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

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Visualization of Dyeing based on Diffusion and Adsorption Theories 基于扩散和吸附理论的染色可视化
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.51
Yuki Morimoto, Masayuki Tanaka, R. Tsuruno, Kiyoshi Tomimatsu
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: 16
Precomputed Visibility Cuts for Interactive Relighting with Dynamic BRDFs 基于动态brdf的交互式重照明的预计算可视性分割
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.30
O. Åkerlund, M. Unger, Rui Wang
This paper presents a novel PRT-based method that uses precomputed visibility cuts for interactive relighting with all-frequency environment maps and arbitrary dynamic BRDFs. Our method is inspired by the recent Lightcuts approach [24] and we parameterize distant environment lighting onto uniformly distributed sample points over the sphere. Using a binary tree structure of the points, we precompute and approximate each vertex's visibility function into clusters that we call the precomputed visibility cuts. These cuts are iteratively selected with bounded approximation error and confined cluster size. At run-time, a GPU-based relighting algorithm quickly computes the view-dependent shading color by accessing a dynamically built light tree, the precomputed visibility cuts, and a direct sampling of an arbitrary BRDF using each visibility cluster's average direction and the dynamic view direction. Compared to existing PRT techniques, our method guarantees uniform sampling of the lighting, requires no precomputed BRDF data, and can be easily extended to handle one-bounce glossy indirect transfer effects in real-time.
本文提出了一种新的基于prt的方法,该方法使用预先计算的可见度切割进行全频率环境图和任意动态brdf的交互式重照明。我们的方法受到最近Lightcuts方法[24]的启发,我们将远处环境照明参数化到球体上均匀分布的样本点上。使用点的二叉树结构,我们预先计算并近似每个顶点的可见性函数,我们称之为预先计算的可见性切割。这些切割是在有限的近似误差和有限的簇大小下迭代选择的。在运行时,基于gpu的重光照算法通过访问动态构建的光照树、预先计算的可见性切割以及使用每个可见性簇的平均方向和动态视图方向对任意BRDF进行直接采样,快速计算出与视图相关的阴影颜色。与现有的PRT技术相比,我们的方法保证了均匀的光照采样,不需要预先计算BRDF数据,并且可以很容易地扩展到实时处理单反弹平滑间接传输效果。
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引用次数: 31
Model Composition from Interchangeable Components 可互换组件的模型组合
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.40
Vladislav Kraevoy, D. Julius, A. Sheffer
Following the increasing demand to make the creation and manipulation of 3D geometry simpler and more accessible, we introduce a modeling approach that allows even novice users to create sophisticated models in minutes. Our approach is based on the observation that in many modeling settings users create models which belong to a small set of model classes, such as humans or quadrupeds. The models within each class typically share a common component structure. Following this observation, we introduce a modeling system which utilizes this common component structure allowing users to create new models by shuffling interchangeable components between existing models. To enable shuffling, we develop a method for computing a compatible segmentation of input models into meaningful, interchangeable components. Using this segmentation our system lets users create new models with a few mouse clicks, in a fraction of the time required by previous composition techniques. We demonstrate that the shuffling paradigm allows for easy and fast creation of a rich geometric content.
随着不断增长的需求,使创建和3D几何操作更简单,更容易访问,我们介绍了一种建模方法,即使是新手用户也可以在几分钟内创建复杂的模型。我们的方法是基于这样的观察:在许多建模设置中,用户创建的模型属于一小部分模型类,比如人类或四足动物。每个类中的模型通常共享一个公共的组件结构。根据这一观察,我们将引入一个建模系统,该系统利用这种公共组件结构,允许用户通过在现有模型之间变换可互换的组件来创建新模型。为了实现洗牌,我们开发了一种方法来计算输入模型的兼容分割成有意义的,可互换的组件。使用这种分割,我们的系统可以让用户创建新的模型,只需点击几下鼠标,在以前的合成技术所需的时间的一小部分。我们证明了洗牌范式允许简单快速地创建丰富的几何内容。
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引用次数: 126
Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media 雾铺:非均匀、单散射介质的实时设计和渲染
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.48
Kun Zhou, Qiming Hou, Minmin Gong, John M. Snyder, B. Guo, H. Shum
We describe a new, analytic approximation to the airlight integral from scattering media whose density is modeled as a sum of Gaussians. The approximation supports real-time rendering of inhomogeneous media including their shadowing and scattering effects. For each Gaussian, this approximation samples the scattering integrand at the projection of its center along the view ray but models attenuation and shadowing with respect to the other Gaussians by integrating density along the fixed path from light source to 3D center to view point. Our method handles isotropic, single-scattering media illuminated by point light sources or low-frequency lighting environments. We also generalize models for reflectance of surfaces from constant-density to inhomogeneous media, using simple optical depth averaging in the direction of the light source or all around the receiver point. Our real-time renderer is incorporated into a system for real-time design and preview of realistic animated fog, steam, or smoke.
我们描述了一种新的,解析近似的航空积分从散射介质,其密度被建模为一个高斯和。该近似支持非均匀介质的实时渲染,包括它们的阴影和散射效果。对于每一个高斯,这个近似对其中心沿视点投影处的散射积分进行采样,但通过对从光源到3D中心到视点的固定路径上的密度积分来模拟相对于其他高斯的衰减和阴影。我们的方法处理由点光源或低频照明环境照亮的各向同性、单散射介质。我们还推广了从恒定密度到非均匀介质的表面反射率模型,使用光源方向或接收点周围的简单光学深度平均。我们的实时渲染器被整合到一个系统中,用于实时设计和预览逼真的动画雾,蒸汽或烟雾。
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引用次数: 50
Automatic Natural Video Matting with Depth 自动自然视频抠图与深度
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.52
Oliver Wang, Jonathan Finger, Qingxiong Yang, James Davis, Ruigang Yang
Video matting is the process of taking a sequence of frames, isolating the foreground, and replacing the background in each frame. We look at existing single-frame matting techniques and present a method that improves upon them by adding depth information acquired by a time-offlight range scanner. We use the depth information to automate the process so it can be practically used for video sequences. In addition, we show that we can improve the results from natural matting algorithms by adding a depth channel. The additional depth information allows us to reduce the artifacts that arise from ambiguities that occur when an object is a similar color to its background.
视频抠图是采用一系列帧,隔离前景,并在每一帧中替换背景的过程。我们着眼于现有的单帧抠图技术,并提出了一种方法,通过添加由时间飞行距离扫描仪获得的深度信息来改进它们。我们使用深度信息来自动化这个过程,所以它可以实际用于视频序列。此外,我们还证明了通过添加深度通道可以改善自然抠图算法的结果。额外的深度信息使我们能够减少由于物体与其背景颜色相似时出现的模糊性而产生的工件。
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引用次数: 69
Fast and Faithful Geometric Algorithm for Detecting Crest Lines on Meshes 一种快速可靠的网格顶线检测几何算法
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.24
S. Yoshizawa, A. Belyaev, H. Yokota, H. Seidel
A new geometry-based finite difference method for a fast and reliable detection of perceptually salient curvature extrema on surfaces approximated by dense triangle meshes is proposed. The foundations of the method are two simple curvature and curvature derivative formulas overlooked in modern differential geometry textbooks and seemingly new observation about inversion-invariant local surface-based differential forms.
提出了一种新的基于几何的有限差分方法,用于快速可靠地检测稠密三角形网格近似曲面上的感知显著曲率极值。该方法的基础是现代微分几何教科书中忽略的两个简单曲率和曲率导数公式,以及对基于逆不变局部曲面的微分形式的看似新的观察。
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引用次数: 43
GPU-Based Monte-Carlo Volume Raycasting 基于gpu的蒙特卡罗体射线投射
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.33
Christof Rezk Salama
This paper presents a practical, high-quality, hardware-accelerated volume rendering approach including scattering, environment mapping, and ambient occlusion. We examine the application of stochastic raytracing techniques for volume rendering and provide a fast GPU-based prototype implementation. In addition, we propose a simple phenomenological scattering model, closely related to the Phong illumination model that many artists are familiar with. We demonstrate our technique being capable of producing convincing images, yet flexible enough for digital productions in practice.
本文提出了一种实用的、高质量的、硬件加速的体绘制方法,包括散射、环境映射和环境遮挡。我们研究了随机光线追踪技术在体绘制中的应用,并提供了一个快速的基于gpu的原型实现。此外,我们提出了一个简单的现象学散射模型,与许多艺术家熟悉的Phong照明模型密切相关。我们展示了我们的技术能够产生令人信服的图像,但在实践中足够灵活的数字制作。
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引用次数: 80
Simple and Efficient Mesh Editing with Consistent Local Frames 简单有效的网格编辑与一致的局部帧
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.43
N. Paries, P. Degener, R. Klein
Mesh editing methods based on differential surface representations are known for their efficiency and ease of implementation. For reconstruction from such representations, local frames have to be determined which is a nonlinear problem. In linear approximations frames can either degenerate or become inconsistent with the geometry. Both results in contra-intuitive deformations. Existing nonlinear approaches, however, are comparatively slow and considerably more complex. In this paper we present a differential representation that implicitly enforces orthogonal and geometry consistent frames while allowing a simple and efficient implementation. In particular, it enforces conformal surface deformations preserving local texture features.
基于微分曲面表示的网格编辑方法以其效率和易于实现而闻名。为了从这些表示中重建,必须确定局部帧,这是一个非线性问题。在线性近似中,框架可能退化或变得与几何不一致。两者都会导致反直觉的变形。然而,现有的非线性方法相对较慢,而且相当复杂。在本文中,我们提出了一种微分表示,它隐式地强制执行正交和几何一致的框架,同时允许简单有效的实现。特别是,它强制保形表面变形,保持局部纹理特征。
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引用次数: 16
Developable Strip Approximation of Parametric Surfaces with Global Error Bounds 具有全局误差界的参数曲面的可展条逼近
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.13
Yong-Jin Liu, Yu-Kun Lai, Shimin Hu
Developable surfaces have many desired properties in manufacturing process. Since most existing CAD systems utilize parametric surfaces as the design primitive, there is a great demand in industry to convert a parametric surface within a prescribed global error bound into developable patches. In this work we propose a simple and efficient solution to approximate a general parametric surface with a minimum set of C0-joint developable strips. The key contribution of the proposed algorithm is that, several global optimization problems are elegantly solved in a sequence that offers a controllable global error bound on the developable surface approximation. Experimental results are presented to demonstrate the effectiveness and stability of the proposed algorithm.
可展曲面在制造过程中具有许多需要的性能。由于大多数现有的CAD系统利用参数曲面作为设计原语,因此在工业中有很大的需求将在规定的全局误差范围内的参数曲面转换为可展开的斑块。在这项工作中,我们提出了一个简单而有效的解近似一般参数曲面的最小集c -关节可展带。提出的算法的关键贡献是,几个全局优化问题在一个序列中优雅地解决,该序列在可展曲面近似上提供了一个可控的全局误差界。实验结果证明了该算法的有效性和稳定性。
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引用次数: 6
Illumination Brush: Interactive Design of All-Frequency Lighting 照明刷:全频率照明的交互设计
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.9
Makoto Okabe, Y. Matsushita, Li Shen, T. Igarashi
We present an appearance-based user interface for artists to efficiently design customized image-based lighting environments. 1 Our approach avoids typical iterations of parameter editing, rendering, and confirmation by providing a set of intuitive user interfaces for directly specifying the desired appearance of the model in the scene. Then the system automatically creates the lighting environment by solving the inverse shading problem. To obtain a realistic image, all-frequency lighting is used with a spherical radial basis function (SRBF) representation. Rendering is performed using precomputed radiance transfer (PRT) to achieve a responsive speed. User experiments demonstrated the effectiveness of the proposed system compared to a previous approach.
我们提出了一个基于外观的用户界面,为艺术家有效地设计定制的基于图像的照明环境。我们的方法通过提供一组直观的用户界面来直接指定场景中模型的期望外观,从而避免了参数编辑、渲染和确认的典型迭代。然后系统通过解决反遮阳问题自动创建照明环境。为了获得真实的图像,采用球面径向基函数(SRBF)表示全频率照明。渲染使用预先计算的亮度传输(PRT)来实现响应速度。用户实验证明了与之前的方法相比,所提出的系统的有效性。
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引用次数: 76
期刊
15th Pacific Conference on Computer Graphics and Applications (PG'07)
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