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Layered construction for deformable animated characters 分层结构可变形的动画人物
John E. Chadwick, D. Haumann, Richard E. Parent
A methodology is proposed for creating and animating computer generated characters which combines recent research advances in robotics, physically based modeling and geometric modeling. The control points of geometric modeling deformations are constrained by an underlying articulated robotics skeleton. These deformations are tailored by the animator and act as a muscle layer to provide automatic squash and stretch behavior of the surface geometry. A hierarchy of composite deformations provides the animator with a multi-layered approach to defining both local and global transition of the character's shape. The muscle deformations determine the resulting geometric surface of the character. This approach provides independent representation of articulation from surface geometry, supports higher level motion control based on various computational models, as well as a consistent, uniform character representation which can be tuned and tweaked by the animator to meet very precise expressive qualities. A prototype system (Critter) currently under development demonstrates research results towards layered construction of deformable animated characters.
结合机器人技术、物理建模和几何建模的最新研究进展,提出了一种创建和动画计算机生成角色的方法。几何建模变形的控制点受到底层关节机器人骨架的约束。这些变形由动画师定制,并充当肌肉层,以提供表面几何形状的自动挤压和拉伸行为。复合变形的层次结构为动画师提供了一种多层方法来定义角色形状的局部和全局过渡。肌肉变形决定了最终的人物几何表面。这种方法提供了来自表面几何的独立表达,支持基于各种计算模型的更高级别的运动控制,以及一致的,统一的角色表示,可以由动画师调整和调整,以满足非常精确的表达质量。目前正在开发的一个原型系统(Critter)展示了对可变形动画角色分层构建的研究成果。
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引用次数: 506
Near real-time shadow generation using BSP trees 接近实时的阴影生成使用BSP树
Norman Chin, Steven K. Feiner
This paper describes an object-space shadow generation algorithm for static polygonal environments illuminated by movable point light sources. The algorithm can be easily implemented on any graphics system that provides fast polygon scan-conversion and achieves near real-time performance for environments of modest size. It combines elements of two kinds of current shadow generation algorithms: two-pass object-space approaches and shadow volume approaches. For each light source a Binary Space Partitioning (BSP) tree is constructed that represents the shadow volume of the polygons facing it. As each polygon's contribution to a light source's shadow volume is determined, the polygon's shadowed and lit fragments are computed by filtering it down the shadow volume BSP tree. The polygonal scene with its computed shadows can be rendered with any polygon-based visible-surface algorithm. Since the shadow volumes and shadows are computed in object space, they can be used for further analysis of the scene. Pseudocode is provided, along with pictures and timings from an interactive implementation.
本文提出了一种针对可移动点光源照射的静态多边形环境的物体空间阴影生成算法。该算法可以很容易地在任何图形系统上实现,提供快速多边形扫描转换,并在中等大小的环境中实现接近实时的性能。它结合了两种当前阴影生成算法的元素:两遍对象空间方法和阴影体积方法。对于每个光源,构建一个二进制空间划分(BSP)树,表示面对它的多边形的阴影体积。当每个多边形对光源阴影体积的贡献被确定后,多边形的阴影和光照片段通过在阴影体积BSP树中过滤来计算。多边形场景及其计算阴影可以用任何基于多边形的可见表面算法进行渲染。由于阴影体积和阴影是在物体空间中计算的,因此它们可以用于进一步分析场景。提供了伪代码,以及来自交互式实现的图片和计时。
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引用次数: 190
Good vibrations: modal dynamics for graphics and animation 良好的振动:图形和动画的模态动力学
A. Pentland, John Williams
Animation Abstract Many of the problems of simulating and rendering complex systems of non-rigid objects can be minimized by describing the geometry and dynamics separately, using representations optimized for either one or the other, and then coupling these representations together. We describe a system which uses polynomial deformation mappings to couple a vibration-mode ("modal") representation of object dynamics together with volumetric models of object geometry. By use of such a hybrid representation we have been able to gain up to two orders of magnitude in efficiency, control temporal aliasing, and obtain simple, closed-form solutions to common (non-rigid) inverse dynamics problems. Further, this approach to dynamic simulation naturally lends itself to the emphasis and exaggeration techniques used in traditional animation.
通过分别描述几何和动力学,使用针对其中一个或另一个优化的表示,然后将这些表示耦合在一起,可以最大限度地减少模拟和渲染复杂非刚性物体系统的许多问题。我们描述了一个系统,它使用多项式变形映射将物体动力学的振动模式(“模态”)表示与物体几何的体积模型耦合在一起。通过使用这种混合表示,我们已经能够获得高达两个数量级的效率,控制时间混叠,并获得常见(非刚性)逆动力学问题的简单,封闭形式的解决方案。此外,这种动态模拟方法自然适合于传统动画中使用的强调和夸张技术。
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引用次数: 494
The synthesis and rendering of eroded fractal terrains 侵蚀分形地形的合成与绘制
F. K. Musgrave, Craig E. Kolb, R. Mace
In standard fractal terrain models based on fractional Brownian motion the statistical character of the surface is, by design, the same everywhere. A new approach to the synthesis of fractal terrain height fields is presented which, in contrast to previous techniques, features locally independent control of the frequencies composing the surface, and thus local control of fractal dimension and other statistical characteristics. The new technique, termed noise synthesis, is intermediate in difficulty of implementation, between simple stochastic subdivision and Fourier filtering or generalized stochastic subdivision, and does not suffer the drawbacks of creases or periodicity. Varying the local crossover scale of fractal character or the fractal dimension with altitude or other functions yields more realistic first approximations to eroded landscapes. A simple physical erosion model is then suggested which simulates hydraulic and thermal erosion processes to create gloabl stream/valley networks and talus slopes. Finally, an efficient ray tracing algorithm for general height fields, of which most fractal terrains are a subset, is presented.
在基于分数布朗运动的标准分形地形模型中,表面的统计特征被设计成处处相同。提出了一种新的分形地形高度场合成方法,与以往的方法相比,该方法具有局部独立控制组成表面的频率的特点,从而局部控制分形维数和其他统计特征。这种被称为噪声合成的新技术在实现难度上介于简单随机细分和傅立叶滤波或广义随机细分之间,并且没有折痕或周期性的缺点。改变分形特征的局部交叉尺度或分形维数随海拔或其他函数的变化,可以得到更真实的侵蚀景观的初始近似。然后提出了一个简单的物理侵蚀模型,该模型模拟了水力和热侵蚀过程,以创建全球河流/山谷网络和talus斜坡。最后,提出了一种适用于一般高度场的高效光线追踪算法,其中分形地形是一般高度场的子集。
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引用次数: 482
Antialiased ray tracing by adaptive progressive refinement 自适应渐进细化的抗锯齿光线跟踪
J. Painter, K. Sloan
We describe an antialiasing system for ray tracing based on adaptive progressive refinement. The goals of the system are to produce high quality antialiased images at a modest average sample rate, and to refine the image progressively so that the image is available in a usable form early and is refined gradually toward the final result.The method proceeds by adaptive stochastic sampling of the image plane, evaluation of the samples by ray tracing, and image reconstruction from the samples. Adaptive control of the sample generation process is driven by three basic goals: coverage of the image, location of features, and confidence in the values at a distinguished "pixel level" of resolution.A three-stage process of interpolation, filtering, and resampling is used to reconstruct a regular grid of display pixels. This reconstruction can be either batch or incremental.
描述了一种基于自适应渐进细化的光线跟踪抗混叠系统。该系统的目标是以适度的平均采样率产生高质量的抗混叠图像,并逐步细化图像,以便图像在早期以可用的形式可用,并逐步细化到最终结果。该方法首先对图像平面进行自适应随机采样,通过射线追踪对样本进行评估,然后对样本进行图像重建。样本生成过程的自适应控制由三个基本目标驱动:图像的覆盖范围、特征的位置和对分辨率的“像素级”值的置信度。一个三个阶段的过程插值,滤波和重采样是用来重建一个规则的网格的显示像素。这种重构可以是批处理的,也可以是增量的。
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引用次数: 199
Guaranteed ray intersections with implicit surfaces 保证射线与隐式曲面相交
D. Kalra, A. Barr
In this paper, we present a robust and mathematically sound ray-intersection algorithm for implicit surfaces. The algorithm is guaranteed to numerically find the nearest intersection of the surface with a ray, and is guaranteed not to miss fine features of the surface. It does not require fine tuning or human choice of interactive parameters. Instead, it requires two upper bounds: "L" that limits the net rate of change of the implicit surface function f(x,y,z) and "G" that limits the rate of change of the gradient. We refer to an implicit surface with these rate limits as an "LG-implicit surface."Existing schemes to intersect a ray with an implicit surface have typically been guaranteed to work only for a limited set of implicit functions, such as quadric surfaces or polynomials, or else have been ad-hoc and have not been guaranteed to work. Our technique significantly extends the ability to intersect rays with implicit surfaces in a guaranteed fashion.
在本文中,我们提出了一种鲁棒且数学上合理的隐式曲面射线相交算法。该算法保证在数值上找到与射线最近的曲面交点,并保证不遗漏曲面的精细特征。它不需要微调或人工选择交互参数。相反,它需要两个上界:“L”限制隐式表面函数f(x,y,z)的净变化率,“G”限制梯度的变化率。我们将具有这些速率极限的隐式曲面称为“lg隐式曲面”。现有的射线与隐式曲面相交的方案通常被保证只适用于有限的隐式函数集,如二次曲面或多项式,或者是特别的,不能保证工作。我们的技术显著地扩展了以保证的方式使光线与隐式表面相交的能力。
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引用次数: 218
Rendering cubic curves and surfaces with integer adaptive forward differencing 用整数自适应正差分绘制三次曲线和曲面
Sheue-Ling Chang, M. Shantz, R. Rocchetti
For most compute environments, adaptive forward differencing is much more efficient when performed using integer arithmetic than when using floating point. Previously low precision integer methods suffered from serious precision problems due to the error accumulation inherent to forward differencing techniques. This paper proposes several different techniques for implementing adaptive forward differencing using integer arithmetic, and provides an error analysis of forward differencing which is useful as a guide for integer AFD implementation. The proposed technique using 32 bit integer values is capable of rendering curves having more than 4K forward steps with an accumulated error of less than one pixel and no overflow problems. A hybrid algorithm employing integer AFD is proposed for rendering antialiased, texture-mapped bicubic surfaces.
对于大多数计算环境,使用整数运算执行自适应前向差分比使用浮点运算执行效率高得多。由于前向差分技术固有的误差积累,以往的低精度整数方法存在严重的精度问题。本文提出了几种使用整数算法实现自适应前向差分的不同技术,并提供了前向差分的误差分析,这对整数AFD的实现是有用的指导。所提出的使用32位整数值的技术能够呈现具有超过4K向前步的曲线,累积误差小于一个像素,并且没有溢出问题。提出了一种采用整数AFD的混合算法,用于绘制纹理映射的抗锯齿双三次曲面。
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引用次数: 41
Analytical methods for dynamic simulation of non-penetrating rigid bodies 非穿透刚体动力学模拟的解析方法
D. Baraff
A method for analytically calculating the forces between systems of rigid bodies in resting (non-colliding) contact is presented. The systems of bodies may either be in motion or static equilibrium and adjacent bodies may touch at multiple points. The analytic formulation of the forces between bodies in non-colliding contact can be modified to deal with colliding bodies. Accordingly, an improved method for analytically calculating the forces between systems of rigid bodies in colliding contact is also presented. Both methods can be applied to systems with arbitrary holonomic geometric constraints, such as linked figures. The analytical formulations used treat both holonomic and non-holonomic constraints in a consistent manner.
提出了一种静力(非碰撞)接触刚体系统间力的解析计算方法。物体的系统可以处于运动或静态平衡状态,相邻的物体可以在多点接触。非碰撞接触中物体间力的解析公式可以修改以处理碰撞物体。据此,提出了一种改进的刚体系统间碰撞接触力解析计算方法。这两种方法都可以应用于具有任意完整几何约束的系统,例如链接图。所用的解析公式以一致的方式处理完整约束和非完整约束。
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引用次数: 548
Three dimensional Terrain modeling and display for environmental assessment 面向环境评价的三维地形建模与显示
K. Kaneda, F. Kato, E. Nakamae, T. Nishita, H. Tanaka, T. Noguchi
A technique for compositing computer generated images of buildings and background images created from aerial photographs is described. The aerial photo data are mapped onto a terrain model based on cartographic data. The technique can be used to pre-evaluate visual impact of large scale construction by means of not only still images but also animations.The technique can be briefly described as follows: 1) an accurate, three-dimensional terrain model is created based on cartographic data. 2) a hierarchy of aerial photo data at various resolutions is mapped onto the terrain model as a texture. 3) the height of trees is taken into account in regions near the viewpoint. 4) allowing intersections of terrain models with constructions facilitates geometric adjustments and shadowing.
描述了一种合成计算机生成的建筑物图像和由航空照片创建的背景图像的技术。将航空照片数据映射到基于制图数据的地形模型上。该技术不仅可以用于静态图像的预评价,还可以用于动画的预评价。该技术可以简单地描述如下:1)基于制图数据创建精确的三维地形模型。2)将不同分辨率的航拍数据作为纹理映射到地形模型上。3)视点附近区域考虑树木高度。4)允许地形模型与建筑物相交,便于几何调整和阴影。
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引用次数: 64
Parameterized Ray-tracing 参数化的演
C. Séquin, E. Smyrl
The construction and refinement of a computer graphics scene is unacceptably slow when using ray tracing. We introduce a new technique to speed up the generation of successive ray traced images when the geometry of the scene remains constant and only the light source intensities and the surface properties need to be adjusted. When the scene is first ray traced, an expression parameterized in the color of all lights and the surface property coefficients of all objects is calculated and stored for each pixel. Redisplaying a scene with a new set of lights and colors then consists of substituting values for the corresponding parameters and re-evaluating the expressions for the pixels. This parameter updating and redisplay takes only a few seconds, as compared to the many minutes or hours required to ray trace the entire scene again, but it uses much more memory and disk space. With suitable expression sharing, however, these storage needs can be reduced to an acceptable level.
当使用光线追踪时,计算机图形场景的构建和细化速度慢得令人无法接受。本文介绍了一种新的技术,当场景的几何形状保持不变,只需要调整光源强度和表面特性时,可以加速连续光线跟踪图像的生成。当对场景进行第一次光线跟踪时,计算并存储每个像素的所有光源颜色和所有物体表面属性系数参数化的表达式。用一组新的灯光和颜色重新显示场景,然后由替换相应参数的值和重新评估像素的表达式组成。这个参数更新和重新显示只需要几秒钟,而对整个场景进行光线跟踪需要几分钟或几小时,但是它使用更多的内存和磁盘空间。然而,通过适当的表达式共享,这些存储需求可以减少到可接受的水平。
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引用次数: 79
期刊
Proceedings of the 16th annual conference on Computer graphics and interactive techniques
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