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

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Multiresolution analysis of arbitrary meshes 任意网格的多分辨率分析
M. Eck, T. DeRose, T. Duchamp, Hugues Hoppe, Michael Lounsbery, W. Stuetzle
In computer graphics and geometric modeling, shapes are often represented by triangular meshes. With the advent of laser scanning systems, meshes of extreme complexity are rapidly becoming commonplace. Such meshes are notoriously expensive to store, transmit, render, and are awkward to edit. Multiresolution analysis offers a simple, unified, and theoretically sound approach to dealing with these problems. Lounsbery et al. have recently developed a technique for creating multiresolution representations for a restricted class of meshes with subdivision connectivity. Unfortunately, meshes encountered in practice typically do not meet this requirement. In this paper we present a method for overcoming the subdivision connectivity restriction, meaning that completely arbitrary meshes can now be converted to multiresolution form. The method is based on the approximation of an arbitrary initial mesh M by a mesh MJ that has subdivision connectivity and is guaranteed to be within a specified tolerance. The key ingredient of our algorithm is the construction of a parametrization of M over a simple domain. We expect this parametrization to be of use in other contexts, such as texture mapping or the approximation of complex meshes by NURBS patches. CR
在计算机图形学和几何建模中,形状通常用三角形网格表示。随着激光扫描系统的出现,极端复杂的网格迅速变得普遍。这样的网格在存储、传输、渲染方面是出了名的昂贵,而且编辑起来也很尴尬。多分辨率分析提供了一种简单、统一、理论上合理的方法来处理这些问题。Lounsbery等人最近开发了一种技术,用于为一类具有细分连接的受限网格创建多分辨率表示。不幸的是,在实践中遇到的网格通常不满足这一要求。在本文中,我们提出了一种克服细分连接限制的方法,这意味着完全任意的网格现在可以转换为多分辨率形式。该方法基于一个具有细分连通性且保证在指定公差范围内的网格MJ对任意初始网格M的逼近。该算法的关键部分是在简单域上构造M的参数化。我们希望这种参数化可以在其他情况下使用,例如纹理映射或NURBS补丁的复杂网格近似。CR
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引用次数: 1470
Cellular texture generation 细胞纹理生成
K. Fleischer, D. Laidlaw, B. L. Currin, A. Barr
We propose an approach for modeling surface details such as scales, feathers, or thorns. These types of cellular textures require a representation with more detail than texture-mapping but are inconvenient to model with hand-crafted geometry. We generate patterns of geometric elements using a biologically-motivated cellular development simulation together with a constraint to keep the cells on a surface. The surface may be defined by an implicit function, a volume dataset, or a polygonal mesh. Our simulation combines and extends previous work in developmental models and constrained particle systems.
我们提出了一种建模表面细节的方法,如鳞片、羽毛或刺。这些类型的细胞纹理需要比纹理映射更详细的表示,但不方便用手工制作的几何形状建模。我们使用生物驱动的细胞发育模拟以及约束来保持细胞在表面上生成几何元素的模式。表面可以由隐式函数、体积数据集或多边形网格定义。我们的模拟结合并扩展了以前在发展模型和约束粒子系统方面的工作。
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引用次数: 167
Integrating interactive graphics techniques with future technologies (panel session) 将交互式图形技术与未来技术相结合(小组讨论)
T. Rhyne, E. Gidney, T. Imielinski, P. Maes, R. Vetter
This panel examines the need to integrate computer graphics techniques with other methodologies and technologies such as mobile and wireless personal assistants, intelligent agents, cartography, human perception, voice recognition, interactive television, cooperative computing, and high speed networking. The need to develop new interfaces and displays which reflect the social changes associated with the way people will interact with integrated computer systems and the information highway is addressed.
该小组探讨了将计算机图形技术与其他方法和技术(如移动和无线个人助理、智能代理、制图、人类感知、语音识别、交互式电视、协作计算和高速网络)集成的必要性。需要开发新的界面和显示,以反映与人们将与综合计算机系统和信息高速公路互动的方式有关的社会变化。
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引用次数: 0
A frequency based ray tracer 一种基于频率的光线追踪器
Mark R. Bolin, G. Meyer
A ray tracer has been developed that synthesizes images directly into the frequency domain. This makes it possible to use a simple vision model to control where rays are cast into a scene and to decide how rays should be spawned once an object is intersected. In this manner the most visible artifacts can be removed first and noise can be channeled into those areas of an image where it is least noticeable. The resulting image is produced in a format that is consistent with many image compression and transmission schemes. CR
已经开发出一种射线追踪器,可以直接将图像合成到频域。这使得我们可以使用一个简单的视觉模型来控制光线投射到场景中的位置,并决定一旦物体相交,光线应该如何产生。通过这种方式,可以首先去除最明显的伪影,并将噪声引入图像中最不明显的区域。生成的图像的格式与许多图像压缩和传输方案一致。CR
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引用次数: 84
Intelligent scissors for image composition 用于图像合成的智能剪刀
Eric N. Mortensen, W. Barrett
We present a new, interactive tool called Intelligent Scissors which we use for image segmentation and composition. Fully automated segmentation is an unsolved problem, while manual tracing is inaccurate and laboriously unacceptable. However, Intelligent Scissors allow objects within digital images to be extracted quickly and accurately using simple gesture motions with a mouse. When the gestured mouse position comes in proximity to an object edge, a live-wire boundary “snaps” to, and wraps around the object of interest. Live-wire boundary detection formulates discrete dynamic programming (DP) as a two-dimensional graph searching problem. DP provides mathematically optimal boundaries while greatly reducing sensitivity to local noise or other intervening structures. Robustness is further enhanced with on-the-fly training which causes the boundary to adhere to the specific type of edge currently being followed, rather than simply the strongest edge in the neighborhood. Boundary cooling automatically freezes unchanging segments and automates input of additional seed points. Cooling also allows the user to be much more free with the gesture path, thereby increasing the efficiency and finesse with which boundaries can be extracted. Extracted objects can be scaled, rotated, and composited using live-wire masks and spatial frequency equivalencing. Frequency equivalencing is performed by applying a Butterworth filter which matches the lowest frequency spectra to all other image components. Intelligent Scissors allow creation of convincing compositions from existing images while dramatically increasing the speed and precision with which objects can be extracted.
我们提出了一种新的交互式工具,称为智能剪刀,用于图像分割和合成。全自动分割是一个未解决的问题,而手工跟踪是不准确的,费力的不可接受的。然而,智能剪刀允许使用简单的鼠标手势动作快速准确地提取数字图像中的物体。当鼠标位置接近对象边缘时,带电线边界会“捕捉”到感兴趣的对象,并环绕该对象。活线边界检测将离散动态规划(DP)表述为一个二维图搜索问题。DP提供了数学上最优的边界,同时大大降低了对局部噪声或其他干预结构的敏感性。鲁棒性通过实时训练进一步增强,这使得边界坚持当前所遵循的特定类型的边缘,而不仅仅是附近最强的边缘。边界冷却自动冻结不变的部分,并自动输入额外的种子点。冷却还允许用户更自由地使用手势路径,从而提高提取边界的效率和技巧。提取的对象可以缩放、旋转,并使用带电线遮罩和空间频率等效进行合成。频率等效是通过应用巴特沃斯滤波器来实现的,该滤波器将最低频谱与所有其他图像分量相匹配。智能剪刀允许从现有图像中创建令人信服的构图,同时显着提高了物体提取的速度和精度。
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引用次数: 907
Navigation and locomotion in virtual worlds via flight into hand-held miniatures 通过飞行到手持微缩的虚拟世界中的导航和运动
R. Pausch, T. Burnette, Dan Brockway, Michael E. Weiblen
This paper describes the use of a World-in-Miniature (WIM) as a navigation and locomotion device in immersive virtual environments. The WIM is a hand-held miniature graphical representation of the virtual environment, similar to a map cube. When the user moves an object in the WIM, the object simultaneously moves in the surrounding virtual environment. When the user moves an iconic representation of himself, he moves (flies) in the virtual environment. Flying the user in the full scale virtual world is confusing, because the user’s focus of attention is in the miniature, not in the full scale virtual world. We present the novel technique of flying the user into the miniature, providing perceptual and cognitive constancy when updating the viewpoint.
本文描述了在沉浸式虚拟环境中使用微缩世界(WIM)作为导航和运动设备。WIM是虚拟环境的手持微型图形表示,类似于地图立方体。当用户在虚拟环境中移动一个物体时,该物体同时在周围的虚拟环境中移动。当用户移动自己的图标时,他在虚拟环境中移动(飞行)。让用户在全尺寸虚拟世界中飞行是令人困惑的,因为用户的注意力集中在微缩模型上,而不是在全尺寸虚拟世界中。我们提出了一种新颖的技术,让用户飞进微缩空间,在更新视点时提供感知和认知的一致性。
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引用次数: 219
Motion warping 运动扭曲
A. Witkin, Zoran Popovic
We describe a simple technique for editing captured or keyframed animation based on warping of the motion parameter curves. The animator interactively defines a set of keyframe-like constraints which are used to derive a smooth deformation that preserves the fine structure of the original motion. Motion clips are combined by overlapping and blending of the parameter curves. We show that whole families of realistic motions can be derived from a single captured motion sequence using only a few keyframes to specify the motion warp. Our technique makes it feasible to create libraries of reusable “clip motion.”
我们描述了一个简单的技术编辑捕获或关键帧动画基于运动参数曲线的翘曲。动画器交互式地定义一组关键帧约束,用于导出平滑变形,保留原始运动的精细结构。通过参数曲线的重叠和混合来组合运动剪辑。我们表明,整个家庭的现实运动可以从单一捕获的运动序列中获得,只使用几个关键帧来指定运动翘曲。我们的技术使得创建可重用的“剪辑运动”库成为可能。
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引用次数: 733
Standardisation—opportunity or constraint? (panel session) 标准化——机会还是限制?(小组会话)
David B. Arnold, J. Bresenham, K. Brodlie, G. Carson, Jan Hardenbergh, P. V. Binst, A. V. Dam
Panel Summary Who and what are standards for? Are standards there to protect users' investments and ease the design of working, integrated solutions or are they there to generate product opportunities for suppliers? Given enough confusion in the market place the effect is to turn standards into supplier's opportunity, at the expense of users' protection. Extensions, registrations, revisions, profiles, and levels of certification all conspire to confuse the situation. The pressure to adopt Publicly Available Specifications and the perceived advantages of "de facto" standards can undermine the protective intent of "de jure" standards. This panel debates different attitudes to standards, often associated with different sides of the Atlantic, but also between standardiser, politician, supplier and user. Concern over slow progress in ISO growing, but even concern is slow to take effect! Political pressure for change has never been stronger (for example at the recent CEC workshop on choosing standardisation policy attended by 350+ delegates. Proposed methods of standardisation often assume that fasttracking PASs will produce a better result, more speedily, but ignore the lack of success of fast-tracking to date in the graphics area. Related topics for discussion include: 1) Is conformance certification worth the cost? 2) Portability v Extensibility? 3) Upwards compatibilityhow is/should existing investment in products be protected. 4) Should registered items be allowed as a way of bypassing standards? 5) How should profiling be used. 6) De facto v de jure standardisation. 7) Can/should fast-tracking PASs be made to work?
小组总结:标准适用于谁,适用于什么?标准的存在是为了保护用户的投资,简化工作、集成解决方案的设计,还是为了为供应商创造产品机会?如果市场上存在足够的混乱,其结果就是把标准变成了供应商的机会,而牺牲了对用户的保护。扩展、注册、修订、概要文件和认证级别都会混淆这种情况。采用公开可用规范的压力和“事实”标准的感知优势可能会破坏“法律”标准的保护意图。这个小组讨论对标准的不同态度,通常涉及大西洋的不同方面,但也涉及标准化者、政治家、供应商和用户。担心ISO增长缓慢,但即使是担心也见效缓慢!要求变革的政治压力从未如此强大(例如,最近有350多名代表参加了CEC关于选择标准化政策的研讨会。提出的标准化方法通常假设快速跟踪PASs将产生更好的结果,更快,但忽略了快速跟踪迄今为止在图形领域缺乏成功。相关的讨论主题包括:1)一致性认证值得花费吗?2)可移植性还是可扩展性?3)向上兼容性:如何/应该保护现有的产品投资。4)是否应该允许注册物品作为一种绕过标准的方式?5)应该如何使用分析。6)事实上的和法律上的标准化。7)快速通道能/应该起作用吗?
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引用次数: 0
X-splines: a spline model designed for the end-user x样条:为最终用户设计的样条模型
C. Blanc, C. Schlick
This paper presents a new model of spline curves and surfaces. The main characteristic of this model is that it has been created from scratch by using a kind of mathematical engineering process. In a first step, a list of specifications was established. This list groups all the properties that a spline model should contain in order to appear intuitive to a non-mathematician end-user. In a second step, a new family of blending functions was derived, trying to fulfill as many items as possible of the previous list. Finally, the degrees of freedom offered by the model have been reduced to provide only shape parameters that have a visual interpretation on the screen. The resulting model includes many classical properties such as affine and perspective invariance, convex hull, variation diminution, local controlandC2=G2 orC2=G0 continuity. But it also includesoriginal features such as a continuum between B-splines and Catmull-Rom splines, or the ability to define approximation zones and interpolation zones in the same curve or surface.
提出了一种新的样条曲线曲面模型。该模型的主要特点是它是通过一种数学工程过程从零开始创建的。在第一步中,建立了一个规范列表。这个列表将样条模型应该包含的所有属性分组,以便对非数学家的最终用户显得直观。在第二步中,导出了一组新的混合函数,试图满足前一个列表中尽可能多的项目。最后,模型提供的自由度被降低,只提供在屏幕上具有视觉解释的形状参数。所得到的模型包括许多经典性质,如仿射和透视不变性、凸包、变异衰减、局部控制和c2 =G2或c2 =G0连续性。但它也包括原始的特征,如b样条和Catmull-Rom样条之间的连续体,或在同一曲线或表面上定义近似区域和插值区域的能力。
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引用次数: 37
3D graphics through the Internet—a “shoot-out” (panel session) 互联网上的3D图形——“枪战”(小组讨论)
C. Machover, Gavin Bell, T. Munzner, Fabio Pettinati, V. Watson
3D graphics through the Internet needs to move beyond the current lowest common denominator of pre-computed movies because these movies excessively consume bandwidth and are non-interactive. Panelists will demonstrate and compare new approaches for accessing, analyzing, and collaborating on 3D graphical information through the Internet and World-Wide Web. This "shoot-out" will illustrate which tools are likely to be the best for the various types of 3D graphical information, including dynamic scientific data, 3D objects, and virtual environments. The computer graphics community (and especially SIGGRAPH) can provide a major service to mankind by promoting the use of graphical tools that improve the effectiveness of the Information Superhighway. A significant step in this process is.an open comparison, evaluation, and discussion of the graphical tools being proposed. The panel provides this step by having demonstrations and open discussions of the proposed tools. The issue is much larger than just the issue of data formats for Internet. The tools should provide for efficient access of the information, effective analysis, and effective collaboration with others over the Internet. The organizer has selected tools for demonstration that he believes have the greatest potential at this time. The selected tools for 3D objects and virtual environments are QuickTime VR and QuickDraw 3D by Apple Computer [1, 2], WebSpace by Silicon Graphics [3], and a public domain 3D browser from the Geometry Center of the University of Minnesota [4]. QuickTime VR is based on images. QuickDraw 3D is a cross platform 3D graphics API. WebSpace and the Geometry Center's public domain browser are based on the Virtual Reality Modeling Language (VRML) described in [5]. The selected tool for 3D scientific data is the FASTexpedition described in [6]. (It is not expected that one tool will be the best for all applications.)
通过互联网的3D图形需要超越目前预计算电影的最低标准,因为这些电影过度消耗带宽并且是非交互式的。小组成员将演示和比较通过互联网和万维网访问、分析和协作3D图形信息的新方法。这个“枪战”将说明哪些工具可能是各种类型的3D图形信息的最佳工具,包括动态科学数据、3D对象和虚拟环境。计算机图形社区(尤其是SIGGRAPH)可以通过促进图形工具的使用来提高信息高速公路的有效性,从而为人类提供主要服务。这个过程中的一个重要步骤是。对所提出的图形化工具进行公开的比较、评估和讨论。小组通过对建议的工具进行演示和公开讨论来提供这一步骤。这个问题比因特网的数据格式问题要大得多。这些工具应提供有效的信息访问、有效的分析以及通过Internet与他人进行有效的协作。组织者选择了他认为目前最有潜力的工具进行演示。所选择的3D对象和虚拟环境的工具是QuickTime VR和QuickDraw 3D由苹果电脑[1,2],WebSpace由硅图形[3],和一个公共领域的3D浏览器从明尼苏达大学几何中心b[4]。QuickTime VR是基于图像。QuickDraw 3D是一个跨平台的3D图形API。WebSpace和几何中心的公共领域浏览器基于[5]中描述的虚拟现实建模语言(VRML)。3D科学数据的选择工具是b[6]中描述的FASTexpedition。(我们并不期望一个工具对所有应用程序都是最好的。)
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引用次数: 1
期刊
Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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