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Simplificación de Mallas con Tetra-trees aplicado a Entornos de Interacción con Dispositivos Hápticos
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG08/265-268
Antonio Martínez-Albalá, Juan José Jiménez-Delgado, Francisco R. Feito-Higueruela, R. J. Segura
La complejidad inherente al proceso de interacción entre objetos hace necesaria la búsqueda de soluciones eficientes que reduzcan su complejidad. Un enfoque es la utilización de estructuras jerárquicas de niveles de detalle para pre-procesar el modelo y optimizar la detección de colisión, dentro de este campo una alternativa es la utilización de tetra-trees. Los tetra-trees son árboles de tetra-conos que actúan como superficie envolvente simplista de la malla original y permiten una disminución de la carga computacional en la detección de la colisión. Este enfoque de estructura jerárquica simplista con niveles de detalle se ha aplicado en la interacción humano-escena 3D con dispositivos específicos como son los hápticos. La utilización de hápticos permite evaluar en condiciones reales las características de la estructura desarrollada.
对象之间交互过程的内在复杂性使得有必要寻找有效的解决方案来降低其复杂性。一种方法是使用详细层次结构来预处理模型并优化碰撞检测,在这个领域中,另一种方法是使用四树。四树是四锥树,作为原始网格的简单包络面,允许减少碰撞检测的计算负载。这种带有细节层次的简单层次结构方法已被应用于与触觉等特定设备的3D人机场景交互。使用触觉技术可以在真实条件下评估所开发结构的特征。
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引用次数: 0
Neural Colorization of Laser Scans 激光扫描的神经着色
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20211356
M. C. Trinidad, C. Andújar, C. Bosch, A. Chica, Imanol Muñoz-Pandiella
Laser scanners enable the digitization of 3D surfaces by generating a point cloud where each point sample includes an intensity (infrared reflectivity) value. Some LiDAR scanners also incorporate cameras to capture the color of the surfaces visible from the scanner location. Getting usable colors everywhere across 360◦scans is a challenging task, especially for indoor scenes. LiDAR scanners lack flashes, and placing proper light sources for a 360◦indoor scene is either unfeasible or undesirable. As a result, color data from LiDAR scans often do not have an adequate quality, either because of poor exposition (too bright or too dark areas) or because of severe illumination changes between scans (e.g. direct Sunlight vs cloudy lighting). In this paper, we present a new method to recover plausible color data from the infrared data available in LiDAR scans. The main idea is to train an adapted image-to-image translation network using color and intensity values on well-exposed areas of scans. At inference time, the network is able to recover plausible color using exclusively the intensity values. The immediate application of our approach is the selective colorization of LiDAR data in those scans or regions with missing or poor color data.
激光扫描仪通过生成点云来实现3D表面的数字化,其中每个点样本包含一个强度(红外反射率)值。一些激光雷达扫描仪还集成了摄像头,以捕捉从扫描仪位置可见的表面颜色。在360度扫描中获得可用的颜色是一项具有挑战性的任务,特别是对于室内场景。激光雷达扫描仪缺乏闪光,并放置适当的光源360度室内场景是不可行的或不希望的。因此,来自激光雷达扫描的颜色数据通常没有足够的质量,要么是因为曝光不良(太亮或太暗的区域),要么是因为扫描之间的光照变化严重(例如,阳光直射与阴天照明)。本文提出了一种从激光雷达扫描的红外数据中恢复可信颜色数据的新方法。其主要思想是训练一个自适应的图像到图像的转换网络,在扫描的充分暴露的区域使用颜色和强度值。在推理时,网络能够仅使用强度值恢复可信的颜色。我们的方法的直接应用是在那些扫描或有缺失或差的颜色数据的区域激光雷达数据的选择性着色。
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引用次数: 2
Procedural Generation of Natural Environments with Restrictions 带有限制的自然环境的程序生成
Pub Date : 1900-01-01 DOI: 10.2312/CEIG.20171219
C. Gasch, M. Chover, I. Remolar
Natural environments are a very important part of virtual worlds, both for video games and for simulators, but their manual creation can be a very expensive job. The procedural creation of these, allows to generate them easily and quickly, although there is no way to control the final result quickly and accurately. The purpose of this work is to present a new method of creation, that allows the procedural generation of a natural environment for applications such as rail shooter. The vegetation of the natural environment will be placed automatically along the area of the route. The method presented, is based on establishing on the ground a grid of points which are assigned a random function of probability of appearance of each species based on Perlin noise. In addition, the method draws from the heightmap the values necessary to distribute the natural elements. These values are combined along the distance of the route and next to a noise distribution, thus obtaining placement patterns that have a greater probability of occurrence in favorable points of the map and near the route. The results show that the method allows the procedural generation of these environments for any heightmap, also focusing the realism and the placement of the natural elements in the user visualization zone. CCS Concepts Software and its engineering → Virtual worlds training simulations;
对于电子游戏和模拟器来说,自然环境都是虚拟世界中非常重要的一部分,但手动创建它们可能是一项非常昂贵的工作。这些程序的创建,允许轻松快速地生成它们,尽管没有办法快速准确地控制最终结果。这项工作的目的是提出一种新的创作方法,允许程序生成一个自然环境的应用程序,如轨道射击。自然环境的植被将自动沿路线区域放置。该方法基于在地面上建立一个由点组成的网格,这些点被赋予一个基于柏林噪声的每个物种出现概率的随机函数。此外,该方法从高度图中绘制分布自然元素所需的值。这些值沿着路线的距离和噪声分布的旁边进行组合,从而获得在地图的有利位置和路线附近有更大概率发生的放置模式。结果表明,该方法允许为任何高度图生成这些环境,同时关注用户可视化区域中自然元素的真实感和位置。CCS概念软件及其工程;虚拟世界训练仿真;
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引用次数: 1
Tracking 3D en GPU Basado en el Filtro de Partículas 基于粒子过滤器的GPU 3D跟踪
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/047-055
Ibon Eskudero, Jairo R. Sánchez, Carlos Buchart, Alex García-Alonso, Diego Borro
El tracking 3D basado en imágenes se resuelve habitualmente usando restricciones geométricas o mediante algoritmos estocásticos basados en filtros de estados. La primera opción es rápida pero poco robusta. La segunda es robusta pero menos eficiente. En este trabajo se mejora un método de tracking 3D estocástico basado en el filtro de partículas y se adapta sobre la GPU consiguiendo funcionar en tiempo real. Además, se demuestra experimentalmente su validez utilizando secuencias reales de vídeo.
基于图像的三维跟踪通常使用几何约束或基于状态滤波器的随机算法来求解。第一种选择是快速但不健壮的。第二种方法是稳健的,但效率较低。本文改进了一种基于粒子滤波的三维随机跟踪方法,并对GPU进行了适应,实现了实时工作。此外,通过真实视频序列的实验证明了其有效性。
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引用次数: 3
Non-rigid 3D Faces Registration using Geodesic Distance Maps 使用测地线距离图的非刚性3D人脸配准
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG12/166-166
A. Gurguí, F. Poveda, E. Martí
3D facial mesh registration is a key step in 3D facial analisys. This process calculates a mapping between faces in order to put in correspondence each point of both faces. In this poster we introduce a new approach for 3D face registration based in geodesical distances and 2D non-rigid registration.
三维人脸网格配准是三维人脸分析的关键步骤。这个过程计算面之间的映射,以便将两个面的每个点对应起来。在这张海报中,我们介绍了一种基于测地线距离和二维非刚性配准的3D人脸配准新方法。
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引用次数: 0
Fast Stippling based on Weighted Centroidal Voronoi Diagrams 基于加权质心Voronoi图的快速点画
Pub Date : 1900-01-01 DOI: 10.2312/CEIG.20171214
Eila Gómez, E. Mendez, G. Arroyo, Domingo Martín
Stippling is an artistic technique that has been used profusely in antiquity. One of the main problems is that it requires great skill and patience to achieve excellent results due to the large number of points that must be drawn even for small formats. The use of computers, in general, and GPUs, in particular, with their computing capacity, has allowed to overcome many of these limits. We present a real-time GPU stippling program that combines the advantages of positioning based on Weighted Centroidal Voronoi Diagrams and the realistic aspect of the scanned points. CCS Concepts • Computer graphics → Non-photorealistic rendering;
点画是一种在古代被大量使用的艺术技巧。其中一个主要问题是,它需要高超的技巧和耐心才能取得优异的成绩,因为即使是小格式也必须获得大量的分数。电脑的使用,一般来说,和gpu,特别是他们的计算能力,可以克服这些限制。我们提出了一个实时的GPU点画程序,它结合了基于加权质心Voronoi图的定位优势和扫描点的真实感。•计算机图形学→非真实感渲染;
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引用次数: 0
Image-based Participating Media 影像参与媒体
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG08/179-187
Jorge López-Moreno, A. Cabanes, D. Gutierrez
Light transport inside participating media, like fog or water, involves complex interaction phenomena, which make traditional 3D rendering approaches challenging and computationally expensive. To circumvent this, we propose an image-based method which adds perceptually plausible participating media effects to a single, clean high dynamic range image. We impose no prior requirements on the input image, and show that the underconstrained nature of the problem (where variables like depth or reflectance properties of the objects are obviously unknown) can be overcome with relatively little unskilled user input, similar to other image-editing techniques. We additionally validate the visual correctness of the results by means of psychophysical tests.
光在参与介质(如雾或水)中的传输涉及复杂的相互作用现象,这使得传统的3D渲染方法具有挑战性且计算成本高昂。为了避免这种情况,我们提出了一种基于图像的方法,该方法将感知上合理的参与媒体效果添加到单个干净的高动态范围图像中。我们对输入图像没有预先要求,并表明问题的欠约束性质(其中对象的深度或反射属性等变量显然是未知的)可以通过相对较少的不熟练用户输入来克服,类似于其他图像编辑技术。我们还通过心理物理测试验证了结果的视觉正确性。
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引用次数: 7
GPU Visualization and Voxelization of Yarn-Level Cloth 纱线级布的GPU可视化和体素化
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20141115
Jorge López-Moreno, G. Cirio, D. Miraut, M. Otaduy
Most popular methods in cloth rendering rely on volumetric data in order to model complex optical phenomena such as sub-surface scattering. Previous work represents yarns as a sequence of identical but rotated cross-sections. While these approaches are able to produce very realistic illumination models, the required volumetric representation is difficult to compute and render, forfeiting any interactive feedback. In this paper, we introduce a method based on the GPU for simultaneous visualization and voxelization, suitable for both interactive and offline rendering.Ourmethod can interactively voxelize millions of polygons into a 3D texture, generating a volume with sub-voxel accuracy which is suitable even for high-density weaving such as linen.
最流行的布料绘制方法依赖于体积数据来模拟复杂的光学现象,如次表面散射。以前的工作将纱线表示为一组相同但旋转的截面。虽然这些方法能够产生非常逼真的照明模型,但所需的体积表示很难计算和渲染,从而丧失任何交互式反馈。本文介绍了一种基于GPU的同时可视化和体素化的方法,该方法适用于交互式和离线渲染。我们的方法可以交互式地将数百万个多边形体素化成一个3D纹理,以亚体素的精度生成一个体积,这甚至适用于亚麻等高密度编织。
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引用次数: 2
Tracking for Virtual Environment using Kinect 使用Kinect追踪虚拟环境
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG12/155-155
Manuel García Sánchez, Alejandro León, J. Torres
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引用次数: 0
Yafrid-NG: A Peer to peer Architecture for Physically Based Rendering Yafrid-NG:基于物理渲染的点对点架构
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/227-230
J. Ramos, C. González-Morcillo, David Vallejo-Fernandez, L. M. López-López
www.eg.org diglib.eg.org Abstract Yafrid-NG is a peer to peer architecture and a set of protocols which reduces the time spent in the rendering phase by making use of a set of heterogeneous computers, distributed over the Internet, which will supply some of their resources for rendering 3D scenes. The system is completely decentralized and it takes advantage of p2p networks. The set of protocols needed for transferring files, the rendering process, and the results recovery and composition are also defined. Yafrid-NG is specifically designed for physically based rendering methods and the division of the work is optimized for that. We make use of a mechanism based on the scene properties to balance the complexity of the work units. Experimental results are presented to illustrate the benefits of using Yafrid-NG.
Yafrid-NG是一种点对点架构和一组协议,它通过利用分布在互联网上的一组异构计算机来减少渲染阶段花费的时间,这些计算机将为渲染3D场景提供一些资源。该系统是完全去中心化的,它利用了p2p网络的优势。还定义了传输文件、呈现过程以及结果恢复和组合所需的协议集。Yafrid-NG是专门为基于物理的渲染方法而设计的,并为此优化了工作分工。我们利用基于场景属性的机制来平衡工作单元的复杂性。实验结果说明了使用Yafrid-NG的好处。
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引用次数: 2
期刊
Spanish Computer Graphics Conference
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