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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 isosurface extraction from tetrahedral meshes 四面体网格的渐进式等值面提取
U. Labsik, P. Kipfer, S. Meinlschmidt, G. Greiner
The authors present a technique for transforming a tetrahedral mesh into a progressive representation based on half edge collapses. This allows the efficient transmission of the mesh from a remote computer where the simulation was computed to a visualization computer. During the transmission, the user can start visualizing while the transmission is still in progress. We show a technique for progressively extracting isosurfaces from the progressive mesh. Starting with the base mesh, an isosurface for a specific value is computed and will locally be improved where a vertex is inserted into the mesh.
作者提出了一种将四面体网格转换为基于半边塌陷的渐进表示的技术。这样可以有效地将网格从模拟计算的远程计算机传输到可视化计算机。在传输过程中,用户可以在传输还在进行的时候开始可视化。我们展示了一种从渐进式网格中逐步提取等值面的技术。从基本网格开始,计算一个特定值的等值面,并在插入顶点的地方进行局部改进。
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引用次数: 6
Advecting procedural textures for 2D flow animation 为2D流动画平铺程序纹理
D. Kao, A. Pang
The paper proposes the use of specially generated 3D procedural textures for visualizing steady state 2D flow fields. We use the flow field to advect and animate the texture over time. However, using standard texture advection techniques and arbitrary textures will introduce some undesirable effects such as: (a) expanding texture from a critical source point, (b) streaking pattern from the boundary of the flow field, (c) crowding of advected textures near an attracting spiral or sink, and (d) absent or lack of textures in some regions of the flow. The paper proposes a number of strategies to solve these problems. We demonstrate how the technique works using both synthetic data and computational fluid dynamics data.
本文提出使用特殊生成的三维程序纹理来可视化稳态二维流场。随着时间的推移,我们使用流场来平流和动画纹理。然而,使用标准纹理平流技术和任意纹理会引入一些不良影响,例如:(a)从关键源点扩展纹理,(b)从流场边界产生条纹图案,(c)在吸引螺旋或下沉附近拥挤的平流纹理,以及(d)在流的某些区域不存在或缺乏纹理。本文提出了一些解决这些问题的策略。我们演示了如何使用合成数据和计算流体动力学数据的技术工作。
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引用次数: 0
Compressing the property mapping of polygon meshes 压缩多边形网格的属性映射
M. Isenburg, J. Snoeyink
Many polygon meshes have properties such as shading normals, colours, texture coordinates, and/or material attributes that are associated with the vertices, faces or corners of the mesh. While current research in mesh compression has focused on connectivity and geometry coding, the compression of properties has received less attention. There are two kinds of information to compress. One specifies each individual property: the property values. The other describes how the properties are attached to the mesh: the property mapping. The authors introduce a predictive compression scheme for the property mapping that is 2 to 10 times more compact than previously reported methods.
许多多边形网格具有诸如阴影法线、颜色、纹理坐标和/或与网格的顶点、面或角相关的材料属性等属性。目前对网格压缩的研究主要集中在连通性和几何编码上,而对属性的压缩却很少受到关注。有两种信息需要压缩。一个指定每个单独的属性:属性值。另一个描述了属性是如何附加到网格上的:属性映射。作者为属性映射引入了一种预测压缩方案,该方案比以前报道的方法紧凑2到10倍。
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引用次数: 19
Multiresolution interpolation meshes 多分辨率插值网格
T. Michikawa, T. Kanai, M. Fujita, H. Chiyokura
The authors propose a novel multiresolution-based shape representation for 3D mesh morphing. Our approach does not use combination operations that caused some serious problems in the previous approaches for mesh morphing. Therefore, we can calculate a hierarchical interpolation mesh robustly using two types of subdivision fitting schemes. Our new representation has a hierarchical semiregular mesh structure based on subdivision connectivity. This leads to various advantages including efficient data storage, and easy acquisition of an interpolation mesh with arbitrary subdivision level. We also demonstrate several new features for 3D morphing using multiresolution interpolation meshes.
提出了一种新的基于多分辨率的三维网格变形形状表示方法。我们的方法没有使用在以前的网格变形方法中引起一些严重问题的组合操作。因此,我们可以使用两种细分拟合方案鲁棒地计算分层插值网格。我们的新表示具有基于细分连通性的分层半规则网格结构。这带来了许多优点,包括高效的数据存储,以及易于获取任意细分级别的插值网格。我们还展示了使用多分辨率插值网格的3D变形的几个新功能。
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引用次数: 64
Bridging the gap between 2D and 3D: a stream of digital animation techniques 弥合2D和3D之间的差距:一系列数字动画技术
K. Anjyo
The author presents the digital techniques and know-how that have been motivated, created and tried out through our work for cel animation. The techniques focus on extracting three-dimensional characteristics from two-dimensional images of the scene to be animated, or on merging 2D and 3D animations. Several animation examples are also demonstrated to show our practical skills, such as those for camera projection mapping for 3D structuring the 2D drawing scenes, and implicit/explicit use of 3D CG techniques for visual effects.
作者介绍了数字技术和技术诀窍,通过我们的cel动画工作,创造和尝试了这些技术和知识。该技术侧重于从要动画的场景的二维图像中提取三维特征,或者将2D和3D动画合并。还演示了几个动画示例,以展示我们的实用技能,例如用于3D构造2D绘图场景的相机投影映射,以及隐式/显式使用3D CG技术进行视觉效果。
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引用次数: 3
Fine tuning: curve and surface deformation by scaling derivatives 微调:曲线和表面变形的缩放导数
K. Miura, F. Cheng, Lazhu Wang
A deformation-based fine tuning technique for parametric curves and surfaces is presented. A curve or surface is deformed by scaling its derivative, instead of manipulating its control points. Since only the norm of the derivative is adjusted, the resulting curve or surface keeps the basic shape of the original profile and curvature distribution. Therefore, the new technique is especially suitable for last minute fine tuning of the design process. Other advantages include: (1) the fine tuning process is a real local method, it can be performed on any portion of a curve or a surface, not just on a set of segments or patches; (2) by allowing a user to drag a scalar function to directly adjust the curvature (and, consequently, fairness) of a curve or surface, the new technique makes the shape design process more intuitive and effective; (3) the new technique is suitable for precise shaping and deforming such as making the curvature of a specific portion twice as big. In many cases, it can achieve results that other methods such as FFD can not; (4) the fine tuning process can also be used for subdivision curves and surfaces. Related techniques and test results are included.
提出了一种基于变形的参数曲线曲面微调技术。曲线或曲面是通过缩放其导数而不是操纵其控制点来变形的。由于只调整了导数的范数,因此得到的曲线或曲面保持了原始轮廓的基本形状和曲率分布。因此,新技术特别适用于设计过程的最后一分钟微调。其他优点包括:(1)微调过程是一种真正的局部方法,它可以在曲线或表面的任何部分进行,而不仅仅是在一组段或补丁上进行;(2)通过允许用户拖动标量函数来直接调整曲线或曲面的曲率(从而调整公平性),新技术使形状设计过程更加直观有效;(3)新工艺适用于使某一特定部位的曲率增大一倍等精密成形和变形。在很多情况下,它可以达到FFD等其他方法无法达到的效果;(4)微调过程也可用于细分曲线和曲面。包括相关技术和测试结果。
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引用次数: 4
Explicit control of topological transitions in morphing shapes of 3D meshes 三维网格变形中拓扑转换的显式控制
Shigeo Takahashi, Yoshiyuki Kokojima, Ryutarou Ohbuchi
Existing methods of morphing 3D meshes are often limited to cases in which 3D input meshes to be morphed are topologically equivalent. The paper presents a new method for morphing 3D meshes having different surface topological types. The most significant feature of the method is that it allows explicit control of topological transitions that occur during the morph. Transitions of topological types are specified by means of a compact formalism that resulted from a rigorous examination of singularities of 4D hypersurfaces and embeddings of meshes in 3D space. Using the formalism, every plausible path of topological transitions can be classified into a small set of cases. In order to guide a topological transition during the morph, our method employs a key frame that binds two distinct surface topological types. The key frame consists of a pair of "faces", each of which is homeomorphic to one of the source (input) 3D meshes. Interpolating the source meshes and the key frame by using a tetrahedral 4D mesh and then intersecting the interpolating mesh with another 4D hypersurface creates a morphed 3D mesh. We demonstrate the power of our methodology by using several examples of topology transcending morphing.
现有的三维网格变形方法通常局限于待变形的三维输入网格拓扑等效的情况。本文提出了一种对不同表面拓扑类型的三维网格进行变形的新方法。该方法最重要的特点是它允许显式控制变形过程中发生的拓扑转换。拓扑类型的转换是通过严格检查4D超曲面的奇异性和三维空间中网格的嵌入而产生的紧凑形式来指定的。利用这种形式,每一个合理的拓扑转换路径都可以被分类为一个小的情况集。为了在变形过程中引导拓扑转换,我们的方法采用了绑定两种不同表面拓扑类型的关键帧。关键帧由一对“面”组成,每个面都与一个源(输入)3D网格同胚。通过使用四面体四维网格插值源网格和关键帧,然后将插值网格与另一个四维超表面相交,创建变形的3D网格。我们通过使用几个拓扑超越变形的例子来展示我们的方法的力量。
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引用次数: 28
Adaptive progressive vertex tracing in distributed environments 分布式环境中的自适应渐进顶点跟踪
T. Ullmann, Daniel Beier, B. Brüderlin, Alexander Schmidt
The paper presents "vertex tracing", a new approach to adaptive progressive ray tracing. The software achieves real-time rendering performance of physically accurate reflection effects on specified scene objects, even with complex scenes in virtual reality applications. The approach is based on hybrid rendering, combining an OpenGL-generated scene with correct reflection characteristics of selected scene objects. The real-time performance of the vertex tracer is achieved with progressive adaptive refinement of the geometry in object space, and with parallelization of the algorithm. Both shared memory and distributed memory architectures have been investigated. Mesh-based load balancing yields a uniform distribution of the computing load, also in a heterogeneous network with resources of widely varying performance. The performance of the overall system is demonstrated with a truck interior in a virtual reality simulator.
提出了一种自适应渐进光线跟踪的新方法——“顶点跟踪”。该软件实现了对指定场景对象的物理精确反射效果的实时渲染性能,即使在虚拟现实应用中具有复杂的场景。该方法基于混合渲染,将opengl生成的场景与所选场景对象的正确反射特征相结合。顶点跟踪器的实时性是通过对目标空间中的几何图形进行逐步自适应细化和算法的并行化来实现的。研究了共享内存和分布式内存体系结构。基于网格的负载平衡产生计算负载的均匀分布,在具有广泛不同性能的资源的异构网络中也是如此。在虚拟现实模拟器中,以卡车内部为例对整个系统的性能进行了验证。
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引用次数: 8
On the numerical redundancies of geometric constraint systems 几何约束系统的数值冗余性
Yan-Tao Li, Shimin Hu, Jiaguang Sun
Determining redundant constraints is a critical task for geometric constraint solvers, since it dramatically affects the solution speed, accuracy, and stability. The paper attempts to determine the numerical redundancies of three-dimensional geometric constraint systems via a disturbance method. The constraints are translated into some unified forms and added to a constraint system incrementally. The redundancy of a constraint can then be decided by disturbing its value. We also prove that graph reduction methods can be used to accelerate the determination process.
确定冗余约束是几何约束求解器的一项关键任务,因为它会极大地影响求解的速度、精度和稳定性。本文试图用扰动法确定三维几何约束系统的数值冗余度。这些约束被转换成一些统一的形式,并增量地添加到约束系统中。约束的冗余度可以通过干扰其值来确定。我们还证明了图约简方法可以加快确定过程。
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引用次数: 12
Animating human face under arbitrary illumination 在任意光照下绘制人脸动画
Tong-Bo Chen, Baocai Yin, Wan-Jun Huang, Dehui Kong
The authors present a method to animate a human face under arbitrary lighting conditions. We first acquire the reflectance models of a human face in various expressions by employing a robot to precisely control the light position. By developing a relighting tool, named LUXMASTER, we achieve great freedom to change the illumination condition and get a variety of photorealistic novel renderings of the human face. Then, we introduce morphing techniques to add the time dimension and produce a clip of facial animation with varying illumination and expression. In order to make the morphing work easily, we design an expressive, intuitive and efficient tool, called FLUIDMAN, which at the same time enables an enormous possibility of visual effects.
作者提出了一种在任意光照条件下绘制人脸动画的方法。我们首先利用机器人精确控制光线位置,获得人脸在各种表情下的反射模型。通过开发一个名为LUXMASTER的重照明工具,我们实现了极大的自由改变照明条件,并获得了各种逼真的新颖人脸效果图。然后,我们引入变形技术来增加时间维度,并产生一个具有不同照明和表情的面部动画剪辑。为了使变形工作容易,我们设计了一个富有表现力,直观和高效的工具,称为FLUIDMAN,这在同一时间使视觉效果的巨大可能性。
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引用次数: 3
期刊
Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001
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