuities in a scene, and we also present an efficient blur removal method that significantly speeds up the existing deconvolution algorithm. Once a sharp image is restored, refocused images can be interactively created by adding different defocus blur to it based on the estimated blur, so that users can intuitively change focus and depth-of-field of the input photograph. Although information available from a single photograph is highly insufficient for fully correct refocusing, the results show that visually plausible refocused images can be obtained.
本文探讨了一种从含有散焦模糊的单幅输入照片合成重聚焦图像的图像处理方法。首先,我们通过估计和去除输入照片中空间变化的散焦模糊来恢复清晰的图像。为此,我们提出了一种局部模糊估计方法,该方法能够处理场景中深度不连续处的突然模糊变化,并且我们还提出了一种有效的模糊去除方法,该方法显著加快了现有反卷积算法的速度。清晰的图像恢复后,可以根据估计的模糊值,通过添加不同的散焦模糊,交互式地创建重新聚焦的图像,用户可以直观地改变输入照片的焦点和景深。虽然从一张照片中获得的信息对于完全正确的重聚焦是非常不足的,但结果表明,可以获得视觉上可信的重聚焦图像。
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引用次数: 47
Fast Hydraulic Erosion Simulation and Visualization on GPU 基于GPU的快速水力侵蚀仿真与可视化
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.15
Xing Mei, Philippe Decaudin, Bao-Gang Hu
Natural mountains and valleys are gradually eroded by rainfall and river flows. Physically-based modeling of this complex phenomenon is a major concern in producing realistic synthesized terrains. However, despite some recent improvements, existing algorithms are still computationally expensive, leading to a time-consuming process fairly impractical for terrain designers and 3D artists. In this paper, we present a new method to model the hydraulic erosion phenomenon which runs at interactive rates on today's computers. The method is based on the velocity field of the running water, which is created with an efficient shallow-water fluid model. The velocity field is used to calculate the erosion and deposition process, and the sediment transportation process. The method has been carefully designed to be implemented totally on GPU, and thus takes full advantage of the parallelism of current graphics hardware. Results from experiments demonstrate that the proposed method is effective and efficient. It can create realistic erosion effects by rainfall and river flows, and produce fast simulation results for terrains with large sizes.
天然山脉和山谷逐渐被雨水和河流侵蚀。这种复杂现象的物理建模是制作逼真的合成地形的主要关注点。然而,尽管最近有了一些改进,但现有的算法在计算上仍然很昂贵,导致地形设计师和3D艺术家相当不实用的耗时过程。在本文中,我们提出了一种在当今计算机上以交互速率运行的水力侵蚀现象模型的新方法。该方法基于流水速度场,利用有效的浅水流体模型建立流水速度场。速度场用于计算侵蚀和沉积过程以及输沙过程。该方法经过精心设计,完全在GPU上实现,从而充分利用了当前图形硬件的并行性。实验结果表明,该方法是有效的。它能模拟出真实的降雨和河流侵蚀效果,对大尺寸地形能产生快速的模拟结果。
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引用次数: 114
Radiometric Compensation through Inverse Light Transport 通过逆光输运的辐射补偿
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.47
Gordon Wetzstein, O. Bimber
Radiometric compensation techniques allow seamless projections onto complex everyday surfaces. Implemented with projector-camera systems they support the presentation of visual content in situations where projection-optimized screens are not available or not desired - as in museums, historic sites, air-plane cabins, or stage performances. We propose a novel approach that employs the full light transport between projectors and a camera to account for many illumination aspects, such as interreflections, refractions, shadows, and defocus. Precomputing the inverse light transport in combination with an efficient implementation on the GPU makes the real-time compensation of captured local and global light modulations possible.
辐射补偿技术允许无缝投影到复杂的日常表面。与投影-摄像机系统一起实现,它们支持在没有或不需要投影优化屏幕的情况下(如博物馆、历史遗址、飞机机舱或舞台表演)呈现视觉内容。我们提出了一种新颖的方法,利用投影仪和相机之间的全光传输来考虑许多照明方面,如互反射、折射、阴影和散焦。预先计算逆光传输结合GPU上的有效实现使得捕获的局部和全局光调制的实时补偿成为可能。
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引用次数: 127
期刊
15th Pacific Conference on Computer Graphics and Applications (PG'07)
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