A parallel rendering environment is being developed to utilize the IBM Scaleable graphics Engine (SGE), a hardware frame buffer for parallel computers. Goals of this software development effort include finding efficie...
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Most rendering engines subdivide arbitrary polygons into a collection of triangles, which are then rendered independently of each other. This procedure can introduce severe artifacts when rendering texture-mapped quad...
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Most rendering engines subdivide arbitrary polygons into a collection of triangles, which are then rendered independently of each other. This procedure can introduce severe artifacts when rendering texture-mapped quadrilaterals. These errors result from a fundamental limitation: the impossibility of performing general projective mappings using only the information available at the vertices of a single triangle. Texture mapping involving arbitrary quadrilaterals has practical importance in applications that use real images as textures, such as in image-based modeling and rendering. The paper presents an efficient adaptive-subdivision solution to the problem, which, due to its simplicity, can be easily incorporated into graphics APIs.
The authors present a technique for transforming a tetrahedral mesh into a progressive representation based on half edge collapses. This allows the efficient transmission of the mesh from a remote computer where the s...
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ISBN:
(纸本)0769512275
The authors present a technique for transforming a tetrahedral mesh into a progressive representation based on half edge collapses. This allows the efficient transmission of the mesh from a remote computer where the simulation was computed to a visualization computer. During the transmission, the user can start visualizing while the transmission is still in progress. We show a technique for progressively extracting isosurfaces from the progressive mesh. Starting with the base mesh, an isosurface for a specific value is computed and will locally be improved where a vertex is inserted into the mesh.
We present an algorithm for visibility preprocessing of urban environments. The algorithm uses a subdivision of line space to analytically calculate a conservative potentially visible set for a given region in the sce...
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We present an algorithm for visibility preprocessing of urban environments. The algorithm uses a subdivision of line space to analytically calculate a conservative potentially visible set for a given region in the scene. We present a detailed evaluation of our method, including a comparison to another recently published visibility preprocessing algorithm. To the best of our knowledge, the proposed method is the first algorithm that scales to large scenes and efficiently handles large view cells.
The paper proposes a simple approach to the affine motion interpolation problem, where an affine spline motion is generated that interpolates a given sequence of affine keyframes and approximately satisfies rigidity c...
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ISBN:
(纸本)0769512275
The paper proposes a simple approach to the affine motion interpolation problem, where an affine spline motion is generated that interpolates a given sequence of affine keyframes and approximately satisfies rigidity constraints and certain optimization criteria. An affine spline motion is first generated so as to interpolate the given keyframes; after that, it is progressively refined via knot insertion and degree elevation into an optimal affine motion by an iterative optimization procedure.
A "stick figure" is a connected straight-line plane graph, sometimes called a "skeleton". Compatible stick figures are those with the same topological structure. We present a method for naturally m...
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A "stick figure" is a connected straight-line plane graph, sometimes called a "skeleton". Compatible stick figures are those with the same topological structure. We present a method for naturally morphing between two compatible stick figures in a manner that preserves compatibility throughout the morph. In particular, this guarantees that the intermediate shapes are also stick figures (e.g. they do not self-intersect). Our method generalizes existing algorithms for morphing compatible planar polygons using Steiner vertices, and improves the complexity of those algorithms by reducing the number of Steiner vertices used.
Determining redundant constraints is a critical task for geometric constraint solvers, since it dramatically affects the solution speed, accuracy, and stability. The paper attempts to determine the numerical redundanc...
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ISBN:
(纸本)0769512275
Determining redundant constraints is a critical task for geometric constraint solvers, since it dramatically affects the solution speed, accuracy, and stability. The paper attempts to determine the numerical redundancies of three-dimensional geometric constraint systems via a disturbance method. The constraints are translated into some unified forms and added to a constraint system incrementally. The redundancy of a constraint can then be decided by disturbing its value. We also prove that graph reduction methods can be used to accelerate the determination process.
The article presents an optimized view-dependent meshing framework for adaptive and continuous level-of-detail (LOD) rendering in real-time. Multiresolution triangle mesh representations are an important tool for adap...
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The article presents an optimized view-dependent meshing framework for adaptive and continuous level-of-detail (LOD) rendering in real-time. Multiresolution triangle mesh representations are an important tool for adapting triangle mesh complexity in real-time rendering environments. Ideally, for interactive visualization, a triangle mesh is simplified to the maximal tolerated perceptual error, and thus mesh simplification is view-dependent. The paper introduces an efficient hierarchical multiresolution triangulation framework based on a half-edge triangle mesh data structure, and presents an optimized computation of several view-dependent error metrics within that framework, providing conservative error bounds. The presented approach called FastMesh, is highly efficient both in space and time cost, and it spends only a fraction of the time required for rendering to perform the error calculations and dynamic mesh updates.
While almost all collision detection algorithms have been linked to a particular object representation scheme, few attempts have been made using hybrid methods to exploit the advantages of multiple representations of ...
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While almost all collision detection algorithms have been linked to a particular object representation scheme, few attempts have been made using hybrid methods to exploit the advantages of multiple representations of objects. In this paper we present a collision detection algorithm based on a dual b-rep/CSG representation of concave polyhedra initially represented in b-rep. Our method naturally combines the use of bounding volumes, hierarchical subdivision, and space partitioning to perform the interference test.
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