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Proceedings of the 22nd annual conference on Computer graphics and interactive techniques最新文献

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Rendering interactive holographic images 绘制交互式全息图像
M. Lucente, Tinsley A. Galyean
We present a method for computing holographic patterns for the generation of three-dimensional (3-D) holographic images at interactive speeds. We used this method to render holograms on a conventional computer graphics workstation. The framebuffer system supplied signals directly to a real-time holographic (“holovideo”) display. We developed an efficient algorithm for computing an image-plane stereogram, a type of hologram that allowed for several computational simplifications. The rendering algorithm generated the holographic pattern by compositing a sequence of view images that were rendered using a recentering shear-camera geometry. Computational efficiencies of our rendering method allowed the workstation to calculate a 6-megabyte holographic pattern in under 2 seconds, over 100 times faster than traditional computing methods. Data-transfer time was negligible. Holovideo displays are ideal for numerous 3-D visualization applications, and promise to provide 3-D images with extreme realism. Although the focus of this work was on fast computation for holovideo, the computed holograms can be displayed using other holographic media. We present our method for generating holographic patterns, preceded by a background section containing an introduction to optical and computational holography and holographic displays.
我们提出了一种以交互速度生成三维全息图像的计算全息图案的方法。我们使用这种方法在传统的计算机图形工作站上渲染全息图。帧缓冲系统直接向实时全息(“全息视频”)显示器提供信号。我们开发了一个有效的算法来计算像平面立体图,一种全息图,允许几个计算简化。渲染算法通过合成一系列视图图像来生成全息图案,这些视图图像使用重新进入的剪切相机几何图形进行渲染。我们的渲染方法的计算效率使工作站在2秒内计算出6兆字节的全息图案,比传统计算方法快100倍以上。数据传输时间可以忽略不计。全息视频显示器是众多3d可视化应用的理想选择,并有望提供具有极端真实感的3d图像。虽然这项工作的重点是全息视频的快速计算,但计算出的全息图可以使用其他全息媒体显示。我们提出了我们的方法来产生全息图案,之前的背景部分包含介绍光学和计算全息和全息显示。
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引用次数: 154
Set-top boxes—the next platform (panel) 机顶盒-下一个平台(面板)
Jonathan E. Steinhart, Derrick Burns, James Gosling, S. McGeady, Rob Short
Successive price/performance iterations in computer and computer graphics technology have increased the penetration of this technology into everyday life. Access to early computer graphics technology, based on large computers and specialized displays, was limited to computer professionals. A larger portion of the population had access to high performance computer graphics technology as prices dropped and performance increased through successive generations of minisupercomputers, workstations, and personal computers. However, this population is still primarily limited to the workplace. Set-top boxes are poised as the next big price/performance step. With this step, computer graphics and high performance computing technology are expected to achieve significant penetration into the home market. How's all this going to happen? What hardware is being built for set-top boxes? What software is going to run on them, both at the systems level and the application level? What communications technologies are going to support all this? What's the market? Who is going to use services provided via set-top boxes? We're already running out of hours in the day to watch television. Are set-top boxes just for entertainment or are they going to facilitate telecommuting, shopping, school homework, etc? Will the television become a household bottleneck? Will set-top boxes succeed in the home market or will elements of the technology be absorbed into the business environment? There is considerable disagreement as to the answers to these questions. Many companies have joined into partnerships to try to grab a portion of the projected market. There's a lot of hype, as there are no real product offerings today.
计算机和计算机图形技术的价格/性能的连续迭代增加了这项技术对日常生活的渗透。基于大型计算机和专用显示器的早期计算机图形技术,仅限于计算机专业人员使用。随着价格的下降和性能的提高,越来越多的人能够接触到高性能的计算机图形技术,这是通过一代又一代的微型超级计算机、工作站和个人计算机实现的。然而,这一人群仍然主要局限于工作场所。机顶盒将成为价格/性能的下一个重要步骤。通过这一步骤,计算机图形和高性能计算技术有望在国内市场实现显著渗透。这一切是怎么发生的?机顶盒用的是什么硬件?在系统级和应用程序级,将在它们上面运行什么软件?什么样的通信技术将支持这一切?市场是什么?谁将使用机顶盒提供的服务?我们每天看电视的时间已经不多了。机顶盒只是为了娱乐,还是为了方便远程办公、购物、学校作业等?电视会成为家庭的瓶颈吗?机顶盒会在家庭市场取得成功,还是会被商业环境所吸收?对于这些问题的答案存在相当大的分歧。许多公司都加入了合作伙伴关系,试图在预计的市场中分得一杯羹。有很多炒作,因为目前还没有真正的产品提供。
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引用次数: 2
Extracting surfaces from fuzzy 3D-ultrasound data 从模糊3d超声数据中提取表面
G. Sakas, S. Walter
Rendering 3D models from 3D-ultrasonic data is a complicated task due to the noisy, fuzzy nature of ultrasound imaging containing a lot of artifacts, speckle etc. In the method presented in this paper we first apply several filtering techniques (low-pass, mathematical morphology, multi-resolution analysis) to separate the areas of low coherency containing mostly noise and speckle from those of useful information. Our novel BLTP filtering can be applied at interactive times on-the-fly under user control & feed-back. Goal of this processing is to create a ’region-of-interest’ (ROI) mask, whereas the data itself remains unaltered. Secondly,we examine several alternatives to the original Levoy contouring method. Finally we introduce an improved surface-extraction volume rendering procedure, applied on the original data within the ROI areas for visualizing high quality images within a few seconds on a normal workstation, or even on a PC, thus making the complete system suitable for routine clinical applications. CR Descriptors: General Terms: Algorithms. I.3.3 [Computer Graphics]: Picture/image generation; I.3.8 [Computer Graphics]: Applications; I.4.3 [Image Processing]: Enhancement, Smoothing, Filtering; I.4.6 [Image Processing]: Segmentation, Edge and Feature Detection, Pixel Classification; J.3 [Life and Medical Sciences]. Additional
由于超声图像具有噪声、模糊性,包含大量伪影、斑点等,因此利用三维超声数据绘制三维模型是一项复杂的任务。在本文提出的方法中,我们首先应用了几种滤波技术(低通、数学形态学、多分辨率分析)来从含有有用信息的低相干区域中分离出主要包含噪声和斑点的区域。我们的新颖的BLTP滤波可以在用户控制和反馈的情况下应用于交互式时间。此处理的目标是创建“感兴趣区域”(ROI)掩码,而数据本身保持不变。其次,我们研究了几种替代原始Levoy轮廓方法。最后,我们介绍了一种改进的表面提取体绘制程序,应用于ROI区域内的原始数据,在普通工作站甚至PC上几秒钟内可视化高质量图像,从而使整个系统适合常规临床应用。CR描述:通用术语:算法。I.3.3【计算机图形学】:图片/图像生成;I.3.8[计算机图形学]:应用;I.4.3【图像处理】:增强、平滑、滤波;I.4.6【图像处理】:分割、边缘和特征检测、像素分类;J.3[生命与医学]。额外的
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引用次数: 79
Fast and resolution independent line integral convolution 快速和分辨率独立的线积分卷积
D. Stalling, H. Hege
Line Integral Convolution (LIC) is a powerful technique for generating striking images and animations from vector data. Introduced in 1993, the method has rapidly found many application areas, ranging from computer arts to scientific visualization. Based upon locally filtering an input texture along a curved stream line segment in a vector field, it is able to depict directional information at high spatial resolutions. We present a new method for computing LIC images, which minimizes the total number of stream lines to be computed and thereby reduces computational costs by an order of magnitude compared to the original algorithm. Our methods utilizes fast, error-controlled numerical integrators. Decoupling the characteristic lengths in vector field grid, input texture and output image, it allows to compute filtered images at arbitrary resolution. This feature is of great significance in computer animation as well as in scientific visualization, where it can be used to explore vector data by smoothly enlarging structure of details. We also present methods for improved texture animation, employing constant filter kernels only. To obtain an optimal motion effect, spatial decay of correlation between intensities of distant pixels in the output image has to be controlled. This is achieved by blending different phase shifted box filter animations and by adaptively rescaling the contrast of the output frames.
线积分卷积(LIC)是一种从矢量数据生成引人注目的图像和动画的强大技术。自1993年推出以来,该方法迅速找到了许多应用领域,从计算机艺术到科学可视化。该算法基于矢量场中沿弯曲流线段局部滤波输入纹理,能够以高空间分辨率描绘方向信息。我们提出了一种计算LIC图像的新方法,该方法最大限度地减少了要计算的流线总数,从而与原始算法相比,将计算成本降低了一个数量级。我们的方法采用快速、误差控制的数值积分器。将矢量场网格中的特征长度解耦,输入纹理和输出图像,可以计算任意分辨率的滤波图像。该特性在计算机动画和科学可视化中具有重要意义,可以通过平滑放大细节结构来探索矢量数据。我们还提出了改进纹理动画的方法,只使用恒定的过滤器核。为了获得最佳的运动效果,必须控制输出图像中远处像素之间的相关强度的空间衰减。这是通过混合不同的相移盒过滤器动画和自适应地重新调整输出帧的对比度来实现的。
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引用次数: 428
Automated learning of muscle-actuated locomotion through control abstraction 通过控制抽象实现肌肉驱动运动的自动学习
R. Grzeszczuk, Demetri Terzopoulos
We present a learning technique that automatically syn- thesizes realistic locomotion for the animation of physics-based models of animals. The method is especially suitable for animals with highly flexible, many-degree-of-freedom bodies and a consid- erable number of internal muscle actuators, such as snakes and fish. The multilevel learning process first performs repeated loco- motion trials in search of actuator control functions that produce efficient locomotion, presuming virtually nothing about the form of these functions. Applying a short-time Fourier analysis, the learn- ing process then abstracts control functions that produce effective locomotion into a compact representation which makes explicit the natural quasi-periodicities and coordination of the muscle actions. The artificial animals can finally put into practice the compact, efficient controllers that they have learned. Their locomotion learn- ing abilities enable them to accomplish higher-level tasks specified by the animator while guided by sensory perception of their vir- tual world; e.g., locomotion to a visible target. We demonstrate physics-based animation of learned locomotion in dynamic models of land snakes, fishes, and even marine mammals that have trained themselves to perform "SeaWorld" stunts.
我们提出了一种自动合成真实运动的学习技术,用于基于物理模型的动物动画。该方法特别适用于具有高度灵活、多自由度的身体和相当数量的内部肌肉驱动器的动物,如蛇和鱼。多层学习过程首先执行重复的轨迹运动试验,以寻找产生有效运动的致动器控制函数,几乎不假设这些函数的形式。应用短时傅里叶分析,学习过程将产生有效运动的控制函数抽象成一个紧凑的表示,该表示明确了肌肉动作的自然准周期性和协调性。人造动物终于可以实践他们所学到的紧凑、高效的控制器了。他们的运动学习能力使他们能够在虚拟世界的感官感知引导下完成动画师指定的更高级别的任务;例如,向一个可见目标移动。我们在陆地蛇、鱼类甚至海洋哺乳动物的动态模型中展示了基于物理的学习运动动画,这些动物已经训练自己来表演“海洋世界”的特技。
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引用次数: 197
Specializing shaders 专业着色器
B. Guenter, Todd B. Knoblock, Erik Ruf
We have developed a system for interactive manipulation of shading parameters for three dimensional rendering. The system takes as input user-defined shaders, written in a subset of C, which are then specialized for interactive use. Since users typically experiment with different values of a single shader parameter while leaving the others constant, we can benefit by automatically generating a specialized shader that performs only those computations depending on the parameter being varied; all other values needed by the shader can be precomputed and cached. The specialized shaders are as much as 95 times faster than the original user defined shader. This dramatic improvement in speed makes it possible to interactively view parameter changes for relatively complex shading models, such as procedural solid texturing.
我们开发了一个用于三维渲染的着色参数交互操作的系统。系统将用户定义的着色器作为输入,这些着色器是用C语言的子集编写的,然后专门用于交互使用。由于用户通常使用单个着色器参数的不同值进行实验,而保持其他参数不变,我们可以通过自动生成一个专门的着色器来受益,该着色器仅根据参数的变化执行那些计算;着色器所需的所有其他值都可以预先计算和缓存。专门的着色器比原始用户定义的着色器快95倍。这种速度上的巨大改进使得交互式地查看相对复杂的着色模型的参数变化成为可能,例如程序实体纹理。
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引用次数: 78
Automatic reconstruction of surfaces and scalar fields from 3D scans 自动重建曲面和标量场从3D扫描
C. Bajaj, F. Bernardini, Guoliang Xu
We present an efficient and uniform approach for the automatic reconstruction of surfaces of CAD (computer aided design) models and scalar fields defined on them, from an unorganized collection of scanned point data. A possible application is the rapid computer model reconstruction of an existing part or prototype from a three dimensional (3D) points scan of its surface. Color, texture or some scalar material property of the physical part, define natural scalar fields over the surface of the CAD model. Our reconstruction algorithm does not impose any convexity or differentiability restrictions on the surface of the original physical part or the scalar field function, except that it assumes that there is a sufficient sampling of the input point data to unambiguously reconstruct the CAD model. Compared to earlier methods our algorithm has the advantages of simplicity, efficiency and uniformity (both CAD model and scalar field reconstruction). The simplicity and efficiency of our approach is based on several novel uses of appropriate sub-structures (alpha shapes) of a three-dimensional Delaunay Triangulation, its dual the three-dimensional Voronoi diagram, and dual uses of trivariate Bernstein-Bezier forms. The boundary of the CAD model is modeled using implicit cubic Bernstein-Bezier patches, while the scalar field is reconstructed with functional cubic Bernstein-Bezier patches. CR
我们提出了一种有效和统一的方法,用于自动重建CAD(计算机辅助设计)模型的表面和在其上定义的标量场,从一个无组织的扫描点数据集合。一个可能的应用是通过对现有零件或原型表面进行三维(3D)点扫描来快速重建计算机模型。物理部件的颜色、纹理或一些标量材料属性,定义CAD模型表面上的自然标量场。我们的重建算法没有对原始物理部分或标量场函数的表面施加任何凸性或可微性限制,除非它假设有足够的输入点数据采样来明确地重建CAD模型。与以前的方法相比,我们的算法具有简单、高效和均匀性(无论是CAD模型还是标量场重建)的优点。我们的方法的简单性和效率是基于对三维Delaunay三角剖分的适当子结构(alpha形状)的几种新颖使用,它的对偶三维Voronoi图,以及三元Bernstein-Bezier形式的对偶使用。采用隐式三次Bernstein-Bezier patch对CAD模型的边界进行建模,用函数三次Bernstein-Bezier patch对标量场进行重构。CR
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引用次数: 377
Modeling surfaces of arbitrary topology using manifolds 利用流形对任意拓扑曲面建模
C. Grimm, J. Hughes
Manifolds describe complicated objects that are locally $Resp{n}$ by defining a set of overlapping maps from the object to $Resp{n}$. In this thesis we present a general technique for inverting that process: we define a complicated object from a set of overlapping subsets of $Resp{n}$. We first present a constructive definition that describes how to perform such a construction in general. We then apply this construction to the particular problem of defining surfaces of arbitrary topology. The surface is built in two steps: we build a manifold with the correct topology then embed the manifold into $Resp3$ using traditional spline techniques. The surface inherits many of the properties of B-splines: local control, a compact representation, and guaranteed continuity of arbitrary degree. The surface is specified using a polyhedral control mesh instead of a rectangular one; the resulting surface approximates the polyhedral mesh much as a B-spline approximates its rectangular control mesh. Like a B-spline, the surface is a single, continuous object.
流形通过定义一组从对象到$Resp{n}$的重叠映射来描述局部为$Resp{n}$的复杂对象。在本文中,我们提出了一种反转该过程的一般技术:我们从$Resp{n}$的重叠子集集合中定义一个复杂对象。我们首先给出一个建设性的定义,描述如何在一般情况下执行这样的构造。然后,我们将这种构造应用于定义任意拓扑曲面的特殊问题。曲面分为两个步骤:我们用正确的拓扑构建歧管,然后使用传统的样条技术将歧管嵌入到$Resp3$中。该曲面继承了b样条的许多性质:局部控制、紧凑表示和保证任意次连续。使用多面体控制网格而不是矩形控制网格来指定表面;生成的曲面近似多面体网格,就像b样条近似其矩形控制网格一样。像b样条一样,曲面是一个单一的、连续的物体。
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引用次数: 202
QuickTime VR: an image-based approach to virtual environment navigation QuickTime VR:一种基于图像的虚拟环境导航方法
Shenchang Eric Chen
Traditionally, virtual reality systems use 3D computer graphics to model and render virtual environments in real-time. This approach usually requires laborious modeling and expensive special purpose rendering hardware. The rendering quality and scene complexity are often limited because of the real-time constraint. This paper presents a new approach which uses 360-degree cylindrical panoramic images to compose a virtual environment. The panoramic image is digitally warped on-the-fly to simulate camera panning and zooming. The panoramic images can be created with computer rendering, specialized panoramic cameras or by "stitching" together overlapping photographs taken with a regular camera. Walking in a space is currently accomplished by "hopping" to different panoramic points. The image-based approach has been used in the commercial product QuickTime VR, a virtual reality extension to Apple Computer's QuickTime digital multimedia framework. The paper describes the architecture, the file format, the authoring process and the interactive players of the VR system. In addition to panoramic viewing, the system includes viewing of an object from different directions and hit-testing through orientation-independent hot spots. CR
传统上,虚拟现实系统使用三维计算机图形来实时建模和渲染虚拟环境。这种方法通常需要费力的建模和昂贵的专用渲染硬件。由于实时性的限制,渲染质量和场景复杂性往往受到限制。本文提出了一种利用360度圆柱形全景图像构成虚拟环境的新方法。全景图像是数字扭曲的,以模拟相机的平移和变焦。全景图像可以通过计算机渲染、专用全景相机或将普通相机拍摄的重叠照片“拼接”在一起来创建。在空间中行走目前是通过“跳跃”到不同的全景点来完成的。基于图像的方法已被用于商业产品QuickTime VR,这是苹果电脑QuickTime数字多媒体框架的虚拟现实扩展。本文介绍了虚拟现实系统的体系结构、文件格式、制作过程和交互播放器。除了全景观察外,该系统还包括从不同方向观察物体,并通过与方向无关的热点进行碰撞测试。CR
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引用次数: 1528
Physically-based glare effects for digital images 数字图像基于物理的眩光效果
G. Spencer, P. Shirley, Kurt Zimmerman, D. Greenberg
The physical mechanisms and physiological causes of glare in human vision are reviewed. These mechanisms are scattering in the cornea, lens, and retina, and diffraction in the coherent cell structures on the outer radial areas of the lens. This scattering and diffraction are responsible for the “bloom” and “flare lines” seen around very bright objects. The diffraction effects cause the “lenticular halo”. The quantitative models of these glare effects are reviewed, and an algorithm for using these models to add glare effects to digital images is presented. The resulting digital point-spread function is thus psychophysically based and can substantially increase the “perceived” dynamic range of computer simulations containing light sources. Finally, a perceptual test is presented that indicates these added glare effects increase the apparent brightness of light sources in digital images. CR
综述了人眼视觉中眩光产生的物理机制和生理原因。这些机制是角膜、晶状体和视网膜的散射,以及晶状体外径向区域相干细胞结构的衍射。这种散射和衍射是在非常明亮的物体周围看到的“绽放”和“耀斑线”的原因。衍射效应造成“透镜晕”。本文综述了这些眩光效应的定量模型,并提出了一种利用这些模型在数字图像中添加眩光效应的算法。由此产生的数字点扩散函数是基于心理物理的,可以大大增加包含光源的计算机模拟的“感知”动态范围。最后,提出了一个感知测试,表明这些附加的眩光效应增加了数字图像中光源的表观亮度。CR
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引用次数: 170
期刊
Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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