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Spherical wavelets: efficiently representing functions on the sphere 球面小波:有效地表示球面上的函数
P. Schröder, W. Sweldens
Wavelets have proven to be powerful bases for use in numerical analysis and signal processing. Their power lies in the fact that they only require a small number of coefficients to represent general functions and large data sets accurately. This allows compression and efficient computations. Classical constructions have been limited to simple domains such as intervals and rectangles. In this paper we present a wavelet construction for scalar functions defined on the sphere. We show how biorthogonal wavelets with custom properties can be constructed with the lifting scheme. The bases are extremely easy to implement and allow fully adaptive subdivisions. We give examples of functions defined on the sphere, such as topographic data, bidirectional reflection distribution functions, and illumination, and show how they can be efficiently represented with spherical wavelets. CR
小波已被证明是数值分析和信号处理的强大基础。它们的强大之处在于,它们只需要少量的系数就能准确地表示一般函数和大型数据集。这允许压缩和高效的计算。经典的结构被限制在简单的领域,如间隔和矩形。本文给出了定义在球上的标量函数的小波构造。我们展示了如何用提升格式构造具有自定义性质的双正交小波。这些基础非常容易实现,并允许完全自适应的细分。我们给出了定义在球面上的函数的例子,如地形数据、双向反射分布函数和照明,并展示了如何用球面小波有效地表示它们。CR
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引用次数: 835
Museums without walls (panel session): new media for new museums 没有围墙的博物馆(小组讨论):新博物馆的新媒体
A. Addison, D. MacLeod, Gerald Margolis, Beit Hashoah, M. Naimark, H. Schwarz
What role should computer graphics, multimedia, virtual reality, and networks play in the 'Museum of the Future' and what effect will these technologies have upon it? This panel is focused on the evolving nature of the museum in the information age. Society's traditional methods of presenting and exhibiting cultural, social, and historic artifacts and information are being profoundly affected by the proliferation of computers, multimedia, and networks. Museum directors and designers around the world are rapidly discovering that older passive and static presentation models are increasingly inappropriate in an 'instant gratification' society raised on television and accustomed to computers and other new media. Can and should museums attempt to keep pace with the media of the 'Nintendo' generation? A proliferation of World Wide Web "museum" sites on the Internet begs the question of what makes a museum today-is physical presence still a defining criteria? Is an interactive, networked 'virtual museum' a viable substitute for a physical place, or do we need both? How can and should traditional museum facilities work with and link to virtual ones? Just as a good novel can be more powerful than an interactive, multimedia CD-ROM story, technology alone does not necessarily make a better museum. How much media is appropriate? How interactive should it and does it need to be? When does media begin to overpower the message of the museum itself? How do we overcome (or should we even care about) problems of graphic realism 'brainwashing' visitors who may come to museums to see 'truths' about their society and history? With technology providing the potential to customize the museum to the visitor's interests, new dilemmas arise, and old debates resurface. Do the curatorial advantages of being able to present multiple 'tours' through a virtual site outweigh the losses of not being able to physically see an artifact itself? And how does a museum fund high technology with computer power and features advancing at a dizzying pace? These and similar questions are among those the panelists are grappling with in their own work, have previously discussed, and are looking forward to debating with each other and the SIGGRAPH audience. The panelists bring a multitude of perspectives to the discussion. From roles as museum directors and designers, to educators and artists, they have all dealt with the issues surrounding the museum of the future. They have similarly faced the challenges of being at the technologic forefront-from the difficulties of synchronizing and ensuring nonstop operation of a multitude of electronics for days on end, to the problems of creating and maintaining a state-ofthe-art showplace in the era of rapid media obsolescence. Although many of the experiences of the panelists are in many respects similar, different museums, artifacts, and ideas require different types and levels of technology-what works at the Museum of Tolerance may not be appropriate
计算机图形、多媒体、虚拟现实和网络在“未来博物馆”中应该扮演什么角色?这些技术将对它产生什么影响?这个小组讨论的重点是在信息时代博物馆的演变性质。呈现和展示文化、社会和历史文物和信息的传统方法正受到计算机、多媒体和网络扩散的深刻影响。世界各地的博物馆馆长和设计师们很快发现,旧的被动和静态的展示模式在一个“即时满足”的社会中越来越不合适,这个社会是在电视上长大的,习惯于电脑和其他新媒体。博物馆能否也应该努力跟上“任天堂”一代媒体的步伐?互联网上万维网“博物馆”网站的激增引出了一个问题:今天是什么造就了一个博物馆——实体存在仍然是一个定义标准吗?互动式、网络化的“虚拟博物馆”是实体博物馆的可行替代品,还是两者都需要?传统的博物馆设施应该如何与虚拟博物馆一起工作并连接起来?就像一本好的小说可能比一个互动的多媒体光盘故事更有力量一样,技术本身并不一定能创造一个更好的博物馆。多少媒体是合适的?它应该有怎样的交互性?媒体什么时候开始压倒博物馆本身的信息?我们如何克服(或者我们是否应该关心)图形现实主义“洗脑”的问题,这些游客可能会来博物馆看到关于他们社会和历史的“真相”?随着技术的发展,博物馆有可能根据游客的兴趣进行定制,新的困境出现了,旧的争论重新浮出水面。能够通过虚拟站点呈现多次“游览”的策展优势是否超过了无法亲眼看到艺术品本身的损失?一个博物馆如何资助具有计算机能力和功能的高科技,以令人眼花缭乱的速度发展?这些和类似的问题是小组成员在他们自己的工作中努力解决的问题,之前已经讨论过,并期待着与彼此和SIGGRAPH观众进行辩论。小组成员为讨论带来了多种观点。从博物馆馆长和设计师的角色,到教育工作者和艺术家,他们都处理过围绕未来博物馆的问题。他们同样面临着技术前沿的挑战,从同步和确保大量电子设备连续数天不间断运行的困难,到在媒体迅速过时的时代创建和维护一个最先进的展示场所的问题。虽然小组成员的许多经历在许多方面是相似的,但不同的博物馆、文物和想法需要不同类型和水平的技术——在宽容博物馆起作用的东西可能不适用于盖蒂或探索博物馆。新媒体简单地模仿博物馆的绘画和雕塑是浪费时间和精力。实时、交互式图形和声音的可能性要求更多。再加上新兴的高速、高带宽网络,引人入胜和令人回味的展品可能会质疑单一空间中静态收藏的想法。融合的新媒体已经在破坏博物馆的传统观念。班夫中心通过其艺术和虚拟环境项目制作的艺术品展示了新文化体验的潜力;和试验台网络,如加拿大西部的WURCNet(西部大学研究联盟)展示了新的交付系统和内容。实时互动和高速网络这两种趋势将彻底改变我们的文化体验,并从根本上改变博物馆的制度。
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引用次数: 3
Grids, guys and gals: are you oppressed by the Cartesian coordinate system? (panel session) 网格,同学们,你们被笛卡尔坐标系压迫了吗?(小组会话)
Gregory P. Garvey, B. Laurel, Rob Tow, Joan I. Staveley, A. R. Stone
Panel Topic Description Grids, Guys and Gals: Are you oppressed by the Cartesian Coordinate System? examined the very real and palpable issues of gender differences regarding computer technology in general and computer graphics in particular. This panel brought to the SlGGRAPH audience the ongoing debate in the classroom, academic journals, and the popular press regarding significant differences between men and women especially in learning, using, and designing technology. Research points to measurable gender differences involving spatial cognition that may well contribute to the formation of social and cultural norms. Issues of gender and technology linked even to a discussion of identity are no longer seen as irrelevant to such practical concerns as the design of the user interface, input devices and visualization tools. Many of the women and men who utilize computer technology are legitimately engaged in a critical appraisal of their role in the technological and scientific order. There is much to be gained by challenging certain assumptions, examining and critiquing gendered constructions of space or the interface and proposing alternatives (a feminist computer?, non-Euclidean computer graphics?). It reflects the will to transform and remake technology that is responsive to the range of human capabilities, limitations, needs and desires. In many ways, Joan Staveley, artist and agent provocateur is responsible for the existence of this panel. At SIGGRAPH 93 during the NANOSEX Panel her remark encapsulated the issues at hand. The statement that the Cartesian Coordinate System is oppressive refers directly to the constraints of the tools and is of utmost importance because only by criticizing our current tools and seeing the limitations then can better models of the user interface can be developed. Her statement of course reaches much further in daring to suggest there are shortcomings to Cartesian rationalism. However it would be a mistake to reject this view as that of a 20th-century Luddite. As an artist she is demanding more of the tools and seeking to reveal the barriers and biases that are only reluctantly acknowledged in what was a previously male dominated field. The near future promises a continuing transformation of this field as women increasingly play a more prominent role. OSMOSE is a new work by Montreal based artist Char Davies, supported by SOFTIMAGE-Microsoft that confronts the limitations of Cartesian Rationalism. Davies, formerly a painter, is well-known for her series of large-scale lightboxes of still images created on SOFTIMAGE which explored metaphorical aspects of Nature with an aesthetic which was rich, multi-layered and ambiguous. OSMOSE continues this research, bringing it into fully-immersive and interactive virtual space. As in Davies' previous work, OSMOSE's visual aesthetic deliberately circumvents the Cartesian coordinate system (i.e. static, solid, hard-edged objects in empty space) to create spatially-complex an
网格,男孩和女孩:你被笛卡尔坐标系压迫了吗?研究了计算机技术特别是计算机图形学方面非常真实和明显的性别差异问题。该小组向SlGGRAPH的听众介绍了课堂、学术期刊和大众媒体中正在进行的关于男女之间特别是在学习、使用和设计技术方面的显著差异的辩论。研究指出,涉及空间认知的可测量的性别差异可能有助于社会和文化规范的形成。甚至与身份讨论有关的性别和技术问题也不再被视为与用户界面、输入设备和可视化工具的设计等实际问题无关。许多利用计算机技术的男女都合法地对他们在技术和科学秩序中的角色进行批判性评估。挑战某些假设,检查和批评空间或界面的性别结构,并提出替代方案(女权主义计算机?非欧几里得计算机图形学?)。它反映了改造和改造技术的意愿,以响应人类的各种能力、限制、需求和愿望。从很多方面来说,艺术家兼密探琼·斯塔维利(Joan Staveley)对这个小组的存在负有责任。在SIGGRAPH 93的NANOSEX小组会议上,她的话概括了当前的问题。笛卡尔坐标系统是压迫性的说法直接指的是工具的限制,这是最重要的,因为只有通过批评我们现有的工具并看到局限性,才能开发出更好的用户界面模型。她的陈述当然更进一步,大胆地提出了笛卡尔理性主义的缺陷。然而,如果把这种观点视为20世纪勒德分子的观点而加以否定,那就错了。作为一名艺术家,她要求更多的工具,并试图揭示在这个以前由男性主导的领域中只有勉强承认的障碍和偏见。在不久的将来,随着妇女日益发挥更突出的作用,这一领域有望继续发生变革。《OSMOSE》是蒙特利尔艺术家Char Davies的新作品,由SOFTIMAGE-Microsoft支持,直面笛卡尔理性主义的局限性。戴维斯以前是一名画家,以她在SOFTIMAGE上创作的一系列大型灯箱静态图像而闻名,这些图像以丰富,多层次和模糊的美学探索了自然的隐喻方面。OSMOSE继续这项研究,将其带入完全沉浸式和交互式的虚拟空间。与Davies之前的作品一样,OSMOSE的视觉美学故意绕过笛卡尔坐标系(即在空白空间中静态的、固体的、硬边的物体),创造出空间上复杂而模糊的关系,从而消解了人物与地面、内部与外部之间的区别。同样,该项目的互动美学旨在颠覆笛卡尔式的思想高于物质的特权,通过将沉浸式体验建立在参与者自己的内部身体过程中,从而重新肯定身体在虚拟空间中的存在。此外,互动旨在超越笛卡尔的主客体二元论,强调自我与“他者”之间的相互关系,鼓励基于温柔和敏感而不是统治和控制的行为。在艺术家的指导下,SOFTIMAGE的程序员正在开发工具来实现这些目标,并将VR媒介从笛卡尔网格的文化价值中解放出来。该项目的第一阶段将于今年夏天在蒙特利尔当代艺术博物馆与第六届电子艺术国际专题讨论会一起展出六个星期,并将于1995年秋季晚些时候在纽约市展出。该小组的其他贡献者研究了空间表征的重要性及其与认知的联系。加州帕洛阿尔托Interval Research的艺术家、作家和研究员Brenda Laurel写道:
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引用次数: 2
An interactive tool for placing curved surfaces without interpenetration 一种用于放置曲面而不相互渗透的交互式工具
John M. Snyder
We present a surface representation and a set of algorithms that allow interactive placement of curved parametric objects without interpenetration. Using these algorithms, a modeler can place an object within or on top of other objects, find a stable placement for it, and slide it into new stable placements. Novel algorithms are presented to track points of contact between bodies, detect new points of contact, and delete vanishing contacts. Interactive speeds are maintained even when the moving body touches several bodies at many contact points. We describe a new algorithm that quickly brings a body into a stable configuration with respect to a set of external forces, subject to the constraint that it not penetrate a set of fixed bodies. This algorithm is made possible by sacrificing the requirement that a body behave physically over time. Intuitive control is still achieved by making incremental, "pseudo-physical" changes to the body’s placement, while enforcing the non-interpenetration constraint after each change. CR
我们提出了一种表面表示和一套算法,允许曲面参数对象的交互放置而不相互渗透。使用这些算法,建模者可以将对象放置在其他对象的内部或顶部,为它找到一个稳定的位置,并将其滑动到新的稳定位置。提出了新的算法来跟踪身体之间的接触点,检测新的接触点,并删除消失的接触。即使当运动物体在许多接触点接触到几个物体时,交互速度也保持不变。我们描述了一种新的算法,该算法在不穿透一组固定物体的约束下,快速地将物体带入一组外力的稳定构型。这种算法是通过牺牲身体随时间变化的物理行为的要求而实现的。直觉控制仍然是通过对身体位置进行增量的“伪物理”更改来实现的,同时在每次更改后强制执行非互穿约束。CR
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引用次数: 67
Time-dependent three-dimensional intravascular ultrasound 时间依赖性三维血管内超声
Jed Lengyel, D. Greenberg, R. Popp
Intravascular ultrasonography and x-ray angiography provide two complimentary techniques for imaging the moving coronary arteries. We present a technique that combines the strengths of both, by recovering the moving threedimensional arterial tree from a stereo pair of angiograms through the use of compound-energy “snakes”, placing the intravascular ultrasound slices at their proper positions in time and space, and dynamically displaying the combined data. Past techniques have assumed that the ultrasound slices are parallel and that the vessel being imaged is straight. For the first time, by applying simple but effective techniques from computer graphics, the moving geometry of the artery from the angiogram and the time-dependent images of the interior of the vessel wall from the intravascular ultrasound can be viewed simultaneously, showing the proper geometric and temporal relations of the slice data and the angiogram projections. By using texture-mapped rectangles the combined ultrasound slice/angiogram display technique is well suited to run in real time on current graphics workstations. CR
血管内超声和x线血管造影为冠状动脉运动成像提供了两种互补的技术。我们提出了一种结合两者优势的技术,通过使用复合能量“蛇”从立体血管造影对中恢复移动的三维动脉树,将血管内超声切片放置在适当的时间和空间位置,并动态显示组合数据。过去的技术假设超声切片是平行的,被成像的血管是直的。第一次,通过应用简单而有效的计算机图形学技术,可以同时查看血管造影中动脉的运动几何形状和血管内超声中血管壁内部的时间相关图像,显示出切片数据和血管造影投影的适当几何和时间关系。通过纹理映射的矩形,超声切片/血管造影联合显示技术非常适合在当前图形工作站上实时运行。CR
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引用次数: 28
An integrated environment to visually construct 3D animations 可视化构建3D动画的集成环境
E. Gobbetti, Jean-Francis Balaguer
In this paper, we present an expressive 3D animation environment that enables users to rapidly and visually prototype animated worlds with a fully 3D user-interface. A 3D device allows the specification of complex 3D motion, while virtual tools are visible mediators that live in the same 3D space as application objects and supply the interaction metaphors to control them. In our environment, there is no intrinsic difference between user interface and application objects. Multi-way constraints provide the necessary tight coupling among components that makes it possible to seamlessly compose animated and interactive behaviors. By recording the effects of manipulations, all the expressive power of the 3D user interface is exploited to define animations. Effective editing of recorded manipulations is made possible by compacting all continuous parameter evolutions with an incremental data-reduction algorithm, designed to preserve both geometry and timing. The automatic generation of editable representations of interactive performances overcomes one of the major limitations of current performance animation systems. Novel interactive solutions to animation problems are made possible by the tight integration of all system components. In particular, animations can be synchronized by using constrained manipulation during playback. The accompanying video-tape illustrates our approach with interactive sequences showing the visual construction of 3D animated worlds. All the demonstrations in the video were recorded live and were not edited.
在本文中,我们提出了一个富有表现力的3D动画环境,使用户能够快速和视觉原型动画世界与一个完整的3D用户界面。3D设备允许规范复杂的3D运动,而虚拟工具是与应用程序对象生活在相同3D空间中的可见中介,并提供交互隐喻来控制它们。在我们的环境中,用户界面和应用程序对象之间没有本质上的区别。多路约束在组件之间提供了必要的紧密耦合,使得无缝地组合动画和交互行为成为可能。通过记录操作的效果,利用3D用户界面的所有表现力来定义动画。通过使用增量数据缩减算法压缩所有连续的参数演变,可以有效地编辑记录的操作,旨在保留几何形状和时间。交互式表演的可编辑表示的自动生成克服了当前表演动画系统的主要限制之一。所有系统组件的紧密集成使动画问题的新颖交互式解决方案成为可能。特别是,可以通过在播放期间使用约束操作来同步动画。随附的录像带说明了我们的方法与交互式序列显示3D动画世界的视觉结构。视频中的所有示威都是现场录制的,没有经过编辑。
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引用次数: 42
Algorithms and the artist (panel session) 算法与艺术家(小组讨论)
P. Beyls, Stephen Bell, B. Evans, J. Hébert, F. K. Musgrave, R. Verostko
Introduction We address a number of problems related to viewing algorithms as the formulation of artistic statements. We analyze the nature of the algorithmic approach as opposed to direct physical action. Here are some of the basic questions that will be raised. Why do artists choose to express themselves indirectly, by way of formal descriptions of their ideas and what are the sources of inspiration for algorithmic activity. How does current algorithmic work relate to formal methods in an art-historical context. What is the relationship between paint systems and a pure algorithmic approach and is there a way to integrate both. What determines the beauty and effectiveness of an algorithm. What is the relationship between an algorithm and the nature of the physical results it produces i.e. how to externalize (materialize) algorithmic processes. What is the role of interaction in the development of algorithms. Do algorithms allow for progressive optimization or do they require fully preconceived ideas? Finally, and most pertinent, does computer programming force a focus on the surface component i.e. perceivable structure, or does it allow for the manipulation of deeper components such as meaning and emotion? We shall confront the algorithmic practice of the panelists and hope for strong audience interaction.
我们解决了一些与观看算法相关的问题,作为艺术陈述的制定。我们分析算法方法的本质,而不是直接的物理动作。以下是一些将被提出的基本问题。为什么艺术家选择间接地表达自己,通过正式描述他们的想法,什么是算法活动的灵感来源。当前的算法工作如何与艺术史背景下的形式方法相关联?绘画系统和纯算法方法之间的关系是什么,是否有一种方法可以将两者结合起来。是什么决定了算法的美观和有效性。算法与其产生的物理结果的本质之间的关系是什么,即如何将算法过程具体化。交互在算法开发中的作用是什么?算法是否允许渐进式优化,还是需要完全先入为主的想法?最后,也是最相关的一个问题是,计算机编程是否迫使人们关注表面成分(即可感知的结构),或者它是否允许操纵更深层次的成分(如意义和情感)?我们将面对小组成员的算法实践,并希望有强烈的观众互动。
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引用次数: 3
David vs. Goliath or mice vs. men? (panel session): production studio size in the entertainment industry 大卫对歌利亚还是老鼠对人?(小组讨论):娱乐业的制作工作室规模
Pauline Y. Ts'o, Theresa Ellis, Ralph Guggenheim, Brad Lewis, R. Thornton
A novel test fixture for simulating aerodynamic loading on an airfoil is described which comprises a pair of arrays of a plurality of individual pressure controlled flexible bellows supported between a pair of platens, one array configured to contact and conform to the upper surface of the airfoil and simulate the partial vacuum distribution thereacross, the second array configured to contact and conform to the lower surface of the airfoil and simulate the pressure distribution thereacross. A compliant stabilization structure configured to provide lateral stability to the bellows arrays under pressure conditions is described.
描述了一种用于模拟翼型气动载荷的新型测试夹具,其包括一对阵列的多个独立压力控制柔性风箱,支撑在一对平台之间,一个阵列配置为接触并符合翼型的上表面并模拟其上的部分真空分布,第二个阵列配置为接触并符合翼型的下表面并模拟其上的压力分布。描述了一种柔性稳定结构,用于在压力条件下为波纹管阵列提供横向稳定性。
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引用次数: 0
TicTacToon: a paperless system for professional 2D animation TicTacToon:专业2D动画无纸化系统
Jean-Daniel Fekete, Érick Bizouarn, Eric Cournarie, T. Galas, Frédéric Taillefer
TicTacToon is a system for professional 2D animation studios that replaces the traditional paper-based production process. TicTacToon is the first animation system to use vector-based sketching and painting: it uses an original method to transform a pen trajectory with varying pressure into a stroke of varying thickness, in realtime. TicTacToon provides resolution independence, a virtually infinite number of layers, the ability to dynamically manage perspective and sophisticated support for reuse of drawings. Other innovations include replacement of the rostrum model with a 3D model and integration into the overall 2D animation production process. TicTacToon is in daily use by 2D animation studios for a wide range of productions, from commercials to television series and even a feature film. The user interface enables professionals to sketch and draw as they do on paper. Over 100 professional animators have used the system over a period of two years and most need less than an hour before beginning productive work. TicTacToon eliminates most tedious tasks and frees professional animators for more creative work.
TicTacToon是专业2D动画工作室的系统,取代了传统的基于纸张的制作过程。TicTacToon是第一个使用基于矢量的素描和绘画的动画系统:它使用一种原始的方法将具有不同压力的笔轨迹实时转换为不同厚度的笔画。TicTacToon提供了分辨率独立性、几乎无限数量的层、动态管理透视图的能力以及对绘图重用的复杂支持。其他创新包括用3D模型代替讲台模型,并集成到整体2D动画制作过程中。TicTacToon每天被2D动画工作室用于各种制作,从商业广告到电视连续剧,甚至是故事片。用户界面使专业人员能够像在纸上一样勾画和绘制。超过100名专业动画师在两年的时间里使用了这个系统,大多数人在开始生产工作之前需要不到一个小时。TicTacToon消除了大多数繁琐的任务,并为专业动画师提供了更多创造性的工作。
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引用次数: 111
Feature-based volume metamorphosis 基于特征的体积变态
Apostolos Lerios, Chase D. Garfinkle, M. Levoy
Image metamorphosis, or image morphing, is a popular technique for creating a smooth transition between two images. For synthetic images, transforming and rendering the underlying three-dimensional (3D) models has a number of advantages over morphing between two pre-rendered images. In this paper we consider 3D metamorphosis applied to volume-based representations of objects. We discuss the issues which arise in volume morphing and present a method for creating morphs. Our morphing method has two components: first a warping of the two input volumes, then a blending of the resulting warped volumes. The warping component, an extension of Beier and Neely’s image warping technique to 3D, is feature-based and allows fine user control, thus ensuring realistic looking intermediate objects. In addition, our warping method is amenable to an efficient approximation which gives a 50 times speedup and is computable to arbitrary accuracy. Also, our technique corrects the ghosting problem present in Beier and Neely’s technique. The second component of the morphing process, blending, is also under user control; this guarantees smooth transitions in the renderings. CR Categories: I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism. Additional
图像变形或图像变形是在两个图像之间创建平滑过渡的流行技术。对于合成图像,转换和渲染底层三维(3D)模型比在两个预渲染图像之间进行变形有许多优点。在本文中,我们考虑了3D变形应用于基于体的物体表示。我们讨论了在体积变形中出现的问题,并提出了一种创建变形的方法。我们的变形方法有两个组成部分:首先是两个输入体积的变形,然后是产生的变形体积的混合。翘曲组件是Beier和Neely的3D图像翘曲技术的扩展,基于特征,允许精细的用户控制,从而确保逼真的中间对象。此外,我们的翘曲方法适用于一个有效的近似,它可以提供50倍的加速,并且可以计算到任意精度。此外,我们的技术纠正了在Beier和Neely的技术中出现的重影问题。变形过程的第二个组成部分,混合,也在用户控制之下;这保证了渲染中的平滑过渡。CR分类:I.3.5[计算机图形学]:计算几何和对象建模;I.3.7[计算机图形学]:三维图形和现实主义。额外的
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引用次数: 236
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Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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