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Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001最新文献

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Progressive 3D reconstruction from a sketch drawing 从草图逐步三维重建
B. Oh, Chang-Hun Kim
The paper presents a progressive algorithm for reconstructing a 3D structure from a given 2D sketch drawing (edge-vertex graph without hidden line removal) according to the user's sketch order. While previous methods reconstruct a 3D structure at once, the proposed method progressively calculate a 3D structure by optimizing the coordinates of vertices of an object according to the sketch order. The progressive method reconstructs the most plausible 3D object quickly by applying 3D constraints that are derived from the relationship between the object and the sketch drawing in the optimization process. Furthermore, it allows the user to change viewpoint during sketching, and also minimize distortion of an object by refining inaccurate sketch drawings. The progressive reconstruction algorithm is discussed, and examples from a working implementation are given.
提出了一种从给定的二维草图(不去隐线的边顶点图)根据用户的草图顺序重建三维结构的渐进算法。以往的方法都是一次重建三维结构,而本文提出的方法是根据草图的顺序,通过优化物体顶点的坐标,逐步计算出三维结构。该方法通过在优化过程中应用由物体与草图之间的关系导出的三维约束,快速重构出最合理的三维物体。此外,它允许用户在绘制草图时改变视点,还可以通过改进不准确的草图来最大限度地减少对象的失真。讨论了渐进式重构算法,并给出了一个工作实例。
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引用次数: 10
Streamline modeling based on potential flow 基于势流的流线建模
Yasuhiro Suzuki, K. Miura, Ichiro Tanaka, H. Masuda
Streamline modeling is a design methodology of fair free form surfaces where the tangent vectors are specified/manipulated to generate/deform them instead of the control points of the traditional surface representations (K.T. Miura et al., 1998). Creations and deformations of complex 3D free form shapes generally require a large amount of labour and cost. Therefore, the authors propose a novel modeling technique based on of fluid flow dynamics in order to create and deform high-quality surfaces more intuitively with a smaller number of parameters based on the streamline modeling. We construct a flow field based on the potential flow, then calculate tangent vectors in the flow field that are required for the streamline modeling. Streamlines are generated by numerically integrating the tangent vectors, then the surface is represented as a set of streamlines. The deformation of the surface is performed by changing of the flow field. We have developed a prototype design system using the new modeling technique.
流线建模是一种公平自由曲面的设计方法,其中指定/操纵切向量来生成/变形它们,而不是传统曲面表示的控制点(K.T. Miura等人,1998)。复杂的三维自由形状的创建和变形通常需要大量的劳动力和成本。因此,作者提出了一种基于流体流动动力学的新型建模技术,以便在流线建模的基础上,以更少的参数更直观地创建和变形高质量的表面。基于势流构造流场,计算流场中的切线向量,得到流线建模所需的切线向量。通过对切向量进行数值积分生成流线,然后将曲面表示为一组流线。表面的变形是通过改变流场来实现的。我们利用新的建模技术开发了一个原型设计系统。
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引用次数: 4
Adaptive reconstruction of freeform objects with 3D SOM neural network grids 基于三维SOM神经网络网格的自由曲面自适应重建
J. Barhak, A. Fischer
Reverse engineering is an important process in CAD systems today. Yet several open problems lead to a bottleneck in the reverse engineering process. First, because the topology of the object to be reconstructed is unknown, point connectivity relations are undefined. Second, the fitted surface must satisfy global and local shape preservation criteria that are undefined explicitly. In reverse engineering, object reconstruction is based both on parameterization and on fitting. Nevertheless, the above problems are influenced mainly by parameterization. In order to overcome the above problems, the paper proposes a neural network, Self Organizing Map (SOM) method, for creating a 3D parametric grid. The main advantage of the proposed SOM method is that it detects both the orientation of the grid and the position of the sub-boundaries. The neural network grid converges to the sampled shape through an adaptive learning process. The SOM method is applied directly on 3D sampled data and avoids the projection anomalies common to other methods. The paper also presents boundary correction and growing grid extensions to the SOM method. In the surface fitting stage, an RSEC (Random Surface Error Correction) fitting method based on the SOM method was developed and implemented.
逆向工程是当今CAD系统中的一个重要过程。然而,一些尚未解决的问题导致了逆向工程过程中的瓶颈。首先,由于待重构对象的拓扑结构未知,点连接关系未定义。其次,拟合曲面必须满足未明确定义的全局和局部形状保持准则。在逆向工程中,对象重构既基于参数化,也基于拟合。然而,上述问题主要受参数化的影响。为了克服上述问题,本文提出了一种神经网络自组织映射(SOM)方法来创建三维参数网格。所提出的SOM方法的主要优点是它既可以检测网格的方向,也可以检测子边界的位置。神经网络网格通过自适应学习过程收敛到采样形状。SOM方法直接应用于三维采样数据,避免了其他方法常见的投影异常。本文还介绍了SOM方法的边界校正和网格扩展。在曲面拟合阶段,提出并实现了一种基于SOM方法的RSEC (Random surface Error Correction)拟合方法。
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引用次数: 57
Efficient rendering of lightning taking into account scattering effects due to clouds and atmospheric particles 考虑到云层和大气粒子散射效应的闪电高效渲染
Y. Dobashi, Tsuyoshi Yamamoto, T. Nishita
A number of methods have been developed for creating realistic images of natural scenes. Their applications include flight simulators, the visual assessment of outdoor scenery, etc. Previously, many of these methods have focused on creating images under clear or slightly cloudy days. Simulations under bad weather conditions, however, are one of the important issues for realism. Lightning is one of the essential elements for these types of simulations. The paper proposes an efficient method for creating realistic images of scenes including lightning. Our method can create photo-realistic images by taking into account the scattering effects due to clouds and atmospheric particles illuminated by lightning. Moreover, graphics hardware is utilized to accelerate the image generation. The usefulness of our method is demonstrated by creating images of outdoor scenes that include lightning.
已经开发了许多方法来创建自然场景的逼真图像。它们的应用包括飞行模拟器、室外景色的视觉评估等。以前,这些方法中的许多方法都集中在晴天或微多云的天气下创建图像。然而,恶劣天气条件下的模拟是现实主义的重要问题之一。闪电是这类模拟的基本元素之一。本文提出了一种有效的生成包括闪电在内的场景真实感图像的方法。我们的方法可以通过考虑云层和大气粒子在闪电照射下的散射效应来创建逼真的图像。此外,图形硬件被用来加速图像的生成。通过创建包含闪电的户外场景图像,可以证明我们方法的实用性。
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引用次数: 33
Morphing stick figures using optimized compatible triangulations 变形棍图使用优化的兼容三角
Vitaly Surazhsky, C. Gotsman
A "stick figure" is a connected straight-line plane graph, sometimes called a "skeleton". Compatible stick figures are those with the same topological structure. We present a method for naturally morphing between two compatible stick figures in a manner that preserves compatibility throughout the morph. In particular, this guarantees that the intermediate shapes are also stick figures (e.g. they do not self-intersect). Our method generalizes existing algorithms for morphing compatible planar polygons using Steiner vertices, and improves the complexity of those algorithms by reducing the number of Steiner vertices used.
“简笔画”是一个相连的直线平面图形,有时被称为“骨架”。兼容的简笔画是指具有相同拓扑结构的简笔画。我们提出了一种在两个兼容的简笔画之间自然变形的方法,以保持整个变形的兼容性。特别是,这保证了中间形状也是简笔画(例如,它们不会自相交)。该方法推广了现有的基于斯坦纳顶点的平面多边形变形算法,并通过减少斯坦纳顶点的数量来提高算法的复杂度。
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引用次数: 19
Accurate surface voxelization for manipulating volumetric surfaces and solids with application in simulating musculoskeletal surgery 精确的表面体素化用于操纵体积表面和实体,并应用于模拟肌肉骨骼手术
Ming-Dar Tsai, Shyan-Bin Jou, M. Hsieh
Existing volumetric representations model a non-thickness surface using voxels, and thus cannot accurately manipulate topology changes in the interactions between surfaces and solids. The study describes a volume representation in which face flags and distance-levels on each voxel represent surface topology and geometry, and an object flag identifies solids. Also presented is a set of algorithms that voxelize solids and surfaces, check the closures of the interactions among the volumetric surfaces and solids and manipulate various operations on the solids. A surgical example, in which the procedures involved in the complex interactions between cutting surfaces and anatomic structures and various geometric and topologic manipulations on the structures, are simulated to demonstrate that these novel volume representation techniques and algorithms are feasible in manipulating the interactions between surfaces and solids in a volume.
现有的体积表示使用体素对非厚度表面进行建模,因此不能准确地操纵表面和固体之间相互作用的拓扑变化。该研究描述了一种体表示,其中每个体素上的面旗和距离级别表示表面拓扑和几何形状,而对象旗标识实体。还介绍了一组算法,用于体素化固体和表面,检查体积表面和固体之间相互作用的闭包,以及对固体进行各种操作。以外科手术为例,模拟了涉及切割表面和解剖结构之间复杂相互作用的过程以及结构上的各种几何和拓扑操作,以证明这些新的体积表示技术和算法在处理体积中表面和固体之间的相互作用方面是可行的。
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引用次数: 9
A method for modeling clouds based on atmospheric fluid dynamics 基于大气流体动力学的云建模方法
R. Miyazaki, S. Yoshida, T. Nishita, Y. Dobashi
The simulation of natural phenomena such as clouds, smoke, fire and water is one of the most important research areas in computer graphics. In particular, clouds play an important role in creating images of outdoor scenes. The proposed method is based on the physical simulation of atmospheric fluid dynamics which characterizes the shape of clouds. To take account of the dynamics, we used a method called the coupled map lattice (CML). CML is an extended method of cellular automaton and is computationally inexpensive. The proposed method can create various types of clouds and can also realize the animation of these clouds. Moreover, we have developed an interactive system for modeling various types of clouds.
云、烟、火、水等自然现象的模拟是计算机图形学最重要的研究领域之一。特别是,云在创造户外场景的图像中起着重要的作用。提出的方法是基于表征云形状的大气流体动力学的物理模拟。为了考虑动力学,我们使用了一种称为耦合映射晶格(CML)的方法。CML是元胞自动机的一种扩展方法,计算成本低廉。提出的方法可以创建各种类型的云,也可以实现这些云的动画。此外,我们还开发了一个交互式系统来模拟各种类型的云。
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引用次数: 117
Visualization-specific compression of large volume data 特定于可视化的大容量数据压缩
C. Bajaj, Sanghun Park, I. Ihm
When interactive real-time applications are developed with very large volume data, the use of lossy compression is often inevitable. Lossy compression schemes generally encode data without consideration of the purpose of visualization that is actually performed, which often results in inefficient compression. In this paper, we present a new method for classifying voxels according to their importance in visualization, and assigning appropriate weights to them. The associated weight information can be combined with lossy compression schemes to reduce the visual degradation of reconstructed images, resulting in higher compression rates and visual fidelity. Test results demonstrate that the proposed technique improves both the amount of compression and the quality of visualization significantly.
当开发具有非常大数据量的交互式实时应用程序时,使用有损压缩通常是不可避免的。有损压缩方案通常在编码数据时不考虑实际执行的可视化目的,这通常会导致低效率的压缩。本文提出了一种根据体素在可视化中的重要性对其进行分类并赋予适当权重的新方法。相关的权重信息可以与有损压缩方案相结合,减少重建图像的视觉退化,从而获得更高的压缩率和视觉保真度。测试结果表明,该技术在压缩量和可视化质量方面都有显著提高。
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引用次数: 17
Correcting texture mapping errors introduced by graphics hardware 修正由图形硬件引入的纹理映射错误
Manuel M. Oliveira
Most rendering engines subdivide arbitrary polygons into a collection of triangles, which are then rendered independently of each other. This procedure can introduce severe artifacts when rendering texture-mapped quadrilaterals. These errors result from a fundamental limitation: the impossibility of performing general projective mappings using only the information available at the vertices of a single triangle. Texture mapping involving arbitrary quadrilaterals has practical importance in applications that use real images as textures, such as in image-based modeling and rendering. The paper presents an efficient adaptive-subdivision solution to the problem, which, due to its simplicity, can be easily incorporated into graphics APIs.
大多数渲染引擎将任意多边形细分为三角形集合,然后彼此独立渲染。这个程序在渲染纹理映射的四边形时会引入严重的伪影。这些错误源于一个基本的限制:不可能仅使用单个三角形顶点上可用的信息来执行一般的投影映射。涉及任意四边形的纹理映射在使用真实图像作为纹理的应用程序中具有实际重要性,例如基于图像的建模和渲染。本文提出了一种有效的自适应细分解决方案,由于其简单,可以很容易地集成到图形api中。
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引用次数: 1
Processing and rendering of point sampled geometry 点采样几何的处理和渲染
M. Gross
Within the history of computer graphics a plenitude of sophisticated surface representations and graphics primitives have been devised, including splines, implicit surfaces, or hierarchical approaches. All of these methods aim at facilitating the creation, processing and display of graphics models with increasingly complex shape or surface detail. In spite of the sophistication of these methods the triangle has survived over decades as the major graphics primitive meeting a right balance between descriptive power and computational effort. As a consequence, today’s consumer graphics hardware is mostly tailored to high performance triangle processing. In addition, an upcoming repertoire of powerful geometric processing methods seems to foster the concept of triangle meshes for graphics modeling. In recent years, the emergence of affordable 3D scanning devices along with the demand for ever more geometric detail and rich organic shapes has created the need to process and render very large point sampled models efficiently. At data sizes where triangle based methods approach their limits point representations are receiving a growing attention. Unlike triangles, points have largely been neglected as a graphics primitive. Although being included in many APIs, it is only recently that point samples experience a renaissance in computer graphics. Conceptually, points provide a discretization of geometry without explicit storage of topology. Thus, point samples reduce the representation to the essentials needed for rendering and enable us to generate highly optimized object representations. Although the loss of topology poses great challenges for graphics processing, the latest generation of algorithms features high performance rendering, point/pixel shading, anisotropic texture mapping, and advanced signal processing of point sampled geometry. In this talk, I will introduce point samples as a versatile graphics primitive and present concepts for the acquisition, processing and rendering of large point sets. The first part of the talk discusses low-cost scanning devices and algorithms being used to reconstruct 3D point clouds from video image sequences. Powerful PC clusters allow for the real-time computation of the underlying image processing algorithms. Such concepts have been used within the ETH blue-c1 collaborative virtual environment. After the acquisition of raw point samples sophisticated postprocessing techniques are required to clean, denoise, enhance, or smooth the data. The second part of this talk presents our latest concepts for generalizing Fourier transforms to point sampled geometry. The method constitutes a partitioning of the point set and computes a local spectral decomposition for each patch using the FFT. The notion of frequency gives us access to a rich repertoire of signal processing methods including lowpass or highpass filtering, spectral estimation and resampling. The third part of my talk is dedicated to the concepts we developed
在计算机图形学的历史中,已经设计了大量复杂的曲面表示和图形原语,包括样条、隐式曲面或分层方法。所有这些方法都旨在促进具有日益复杂的形状或表面细节的图形模型的创建、处理和显示。尽管这些方法很复杂,但三角形作为主要的图形原语已经存在了几十年,在描述能力和计算能力之间取得了适当的平衡。因此,今天的消费类图形硬件大多是为高性能三角处理而定制的。此外,即将推出的强大几何处理方法似乎促进了图形建模三角形网格的概念。近年来,经济实惠的3D扫描设备的出现,以及对更多几何细节和丰富的有机形状的需求,创造了高效处理和渲染非常大的点采样模型的需要。在基于三角形的方法接近其极限的数据大小中,点表示受到越来越多的关注。与三角形不同,点在很大程度上被忽略为图形原语。虽然被包含在许多api中,但直到最近点样本才在计算机图形学中复兴。从概念上讲,点提供了几何的离散化,而没有明确的拓扑存储。因此,点样本将表示减少到渲染所需的基本要素,并使我们能够生成高度优化的对象表示。尽管拓扑丢失给图形处理带来了巨大的挑战,但最新一代的算法具有高性能渲染、点/像素阴影、各向异性纹理映射和点采样几何的高级信号处理。在这次演讲中,我将介绍点样本作为一种通用的图形原语,并介绍大型点集的获取,处理和渲染的概念。讲座的第一部分讨论了用于从视频图像序列重建3D点云的低成本扫描设备和算法。强大的PC集群允许底层图像处理算法的实时计算。这些概念已经在ETH blue-c1协作虚拟环境中使用。在获得原始点样本后,需要复杂的后处理技术来清洗、去噪、增强或平滑数据。本讲座的第二部分介绍了我们将傅里叶变换推广到点采样几何的最新概念。该方法对点集进行分区,并利用FFT计算每个patch的局部谱分解。频率的概念使我们能够访问丰富的信号处理方法,包括低通或高通滤波,频谱估计和重采样。我演讲的第三部分是我们为点采样几何图形的高性能渲染所开发的概念。一种称为LDC树的分层数据结构存储点样本并逐步呈现它们。由于采样不足而出现的空洞,必须使用图像空间滤波来检测和填充。每个点存储代表真实或人工纹理信息的颜色值。物体表面点采样模式的不规则性使得纹理滤波和mip地图计算变得非常重要。通过点处理方法呈现的旅程将证明点集是一个有意义的替代概念,补充了传统的三角形表示。查找web资源:blue . c.ethz。ch Graphics .ethz.ch第九届太平洋计算机图形学与应用会议论文集(PG ' 01) 0-7695-1227-5/02 $17.00©2001 IEEE
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引用次数: 0
期刊
Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001
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