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

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A magnification lens for interactive volume visualization 用于交互式体积可视化的放大镜
E. LaMar, B. Hamann, K. Joy
Volume visualization of large data sets suffers from the same problem that many other visualization modalities suffer from: either one can visualize the entire data set and lose small details or visualize a small region and lose the context. The authors we present a magnification lens technique for volume visualization. While the notion of a magnification-lens is not new, and other techniques attempt to simulate the physical properties of a magnifying lens, our contribution is in developing a magnification lens that is fast, can be implemented using a fairly small software overhead, and has a natural, intuitive appearance. The issue with magnification lens is the border, or transition region. The lens center and exterior have a constant zoom factor, and are simple to render. It is the border region that blends between the external and interior magnification, and has a nonconstant magnification. We use the "perspective-correct textures" capability, available in most current graphics systems, to produce a lens with a tessellated border region that approximates linear compression with respect to the radius of the magnification lens. We discuss how a "cubic" border can mitigate the discontinuities resulting from the use of a linear function, without significant performance loss. We discuss various issues concerning development of a three-dimensional magnification lens.
大型数据集的体可视化面临着许多其他可视化方式同样的问题:要么可视化整个数据集而丢失小细节,要么可视化小区域而丢失上下文。我们提出了一种体积可视化的放大透镜技术。虽然放大镜的概念并不新鲜,其他技术也试图模拟放大镜的物理特性,但我们的贡献是开发一种快速的放大镜,可以使用相当小的软件开销来实现,并且具有自然,直观的外观。放大镜的问题是边界,或过渡区域。镜头中心和外部有一个恒定的变焦系数,并且很容易渲染。它是混合了外部和内部放大倍率的边界区域,具有非恒定的放大倍率。我们使用当前大多数图形系统中可用的“透视正确纹理”功能来生成具有镶嵌边界区域的透镜,该区域近似于放大透镜半径的线性压缩。我们讨论了“立方”边界如何减轻由于使用线性函数而导致的不连续,而不会造成显著的性能损失。我们讨论了有关三维放大镜发展的各种问题。
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引用次数: 85
Visibility preprocessing for urban scenes using line space subdivision 使用线空间细分的城市场景可视性预处理
Jiří Bittner, Peter Wonka, M. Wimmer
We present an algorithm for visibility preprocessing of urban environments. The algorithm uses a subdivision of line space to analytically calculate a conservative potentially visible set for a given region in the scene. We present a detailed evaluation of our method, including a comparison to another recently published visibility preprocessing algorithm. To the best of our knowledge, the proposed method is the first algorithm that scales to large scenes and efficiently handles large view cells.
提出了一种城市环境能见度预处理算法。该算法使用线空间的细分来分析计算场景中给定区域的保守潜在可见集。我们对我们的方法进行了详细的评估,包括与另一种最近发表的可见性预处理算法的比较。据我们所知,该方法是第一个扩展到大场景并有效处理大视图单元的算法。
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引用次数: 60
Modeling the structure of the sea anemone and the sea star using hierarchical implicit surfaces 利用层次隐式表面对海葵和海星的结构进行建模
Xikun Liang, Mai Ali Nur, B. Wyvill
The paper presents a new method for modeling the structure of sea anemones and sea stars. Two specific invertebrates, the sea anemone, Stomphia coccinea and the sea star, Dermasterias imbricata were modeled using hierarchical implicit surfaces based on the BlobTree. The hierarchy provides both local refinement and global deformation. Local refinement allows the introduction of details on the base surface and global deformations change the overall shape of the model while maintaining the integrity of the surface details. Using a new implicit surface phyllotactic method, we obtain a visually pleasing arrangement of the sea anemone's tentacles. The hierarchical representation of the model provides an easy and efficient way for modeling the many different shape changes of sea anemones.
本文提出了一种模拟海葵和海星结构的新方法。两种特定的无脊椎动物,海葵,Stomphia coccinea和海星,Dermasterias brbricata,使用基于BlobTree的分层隐式表面建模。层次结构提供了局部细化和全局变形。局部细化允许在基面上引入细节,全局变形改变模型的整体形状,同时保持表面细节的完整性。采用一种新的隐式表面层状排列方法,我们获得了海葵触须的视觉上令人愉悦的排列。模型的分层表示为模拟海葵的许多不同形状变化提供了一种简单有效的方法。
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引用次数: 1
Virtual autumn coloring system based on biological and fractal model 基于生物分形模型的秋季虚拟着色系统
Shigenori Mochizuki, DongSheng Cai, T. Komiri, H. Kimura, R. Hori
The authors simulate the time evolution of autumn coloring of both maple leaves and entire trees, and propose both biological and fractal models of this process. We calculate the amount of sunlight received on the leaves and propose the "autumn-coloring-logical-time" that is the temporal indicator of autumn coloring, then we use experimental biological data to calibrate the model parameters. Using the leaf fractalities, we adopt a chaos game algorithm or random iteration algorithm to render natural autumn colorings.
作者模拟了枫叶和整棵树秋天着色的时间演变,并提出了这一过程的生物模型和分形模型。我们计算了树叶接收到的阳光量,并提出了秋季着色的时间指标“秋季-着色-逻辑-时间”,然后使用实验生物学数据对模型参数进行了校准。利用树叶的分形,我们采用混沌博弈算法或随机迭代算法来渲染自然秋天的颜色。
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引用次数: 26
Minimizing the distortion of affine spline motions 最小化仿射样条运动的畸变
Dae-Eun Hyun, B. Jüttler, Myung-Soo Kim
The paper proposes a simple approach to the affine motion interpolation problem, where an affine spline motion is generated that interpolates a given sequence of affine keyframes and approximately satisfies rigidity constraints and certain optimization criteria. An affine spline motion is first generated so as to interpolate the given keyframes; after that, it is progressively refined via knot insertion and degree elevation into an optimal affine motion by an iterative optimization procedure.
本文提出了仿射运动插值问题的一种简单方法,即生成一个仿射样条运动,该运动插值给定的一系列仿射关键帧,并近似满足刚性约束和一定的优化准则。首先生成仿射样条运动,以便插值给定的关键帧;然后,通过节点插入和度提升逐步细化为最优仿射运动,采用迭代优化程序。
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引用次数: 14
An effective feature-preserving mesh simplification scheme based on face constriction 一种有效的基于人脸收缩的特征保持网格简化方案
Jianhua Wu, Shimin Hu, Jiaguang Sun, Chiew-Lan Tai
A novel mesh simplification scheme that uses the face constriction process is presented. By introducing a statistical measure that can distinguish triangles having vertices of high local roughness from triangles in flat regions into our weight-ordering equation, along with other heuristics, our scheme can better preserve visually important features in the original mesh. To improve the shape quality of triangles, we adopt nonlinear face area sensitivity in the weight ordering. A learning and feedback mechanism is also utilized to enhance user controllability. The computations are simple, making our scheme time-effective and easy to implement. In addition to comparing our scheme with other mesh simplification algorithms empirically, we compare their performances by establishing a unifying ground among three basic simplification processes: decimate vertex, collapse edge, and constrict face. This unification allows us to analyze the intrinsic merits and demerits of simplification algorithms to help users make better selections.
提出了一种利用面缩窄过程的网格简化方案。通过在我们的权重排序方程中引入一种可以区分具有高局部粗糙度顶点的三角形与平坦区域三角形的统计度量,以及其他启发式方法,我们的方案可以更好地保留原始网格中视觉上重要的特征。为了提高三角形的形状质量,在权重排序中采用了非线性面面积敏感性。学习和反馈机制也被用来增强用户的可控性。该方案计算简单,实时性强,易于实现。除了将我们的方案与其他网格简化算法进行经验比较外,我们还通过建立三种基本简化过程的统一基础来比较它们的性能:抽取顶点、折叠边缘和收缩面。这种统一使我们能够分析简化算法的内在优点和缺点,以帮助用户做出更好的选择。
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引用次数: 51
Parallel volume rendering using PC graphics hardware 并行体渲染使用PC图形硬件
Marcelo Magallón, M. Hopf, T. Ertl
The paper describes an architecture that enables the use of commodity off the shelf graphics hardware along with high speed network devices for distributed volume rendering. Several PCs drive a number of graphic accelerator boards using an OpenGL interface. The frame buffers of the cards are read back and blended together for final presentation on a single PC working as front end. We explain how the attainable frame rates are limited by the transfer speeds over the network as well as the overhead implied by having to blend several images together. An initial implementation using four graphic cards achieves frame rates similar to those of high performance visualization systems.
本文描述了一种架构,可以使用现成的图形硬件和高速网络设备进行分布式体绘制。几台pc使用OpenGL接口驱动多个图形加速板。这些卡的帧缓冲器被读回来,并混合在一起,在一台作为前端工作的PC上进行最终呈现。我们解释了可达到的帧率是如何受到网络传输速度的限制的,以及必须将几个图像混合在一起所隐含的开销。使用四个图形卡的初始实现实现了与高性能可视化系统相似的帧率。
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引用次数: 36
Haptic sculpting of volumetric implicit functions 体积隐式功能的触觉雕刻
Jing Hua, Hong Qin
Implicit functions characterized by the zero-set of polynomial-based algebraic equations and other commonly-used analytic equations are extremely powerful in graphics, geometric design, and visualization. But the potential of implicit functions is yet to be fully realized due to the lack of flexible and interactive design techniques. The paper presents a haptic sculpting system founded upon scalar trivariate B-spline functions. All the solids sculpted in our environment are semi-algebraic sets of volumetric implicit functions. We develop a large variety of sculpting toolkits equipped with an intuitive haptic interface to facilitate the direct manipulation of implicit functions in real-time. To facilitate multiresolution editing and different levels of details, we employ three techniques: hierarchical B-splines, CSG-based functional composition, and knot insertion. Our experiments demonstrate that our algorithms and haptics-based techniques can greatly overcome the modeling difficulties associated with implicit functions. The novel modeling techniques and their haptics-based design principle are extensible to the design of arbitrary implicit functions.
以多项式代数方程和其他常用解析方程的零集为特征的隐式函数在图形学、几何设计和可视化方面具有极其强大的功能。但由于缺乏灵活和交互的设计技术,隐式功能的潜力尚未得到充分实现。提出了一种基于标量三元b样条函数的触觉雕刻系统。在我们的环境中雕刻的所有固体都是体积隐函数的半代数集。我们开发了各种各样的雕刻工具包,配备了直观的触觉界面,以方便实时直接操作隐式功能。为了方便多分辨率编辑和不同层次的细节,我们采用了三种技术:分层b样条,基于csg的功能组合和结插入。我们的实验表明,我们的算法和基于触觉的技术可以极大地克服与隐式函数相关的建模困难。新的建模技术及其基于触觉的设计原理可扩展到任意隐式函数的设计。
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引用次数: 44
Efficient rendering of optical effects within water using graphics hardware 使用图形硬件在水中高效渲染光学效果
Kei Iwasaki, T. Nishita, Y. Dobashi
The display of realistic natural scenes is one of the most important research areas in computer graphics. The rendering of water is one of the essential components. The paper proposes an efficient method for rendering images of scenes within water. For underwater scenery, the shafts of light and caustics are attractive and important elements. However, computing these effects is difficult and time-consuming, since light refracts when passing through waves. To address the problem, our method makes use of graphics hardware to accelerate the computation. Our method displays the shafts of light by accumulating the intensities of streaks of light by using hardware color blending functions. The rendering of caustics is accelerated by making use of a Z-buffer and a stencil buffer. Moreover, by using a shadow mapping technique, our method can display shafts of light and caustics, taking account of shadows due to objects.
逼真的自然场景显示是计算机图形学的重要研究领域之一。水的渲染是必不可少的组成部分之一。提出了一种高效的水中场景图像绘制方法。对于水下风景来说,光轴和焦散是吸引人的重要元素。然而,计算这些效应既困难又耗时,因为光线在穿过波时会发生折射。为了解决这个问题,我们的方法利用图形硬件来加速计算。我们的方法通过使用硬件颜色混合函数,通过累加光条的强度来显示光束。通过使用z缓冲区和模板缓冲区,加速了焦散线的渲染。此外,通过使用阴影映射技术,我们的方法可以显示光束和焦散,考虑到物体的阴影。
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引用次数: 19
Simulation of peeling using 3D-surface cellular automata 用三维表面元胞自动机模拟脱皮
S. Gobron, Norishige Chiba
The paper describes a method for modeling the natural peeling phenomenon over any 3D surface. Using crack input data, precomputed with a semi physical solution, this method allows simulation of peeling on any type of triangulated 3D object. The model's main advantage is that it proposes a method that is intuitive enough to make it easy to understand and convenient to apply, user controllable, and easily extensible, especially to simultaneous natural phenomena. We first introduce the general development of peeling over various materials. Then, we present how to define groups of peeling, how to determine a realistic and natural peeling order, and how to simulate the rendering of two types of special peelings. Finally, a set of graphical results concludes the paper, presenting a series of direct peeling and curling patterns using classical paintings or plastic-paintings simulated materials.
本文描述了一种模拟任意三维表面上自然剥落现象的方法。使用裂缝输入数据,用半物理解决方案预先计算,该方法允许在任何类型的三角三维物体上模拟剥落。该模型的主要优点是它提出了一种足够直观的方法,使其易于理解和应用,用户可控,易于扩展,特别是对同时发生的自然现象。我们首先介绍各种材料剥离的发展概况。然后,我们介绍了如何定义剥离组,如何确定现实和自然的剥离顺序,以及如何模拟两种类型的特殊剥离的渲染。最后,一组图形结果总结了论文,展示了一系列使用古典绘画或塑画模拟材料的直接剥落和卷曲图案。
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引用次数: 21
期刊
Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001
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