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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
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
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
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
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
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
FastMesh: efficient view-dependent meshing FastMesh:高效的基于视图的网格划分
R. Pajarola
The article presents an optimized view-dependent meshing framework for adaptive and continuous level-of-detail (LOD) rendering in real-time. Multiresolution triangle mesh representations are an important tool for adapting triangle mesh complexity in real-time rendering environments. Ideally, for interactive visualization, a triangle mesh is simplified to the maximal tolerated perceptual error, and thus mesh simplification is view-dependent. The paper introduces an efficient hierarchical multiresolution triangulation framework based on a half-edge triangle mesh data structure, and presents an optimized computation of several view-dependent error metrics within that framework, providing conservative error bounds. The presented approach called FastMesh, is highly efficient both in space and time cost, and it spends only a fraction of the time required for rendering to perform the error calculations and dynamic mesh updates.
本文提出了一种优化的基于视图的网格框架,用于自适应和连续的实时细节水平(LOD)渲染。多分辨率三角形网格表示是适应实时渲染环境中三角形网格复杂性的重要工具。理想情况下,对于交互式可视化,三角形网格被简化到最大可容忍的感知误差,因此网格简化是依赖于视图的。提出了一种基于半边三角形网格数据结构的高效分层多分辨率三角剖分框架,并在该框架内对几种与视图相关的误差指标进行了优化计算,提供了保守的误差边界。所提出的方法称为FastMesh,在空间和时间成本上都是高效的,并且它只花费渲染所需的一小部分时间来执行误差计算和动态网格更新。
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引用次数: 79
A 3D Voronoi-based skeleton and associated surface features 基于voronoi的三维骨架和相关的表面特征
Masayuki Hisada, A. Belyaev, T. Kunii
The paper proposes an approach for stable extraction of the skeleton of a polygonal surface and detection of surface features, ridges and ravines, corresponding to skeletal edges. The approach adapts the three-dimensional Voronoi diagram technique for skeleton extraction, explores the singularity theory for ridge and ravine detection, and combines several filtering methods for skeleton denoising and for selecting perceptually salient ridges and ravines. Rather than extract the skeleton as a CW-complex, we approximate it with a two-sided surface. It allows us to use standard mesh editing tools for skeleton denoising and achieve stable extraction of the ridges and ravines.
本文提出了一种多边形曲面骨架的稳定提取和骨架边缘对应的曲面特征、脊、沟的检测方法。该方法采用三维Voronoi图技术进行骨架提取,探索奇异性理论进行脊沟检测,并结合几种滤波方法进行骨架去噪和选择感知上显著的脊沟。而不是提取骨架作为一个cw -复合物,我们近似它的双面表面。它允许我们使用标准的网格编辑工具进行骨架去噪,并实现山脊和沟壑的稳定提取。
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引用次数: 17
Dual b-rep-CSG collision detection for general polyhedra 通用多面体的双b-rep-CSG碰撞检测
Kai Poutrain, M. Contensin
While almost all collision detection algorithms have been linked to a particular object representation scheme, few attempts have been made using hybrid methods to exploit the advantages of multiple representations of objects. In this paper we present a collision detection algorithm based on a dual b-rep/CSG representation of concave polyhedra initially represented in b-rep. Our method naturally combines the use of bounding volumes, hierarchical subdivision, and space partitioning to perform the interference test.
虽然几乎所有的碰撞检测算法都与特定的对象表示方案相关联,但很少有人尝试使用混合方法来利用对象的多种表示的优势。本文提出了一种基于b-rep/CSG对偶表示的凹多面体碰撞检测算法。我们的方法自然地结合使用边界卷、分层细分和空间分区来执行干扰测试。
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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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