computer simulation of cloth is often plagued by springs being over-stretched. The evaluation of impulses to prevent over-stretching is explained step-by-step. Our impulse approach controls the length of springs by a ...
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computer simulation of cloth is often plagued by springs being over-stretched. The evaluation of impulses to prevent over-stretching is explained step-by-step. Our impulse approach controls the length of springs by a nonlinear system and then a novel linearization of it into a symmetric positive definite system. The cloth/solid collision handling is integrated into the linearized system seamlessly. Some results based on this method are also presented.
We present a real-time method for rendering a depth-of-field effect based on the per-pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missin...
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We present a real-time method for rendering a depth-of-field effect based on the per-pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high-quality depth-of-field results even in the presence of partial occlusion, without major artifacts often present in the previous real-time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real-time post-processing for both off-line and interactive applications.
I argue that computergraphics can benefit from a deeper use of machine learning techniques. I give an overview of what learning has to offer the graphics community, with an emphasis on Bayesian techniques. I also att...
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ISBN:
(纸本)0769520286
I argue that computergraphics can benefit from a deeper use of machine learning techniques. I give an overview of what learning has to offer the graphics community, with an emphasis on Bayesian techniques. I also attempt to address some misconceptions about learning, and to give a very brief tutorial on Bayesian reasoning.
The faceting signal, defined in this paper as the difference signal between a rendering of the original geometric model and a simplified version of the geometric model, is responsible for the faceting artifacts common...
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ISBN:
(纸本)9780769530093
The faceting signal, defined in this paper as the difference signal between a rendering of the original geometric model and a simplified version of the geometric model, is responsible for the faceting artifacts commonly observed in the renderings of coarse geometric models. In this paper we analyze the source of the faceting signal and develop a perceptual metric for the visibility of the faceting signal.
Given the increasing power and usage of commodity, graphics processor units (GPUs), promising potential exists for exploiting the fast growing computational power on GPUs for general-purpose computing. We will present...
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ISBN:
(纸本)0769522343
Given the increasing power and usage of commodity, graphics processor units (GPUs), promising potential exists for exploiting the fast growing computational power on GPUs for general-purpose computing. We will present some of our recent research on fast geometric queries and interactive physical simulation using GPUs.
PolyCubes provide compact representations for closed complex shapes and are essential to many computergraphicsapplications. Existing automatic PolyCube construction methods usually suffer from poor quality or time-c...
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PolyCubes provide compact representations for closed complex shapes and are essential to many computergraphicsapplications. Existing automatic PolyCube construction methods usually suffer from poor quality or time-consuming computation. In this paper, we provide a highly efficient method to compute volumetric PolyCube-maps. Given an input tetrahedral mesh, we utilize two novel normal-driven volumetric deformation schemes and a polycube-allowable mesh segmentation to drive the input to a volumetric PolyCube structure. Our method can robustly generate foldover-free and low-distortion PolyCube-maps in practice, and provide a flexible control on the number of corners of Polycubes. Compared with state-of-the-art methods, our method is at least one order of magnitude faster and has better mapping qualities. We demonstrate the efficiency and efficacy of our method in PolyCube construction and all-hexahedral meshing on various complex models.
Traditionally, computergraphics is based on the mathematics of projective geometry, homogeneous coordinates, and matrix algebra. Recently these mathematical foundations have been called into question by several autho...
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ISBN:
(纸本)0769520286
Traditionally, computergraphics is based on the mathematics of projective geometry, homogeneous coordinates, and matrix algebra. Recently these mathematical foundations have been called into question by several authors. Here we examine some possible alternative mathematical underpinnings for computergraphics, including Grassmann spaces and Grassmann coordinates, tensors and tensor algebra, and Clifford spaces and Clifford algebras.
3D objects of the same kind often have different topologies, and finding correspondence between them is important for operations such as morphing, attribute transfer, and shape matching. This paper presents a novel me...
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3D objects of the same kind often have different topologies, and finding correspondence between them is important for operations such as morphing, attribute transfer, and shape matching. This paper presents a novel method to find the surface correspondence between topologically different surfaces. The method is characterized by deforming the source polygonal mesh to match the target mesh by using the intermediate implicit surfaces, and by performing a topological surgery at the appropriate locations on the mesh. In particular, we propose a mathematically well-defined way to detect the topology change of surface by finding the non-degenerate saddle points of the velocity fields that tracks implicit surfaces. We show the effectiveness and possible applications of the proposed method through several experiments.
Multiresolution Hierarchies (MH) and Directed Acyclic Graphs (DAG) are two recent approaches for the compression of high-resolution shadow information. In this paper, we introduce Merged Multiresolution Hierarchies (M...
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Multiresolution Hierarchies (MH) and Directed Acyclic Graphs (DAG) are two recent approaches for the compression of high-resolution shadow information. In this paper, we introduce Merged Multiresolution Hierarchies (MMH), a novel data structure that unifies both concepts. An MMH leverages both hierarchical homogeneity exploited in MHs, as well as topological similarities exploited in DAG representations. We propose an efficient hash-based technique to quickly identify and remove redundant subtree instances in a modified relative MH representation. Our solution remains lossless and significantly improves the compression rate compared to both preceding shadow map compression algorithms, while retaining the full run-time performance of traditional MH representations.
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