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

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Applications of irradiance tensors to the simulation of non-Lambertian phenomena 辐照张量在非朗伯现象模拟中的应用
J. Arvo
We present new techniques for computing illumination from non-diffuse luminaires and scattering from non-diffuse surfaces. The methods are based on new closed-form expressions derived using a generalization of irradiance known as irradiance tensors. The elements of these tensors are angular moments, weighted integrals of the radiation field that are useful in simulating a variety of non-diffuse phenomena. Applications include the computation of irradiance due to directionally-varying area light sources, reflections from glossy surfaces, and transmission through glossy surfaces. The principles apply to any emission, reflection, or transmission distribution expressed as a polynomial over the unit sphere. We derive expressions for a simple but versatile subclass of these functions, called axial moments, and present complete algorithms their exact evaluation in polyhedral environments. The algorithms are demonstrated by simulating Phong-like emission and scattering effects. CR
我们提出了计算非漫射光源照度和非漫射表面散射的新技术。该方法是基于新的封闭形式的表达式,使用辐照度的推广称为辐照度张量。这些张量的元素是角矩,辐射场的加权积分,在模拟各种非扩散现象时很有用。应用包括计算方向变化面积光源的辐照度,光滑表面的反射,以及通过光滑表面的透射。这些原理适用于在单位球面上用多项式表示的任何发射、反射或透射分布。我们推导了这些函数的一个简单但通用的子类的表达式,称为轴矩,并给出了完整的算法,它们在多面体环境中的精确计算。通过模拟峰状发射和散射效应对算法进行了验证。CR
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引用次数: 111
Implicitization using moving curves and surfaces 使用移动曲线和曲面的隐式化
T. Sederberg, Falai Chen
This paper presents a radically new approach to the century old problem of computing the implicit equation of a parametric surface. For surfaces without base points, the new method expresses the implicit equation in a determinant which is one fourth the size of the conventional expression based on Dixon’s resultant. If base points do exist, previous implicitization methods either fail or become much more complicated, while the new method actually simplifies.
本文提出了一种全新的方法来解决已有百年历史的参数曲面隐式方程的计算问题。对于没有基点的曲面,新方法将隐式方程表示为基于Dixon结式的传统表达式的四分之一大小的行列式。如果基点确实存在,以前的隐式方法要么失败,要么变得更加复杂,而新方法实际上简化了。
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引用次数: 214
Artistic screening 艺术的筛选
V. Ostromoukhov, R. Hersch
Artistic screening is a new image reproduction technique incorporating freely created artistic screen elements for generating halftones. Fixed predefined dot contours associated with given intensity levels determine the screen dot shape’s growing behavior. Screen dot contours associated with each intensity level are obtained by interpolation between the fixed predefined dot contours. A user-defined mapping transforms screen elements from screen element definition space to screen element rendition space. This mapping can be tuned to produce various effects such as dilatations, contractions and nonlinear deformations of the screen element grid. Discrete screen elements associated with all desired intensity levels are obtained by rasterizing the interpolated screen dot shapes in the screen element rendition space. Since both the image to be reproduced and the screen shapes can be designed independently, the design freedom offered to artists is very great. The interaction between the image to be reproduced and the screen shapes enables the creation of graphic designs of high artistic quality. Artistic screening is particularly well suited for the reproduction of images on large posters. When looked at from a short distance, the poster’s screening layer may deliver its own message. Furthermore, thanks to artistic screening, both full size and microscopic letters can be incorporated into the image reproduction process. In order to avoid counterfeiting, banknotes may comprise grayscale images with intensity levels produced by microletters of varying size and shape.
艺术筛选是一种新的图像复制技术,利用自由创作的艺术屏幕元素来产生半色调。固定预定义的网点轮廓与给定的强度水平相关联,确定屏幕网点形状的增长行为。通过在固定的预定义网点轮廓之间插值获得与每个强度级别相关联的网点轮廓。用户定义的映射将屏幕元素从屏幕元素定义空间转换为屏幕元素呈现空间。这种映射可以调整以产生各种效果,如屏幕元素网格的膨胀、收缩和非线性变形。通过在屏幕元素呈现空间中栅格化插值的屏幕点形状来获得与所有所需强度级别相关联的离散屏幕元素。由于要复制的图像和屏幕形状都可以独立设计,给艺术家提供了很大的设计自由度。要再现的图像与屏幕形状之间的相互作用,使平面设计的创作具有很高的艺术品质。艺术放映特别适合在大型海报上复制图像。当从近距离看时,海报的屏蔽层可能会传递自己的信息。此外,由于艺术筛选,全尺寸和微观字母都可以纳入图像复制过程。为了避免伪造,纸币可能包含灰度图像,其强度级别由不同大小和形状的微字母产生。
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引用次数: 83
Image metamorphosis using snakes and free-form deformations 图像变形使用蛇和自由形式变形
Seungyong Lee, Kyung-Yong Chwa, Sung-yong Shin
This paper presents new solutions to the following three problems in image morphing: feature specification, warp generation, and transition control. To reduce the burden of feature specification, we first adopt a computer vision technique called snakes. We next propose the use of multilevel free-form deformations (MFFD) to achieve -continuous and one-to-one warps among feature point pairs. The resulting technique, based on B-spline approximation, is simpler and faster than previous warp generation methods. Finally, we simplify the MFFD method to construct -continuous surfaces for deriving transition functions to control geometry and color blending.
本文针对图像变形中的特征规范、翘曲生成和过渡控制三个问题提出了新的解决方案。为了减轻特征描述的负担,我们首先采用了一种称为蛇形图的计算机视觉技术。接下来,我们提出使用多层自由形式变形(MFFD)来实现特征点对之间的连续和一对一的扭曲。由此产生的基于b样条近似的技术比以前的经线生成方法更简单、更快。最后,我们对MFFD方法进行了简化,构造了连续曲面来推导过渡函数以控制几何形状和颜色混合。
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引用次数: 278
A national research agenda for virtual reality (panel): report by the National Research Council Committee on VR R&D 虚拟现实国家研究议程(小组):国家研究委员会关于虚拟现实研发的报告
R. Pausch, W. Aviles, N. Durlach, W. Robinett, M. Zyda
In 1992, at the request of a consortium of federal agencies, the National Research Council established a committee to "recommend a national research and development agenda in the area of virtual reality" to set U.S. government R&D funding priorities for virtual reality (VR) for the next decade. The committee spent two years studying the current state of VR, speculating on where likely breakthroughs might happen, and deciding where funding could have the greatest impact. The result is a 500-page report that will have tremendous effect on what does and does not get funded in Virtual Reality research by agencies such as ARPA, the Air Force Office of Scientific Research, the Army Research Laboratory, Armstrong Laboratory, the Army Natrick RD&E Center, NASA, NSF, NSA, and Sandia National Lab. The committee's report tries to "describe the current state of research and technology that is relevant to the development of synthetic environment systems, provide a summary of the application domains in which such systems are likely to make major contributions, and outline a series of recommendations that we believe are crucial to rational and systematic development of the synthetic environment field." The purpose of this panel is to report the (often surprising) recommendations in the committee's report. Few researchers will have time to read this very influential document, but this forum will disseminate the basic highlights, and attempt to explain some of the more fractious points that the committee dealt with. For example, the report recommends "no aggressive federal involvement in computer hardware development in the [virtual reality] area at this time." Based on last year's SIGGRAPH, Virtual Reality is one of the hottest areas for the computer graphics community, and funding is clearly needed from the federal government. Industrial sources are not viewed as having sufficiently long-term strategies to advance the field in many necessary areas. Therefore, the funding priorities and strategies discussed in this report may have a direct impact on the future directions of the SIGGRAPH community. The report itself is Virtual Reality, Scientific and Technological Challenges, copyright 1995 National Academy of Sciences; ISBN 0-309-05135-5, Nathaniel I. Durlach and Anne S. Mavor, editors. The purpose of the panel is to disseminate the report, the various panelists will be covering the following areas of the report and its recommendations:
1992年,应联邦机构联盟的要求,国家研究委员会成立了一个委员会,“建议虚拟现实领域的国家研究和发展议程”,以确定美国政府未来十年对虚拟现实(VR)的研发资金优先次序。该委员会花了两年时间研究虚拟现实的现状,推测可能出现突破的领域,并决定哪些领域的资金可以产生最大的影响。结果是一份长达500页的报告,将对ARPA、空军科学研究办公室、陆军研究实验室、阿姆斯特朗实验室、陆军纳特里克研发与电子中心、NASA、NSF、NSA和桑迪亚国家实验室等机构的虚拟现实研究是否得到资助产生巨大影响。该委员会的报告试图“描述与合成环境系统发展相关的研究和技术的现状,总结这些系统可能做出重大贡献的应用领域,并概述我们认为对合成环境领域的合理和系统发展至关重要的一系列建议。”该小组的目的是报告委员会报告中的(通常令人惊讶的)建议。很少有研究人员有时间阅读这份非常有影响力的文件,但本论坛将传播其基本亮点,并试图解释委员会处理的一些更棘手的问题。例如,该报告建议“目前联邦政府不要积极参与[虚拟现实]领域的计算机硬件开发。”根据去年的SIGGRAPH,虚拟现实是计算机图形界最热门的领域之一,显然需要联邦政府的资金支持。工业来源被认为没有足够的长期战略来推动该领域在许多必要领域的发展。因此,本报告中讨论的资助重点和策略可能对SIGGRAPH社区的未来方向产生直接影响。报告本身是虚拟现实,科技挑战,版权1995年国家科学院;ISBN 0-309-05135-5,编辑:Nathaniel I. Durlach和Anne S. Mavor。小组的目的是传播报告,各小组成员将讨论报告的以下领域及其建议:
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引用次数: 1
Animating soft substances with implicit surfaces 动画软物质与隐含的表面
M. Desbrun, Marie-Paule Cani
This paper presents a hybrid model for animation of soft inelastic substance which undergo topological changes, e.g. separation and fusion and which fit with the objects they are in contact with. The model uses a particle system coated with a smooth iso-surface that is used for performing collision detection, precise contact modeling and integration of response forces. The animation technique solves three problems inherent in implicit modeling. Firstly, local volume controllers are defined to insure constant volume deformation, even during highly inelastic processes such as splitting or fusion. Secondly, we avoid unwanted distance blending between disconnected pieces of the same substance. Finally, we simulate both collisions and progressive merging under compression between implicit surfaces that do not blend together. Parameter tuning is facilitated by the layered model and animation is generated at interactive rates.
本文提出了一种柔性非弹性物质的混合动画模型,该模型具有分离、融合等拓扑变化,并与所接触的物体相适应。该模型使用涂有光滑等表面的粒子系统,用于执行碰撞检测,精确接触建模和响应力集成。动画技术解决了隐式建模固有的三个问题。首先,定义了局部体积控制器,以确保即使在分裂或融合等高度非弹性过程中也能保持恒定的体积变形。其次,我们避免了不必要的距离混合在不相连的同一物质的部分。最后,我们模拟了不混合在一起的隐式曲面之间的碰撞和压缩下的渐进合并。分层模型便于参数调整,动画以交互速率生成。
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引用次数: 227
AutoKey: human assisted key extraction AutoKey:人工辅助密钥提取
T. Mitsunaga, Taku Yokoyama, T. Totsuka
Key extraction is an inverse problem of finding the foreground, the background, and the alpha from an image and some hints. Although the chromakey solves this for a limited case (single background color), this is often too restrictive in practical situations. When the extraction from arbitrary background is necessary, this is currently done by a time consuming manual task. In order to reduce the operator load, attempts have been made to assist operators using either color space or image space information. However, existing approaches have their limitations. Especially, they leave too much work to operators. In this paper, we present a key extraction algorithm which for the first time, addresses the problem quantitatively. We first derive a partial differential equation that relates the gradient of an image to the alpha values. We then describe an efficient algorithm that provides the alpha values as the solution of the equation. Along with our accurate motion estimation technique, it produces correct alpha values almost everywhere, leaving little work to operators. We also show that a careful design of the algorithm and the data representation greatly improves human interaction. At every step of the algorithm, human interaction is possible and it is intuitive. CR Categories: I.3.3 [Computer Graphics]: Picture / Image Generation; I.4.6 [Image Processing]: Segmentation Edge and feature detection; I.4.7 [Image Processing]: Feature Measurement; I.5.2 [Pattern Recognition]: Design Methodology Feature evaluation and selection. Additional
关键提取是一个反向问题,从图像和一些提示中找到前景、背景和alpha。虽然chromakey在有限的情况下(单一背景颜色)解决了这个问题,但在实际情况下,这通常过于限制。当需要从任意背景中提取时,这是一个耗时的手动任务。为了减少操作员的负荷,已经尝试使用颜色空间或图像空间信息来辅助操作员。然而,现有的方法有其局限性。特别是,它们给操作员留下了太多的工作。本文提出了一种密钥提取算法,首次定量地解决了这一问题。我们首先推导出一个偏微分方程,该方程将图像的梯度与alpha值联系起来。然后,我们描述了一种有效的算法,该算法提供alpha值作为方程的解。随着我们精确的运动估计技术,它产生正确的alpha值几乎无处不在,留下很少的工作给操作员。我们还表明,算法和数据表示的精心设计大大提高了人类的互动。在算法的每一步,人类互动是可能的,它是直观的。CR分类:I.3.3[计算机图形学]:图片/图像生成;I.4.6【图像处理】:分割边缘和特征检测;I.4.7【图像处理】:特征测量;I.5.2【模式识别】:设计方法学特征评估与选择。额外的
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引用次数: 56
Fourier principles for emotion-based human figure animation 基于情感的人物动画的傅立叶原理
M. Unuma, K. Anjyo, R. Takeuchi
This paper describes the method for modeling human figure locomotions with emotions. Fourier expansions of experimental data of actual human behaviors serve as a basis from which the method can interpolate or extrapolate the human locomotions. This means, for instance, that transition from a walk to a run is smoothly and realistically performed by the method. Moreover an individual's character or mood, appearing during the human behaviors, is also extracted by the method. For example, the method gets "briskness" from the experimental data for a "normal" walk and a "brisk" walk. Then the "brisk" run is generated by the method, using another Fourier expansion of the measured data of running. The superposition of these human behaviors is shown as an efficient technique for generating rich variations of human locomotions. In addition, step-length, speed, and hip position during the locomotions are also modeled, and then interactively controlled to get a desired animation. Abstract
本文描述了一种基于情感的人体运动建模方法。实际人类行为的实验数据的傅里叶展开式作为该方法可以内插或外推人类运动的基础。这意味着,例如,从步行到跑步的过渡是平稳和现实地执行该方法。此外,该方法还提取了在人类行为过程中出现的个体性格或情绪。例如,该方法从“正常”行走和“轻快”行走的实验数据中获得“轻快”。然后,使用另一种傅立叶展开方法对跑步测量数据进行“快跑”生成。这些人类行为的叠加被证明是一种产生人类运动丰富变化的有效技术。此外,在运动过程中,步长,速度和髋部位置也被建模,然后交互控制,以获得所需的动画。摘要
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引用次数: 513
Live paint: painting with procedural multiscale textures 实时绘制:绘制程序多尺度纹理
K. Perlin, L. Velho
We present actively procedural multiresolution paint textures. Texture elements may be linearly combined to create complex composite textures that continue to refine themselves when viewed at successively greater magnification. Actively procedural textures constitute a powerful drawing tool that can be used in a multiresolution paint system. They provide a mechanism to generate an infinite amount of detail with a simple and compact representation. We give several examples of procedural textures and show how to create different painting effects with them.
我们提出了程序性的多分辨率油漆纹理。纹理元素可以线性组合以创建复杂的复合纹理,当以连续更大的放大倍率观看时,这些纹理会继续完善自己。主动程序纹理构成了一个强大的绘图工具,可用于多分辨率油漆系统。它们提供了一种机制,可以用简单而紧凑的表示生成无限数量的细节。我们给出了几个程序纹理的例子,并展示了如何用它们创建不同的绘画效果。
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引用次数: 71
Visual effects technology—do we have any? (panel session) 视觉特效技术——我们有吗?(小组会话)
D. Spears, Scott Dyer, G. Joblove, Charles Gibson, Lincoln Hu
Derek Spears This panel is focused on taking a look at what key technologies we need to push visual effects father into the realms of realism. We will start by examining what tools we have used so far in order to provide a firm reference to understand where we are going. Tools in the areas of Input/Output (Scanning/Recording/ Data Transfer), Image Processing, and Animation/Motion Capture will be covered. These are not only major concerns for the visual effects industry, but cover large areas of interest for mainstream computer graphics. Why is this important? The visual effects industry as a whole has become in and of itself a proving ground for cutting edge digital technologies. Morphing, Motion Capture and Digital Compositing were largely born out of the needs of the Visual Effects industry and Visual Effects has benefited enormously from advances in Computer Graphics. This is partially due to the Visual Effects Industry's willingness to embrace new technologies, riding the bleeding edge. These technologies have enabled us to do things never before imaginable. While we all think that the quality of visual effects has been stunning in the past, we need to stop and look at how we really achieve these images. The tools obviously work, we have produced breathtaking imagery with them. But we have to ask the questions "Are they good enough? What more do we need?" These questions relate not only to the search for solutions to previously impossible problems, but also the search to do things we already understand better, faster and cheaper. The search for new technology includes advances in algorithms, totally new approaches, and even solving more basic and historically ignored problems, such as user interfaces and artist interaction. We will take a look at our present and a glimpse into our future of where our tools are (and more importantly, should be) headed.
这个小组的重点是看看我们需要哪些关键技术来推动视觉效果父亲进入现实主义的领域。我们将从检查到目前为止我们使用的工具开始,以便为理解我们的方向提供可靠的参考。在输入/输出(扫描/记录/数据传输),图像处理和动画/动作捕捉领域的工具将被覆盖。这些不仅是视觉效果行业的主要关注点,而且涵盖了主流计算机图形学的大部分兴趣领域。为什么这很重要?作为一个整体,视觉特效行业本身已经成为前沿数字技术的试验场。变形、动作捕捉和数字合成在很大程度上源于视觉特效行业的需求,而视觉特效则从计算机图形学的进步中受益匪浅。这部分是由于视觉效果行业愿意接受新技术,走在最前沿。这些技术使我们能够做以前无法想象的事情。虽然我们都认为过去的视觉效果质量令人惊叹,但我们需要停下来看看我们是如何真正实现这些图像的。这些工具显然是有效的,我们用它们制作了令人惊叹的图像。但我们必须问这样的问题:“它们足够好吗?”我们还需要什么?”这些问题不仅涉及寻找以前不可能解决的问题的解决方案,而且涉及如何更好、更快、更便宜地完成我们已经理解的事情。对新技术的探索包括算法的进步,全新的方法,甚至解决更基本和历史上被忽视的问题,如用户界面和艺术家互动。我们将看看我们的现在,并瞥见我们的工具的未来(更重要的是,应该)走向。
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引用次数: 2
期刊
Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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