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

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Extending Catmull-Clark Subdivision and PCCM with Polar Structures 扩展Catmull-Clark细分和极性结构的PCCM
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.11
A. Myles, K. Karčiauskas, J. Peters
We complete and bring together two pairs of surface constructions that use polynomial pieces of degree (3,3) to associate a smooth surface with a mesh. The two pairs complement each other in that one extends the subdivisionmodeling paradigm, the other the NURBS patch approach to free-form modeling. Both Catmull-Clark [3] and polar subdivision [7] generalize bi-cubic spline subdivision. Together, they form a powerful combination for smooth object design: while Catmull-Clark subdivision is more suitable where few facets join, polar subdivision nicely models regions where many facets join, as when capping extruded features. We show how to easily combine the meshes of these two generalizations of bi-cubic spline subdivision. A related but different generalization of bi-cubic splines is to model non-tensor-product configurations by a finite set of smoothly connected bi-cubic patches. PCCM [12] does so for layouts where Catmull-Clark would apply. We show that a single NURBS patch can be used where polar subdivision would be applied. This spline is singularly parametrized, but, using a novel technique, we show that the surface is C1 and has bounded curvatures.
我们完成并汇集了两对表面结构,使用多项式(3,3)次块将光滑表面与网格相关联。这两对模型相互补充,一个扩展了细分建模范式,另一个扩展了NURBS补丁方法来实现自由形式建模。Catmull-Clark[3]和极细分[7]都推广了双三次样条细分。它们一起形成了平滑对象设计的强大组合:虽然Catmull-Clark细分更适合于几个facet连接的地方,但极性细分很好地模拟了许多facet连接的区域,例如在覆盖挤压特征时。我们展示了如何轻松地结合这两种双三次样条细分的推广网格。双三次样条的一个相关但不同的推广是通过光滑连接的双三次补丁的有限集来建模非张量积构型。PCCM[12]对Catmull-Clark适用的布局也这样做。我们表明,一个单一的NURBS补丁可以使用极地细分将被应用。这个样条是奇异参数化的,但是,使用一种新的技术,我们证明了曲面是C1并且具有有界曲率。
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引用次数: 21
Transplanting and Editing Animations on Skinned Meshes 移植和编辑动画蒙皮网格
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.41
Yuntao Jia, Wei-Wen Feng, Yizhou Yu
Skinned Mesh Animation (SMA) well approximates a mesh animation with extracted bones and their transformations. However, unlike skeleton, bones in SMA are not organized in hierarchies, thus they need mesh dependent translation vectors which prevent other sources of motion (i.e. skeletal animations, MoCAP, SMAs etc) from being applied to the skinned mesh. In this paper, we propose a new and fast method to transplant motion to skinned meshes. By efficiently solving a linear least-squares system, we can compute new translation vectors which enable the motion to work on the skinned mesh. Based on the same idea, we have also devised a SMA editing tool which allows users to edit frames of the SMA interactively. Furthermore, the editing can be propagated to all subsequent frames.
蒙皮网格动画(SMA)很好地近似网格动画与提取骨头和他们的转换。然而,与骨骼不同的是,SMA中的骨骼不是按层次组织的,因此它们需要依赖于网格的平移向量,以防止其他运动源(即骨骼动画,动作捕捉,SMA等)被应用于蒙皮网格。在本文中,我们提出了一种新的快速的方法来移植运动到蒙皮网格。通过有效地求解线性最小二乘系统,我们可以计算新的平移向量,使运动能够在蒙皮网格上工作。基于同样的思想,我们还设计了一个SMA编辑工具,允许用户交互式地编辑SMA的帧。此外,编辑可以传播到所有后续帧。
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引用次数: 1
QAS: Real-Time Quadratic Approximation of Subdivision Surfaces 细分曲面的实时二次逼近
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.20
T. Boubekeur, C. Schlick
We introduce QAS, an efficient quadratic approximation of subdivision surfaces which offers a very close appearance compared to the true subdivision surface but avoids recursion, providing at least one order of magnitude faster rendering. QAS uses enriched polygons, equipped with edge vertices, and replaces them on-the-fly with low degree polynomials for interpolating positions and normals. By systematically projecting the vertices of the input coarse mesh at their limit position on the subdivision surface, the visual quality of the approximation is good enough for imposing only a single subdivision step, followed by our patch fitting, which allows real-time performances for million polygons output. Additionally, the parametric nature of the approximation offers an efficient adaptive sampling for rendering and displacement mapping. Last, the hexagonal support associated to each coarse triangle is adapted to geometry processors.
我们引入了QAS,这是一种高效的二次近似细分曲面,与真正的细分曲面相比,它提供了非常接近的外观,但避免了递归,提供了至少一个数量级的渲染速度。QAS使用丰富的多边形,配备边缘顶点,并用低次多项式替换它们,用于插值位置和法线。通过系统地将输入粗网格的顶点投影到细分表面的极限位置,近似的视觉质量足以只施加一个细分步骤,然后是我们的补丁拟合,这允许数百万个多边形输出的实时性能。此外,近似的参数特性为渲染和位移映射提供了有效的自适应采样。最后,将与每个粗三角形相关联的六边形支持适应于几何处理器。
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引用次数: 24
Multilinear Motion Synthesis with Level-of-Detail Controls 多线性运动合成与细节水平控制
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.36
Tomohiko Mukai, Shigeru Kuriyama
Interactive animation systems often use a level-of-detail (LOD) control to reduce the computational cost by eliminating unperceivable details of the scene. Most methods employ a multiresolutional representation of animation and geometrical data, and adaptively change the accuracy level according to the importance of each character. Multilinear analysis provides the efficient representation of multidimensional and multimodal data, including human motion data, based on statistical data correlations. This paper proposes a LOD control method of motion synthesis with a multilinear model. Our method first extracts a small number of principal components of motion samples by analyzing three-mode correlations among joints, time, and samples using high-order singular value decomposition. A new motion is synthesized by interpolating the reduced components using geostatistics, where the prediction accuracy of the resulting motion is controlled by adaptively decreasing the data dimensionality. We introduce a hybrid algorithm to optimize the reduction size and computational time according to the distance from the camera while maintaining visual quality. Our method provides a practical tool for creating an interactive animation of many characters while ensuring accurate and flexible controls at a modest level of computational cost.
交互式动画系统通常使用细节级别(LOD)控制,通过消除场景中不可感知的细节来减少计算成本。大多数方法采用动画和几何数据的多分辨率表示,并根据每个角色的重要性自适应地改变精度级别。多线性分析基于统计数据相关性提供多维和多模态数据的有效表示,包括人体运动数据。提出了一种基于多线性模型的运动综合LOD控制方法。该方法首先利用高阶奇异值分解分析关节、时间和样本之间的三模态相关性,提取少量运动样本的主成分。利用地质统计学方法对约简分量进行插值合成新的运动,通过自适应降低数据维数来控制运动预测精度。我们引入了一种混合算法,在保持视觉质量的同时,根据与相机的距离优化约简大小和计算时间。我们的方法为创建许多角色的交互式动画提供了一个实用的工具,同时在适度的计算成本水平上确保准确和灵活的控制。
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引用次数: 21
Lighting Details Preserving Photon Density Estimation 保留光子密度估计的照明细节
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.57
R. Herzog, H. Seidel
Standard density estimation approaches suffer from visible bias due to low-pass filtering of the lighting function. Therefore, most photon density estimation methods have been used primarily with inefficient Monte Carlo final gathering to achieve high-quality results for the indirect illumination. We present a density estimation technique for efficiently computing all-frequency global illumination in diffuse and moderately glossy scenes. In particular, we compute the direct, indirect, and caustics illumination during photon tracing from the light sources. Since the high frequencies in the illumination often arise from visibility changes and surface normal variations, we consider a kernel that takes these factors into account. To efficiently detect visibility changes, we introduce a hierarchical voxel data structure of the scene geometry, which is generated on GPU. Further, we preserve the surface orientation by computing the density estimation in ray space.
由于照明功能的低通滤波,标准密度估计方法存在可见偏差。因此,为了获得高质量的间接照明结果,大多数光子密度估计方法主要是与低效的蒙特卡罗最终采集一起使用。我们提出了一种密度估计技术,用于有效地计算漫射和中等光泽场景中的全频率全局照明。特别地,我们计算了从光源跟踪光子时的直接、间接和焦散照明。由于照明中的高频通常是由能见度变化和表面法向变化引起的,因此我们考虑考虑这些因素的核。为了有效地检测可见性变化,我们引入了场景几何的分层体素数据结构,该结构是在GPU上生成的。此外,我们通过计算射线空间中的密度估计来保持表面方向。
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引用次数: 2
Real-time Sound Generation of Spark Discharge 火花放电的实时声音产生
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.29
Katsutsugu Matsuyama, T. Fujimoto, Norishige Chiba
A technology for automatically creating and adding the sound to interactive CG animations of spark discharges in real time has been developed. In the procedure proposed in this paper, the user inputs the electric charge distribution, boundary conditions and other parameters affecting the initiation of electric discharges in virtual space. The animation of the discharge is then created by generating the shape of the discharge pattern and rendering it, and the sound synchronized with the animation is automatically generated in real time. The noises from spark discharges are shock waves, which exhibit complicated behavior; but, in this study, an empirical shape for a shock wave is employed to efficiently generate the acoustic waveform. Effective procedures for expressing lightning discharges and continuous discharges are also proposed.
开发了一种实时自动生成和添加火花放电交互式CG动画声音的技术。在本文提出的程序中,用户输入虚拟空间中影响放电起始的电荷分布、边界条件和其他参数。然后通过生成放电图案的形状并进行渲染来创建放电动画,并实时自动生成与动画同步的声音。火花放电产生的噪声是激波,具有复杂的特性;但是,在本研究中,冲击波的经验形状被用来有效地产生声波波形。还提出了表示闪电放电和连续放电的有效方法。
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引用次数: 7
Wrestle Alone : Creating Tangled Motions of Multiple Avatars from Individually Captured Motions 单独摔跤:从单个捕获的动作中创建多个头像的纠缠动作
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.54
Edmond S. L. Ho, T. Komura
Animations of two avatars tangled with each other often appear in battle or fighting scenes in movies or games. However, creating such scenes is difficult due to the limitations of the tracking devices and the complex interactions of the avatars during such motions. In this paper, we propose a new method to generate animations of two persons tangled with each other based on individually captured motions. We use wrestling as an example. The inputs to the system are two individually captured motions and the topological relationship of the two avatars computed using Gauss Linking Integral (GLI). Then the system edits the captured motions so that they satisfy the given topological relationship. Using our method, it is possible to create / edit close-contact motions with minimum effort by the animators. The method can be used not only for wrestling, but also for any movement that requires the body to be tangled with others, such as holding a shoulder of an elderly to walk or a soldier piggy-backing another injured soldier.
电影或游戏中的战斗场面中经常出现两个角色纠缠在一起的动画。然而,由于跟踪设备的限制和在这种运动中虚拟角色的复杂交互,创建这样的场景是困难的。在本文中,我们提出了一种基于单独捕获的动作来生成两个人相互纠缠的动画的新方法。我们以摔跤为例。系统的输入是两个单独捕获的运动和使用高斯链接积分(GLI)计算的两个化身的拓扑关系。然后,系统对捕获的运动进行编辑,使其满足给定的拓扑关系。使用我们的方法,动画师可以用最小的努力创建/编辑近距离接触动作。这种方法不仅可以用于摔跤,还可以用于任何需要身体与他人纠缠的运动,比如扶着老人的肩膀走路,或者一个士兵背着另一个受伤的士兵。
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引用次数: 10
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination 基于图像的实时软全局照明代理累积
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.28
Peter-Pike J. Sloan, N. Govindaraju, D. Nowrouzezahrai, John M. Snyder
We present a new, general, and real-time technique for soft global illumination in low-frequency environmental lighting. It accumulates over relatively few spherical proxies which approximate the light blocking and re-radiating effect of dynamic geometry. Soft shadows are computed by accumulating log visibility vectors for each sphere proxy as seen by each receiver point. Inter-reflections are computed by accumulating vectors representing the proxy's unshadowed radiance when illuminated by the environment. Both vectors capture low-frequency directional dependence using the spherical harmonic basis. We also present a new proxy accumulation strategy that splats each proxy to receiver pixels in image space to collect its shadowing and indirect lighting contribution. Our soft GI rendering pipeline unifies direct and indirect soft effects with a simple accumulation strategy that maps entirely to the GPU and outperforms previous vertex-based methods.
我们提出了一种新的、通用的、实时的低频环境照明软全局照明技术。它积累在相对较少的球形代理上,这些代理近似于动态几何的光阻挡和再辐射效果。通过累积每个接收点所看到的每个球体代理的对数可见性向量来计算软阴影。当被环境照射时,通过累积代表代理的无阴影辐射的矢量来计算间反射。两个矢量捕获低频方向依赖使用球谐基。我们还提出了一种新的代理积累策略,该策略将每个代理分配到图像空间中的接收像素上,以收集其阴影和间接照明贡献。我们的软GI渲染管道通过简单的累积策略统一了直接和间接的软效果,该策略完全映射到GPU,并且优于以前基于顶点的方法。
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引用次数: 90
Freeform Image 自由的形象
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.44
T. Schiwietz, J. Georgii, R. Westermann
In this paper we present a technique for image deformation in which the user is given flexible control over what kind of deformation to perform. Freeform image extends available image deformation techniques in that it provides a palette of intuitive tools including interactive object segmentation, stiffness editing and force-based controls to achieve both a natural look and realistic animations of deforming parts. The model underlying our approach is physics-based and it is amenable to a variety of different kinds of image manipulations ranging from as-rigid- as-possible to fully elastic deformations. We have developed a multigrid solver for quadrangular finite elements, which achieves real-time performance for high resolution pixel grids. On recent CPUs this solver can handle about 16K co-rotated finite elements at roughly 60 ms.
在本文中,我们提出了一种图像变形技术,其中用户可以灵活地控制要执行的变形类型。Freeform图像扩展了可用的图像变形技术,因为它提供了直观工具的调色板,包括交互式对象分割,刚度编辑和基于力的控制,以实现变形部件的自然外观和逼真动画。我们的方法背后的模型是基于物理的,它适用于各种不同类型的图像处理,从尽可能刚性到完全弹性变形。我们开发了一个四边形有限元的多网格求解器,实现了高分辨率像素网格的实时性。在最近的cpu上,这个求解器可以在大约60毫秒的时间内处理大约16K个共旋转的有限元素。
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引用次数: 13
A Delaunay Simplification Algorithm for Vector Fields 向量场的Delaunay化简算法
Pub Date : 2007-10-29 DOI: 10.1109/PG.2007.34
T. Dey, J. Levine, R. Wenger
We present a Delaunay based algorithm for simplifying vector field datasets. Our aim is to reduce the size of the mesh on which the vector field is defined while preserving topological features of the original vector field. We leverage a simple paradigm, vertex deletion in Delaunay triangulations, to achieve this goal. This technique is effective for two reasons. First, we guide deletions by a local error metric that bounds the change of the vectors at the affected simplices and maintains regions near critical points to prevent topological changes. Second, piecewise-linear interpolation over Delaunay triangulations is known to give good approximations of scalar fields. Since a vector field can be regarded as a collection of component scalar fields, a Delaunay triangulation can preserve each component and thus the structure of the vector field as a whole. We provide experimental evidence showing the effectiveness of our technique and its ability to preserve features of both two and three dimensional vector fields.
提出了一种基于Delaunay的矢量场数据集简化算法。我们的目标是减少定义矢量场的网格的大小,同时保留原始矢量场的拓扑特征。我们利用一个简单的范例,即Delaunay三角剖分中的顶点删除来实现这一目标。这种方法之所以有效,有两个原因。首先,我们通过一个局部误差度量来引导删除,该度量限制了受影响简单点处向量的变化,并保持临界点附近的区域以防止拓扑变化。其次,分段线性插值在德劳内三角上给出了标量场的很好的近似。由于矢量场可以看作是分量标量场的集合,因此Delaunay三角剖分可以保留每个分量,从而保留矢量场的整体结构。我们提供了实验证据,证明了我们的技术的有效性及其保留二维和三维矢量场特征的能力。
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引用次数: 10
期刊
15th Pacific Conference on Computer Graphics and Applications (PG'07)
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