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

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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
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
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
Topology recognition of 3D closed freeform objects based on topological graphs 基于拓扑图的三维封闭自由物体拓扑识别
D. Steiner, A. Fischer
Reverse engineering (RE) deals with an enormous number of irregular and scattered digitized points that require intensive processing in order to reconstruct the surfaces of an object. Surface reconstruction of freeform objects is based on geometrical and topological criteria. Current fitting methods reconstruct an object using a bottom-up approach, from points to a dense mesh, and finally into smoothed connected freeform sub-surfaces. This type of reconstruction, however, can cause topological problems that lead to undesired surface fitting results. Such problems are particularly common with concave shapes. To avoid problems of this type, the paper proposes a new method that automatically detects the topological structure of an object as a base for surface fitting. The topological reconstruction method described in the paper is based on two stages: (1) creating 3D non-self-intersecting iso-curves from a 3D triangular mesh and (2) extracting a topological graph. The feasibility of the proposed topological reconstruction method is demonstrated on several examples using freeform objects with complex topologies.
逆向工程(RE)处理大量不规则和分散的数字化点,这些点需要进行密集的处理才能重建物体的表面。自由形状物体的表面重建是基于几何和拓扑准则的。目前的拟合方法采用自下而上的方法,从点到密集网格,最后到光滑连接的自由曲面。然而,这种类型的重建可能会导致拓扑问题,从而导致不期望的表面拟合结果。这种问题在凹形状中特别常见。为了避免这类问题,本文提出了一种自动检测物体拓扑结构作为曲面拟合基础的新方法。本文所描述的拓扑重建方法基于两个阶段:(1)从三维三角形网格中生成三维非自交等距曲线(2)提取拓扑图。以具有复杂拓扑结构的自由形状物体为例,验证了该拓扑重构方法的可行性。
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引用次数: 16
期刊
Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001
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