We present an interactive technique for generating halftoning animations in image space. We specifically consider a halftoning approach that uses screening methods to achieve shading, brightness, and texture by placin...
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We present an interactive technique for generating halftoning animations in image space. We specifically consider a halftoning approach that uses screening methods to achieve shading, brightness, and texture by placing varying patterns. Our technique transports the screening patterns in a frame-to-frame coherent manner according to the velocity of each fragment on the image plane. We show how the algorithm is mapped to programmable graphics hardware to achieve interactive frame rates. Our approach can be used for any screening-based halftoning technique, and therefore different nonphotorealistic image-space rendering styles, including dithering, screening, stippling, and hatching, can be utilized to generate real-time frame-to-frame coherent animations
Two effective methods are proposed to address two inaccuracies, deficient meshing and error-prone form factors, respectively, in the context of progressive radiosity. The first one addresses the meshing problem using ...
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Two effective methods are proposed to address two inaccuracies, deficient meshing and error-prone form factors, respectively, in the context of progressive radiosity. The first one addresses the meshing problem using an automatic adaptive subdivision that takes the radiosity difference, the radiosity residual, and the visibility information as error estimates. The second method employs a hybrid form-factor evaluation recursively combining an approximation to the analytic point-to-disk form factor and an accurate form factor from a differential area to a convex polygon. Finally, we demonstrate the effectiveness and practicability of the proposed methods by testing with a set of global illumination test scenes to show the experimental results qualitatively and quantitatively
We present an approach to the interactive deformation of soft objects. The soft objects are represented by implicit surfaces. Virtual tools are used to interact with soft virtual clay. The effect of multiple sculpting...
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We present an approach to the interactive deformation of soft objects. The soft objects are represented by implicit surfaces. Virtual tools are used to interact with soft virtual clay. The effect of multiple sculpting actions can be accumulated together. The way in which the tool deforms the clay can be controlled explicitly by a parameter. This approach can be used to build an interactive sculpting system. The surfaces are visualized using a constrained particles method or polygonization displayed with a stereoscopic viewer
Models of urban environments have many uses for town planning, previsualization of new building work and utility service planning. Many of these models are three-dimensional, and increasingly there is a move towards r...
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Models of urban environments have many uses for town planning, previsualization of new building work and utility service planning. Many of these models are three-dimensional, and increasingly there is a move towards real-time presentation of such large models. We present an algorithm for generating consistent 3D models from a combination of data sources, including Ordnance Survey ground plans, aerial photography and laser height data. Although there have been several demonstrations of automatic generation of building models from 2D vector map data, we present a very robust solution that generates models that are suitable for real-time presentation. We then demonstrate a novel pollution visualization that uses these models
Real-time rendering of complex scenes is a crucial problem in computer graphics. In this paper we present a simple and efficient real-time (high frame rate) rendering method in which the computational cost is almost i...
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Real-time rendering of complex scenes is a crucial problem in computer graphics. In this paper we present a simple and efficient real-time (high frame rate) rendering method in which the computational cost is almost independent of the scene geometric complexity. The main advantages of our method compared to other height field warping approaches such as relief texture mapping, is that the scene has no restriction concerning the nature of its geometry. This method can be considered as an hybrid geometry and image-based representation of the scene, viewed along a 3D camera path. The final image in an arbitrary viewpoint on this path is rendered using a very small number of images corresponding to the reference viewpoints. Real-time rendering is performed using the pixels shaders functionality of current graphics hardware
This communication describes a virtual reality technology application in the construction-training domain. A prototype was developed that serves as a didactic tool for civil engineering students of disciplines concern...
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This communication describes a virtual reality technology application in the construction-training domain. A prototype was developed that serves as a didactic tool for civil engineering students of disciplines concerned with building construction. Geometric modeling and virtual reality techniques are used on the visual simulation of construction processes and to define user-friendly interfaces in order to access construction information, which could prove useful to civil engineering professionals. The construction of a double brick wall is the case studied. The wall is defined as a three-dimensional geometric model formed with the several components needed to construct it. Using the wall's virtual model it is possible to show, in an interactive way, the sequence of the construction process and observe, from any point of view, the configurations in detail of the building components. This is a didactic application in the construction processes domain of great interest to civil engineering students
Scientific investigation and simulation have been producing increasingly large datasets. Usually that kind of data is visualized employing some scientific visualization technique. Another related field, information vi...
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Scientific investigation and simulation have been producing increasingly large datasets. Usually that kind of data is visualized employing some scientific visualization technique. Another related field, information visualization, deals with nonscientific large scale data, using different approaches to achieve an effective understanding. Our aim is to bring these two fields together, proposing a taxonomy for volume visualization, employing information visualization techniques, particularly the focus and context idea. A prototype is being developed, which aims to implement and evaluate a number of solutions for this problem, identifying through demonstration which applications would benefit most from focus+context approaches. We describe work in progress
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