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A Halfedge Refinement Rule for Parallel Loop Subdivision 并行环路细分的半边缘细化规则
K. Vanhoey, J. Dupuy
We observe that a Loop refinement step invariably splits halfedges into four new ones. We leverage this observation to formulate a breadth-first uniform Loop subdivision algorithm: Our algorithm iterates over halfedges to both generate the refined topological information and scatter contributions to the refined vertex points. Thanks to this formulation we limit concurrent data access, enabling straightforward and efficient parallelization on the GPU. We provide an open-source GPU implementation that runs at state-of-the-art performances and supports production-ready assets, including borders and semi-sharp creases.
我们观察到,循环细化步骤总是将半块分割成四个新块。我们利用这一观察结果制定了一个宽度优先的均匀环路细分算法:我们的算法在半边界上迭代,以生成精炼的拓扑信息,并分散对精炼顶点点的贡献。由于这个公式,我们限制了并发数据访问,在GPU上实现了直接和有效的并行化。我们提供了一个开源的GPU实现,运行在最先进的性能,并支持生产就绪的资产,包括边界和半锐折痕。
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引用次数: 1
An Improved Triangle Encoding Scheme for Cached Tessellation 一种改进的缓存镶嵌三角形编码方案
B. Kerbl, Linus Horváth, Daniel Cornel, M. Wimmer
With the recent advances in real-time rendering that were achieved by embracing software rasterization, the interest in alternative solutions for other fixed-function pipeline stages rises. In this paper, we revisit a recently presented software approach for cached tessellation, which compactly encodes and stores triangles in GPU memory. While the proposed technique is both efficient and versatile, we show that the original encoding is suboptimal and provide an alternative scheme that acts as a drop-in replacement. As shown in our evaluation, the proposed modifications can yield performance gains of 40% and more.
随着软件栅格化在实时渲染方面的最新进展,对其他固定功能管道阶段的替代解决方案的兴趣也在增加。在本文中,我们回顾了最近提出的一种用于缓存镶嵌的软件方法,该方法紧凑地编码并将三角形存储在GPU内存中。虽然所提出的技术既高效又通用,但我们表明原始编码是次优的,并提供了一种替代方案,可作为插入式替代方案。正如我们的评估所示,所提出的修改可以产生40%甚至更多的性能增益。
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引用次数: 1
Procedural Bridges-and-pillars Support Generation 程序桥梁和支柱支持生成
M. Freire, S. Hornus, S. Perchy, S. Lefebvre
Additive manufacturing requires support structures to fabricate parts with overhangs. In this paper, we revisit a known support structure based on bridges-and-pillars (see Figure 1). The support structures are made of vertical pillars supporting horizontal bridges. Their scaffolding structure makes them stable and reliable to print. However, the algorithm heuristic search does not scale well and is prone to produce contacts with the parts, leaving scars after removal. We propose a novel algorithm for this type of supports, focusing on avoiding unnecessary contacts with the part as much as possible. Our approach builds upon example-based model synthesis to enable early detection of collision-free passages as well as non-reachable regions.
增材制造需要支撑结构来制造有悬垂的零件。在本文中,我们重新审视了一种已知的基于桥-柱的支撑结构(见图1)。支撑结构由垂直支柱支撑水平桥梁组成。它们的支架结构使其打印稳定可靠。然而,该算法的启发式搜索扩展性不好,容易与零件产生接触,去除后留下疤痕。我们提出了一种新的算法,针对这种类型的支持,重点是避免不必要的接触,尽可能多的部分。我们的方法建立在基于示例的模型综合之上,能够早期检测无碰撞通道以及不可到达的区域。
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引用次数: 0
Real-time Sponge and Fluid Simulation 实时海绵和流体模拟
V. Burkus, A. Karpati, G. Klár, L. Szécsi
In this paper we present an approach to couple PBD simulation of deformable porous objects with SPH. We propose solutions for simulating the absorption and discharge of fluid by the sponge, and the effect of the fluid on sponge behaviour. We maintain the ability of the original approaches to handle interactions with rigid bodies. Our solution, like PBD in general, is less geared towards physical accuracy, but aims for real-time, visually plausible simulation of these systems, appropriate for interactive VR applications and games.
本文提出了一种将可变形多孔物体的PBD模拟与SPH耦合的方法。我们提出了模拟海绵对流体的吸收和排出以及流体对海绵行为的影响的解决方案。我们保留了原始方法处理刚体相互作用的能力。我们的解决方案,就像一般的PBD一样,不太注重物理精度,而是针对这些系统的实时,视觉上合理的模拟,适用于交互式VR应用和游戏。
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引用次数: 0
Stochastic Light Culling for Single Scattering in Participating Media 参与介质中单散射的随机光剔除
S. Fujieda, Yusuke Tokuyoshi, T. Harada
We introduce a simple but efficient method to compute single scattering from point and arbitrarily shaped area light sources in participating media. Our method extends the stochastic light culling method to volume rendering by considering the intersection of a ray and spherical bounds of light influence ranges. For primary rays, this allows simple computation of the lighting in participating media without hierarchical data structures such as a light tree. First, we show how to combine equiangular sampling with the proposed light culling method in a simple case of point lights. We then apply it to arbitrarily shaped area lights by considering virtual point lights on the surface of area lights. Using our method, we are able to improve the rendering quality for scenes with many lights without tree construction and traversal.
我们介绍了一种简单而有效的方法来计算参与介质中点光源和任意形状区域光源的单散射。该方法将随机光剔除方法扩展到体绘制中,通过考虑光线和光影响范围的球面边界的交集。对于初级光线,这允许在参与介质中进行简单的照明计算,而不需要分层数据结构,例如光树。首先,我们展示了如何在一个简单的点光源情况下将等角采样与提出的光剔除方法结合起来。然后通过考虑区域光表面上的虚拟点光,将其应用于任意形状的区域光。使用我们的方法,我们能够提高具有许多灯光的场景的渲染质量,而无需构建树和遍历。
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引用次数: 0
Transparent Rendering and Slicing of Integral Surfaces Using Per-primitive Interval Arithmetic 基于原元区间算法的积分曲面透明绘制与切片
M. Aydinlilar, C. Zanni
We present a method for efficient incorporation of integral surfaces within existing robust processing methods such as interval arithmetic and segment-tracing. We based our approach on high-level knowledge of the field function of the primitives. We show application to slicing and transparent rendering of integral surfaces based on interval arithmetic.
我们提出了一种方法,有效地结合积分曲面在现有的鲁棒处理方法,如区间算法和段跟踪。我们的方法基于对原语的域函数的高级知识。我们展示了基于区间算法的积分曲面切片和透明绘制的应用。
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引用次数: 0
Graph-based Computation of Voronoi Diagrams on Large-scale Point-based Surfaces 基于图的大规模点曲面Voronoi图的计算
Arnaud Bletterer, F. Payan, M. Antonini
We present an original algorithm to construct Voronoi tessellations on surfaces from a set of depth maps. Based on a local graph-based structure, where each local graph spans one depth map, our algorithm is able to compute partial Voronoi diagrams (one per scan)
我们提出了一种从一组深度图在表面上构造Voronoi镶嵌的原始算法。基于基于局部图的结构,其中每个局部图跨越一个深度图,我们的算法能够计算部分Voronoi图(每次扫描一个)。
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引用次数: 0
Real-Time Path-Guiding Based on Parametric Mixture Models 基于参数混合模型的实时路径引导
Mikhail Derevyannykh
Path-Guiding algorithms for sampling scattering directions can drastically decrease the variance of Monte Carlo estimators of Light Transport Equation, but their usage was limited to offline rendering because of memory and computational limitations. We introduce a new robust screen-space technique that is based on online learning of parametric mixture models for guiding the real-time path-tracing algorithm. It requires storing of 8 parameters for every pixel, achieves a reduction of FLIP metric up to 4 times with 1 spp rendering. Also, it consumes less than 1.5ms on RTX 2070 for 1080p and reduces path-tracing timings by generating more coherent rays by about 5% on average. Moreover, it leads to significant bias reduction and a lower level of flickering of SVGF output.
采样散射方向的路径引导算法可以极大地降低光输运方程蒙特卡罗估计的方差,但由于内存和计算能力的限制,它们的使用仅限于离线渲染。我们介绍了一种新的基于参数混合模型在线学习的鲁棒屏幕空间技术,用于指导实时路径跟踪算法。它需要为每个像素存储8个参数,以1 spp渲染实现最多4倍的FLIP度量减少。此外,对于1080p,它在RTX 2070上消耗的时间少于1.5ms,并且通过产生更多相干光线平均减少约5%的路径跟踪时间。此外,它还可以显著降低SVGF输出的偏置和较低的闪烁水平。
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引用次数: 2
Interactive simulation for easy decision-making in fluid dynamics 便于流体动力学决策的交互式仿真
Mengchen Wang, N. Férey, F. Magoulès, P. Bourdot
A conventional study of fluid simulation involves different stages including conception, simulation, visualization, and analysis tasks. It is, therefore, necessary to switch between different software and interactive contexts which implies costly data manipulation and increases the time needed for decision making. Our interactive simulation approach was designed to shorten this loop, allowing users to visualize and steer a simulation in progress without waiting for the end of the simulation. The methodology allows the users to control, start, pause, or stop a simulation in progress, to change global physical parameters, to interact with its 3D environment by editing boundary conditions such as walls or obstacles. This approach is made possible by using a methodology such as the Lattice Boltzmann Method (LBM) to achieve interactive time while remaining physically relevant. In this work, we present our platform dedicated to interactive fluid simulation based on LBM. The contribution of our interactive simulation approach to decision making will be evaluated in a study based on a simple but realistic use case.
传统的流体模拟研究包括不同的阶段,包括概念、模拟、可视化和分析任务。因此,有必要在不同的软件和交互环境之间切换,这意味着昂贵的数据操作和增加决策所需的时间。我们的交互式模拟方法旨在缩短这个循环,允许用户可视化和引导正在进行的模拟,而无需等待模拟结束。该方法允许用户控制,开始,暂停或停止正在进行的模拟,改变全局物理参数,通过编辑边界条件(如墙壁或障碍物)与其3D环境进行交互。这种方法可以通过使用晶格玻尔兹曼方法(LBM)等方法来实现交互时间,同时保持物理相关性。在这项工作中,我们提出了一个基于LBM的交互式流体仿真平台。我们的交互式模拟方法对决策的贡献将在基于一个简单但现实的用例的研究中进行评估。
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引用次数: 2
Interactive Finite Element Model of Needle Insertion and Laceration 针插入与割伤的交互有限元模型
Pedro Henrique Suruagy Perrusi, Paul Baksic, H. Courtecuisse
This paper introduces an interactive model of needle insertion, including the possibility to simulate lacerations of tissue around the needle. The method relies on complementary constraints to couple the Finite Element models of the needle and tissue. The cutting path is generated from mechanical criteria (i.e. cutting force) at arbitrary resolution, avoiding expensive remeshing of Finite Element meshes. Complex behavior can be simulated in real time such as friction along the shaft of the needle, puncture and cutting force resulting from interactions of the needle with the tissue. The method is illustrated both in an interactive simulation of a needle insertion/cutting and in a robotic needle insertion in liver tissue during the breathing motion.
本文介绍了一种针插入的交互模型,包括模拟针周围组织撕裂的可能性。该方法依靠互补约束来耦合针和组织的有限元模型。切割路径由任意分辨率的机械准则(即切割力)生成,避免了昂贵的有限元网格重划分。可以实时模拟复杂的行为,如沿针头轴的摩擦,针头与组织相互作用产生的穿刺和切割力。该方法在针插入/切割的交互式模拟和呼吸运动期间肝组织中的机器人针插入中都得到了说明。
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Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval
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