In this paper, we present a new scheme of data representation for image-based objects. It allows the illumination to be changed interactively without knowing any geometrical information (e.g. depth or surface normal) ...
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In this paper, we present a new scheme of data representation for image-based objects. It allows the illumination to be changed interactively without knowing any geometrical information (e.g. depth or surface normal) of the scene. But the resulting images are physically correct. The scene is first sampled from different view points and under different illuminations. By treating each pixel on the image plane as a surface element, the sampled images are used to measure the apparent BRDF of each surface element. Two compression schemes, spherical harmonics and discrete cosine transform, are proposed to compress the tabular BRDF data. Whenever the user changes the illumination, a certain number of views are reconstructed. The correct user perspective view is then displayed using the standard texture mapping hardware. Hence, the intensity, the type and the number of the light sources can be manipulated interactively.
Deformable surface models are an attractive method for segmenting the three-dimensional shapes of complex anatomic structures in volumetric medical images. Despite the success of this approach, several problems remain...
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The trivariate tensor-product B-spline solid is a direct extension of the B-spline patch and has been shown to be useful in the creation and visualization of free-form geometric solids. Visualizing these solid objects...
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Real-time rendering of complex 3D models is still a very challenging task. Recently, GPU-based level-of-detail (LOD) approaches have been proposed to fast decrease the complexity of a 3D model, but applying only LOD a...
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In this paper, a two-level parallel spatial hashing method is presented for real-time collision detection of deformable objects based on modern GPU architecture. The second-level of spatial hashing is used to improve ...
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This paper proposes a fast volume rendering scheme that greatly reduces ray-casting overheads by an adaptive block subdivision. We first apply a uniform space subdivision for constructing the adaptively subdivided vol...
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This paper proposes a fast volume rendering scheme that greatly reduces ray-casting overheads by an adaptive block subdivision. We first apply a uniform space subdivision for constructing the adaptively subdivided volume. Then we merge coherent uniform blocks to generate adaptive-sized blocks that are efficient for leaping space. To accomplish this, an efficient block merging algorithm based on a boundary following and scan-filling strategy is proposed. Experimental results show that our fast volume rendering scheme is superior to other schemes in constructing a data structure for fast rendering;due to its simple construction approach, construction speed is more than three times faster than a hierarchical data structure, octree. A 25% to 70% performance gain in rendering timing over the octree is also exhibited. Additional advantages of our scheme are a stable acceleration for animation and an associativity with a compression-based volume rendering.
Extracting human body skeletons from consecutive surfaces is an important research topic in the fields of computergraphics and human computer interaction, especially in posture estimation and skeleton animation. Curr...
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Environment matting is a technique to extract the environment matte which is used to describe how an object reflects and refracts the environment light. In this paper, we propose a novel environment matting method to ...
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While 2D texture mapping is one of the most powerful rendering techniques that make 3D objects appear visually interesting, it suffers from visual artifacts produced when 2D image patterns are wrapped onto the surface...
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The interests and tendencies of motivations in generated computergraphics between researchers are increased in recent years. There are many various methods for computergraphics in some applications such as architect...
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ISBN:
(纸本)9783540897958
The interests and tendencies of motivations in generated computergraphics between researchers are increased in recent years. There are many various methods for computergraphics in some applications such as architectural arts. In this paper we present two new algorithms for computer generated Islamic Geometrical Patterns, which are 8-ZOHREH and 8-SILI They are presented as computer algorithms. These algorithms presented and implemented as simple and optimized algorithms. In the proposed algorithms we considered the simple basic rules in geometry such as orthogonal drawing, bisector of angles, and symmetry. The first algorithm generated a main region for 8-ZOHREH in eleven steps and the second algorithm to generate 8-SILI which has twelve steps. Simplicity, robustness, low computational complexity and high speedy are some of the main features of the proposed algorithms. The results of our algorithms are demonstrated in last section.
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