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An efficient 3-D visualization technique for finite element models and other coarse volumes 一种有效的有限元模型和其他粗体的三维可视化技术
R. Gallagher, J. Nagtegaal
We have developed a technique that extends existing 3-D result visualization methods for use with discretized volumes such as finite element models, where result values are only available at coarsely spaced points throughout the volume. It represents results as smooth isosurfaces within the volume for one or more result values, using visually continuous, bi-cubic polynomials.At each of the points where results are available, result gradients are calculated by a finite difference procedure. The result values and result gradients are used to obtain the location of and the tangents to the isosurfaces on lines connecting the result points. Continuous doubly curved surfaces and surface normals are constructed separately between these discrete isosurface points using bi-cubic polynomials. The isosurfaces are rendered with standard light-source shading and optional levels of translucency, surrounded by translucent free faces of the structure.The method generates isosurfaces on an element-by-element basis, without reference at display time to the behavior of neighboring elements. It is intended for high speed display-time processing of either static or varying isosurface values.
我们开发了一种技术,扩展了现有的3-D结果可视化方法,用于离散体,如有限元模型,其中结果值仅在整个体的粗间隔点上可用。它使用视觉连续的双三次多项式,将结果表示为体积内一个或多个结果值的光滑等值面。在每个可用结果的点上,结果梯度由有限差分程序计算。结果值和结果梯度用于在连接结果点的直线上获得等值面的位置和切线。利用双三次多项式分别在离散等值面点之间构造连续双曲面和曲面法线。等值面的渲染采用标准光源阴影和可选的半透明水平,周围是半透明的自由结构面。该方法在逐个元素的基础上生成等值面,而不需要在显示时参考邻近元素的行为。它用于静态或变化等值面的高速显示时间处理。
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引用次数: 75
Simulation of object and human skin formations in a grasping task 抓取任务中物体和人体皮肤形态的模拟
J. Gourret, N. Magnenat-Thalmann, D. Thalmann
This paper addresses the problem of simulating deformations between objects and the hand of a synthetic character during a grasping process. A numerical method based on finite element theory allows us to take into account the active forces of the fingers on the object and the reactive forces of the object on the fingers. The method improves control of synthetic human behavior in a task level animation system because it provides information about the environment of a synthetic human and so can be compared to the sense of touch. Finite element theory currently used in engineering seems one of the best approaches for modeling both elastic and plastic deformation of objects, as well as shocks with or without penetration between deformable objects. We show that intrinsic properties of the method based on composition/decomposition of elements have an impact in computer animation. We also state that the use of the same method for modeling both objects and human bodies improves the modeling both objects and human bodies improves the modeling of the contacts between them. Moreover, it allows a realistic envelope deformation of the human fingers comparable to existing methods. To show what we can expect from the method, we apply it to the grasping and pressing of a ball. Our solution to the grasping problem is based on displacement commands instead of force commands used in robotics and human behavior.
本文研究了模拟合成人物在抓取过程中物体与手之间的变形问题。基于有限元理论的数值方法允许我们考虑手指作用在物体上的主动力和物体作用在手指上的反力。该方法改善了在任务级动画系统中对合成人行为的控制,因为它提供了关于合成人的环境的信息,因此可以与触觉相比较。目前工程中使用的有限元理论似乎是模拟物体的弹性和塑性变形以及可变形物体之间有或没有穿透的冲击的最佳方法之一。我们证明了基于元素合成/分解方法的内在特性对计算机动画的影响。我们还指出,使用相同的方法对物体和人体建模可以改进物体和人体的建模,从而改进它们之间接触的建模。此外,它允许与现有方法相媲美的人类手指的真实包络变形。为了说明我们可以从该方法中得到什么,我们将其应用于抓球和压球。我们对抓取问题的解决方案是基于位移命令,而不是机器人和人类行为中使用的力命令。
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引用次数: 289
The pixel machine: a parallel image computer 像素机:一种并行图像计算机
M. Potmesil, E. Hoffert
We describe the system architecture and the programming environment of the Pixel Machine - a parallel image computer with a distributed frame buffer.The architecture of the computer is based on an array of asynchronous MIMD nodes with parallel access to a large frame buffer. The machine consists of a pipeline of pipe nodes which execute sequential algorithms and an array of m × n pixel nodes which execute parallel algorithms. A pixel node directly accesses every m-th pixel on every n-th scan line of an interleaved frame buffer. Each processing node is based on a high-speed, floating-point programmable processor.The programmability of the computer allows all algorithms to be implemented in software. We present the mappings of a number of geometry and image-computing algorithms onto the machine and analyze their performance.
介绍了具有分布式帧缓冲区的并行图像计算机像素机的系统结构和编程环境。计算机的体系结构基于异步MIMD节点阵列,这些节点可以并行访问一个大的帧缓冲区。该机器由执行顺序算法的管道节点和执行并行算法的m × n像素节点阵列组成。像素节点直接访问交错帧缓冲区的每n个扫描线上的每m个像素。每个处理节点都基于一个高速浮点可编程处理器。计算机的可编程性使得所有的算法都可以在软件中实现。我们提出了许多几何和图像计算算法在机器上的映射,并分析了它们的性能。
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引用次数: 127
Hardware acceleration for Window systems windows系统的硬件加速
D. Rhoden, C. Wilcox
Graphics pipelines are quickly evolving to support multitasking workstations. The driving force behind this evolution is the window system, which must provide high performance graphics within multiple windows, while maintaining interactivity. The virtual graphics system presented by [7] provides a clean solution to the problem of context switching graphics hardware between processes, but does not solve all the problems associated with sharing graphics pipelines.The primary difficulty in context switching a graphics accelerator is the pipeline latency encountered during a pipeline flush. This latency removes the responsiveness and interactivity of the graphics system. As primitives become more complex and pipelines become longer, pipeline latency grows. Hardware solutions are described which further accelerate the window system by eliminating the need for pipeline flushing and resynchronization. An overview of the entire system is presented, highlighting the hardware mechanisms which contribute to window acceleration.
图形管道正在迅速发展,以支持多任务工作站。这种演变背后的驱动力是窗口系统,它必须在多个窗口内提供高性能图形,同时保持交互性。[7]提出的虚拟图形系统为进程之间的图形硬件上下文切换问题提供了一个清晰的解决方案,但并不能解决与共享图形管道相关的所有问题。在图形加速器中切换上下文的主要困难是在管道刷新期间遇到的管道延迟。这种延迟消除了图形系统的响应性和交互性。随着原语变得越来越复杂,管道变得越来越长,管道延迟也会增加。描述了硬件解决方案,通过消除管道冲洗和重新同步的需要,进一步加快了窗口系统。对整个系统进行了概述,重点介绍了实现窗口加速的硬件机制。
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引用次数: 11
Incremental computation of planar maps 平面地图的增量计算
Michel Gangnet, J. Hervé, T. Pudet, Jean-Manuel Van Thong
A planar map is a figure formed by a set of intersecting lines and curves. Such an object captures both the geometrical and the topological information implicitly defined by the data. In the context of 2D drawing it provides a new interaction paradigm, map sketching, for editing graphic shapes.To build a planar map, one must compute curve intersections and deduce from them the map they define. The computed topology must be consistent with the underlying geometry. Robustness of geometric computations is a key issue in this process. We present a robust solution to Bézier curve intersection that uses exact forward differencing and bounded rational arithmetic. Then, we describe data structure and algorithms to support incremental insertion of Bézier curves in a planar map. A prototype illustration tool using this method is also discussed.
平面图是由一组相交的直线和曲线构成的图形。这样的对象捕获数据隐式定义的几何信息和拓扑信息。在二维绘图的背景下,它为编辑图形形状提供了一种新的交互范例,地图素描。要建立一个平面地图,必须计算曲线的交点,并从中推导出它们所定义的地图。计算的拓扑结构必须与底层几何结构一致。在此过程中,几何计算的鲁棒性是一个关键问题。利用精确前向差分和有界有理数算法,给出了bsamizier曲线交点的鲁棒解。然后,我们描述了数据结构和算法,以支持在平面图上增量插入bsamzier曲线。本文还讨论了一个使用这种方法的原型插图工具。
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引用次数: 98
From splines to fractals 从样条到分形
R. Szeliski, Demetri Terzopoulos
Deterministic splines and stochastic fractals are complementary techniques for generating free-form shapes. Splines are easily constrained and well suited to modeling smooth, man-made objects. Fractals, while difficult to constrain, are suitable for generating various irregular shapes found in nature. This paper develops constrained fractals, a hybrid of splines and fractals which intimately combines their complementary features. This novel shape synthesis technique stems from a formal connection between fractals and generalized energy-minimizing splines which may be derived through Fourier analysis. A physical interpretation of constrained fractal generation is to drive a spline subject to constraints with modulated white noise, letting the spline diffuse the noise into the desired fractal spectrum as it settles into equilibrium. We use constrained fractals to synthesize realistic terrain models from sparse elevation data.
确定性样条和随机分形是生成自由形状的互补技术。样条很容易被约束,并且非常适合于模拟光滑的人造物体。分形虽然难以约束,但适合于生成自然界中发现的各种不规则形状。本文发展了约束分形,它是样条和分形的混合,将它们的互补特征紧密结合在一起。这种新颖的形状合成技术源于分形与广义能量最小化样条之间的形式联系,这种联系可以通过傅里叶分析得到。约束分形生成的物理解释是驱动受调制白噪声约束的样条,让样条在达到平衡时将噪声扩散到所需的分形谱中。我们使用约束分形从稀疏高程数据合成真实地形模型。
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引用次数: 133
Illumination networks: fast realistic rendering with general reflectance functions 照明网络:快速逼真的渲染与一般的反射功能
Chris Buchalew, D. Fussell
We present a technique for modeling global illumination which allows a wide variety of reflectance functions. Scene coherence is exploited in a preprocessing step in which the geometry is analyzed using iterative techniques. Memory is traded for speed, in anticipation of the high memory capacities of workstations of the future. The algorithm operates well over a wide range of time and image quality constraints: realistic results may be produced very quickly while very accurate results require more time and space. The method can be extended for animation and parallelization.
我们提出了一种建模全局照明的技术,它允许各种各样的反射函数。场景一致性在预处理步骤中被利用,其中几何图形使用迭代技术进行分析。内存被用来换取速度,这是对未来工作站高内存容量的预期。该算法在广泛的时间和图像质量限制下运行良好:可以非常快速地产生逼真的结果,而非常准确的结果需要更多的时间和空间。该方法可以扩展到动画和并行化。
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引用次数: 72
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories 像素平面5:使用处理器增强存储器的异构多处理器图形系统
H. Fuchs, J. Poulton, J. Eyles, T. Greer, Jack Goldfeather, D. Ellsworth, S. Molnar, Greg Turk, Brice Tebbs, Laura Israel
This paper introduces the architecture and initial algorithms for Pixel-Planes 5, a heterogeneous multi-computer designed both for high-speed polygon and sphere rendering (1M Phong-shaded triangles/second) and for supporting algorithm and application research in interactive 3D graphics. Techniques are described for volume rendering at multiple frames per second, font generation directly from conic spline descriptions, and rapid calculation of radiosity form-factors. The hardware consists of up to 32 math-oriented processors, up to 16 rendering units, and a conventional 1280 × 1024-pixel frame buffer, interconnected by a 5 gigabit ring network. Each rendering unit consists of a 128 × 128-pixel array of processors-with-memory with parallel quadratic expression evaluation for every pixel. Implemented on 1.6 micron CMOS chips designed to run at 40MHz, this array has 208 bits/pixel on-chip and is connected to a video RAM memory system that provides 4,096 bits of off-chip memory. Rendering units can be independently reasigned to any part of the screen or to non-screen-oriented computation. As of April 1989, both hardware and software are still under construction, with initial system operation scheduled for fall 1989.
本文介绍了pixelplanes 5的体系结构和初始算法。pixelplanes 5是一种异构多计算机,专为高速多边形和球体渲染(1M phpong -shade triangle /s)以及交互式三维图形的支持算法和应用研究而设计。描述了每秒多帧的体渲染技术,直接从圆锥样条描述生成字体,以及快速计算辐射形状因子。硬件由多达32个面向数学的处理器、多达16个渲染单元和一个传统的1280 × 1024像素帧缓冲器组成,通过5gb环形网络相互连接。每个渲染单元由一个128 × 128像素的内存处理器阵列组成,每个像素都有并行的二次表达式计算。该阵列在1.6微米CMOS芯片上实现,设计运行频率为40MHz,片上具有208位/像素,并连接到提供4,096位片外存储器的视频RAM存储系统。渲染单元可以独立地重新分配到屏幕的任何部分或非面向屏幕的计算。截至1989年4月,硬件和软件仍在建造中,初步的系统操作计划于1989年秋季进行。
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引用次数: 420
Proceedings of the 16th annual conference on Computer graphics and interactive techniques 第16届计算机图形学与交互技术年会论文集
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引用次数: 17
期刊
Proceedings of the 16th annual conference on Computer graphics and interactive techniques
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