Mesh-free deformation is an effective method for the simulation of deformable objects and characters in computer animation. It bears the merits of flexible control, good accuracy and easy implementation. Similar to ot...
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ISBN:
(纸本)0769524737
Mesh-free deformation is an effective method for the simulation of deformable objects and characters in computer animation. It bears the merits of flexible control, good accuracy and easy implementation. Similar to other physically-based deformation techniques, however, computational cost remains a pressing issue, especially for large scale problems. Based on our previous work, in this paper we investigate the underlying structure of the numerical approach in order to speed up the computation. Three algorithms are presented and their efficiency and convergence are analysed Our results show that we are able to significantly reduce the computation time and memory usage with little loss in accuracy. The new technique is capable of achieving interactive frame rates with large models.
In this paper, we present a new approach to detecting, locating and visualizing the local bifurcations originated from the changes of critical points in a 2D time-dependent vector field. Via precisely tracking the cha...
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One problem in subdivision surfaces is the number of facets grows exponentially with the level of subdivision. Subdivision schemes are cost intensive at higher levels of subdivision. In this paper, we propose an adapt...
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Parameterization of 3D mesh plays an important role in computergraphics application society, such as geometry compression, texture mapping, morphing and so on. As far as closed two-manifold genus-0 meshes are concern...
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In this paper we present a new adaptive rendering method for general Catmull-Clark subdivision surfaces. The new method is based on direct evaluation of the limit surface to generate an inscribed polyhedron of the lim...
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ISBN:
(纸本)0769524737
In this paper we present a new adaptive rendering method for general Catmull-Clark subdivision surfaces. The new method is based on direct evaluation of the limit surface to generate an inscribed polyhedron of the limit surface. The method generates less polygons in the filial rendering process because inscribed approximation usually provides faster convergent rate than circumscribed approximation. The new adaptive rendering method call precisely measure error for every point of the limit surface. Hence, it has complete control of the accuracy of the rendering result. Cracks are avoided by using a recursive marking process to ensure that adjacent patches or subpatches use the same limit surface points in the construction of the shared boundary. The new method performs limit surface evaluation only at points that are needed for the filial rendering process. Therefore it is very fast and memory efficient.
Information security and assurance are emerging frontiers for collaborative design. The collaborative assembly design becomes one style of cooperation in both design and the outsourcing manufacture. However, during th...
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We present a multi-resolution mesh model of the ocean surface based on a straightforward terrain LOD scheme, Tiled Quad-tree, with that the region of ocean surface can be extended limitlessly and readily adapted for G...
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ISBN:
(纸本)0769524737
We present a multi-resolution mesh model of the ocean surface based on a straightforward terrain LOD scheme, Tiled Quad-tree, with that the region of ocean surface can be extended limitlessly and readily adapted for GPU acceleration. We have introduced the concept of Wrapped Fractal Surface (WFS) for generating height field map of the ocean. Through WFS self-mapping, we can create a series of WFS and obtain the height field map at discrete times without repeating tiles. By interpolating the height map at regular intervals we can build an ocean surface continuously and dynamically. This paper also studied shallow ocean waves concerned about affects of seaboard and underwater terrain. Experimental results showed that our approach was effective and would satisfy the requirements of a realistic real-time navigation for large-scale seascape.
In the recent years graphics Processing Units (GPU) have evolved into general purpose programmable streaming parallel processors. This evolution makes it possible to implement high quality photo realistic rendering te...
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ISBN:
(纸本)0769524737
In the recent years graphics Processing Units (GPU) have evolved into general purpose programmable streaming parallel processors. This evolution makes it possible to implement high quality photo realistic rendering techniques on graphics processors. There has been a few studies to show how to map ray tracing to the GPU Since graphics processors are not designed to process complex data structures, it is crucial to explore data structures and algorithms for efficient stream processing. In particular ray traversal is one of the most time consuming parts of ray tracing methods. In this work we focus on the efficient ray traversals on GPU. Several known techniques have been redesigned and adapted to the GPU programming model. Also a new traversal method based on extended anisotropic chessboard distance metric has been introduced
This correspondence addresses the problem of rotation, scale, and translation invariant recognition of images. Object shape comparability is a challenging problem in the field of pattern recognition and computer visio...
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In this paper, we propose a new triangular finite element mesh generation method based on simplification of high-density mesh and adaptive Level-of-Detail (LOD) methods for efficient CAE. Mesh simplification evaluatin...
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ISBN:
(纸本)0769524737
In this paper, we propose a new triangular finite element mesh generation method based on simplification of high-density mesh and adaptive Level-of-Detail (LOD) methods for efficient CAE. Mesh simplification evaluating mesh properties is applied to control the mesh properties required for FE mesh, such as the number of triangular elements, element shape quality and size while keeping the specified approximation tolerance. Adaptive LOD methods based on vertex hierarchy according to curvature and region of interest, and global LOD method preserving density distributions are also proposed in order to construct a more appropriate FE mesh. These methods enable efficient generation of FE meshes with appropriate properties for analysis from a high-density mesh. Finally, the effectiveness of our approach is shown through evaluations of the FE meshes for practical use.
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