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On Estimating the Effectiveness of Temporal and Spatial Coherence in Parallel Ray Tracing 平行光线追踪中时空相干性有效性的估计
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2008/097-104
Biagio Cosenza, G. Cordasco, R. D. Chiara, U. Erra, V. Scarano
In this paper we estimate the effectiveness of exploiting coherence in Parallel Ray Tracing. We present a loadbalancing technique which divides the original rendering problem in balanced subtasks and distribute them to independent processors through a Prediction Binary Tree (PBT). Furthermore the PBT allows to exploit temporal coherence among successive image frames. At each new frame, it updates the current PBT using a cost function which uses the previous rendering time as cost estimate. We also provide two heuristics which take advantage of data-locality. We assess the effectiveness of the proposed solution by running two experiments. The £rst one aims to investigate the accurancy of predictions made using the PBT. Results show that such predictions are quite accurate even considering a heavily unbalanced scene and a fast moving camera. The second experiment evaluates the two locality-aware heuristics showing a modest improvement.
本文估计了并行光线追踪中利用相干性的有效性。提出了一种负载均衡技术,该技术将原始渲染问题划分为均衡子任务,并通过预测二叉树(PBT)将其分配给独立的处理器。此外,PBT允许利用连续图像帧之间的时间相干性。在每个新帧,它使用一个成本函数更新当前PBT,该函数使用之前的渲染时间作为成本估计。我们还提供了两种利用数据局部性的启发式方法。我们通过运行两个实验来评估所提出的解决方案的有效性。第一个目的是调查使用PBT进行预测的准确性。结果表明,即使考虑到严重不平衡的场景和快速移动的摄像机,这种预测也相当准确。第二个实验评估了两种位置感知启发式,显示出适度的改进。
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引用次数: 4
Multi-resolution Morphological Representation of Terrains 地形的多分辨率形态表示
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2006/045-051
E. Danovaro, L. Floriani, M. Vitali, Laura Papaleo
Mesh-based terrain representations provide accurate descriptions of a terrain, but fail in capturing its morphological structure. The morphology of a terrain is defined by its critical points and by the critical lines joining them, which form a so-called surface network. Besides being compact, a morphological terrain description supports a knowledge-based approach to the analysis, visualization and understanding of a terrain dataset. Moreover, because of the large size of current terrain data sets, a multi-resolution representation of the terrain morphology is crucial. Here, we address the problem of representing the morphology of a terrain at different resolutions. The basis of the multi-resolution terrain model, that we call a Multi-resolution Surface Network (MSN), is a generalization operator on a surface network, which produces a simplified representation incrementally. An MSN is combined with a multi-resolution mesh-based terrain model, which encompasses the terrain morphology at different resolutions. We show how variable-resolution representations can be extracted from an MSN, and we present also an implementation of an MSN in a compact encoding data structure.
基于网格的地形表示提供了对地形的准确描述,但无法捕获地形的形态结构。地形的形态是由它的临界点和连接它们的临界线来定义的,它们形成了一个所谓的表面网络。除了紧凑之外,形态地形描述支持基于知识的方法来分析、可视化和理解地形数据集。此外,由于当前地形数据集的规模很大,地形形态的多分辨率表示至关重要。在这里,我们解决了在不同分辨率下表示地形形态的问题。多分辨率地形模型的基础,我们称之为多分辨率地表网络(MSN),是一个在地表网络上的泛化算子,它逐步产生一个简化的表示。MSN与多分辨率网格地形模型相结合,包含了不同分辨率的地形形态。我们展示了如何从MSN中提取可变分辨率表示,并且我们还展示了在紧凑编码数据结构中的MSN实现。
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引用次数: 0
Product Design, Reverse Engineering, Rapid Prototyping - a Case Study in Cutlery Production 产品设计,逆向工程,快速成型-餐具生产的案例研究
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2007/231-234
G. Magrassi, M. Bordegoni
Reverse Engineering and Rapid Prototyping are consolidated practices in the industrial product design process. In any case, best practices should be set up according to the type of product and of objectives. This paper presents the results of a product re-engineering application in the field of high quality stainless steel cutlery. This activity included a re-modeling of a basis-shape that reproduces at best the original shape of a cutlery set designed in the Thirties for Alessi, which is still considered to be very fashionable. The shape of the manufactured physical pieces of cutlery has changed in time in respect to the original design, mainly because of some problems related to their manufacturing, which has been transferred from the central plant to other branches. We have obtained the digital model of the pieces of cutlery on the basis of the analysis of the available original 2D drawings, and of the laser scanning and subsequent re-engineering design of the available manufactured objects. Particularly complex activity was the removal of the shapes deviations due to the different forming techniques used in the various production factories. At the end of the reconstruction activity, physical prototypes of the new models were produced by means of a sintering process in order to evaluate and compare them to the original ones.
逆向工程和快速原型设计是工业产品设计过程中的综合实践。在任何情况下,最佳实践都应该根据产品类型和目标来建立。本文介绍了在高品质不锈钢餐具领域产品再造应用的结果。这个活动包括对一个基本形状的重新建模,这个基本形状最多是复制了30年代为阿莱西设计的一套餐具的原始形状,这种餐具仍然被认为是非常时尚的。制造出来的物理餐具的形状相对于最初的设计已经发生了变化,主要是因为它们的制造方面的一些问题,这些问题已经从中央工厂转移到其他分支机构。我们在分析现有的原始二维图纸的基础上,通过对现有制成品的激光扫描和随后的再工程设计,获得了刀具的数字模型。特别复杂的活动是消除由于不同生产工厂使用的不同成型技术而产生的形状偏差。在重建活动结束时,通过烧结工艺制作了新模型的物理原型,以便与原始模型进行评估和比较。
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引用次数: 0
Multi-Modal Presentation of Work of Arts in Virtual Reality with Simulation of Mirror Reflection 基于镜像反射模拟的虚拟现实艺术作品多模态呈现
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2006/117-121
S. Livatino, Domenico Cuciti, A. Wojciechowki
The use of different media such as photography and virtual reality combined with different presentation modalities may provide a user with an extraordinary tool for exploration and appreciation of real work of art. This is especially important in case of time-spatial works-of-art where the problem of functionalities presentation becomes much more demanding. The possibility offered by latest graphics machines has attracted the interest of researchers to investigate this new area. The goal of the presented work is the creation of a multi-modal presentation of a piece of contemporary art, tightening the relation between computer graphics and arts. The focus is on an application that it is capable to cope in real-time with simulation of mirror reflections including multi-reflections. The results were very encouraging which led to optimistic conclusions with a wide range of options for future works.
使用不同的媒介,如摄影和虚拟现实与不同的呈现方式相结合,可以为用户提供一个非凡的工具来探索和欣赏真实的艺术作品。这在时间-空间艺术作品的情况下尤其重要,因为功能呈现的问题变得更加苛刻。最新图形机提供的可能性吸引了研究人员对这一新领域进行研究的兴趣。本次展出作品的目标是创造一件当代艺术的多模态呈现,加强计算机图形学与艺术之间的关系。重点是一个应用程序,它能够处理实时模拟镜像反射,包括多反射。结果非常令人鼓舞,这导致了乐观的结论,并为未来的工作提供了广泛的选择。
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引用次数: 0
Medical Image Segmentation using Level Sets 基于水平集的医学图像分割
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2008/015-020
Gaetano Impoco
Computer-aided diagnosis for pre-operative planning and post-operative outcome evaluation is widely considered an important topic for next-generation surgery. 3D models of the patients’ anatomical structures can be highly valuable in this context. The accuracy of these models is strongly dependent on the classification and segmentation algorithms acting at the very first stage of the modelling chain. A promising class of segmentation algorithms is related to level set methods. Here, we briefly review some applications of level sets to medical image segmentation.
计算机辅助诊断术前计划和术后结果评估被广泛认为是下一代外科手术的重要课题。在这种情况下,患者解剖结构的3D模型是非常有价值的。这些模型的准确性强烈依赖于在建模链的第一阶段起作用的分类和分割算法。一类很有前途的分割算法与水平集方法有关。本文简要介绍了水平集在医学图像分割中的一些应用。
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引用次数: 0
Towards a Voting Scheme for Calculating Light Source Positions from a given Target Illumination 一种从给定目标照明计算光源位置的投票方案
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2010/041-048
René Zmugg, Sven Havemann, D. Fellner
Lighting conditions can make the difference between success or failure of an architectural space. The vision of space-light co-design is that architects can control the impression of an illuminated space already at an early design stage, instead of first designing spaces and then searching for a good lighting setup. As a first step towards this vision we propose a novel method to calculate potential light source positions from a given user defined target illumination. The method is independent of the tessellation of the scene and assumes a homogeneous diffuse Lambertian material. This allows using a voting system that determines potential positions for standard light sources with chosen size and brightness. Votes are cast from an illuminated surface point to all potential positions of a light source that would yield this illumination. Vote clusters consequently indicate a more probable light source position. With a slight extension the method can also identify mid-air light source positions.
照明条件可以决定建筑空间的成败。空间-光协同设计的愿景是,建筑师可以在设计的早期阶段就控制对照明空间的印象,而不是先设计空间,然后寻找一个好的照明设置。作为实现这一愿景的第一步,我们提出了一种从给定用户定义的目标照明计算潜在光源位置的新方法。该方法独立于场景的镶嵌,并假设一个均匀的漫射朗伯材料。这允许使用投票系统来确定标准光源的潜在位置,并选择大小和亮度。投票是从一个被照亮的表面点到所有可能产生这种照明的光源位置。因此,投票团表示一个更可能的光源位置。稍加扩展,该方法还可以识别空中光源位置。
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引用次数: 2
DentroTrento: an Example of application of Computer Graphics to the Evolution of the Archaeological site of Tridentum 登特伦托:计算机图形学在特伦托考古遗址演变中的应用实例
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2006/165-169
S. Piffer, G. Conti, G. Girardi, G. Ucelli, R. Amicis
This paper illustrates the DentroTrento project, commissioned by the local authority for Cultural Heritage, which has lead to the creation of an edutainment system for the visitors of an archaeological site in the town of Trento. In particular, the aim of the project was to enhance the didactic and entertaining potential of a Roman archaeological site which is located between the Theatre’s foundations through the development of a computer graphics-based application capable of high visual and emotional impact. This has been made possible through the creation of an interactive system where the virtual reconstruction becomes the main means of guiding the visitor through a virtual walk across time. The relevance of the work illustrated is underlined by the profile of the project and the nature and importance of the site, which is located underground below a square. In fact this circumstance does not let the visitor perceive the urban outline of the roman town nor it lets visitors fully perceive, through the use of traditional teaching material, the way of life typical of the time. The system proposed instead engages the visitor into a more exciting experience replicating, not only the architecture, but the way of life of the Roman town. The scope of the project together with the heterogeneity of the working team has required a rigorous approach to the management of the entire project.
本文阐述了由当地文化遗产管理局委托的DentroTrento项目,该项目为Trento镇考古遗址的游客创建了一个教育娱乐系统。特别是,该项目的目的是通过开发具有高度视觉和情感影响的基于计算机图形的应用程序,增强位于剧院基础之间的罗马考古遗址的教学和娱乐潜力。这是通过创建一个互动系统实现的,在这个系统中,虚拟重建成为引导游客穿越时间的虚拟行走的主要手段。项目的轮廓和场地的性质和重要性强调了作品的相关性,场地位于广场下方的地下。事实上,这种情况并没有让游客感知到罗马城镇的城市轮廓,也没有让游客通过传统教材的使用,充分感知到当时典型的生活方式。相反,该系统提议将游客带入更令人兴奋的体验,不仅复制了建筑,还复制了罗马城镇的生活方式。项目的范围以及工作团队的异质性要求采用严格的方法来管理整个项目。
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引用次数: 2
Marker-less Real-time Camera Registration for Mixed Reality 用于混合现实的无标记实时摄像机配准
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2007/051-058
A. Liverani, Stefania Grandi
A real-time and robust algorithm for 3D camera registration in a Mixed Reality (MR) environment is described in this paper. The most used technique for camera pose (position and orientation with respect to a fixed or moving object) is based on fiducial marker tracking. This method guarantees good results in real-time with a single camera, but needs several high contrast printed markers on external world in order to make possible the calculation of camera parameters and positioning. Thus real 3D geometric data are grabbed only through already known markers. The aim of this research is a real-time monocular camera tracking and registration through automatic image features extraction from video streaming. The first implementation of the method, several examples and confrontation with non interactive algorithm for SFM (Structure From Motion) have demonstrated that this meets the real-time response and sufficient precision needed by a Mixed Reality environment.
本文提出了一种用于混合现实环境下三维摄像机配准的实时鲁棒算法。相机姿态(相对于固定或移动物体的位置和方向)最常用的技术是基于基准标记跟踪。该方法保证了单相机的实时性,但需要在外部世界上打印多个高对比度的标记,以便计算相机参数和定位。因此,真正的三维几何数据只能通过已知的标记来获取。本研究的目的是通过自动提取视频流中的图像特征,实现单目摄像机的实时跟踪与配准。该方法的首次实现、几个实例以及与非交互式SFM (Structure From Motion)算法的对抗表明,该方法满足了混合现实环境所需的实时响应和足够的精度。
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引用次数: 1
Multiple Uses of 3D Scanning for the Valorization of an Artistic Site: the Case of Luni 三维扫描在艺术场所增值中的多种用途:以Luni为例
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2008/007-013
M. Dellepiane, M. Callieri, E. Paribeni, E. Sorge, N. Sulfaro, Veronica Marianelli, Roberto Scopigno
The heritage site of Luni is a very interesting location, which tells the story of an ancient roman colony, and of an area where different cultures left their heritage. In particular, the remains of the pediments of an ancient temple represent a very interesting case and an open field of study for art historians. The scanning of a group of statue belonging to the pediments showed that the produced 3D models could be used in several ways, not only for archival and presentation purposes but also to provide interactive support for the work of the restorers and the scholars. In particular, the use of 3D models to propose and validate hypothesis about the original position of the fragments in the context of the fronton could be an alternative solution to the direct manipulation of them. Moreover, the analysis of the original color of the statues, and the representation different hypothesis about the ancient appearance can be produced through the interactive editing of the 3D models of the statues. In this paper we present the scanning campaign which resulted in the acquisition of five statues,the preliminary results of some of the uses of the models produced with acquired data, and a brief description of other possible future applications of them. This shows how 3D scanning can be considered by now a mature technology for the support of restoration and preservation of Cultural Heritage.
鲁尼遗址是一个非常有趣的地方,它讲述了古罗马殖民地的故事,以及一个不同文化留下遗产的地区。特别是,一座古代寺庙的山墙遗迹代表了一个非常有趣的案例,也是艺术史学家研究的一个开放领域。对属于山墙的一组雕像的扫描表明,制作的3D模型可以用于多种方式,不仅可以用于存档和展示目的,还可以为修复者和学者的工作提供互动支持。特别是,使用3D模型来提出和验证关于前部背景下碎片原始位置的假设,可能是直接操作它们的另一种解决方案。此外,通过对雕像三维模型的交互编辑,可以对雕像的原始颜色进行分析,并对古代外观产生不同的表征假设。在本文中,我们介绍了扫描运动,导致获得五个雕像,一些使用所获得的数据产生的模型的初步结果,并简要描述了其他可能的未来应用。这表明3D扫描技术在支持文化遗产的修复和保护方面是一项成熟的技术。
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引用次数: 5
3-SHIRT: Three-Dimensional Shape Indexing and Retrieval Techniques 3-SHIRT:三维形状标引与检索技术
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2008/113-120
U. Castellani, G. Cortelazzo, M. Cristani, Elisabetta Delponte, Andrea Fusiello, Andrea Giachetti, Stefano Mizzaro, F. Odone, E. Puppo, R. Scateni, P. Zanuttigh
This paper describes the work that has been done during the first year of the 3-SHIRT project, which aims at developing innovative solutions in all the phases of content-based 3D shape retrieval, namely: shape analysis and segmentation, design of shape descriptors, shape indexing and matching, and evaluation.
本文描述了3-SHIRT项目第一年所做的工作,该项目旨在开发基于内容的三维形状检索的所有阶段的创新解决方案,即:形状分析和分割,形状描述符的设计,形状索引和匹配以及评估。
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引用次数: 2
期刊
European Interdisciplinary Cybersecurity Conference
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