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Polygon-assisted JPEG and MPEG compression of synthetic images 多边形辅助JPEG和MPEG合成图像的压缩
M. Levoy
Recent advances in realtime image compression and decompression hardware make it possible for a high-performance graphics engine to operate as a rendering server in a networked environment. If the client is a low-end workstation or set-top box, then the rendering task can be split across the two devices. In this paper, we explore one strategy for doing this. For each frame, the server generates a high-quality rendering and a low-quality rendering, subtracts the two, and sends the difference in compressed form. The client generates a matching low quality rendering, adds the decompressed difference image, and displays the composite. Within this paradigm, there is wide latitude to choose what constitutes a high-quality versus low-quality rendering. We have experimented with textured versus untextured surfaces, fine versus coarse tessellation of curved surfaces, Phong versus Gouraud interpolated shading, and antialiased versus nonantialiased edges. In all cases, our polygon-assisted compression looks subjectively better for a fixed network bandwidth than compressing and sending the high-quality rendering. We describe a software simulation that uses JPEG and MPEG-1 compression, and we show results for a variety of scenes. CR Categories: I.4.2 [Computer Graphics]: Compression — Approximate methods I.3.2 [Computer Graphics]: Graphics Systems — Distributed/network graphics Additional keywords: client-server graphics, JPEG, MPEG, polygon-assisted compression
实时图像压缩和解压缩硬件的最新进展使高性能图形引擎在网络环境中作为渲染服务器运行成为可能。如果客户机是一个低端工作站或机顶盒,那么渲染任务可以跨两个设备进行拆分。在本文中,我们探讨了一种实现这一目标的策略。对于每一帧,服务器生成一个高质量的呈现和一个低质量的呈现,将两者相减,并以压缩形式发送差值。客户端生成匹配的低质量渲染,添加解压后的差值图像,并显示合成图像。在这个范例中,有很大的自由度来选择什么构成高质量和低质量的呈现。我们已经试验了纹理与非纹理表面,精细与粗糙曲面镶嵌,Phong与Gouraud插值阴影,以及抗锯齿与非抗锯齿边缘。在所有情况下,我们的多边形辅助压缩在主观上看起来比在固定的网络带宽下压缩和发送高质量的渲染要好。我们描述了一个使用JPEG和MPEG-1压缩的软件模拟,并展示了各种场景的结果。CR分类:I.4.2[计算机图形学]:压缩-近似方法I.3.2[计算机图形学]:图形系统-分布式/网络图形附加关键词:客户端-服务器图形、JPEG、MPEG、多边形辅助压缩
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引用次数: 100
Decorating implicit surfaces 装饰隐曲面
H. Pedersen
This work presents a new general approach for applying textures onto implicit surfaces. Its main contributions are: An improved set of interactive tools for subdividing implicit surfaces into convenient patches. An efficient and reliable algorithm for deriving parameterizations for these patches. A new set of useful texturing operations. These results provide a unified representation scheme for a variety of texturing techniques that were previously incompatible, allowing more efficient manipulation, storage, and rendering of textured objects and a fuller use of current texture mapping hardware.
这项工作提出了在隐式表面上应用纹理的一种新的通用方法。它的主要贡献是:一套改进的交互式工具,用于将隐式曲面细分为方便的块。给出了一种高效可靠的参数化算法。一组新的有用的纹理操作。这些结果为以前不兼容的各种纹理技术提供了一个统一的表示方案,允许更有效地操作、存储和渲染纹理对象,并更充分地利用当前的纹理映射硬件。
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引用次数: 122
Animating human athletics 动画化人类运动
J. Hodgins, W. Wooten, David C. Brogan, J. F. O'Brien
This paper describes algorithms for the animation of male and female models performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically realistic model to perform the desired maneuver. For example, control algorithms allow the simulated humans to maintain balance while moving their arms, to run or bicycle at a variety of speeds, and to perform two vaults. For each simulation, we compare the computed motion to that of humans performing similar maneuvers. We perform the comparison both qualitatively through real and simulated video images and quantitatively through simulated and biomechanical data.
本文描述了执行三种动态运动行为的男性和女性模型的动画算法:跑步,骑自行车和跳马。我们使用控制算法将这些行为动画化,使物理上真实的模型执行所需的机动。例如,控制算法允许模拟人类在移动手臂时保持平衡,以各种速度跑步或骑自行车,并执行两次跳跃。对于每个模拟,我们将计算的运动与执行类似动作的人类运动进行比较。我们通过真实和模拟视频图像进行定性比较,并通过模拟和生物力学数据进行定量比较。
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引用次数: 737
Fast multiresolution image querying 快速多分辨率图像查询
Charles E. Jacobs, Adam Finkelstein, D. Salesin
We present a method for searching in an image database using a query image that is similar to the intended target. The query image may be a hand-drawn sketch or a (potentially low-quality) scan of the image to be retrieved. Our searching algorithm makes use of multiresolution wavelet decompositions of the query and database images. The coefficients of these decompositions are distilled into small “signatures” for each image. We introduce an “image querying metric” that operates on these signatures. This metric essentially compares how many significant wavelet coefficients the query has in common with potential targets. The metric includes parameters that can be tuned, using a statistical analysis, to accommodate the kinds of image distortions found in different types of image queries. The resulting algorithm is simple, requires very little storage overhead for the database of signatures, and is fast enough to be performed on a database of 20,000 images at interactive rates (on standard desktop machines) as a query is sketched. Our experiments with hundreds of queries in databases of 1000 and 20,000 images show dramatic improvement, in both speed and success rate, over using a conventional L1, L2, or color histogram norm. CR
我们提出了一种使用与预期目标相似的查询图像在图像数据库中进行搜索的方法。查询图像可以是要检索的图像的手绘草图或(可能是低质量的)扫描。我们的搜索算法利用查询图像和数据库图像的多分辨率小波分解。这些分解的系数被提炼成每个图像的小“签名”。我们引入了一个对这些签名进行操作的“图像查询度量”。这个度量本质上比较查询与潜在目标有多少个重要的小波系数。该度量包括可以使用统计分析来调整的参数,以适应在不同类型的图像查询中发现的各种图像失真。生成的算法很简单,只需要很少的签名数据库存储开销,并且速度足够快,可以在绘制查询草图时以交互速率(在标准桌面机器上)在包含20,000张图像的数据库上执行。我们在包含1000和20,000张图像的数据库中对数百个查询进行的实验显示,与使用传统的L1、L2或颜色直方图规范相比,在速度和成功率方面都有了显著提高。CR
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引用次数: 843
A general construction scheme for unit quaternion curves with simple high order derivatives 具有简单高阶导数的单位四元数曲线的一般构造方案
Myoung-Jun Kim, Myung-Soo Kim, Sung-yong Shin
This paper proposes a new class of unit quaternion curves in 3 . A general method is developed that transforms a curve in 3 (defined as a weighted sum of basis functions) into its unit quaternion analogue in 3 . Applying the method to well-known spline curves (such as B´ ezier, Hermite, and B-spline curves), we are able to construct various unit quaternion curves which share many important differential properties with their original curves. Many of our naive common beliefs in geometry break down even in the simple non-Euclidean space 3 or 3 . For example, the de Casteljau type construction of cubic B-spline quaternion curves does not preserve 2 -continuity [10]. Through the use of decomposition into simple primitive quaternion curves, our quaternion curves preserve most of the algebraic and differential properties of the original spline curves.
本文在3中提出了一类新的单位四元数曲线。提出了一种将3中的曲线(定义为基函数的加权和)转换为3中的单位四元数类似物的一般方法。将该方法应用于众所周知的样条曲线(如B´ezier, Hermite和B样条曲线),我们能够构建各种单位四元数曲线,这些曲线与其原始曲线具有许多重要的微分性质。我们对几何的许多天真的共同信念甚至在简单的非欧几里得空间3或3中也会瓦解。例如,三次b样条四元数曲线的de Casteljau型构造不能保持2 -连续性[10]。通过将四元数曲线分解为简单的原始四元数曲线,我们的四元数曲线保留了原始样条曲线的大部分代数和微分性质。
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引用次数: 225
Optimally combining sampling techniques for Monte Carlo rendering 最佳地结合采样技术的蒙特卡罗渲染
Eric Veach, L. Guibas
Monte Carlo integration is a powerful technique for the evaluation of difficult integrals. Applications in rendering include distribution ray tracing, Monte Carlo path tracing, and form-factor computation for radiosity methods. In these cases variance can often be significantly reduced by drawing samples from several distributions, each designed to sample well some difficult aspect of the integrand. Normally this is done by explicitly partitioning the integration domain into regions that are sampled differently. We present a powerful alternative for constructing robust Monte Carlo estimators, by combining samples from several distributions in a way that is provably good. These estimators are unbiased, and can reduce variance significantly at little additional cost. We present experiments and measurements from several areas in rendering: calculation of glossy highlights from area light sources, the “final gather” pass of some radiosity algorithms, and direct solution of the rendering equation using bidirectional path tracing. CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism; I.3.3 [Computer Graphics]: Picture/Image Generation; G.1.9 [Numerical Analysis]: Integral Equations— Fredholm equations. Additional
蒙特卡罗积分法是求解复杂积分的一种有效方法。渲染中的应用包括分布光线跟踪、蒙特卡罗路径跟踪和辐射方法的形状因子计算。在这些情况下,方差通常可以通过从几个分布中抽取样本来显著减少,每个分布都设计好了对被积函数的一些困难方面进行采样。通常,这是通过显式地将积分域划分为不同采样的区域来完成的。我们提出了一种构造鲁棒蒙特卡罗估计器的强大替代方案,通过以一种可证明良好的方式组合来自多个分布的样本。这些估计器是无偏的,并且可以在很少的额外成本下显著减少方差。我们从几个方面介绍了渲染中的实验和测量:从区域光源计算光滑高光,一些辐射算法的“最终聚集”通道,以及使用双向路径跟踪直接求解渲染方程。CR类别:I.3.7[计算机图形学]:三维图形和现实主义;I.3.3【计算机图形学】:图片/图像生成;G.1.9[数值分析]:积分方程- Fredholm方程。额外的
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引用次数: 745
Stochastic screening dithering with adaptive clustering 随机筛选抖动与自适应聚类
L. Velho, J. Gomes
Wedevelop a clustereddithering method that uses stochastic screening and is able to perform an adaptive variation of the cluster size. This makes it possible to achieve optimal rendition of gray shades while preserving image details. The algorithm is an improvement to the dithering with space filling curves method, published in [3]. CR Descriptors: B.4.2 [Input/Output and Data Communications]: Input-Output Devices Image Display; I.3.3 [Computer Graphics]: Picture/image generation Display algorithms; I.3.6 [Computer Graphics]: Methodology and Techniques; I.4.3 [Image Processing]: Enhancement. Additional
我们开发了一种聚类抖动方法,该方法使用随机筛选,并能够执行自适应的聚类大小变化。这使得在保留图像细节的同时实现灰色阴影的最佳呈现成为可能。该算法是对[3]上发表的空间填充曲线抖动方法的改进。CR描述:B.4.2[输入/输出和数据通信]:输入输出设备图像显示;I.3.3【计算机图形学】:图片/图像生成显示算法;I.3.6[计算机图形学]:方法论和技术;I.4.3【图像处理】:增强。额外的
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引用次数: 44
Plenoptic modeling: an image-based rendering system 全光学建模:一个基于图像的渲染系统
L. McMillan, G. Bishop
Image-based rendering is a powerful new approach for generating real-time photorealistic computer graphics. It can provide convincing animations without an explicit geometric representation. We use the "plenoptic function" of Adelson and Bergen to provide a concise problem statement for image-based rendering paradigms, such as morphing and view interpolation. The plenoptic function is a parameterized function for describing everything that is visible from a given point in space. We present an image-based rendering system based on sampling, reconstructing, and resampling the plenoptic function. In addition, we introduce a novel visible surface algorithm and a geometric invariant for cylindrical projections that is equivalent to the epipolar constraint defined for planar projections.
基于图像的渲染是生成实时逼真计算机图形的一种强大的新方法。它可以在没有显式几何表示的情况下提供令人信服的动画。我们使用Adelson和Bergen的“全光学函数”为基于图像的渲染范式(如变形和视图插值)提供了一个简明的问题陈述。全光函数是一个参数化函数,用于描述从空间中给定点可见的一切。提出了一种基于全视函数采样、重构、再采样的图像绘制系统。此外,我们还引入了一种新的可见曲面算法和圆柱投影的几何不变量,该不变量等价于平面投影定义的极面约束。
{"title":"Plenoptic modeling: an image-based rendering system","authors":"L. McMillan, G. Bishop","doi":"10.1145/218380.218398","DOIUrl":"https://doi.org/10.1145/218380.218398","url":null,"abstract":"Image-based rendering is a powerful new approach for generating real-time photorealistic computer graphics. It can provide convincing animations without an explicit geometric representation. We use the \"plenoptic function\" of Adelson and Bergen to provide a concise problem statement for image-based rendering paradigms, such as morphing and view interpolation. The plenoptic function is a parameterized function for describing everything that is visible from a given point in space. We present an image-based rendering system based on sampling, reconstructing, and resampling the plenoptic function. In addition, we introduce a novel visible surface algorithm and a geometric invariant for cylindrical projections that is equivalent to the epipolar constraint defined for planar projections.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132071441","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1618
Feature-based control of visibility error: a multi-resolution clustering algorithm for global illumination 基于特征的可视性误差控制:一种全局照明的多分辨率聚类算法
F. Sillion, G. Drettakis
In this paper we introduce a new approach to controlling error in hierarchical clustering algorithms for radiosity. The new method provides control mechanisms which attempt to ensure that just enough work is done to meet the user's quality criteria. To this end the importance of traditionally ignored visibility error is identified, and the concept of {it features} is introduced as a way to evaluate the quality of an image. A methodology to evaluate error based on features is presented, which leads to the development of a {it multi-resolution visibility} algorithm. An algorithm to construct a suitable hierarchy for clustering and multi-resolution visibility is also proposed. Results of the implementation show that the multi-resolution approach has the potential of providing significant computational savings depending on the choice of feature size the user is interested in. They also illustrate the relevance of the feature-based error analysis. The proposed algorithms are well suited to the development of interactive lighting simulation systems since they allow more user control. Two additional mechanisms to control the quality of a simulation are presented: The evaluation of internal visibility in a cluster produces more accurate solutions for a given error bound; A progressive multi-gridding approach is introduced for hierarchical radiosity, allowing continuous refinement of a solution in an interactive session.
本文介绍了一种新的方法来控制辐射层次聚类算法的误差。新方法提供了控制机制,试图确保完成足够的工作以满足用户的质量标准。为此,识别了传统上被忽视的可见性误差的重要性,并引入了{it features}的概念,作为评估图像质量的一种方法。提出了一种基于特征的误差评估方法,这导致了{it多分辨率可见性}算法的发展。提出了一种适合聚类和多分辨率可见性的层次结构算法。实现的结果表明,根据用户感兴趣的特征大小的选择,多分辨率方法有可能提供显着的计算节省。它们还说明了基于特征的误差分析的相关性。所提出的算法非常适合交互式照明仿真系统的开发,因为它们允许更多的用户控制。提出了另外两种控制仿真质量的机制:在给定的误差范围内,对集群内部可见性的评估产生更精确的解;引入了一种渐进的多网格化方法,用于分层辐射,允许在交互式会话中不断改进解决方案。
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引用次数: 81
Steven A. Coons award for outstanding creative contributions to computer graphics 史蒂芬·a·库恩斯对计算机图形学的杰出创造性贡献奖
J. Encarnação
Encarnacao for leudershtp in applied research using computer graphics for a broad range of industrial and medical applicntmns. in international graphics standards and in computer graphtcs education. His work in computer graphics began at the Tcchmcal Umvcrstty of Berl in tn 1967 when hc was also associated with the Hcinrich Hertz Institute. In the period 1972-75 hc wxs ;lt the University of Saarbrtickcn. In 1975 hc became Professor at the Technical University of Darmstadt. an appointment he holds today. His earliest work involved dcvelopmcnt of basic algorithms such as hidden-line elimination and hardware for matrtx manipulations (4 by 4). The Encarna$io Scan-Grid Hidden Surface algorithm was particularly appropriate for surface representations used in CAD applications for car body design. It was during this period he became concerned with graphics systems applied to computer aided design-early evidence of his long-term commitment to technology transfer between academia and industry. a hallmark of the German and European technical communities. His efforts in standards are consistent with that commitment. Starting in 1970, Encarnacao lead successful efforts at Standardization in Computer Graphics in Germany. He convened experts from all over Germany and involved many from the group of researchers he had assembled in Darmstadt. He has been especially active in DIN and IS0 standards, and was a primary contributor to the GKS graphics standard. He participated in the celebrated meetings at the Chateau Seillac in 1976 that led to the Proposed Core Standard put forth by SIGCRAPH. Recognizing at that time the need for a practical 2D system, he spearheaded the effort to produce the Graphical Kernel System, GKS, an extensive elaboration of an early version of the 3D Core proposals. Subsequently, under Encarna@o’s direction, Gi inter Pfaff et al developed a GKS implementation at Darmstadt that became the leading commercial product of its kind and remains in use in German CAD and other graphics application systems. As a professor specializing in computer graphics for more than twenty years, Dr. Encarnaqlo has been the advisor for more than forty Ph.D. students, many of whom have themselves attained professorial positions. To ensure the stability of Computer Graphics in academic computer science and in industry he initially established the Interactive Graphics Research Group (THD-GRIS) in 1975 at the Technical University of Darmstadt. In 1984 he also founded, and became chairman of the board, of the Computer Graphics Center (ZGDV). In addition to the main laboratory in Darmstadt, it now has associated laboratories in Restock and in 1995 ACM SIGGRAPH Awards
在计算机图形学广泛应用于工业和医疗领域的应用研究方面处于领先地位。在国际图形标准和计算机图形教育方面。1967年,他在柏林化学大学开始了计算机图形学方面的工作,当时他也与赫里奇·赫兹研究所有联系。1972年至1975年期间,他在萨尔布尔蒂克大学任教。1975年,他成为达姆施塔特工业大学教授。他今天有个约会。他最早的工作涉及基本算法的开发,如隐线消除和矩阵操作的硬件(4乘4)。Encarna$io扫描网格隐藏表面算法特别适用于车身设计CAD应用程序中使用的表面表示。正是在此期间,他开始关注应用于计算机辅助设计的图形系统——这是他长期致力于学术界和工业界之间技术转移的早期证据。这是德国和欧洲技术社区的标志。他在标准方面的努力与这一承诺是一致的。从1970年开始,Encarnacao领导了德国计算机图形学标准化的成功努力。他召集了德国各地的专家,并参与了他在达姆施塔特召集的研究小组中的许多人。他一直在DIN和IS0标准中特别活跃,并且是GKS图形标准的主要贡献者。1976年,他参加了在塞亚克城堡举行的著名会议,该会议导致了siggraph提出的拟议核心标准。当时他意识到需要一个实用的2D系统,于是他带头开发了图形内核系统(graphics Kernel system, GKS),这是对3D内核建议的早期版本的详尽阐述。随后,在Encarna@o的指导下,Gi interpfaff等人在达姆施塔特开发了GKS实现,成为同类产品的领先商业产品,并在德国CAD和其他图形应用系统中使用。Encarnaqlo博士作为计算机图形学专业教授已有20多年,他是40多名博士生的导师,其中许多人自己获得了教授职位。为了确保计算机图形学在学术计算机科学和工业中的稳定性,他最初于1975年在达姆施塔特工业大学建立了交互式图形研究小组(THD-GRIS)。1984年,他还创立了计算机图形中心(ZGDV),并担任董事会主席。除了在达姆施塔特的主要实验室外,它现在在Restock和1995年ACM SIGGRAPH奖中有关联的实验室
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引用次数: 0
期刊
Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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