We present a physically-inspired model of wax crayons, which synthesizes drawings from collections of user-specified strokes. Paper is represented by a height-field texture, and a crayon is modelled with a 2D mask tha...
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ISBN:
(纸本)0769520286
We present a physically-inspired model of wax crayons, which synthesizes drawings from collections of user-specified strokes. Paper is represented by a height-field texture, and a crayon is modelled with a 2D mask that evolves as it interacts withthe paper. the amount of wax deposition is computed based on the crayon contact profile, contact force, and friction. Previously deposited wax is smeared by crayon action, based on wax softness and contact information. the distributed wax is rendered using a simplified Kubelka-Monk model, which approximates light transmittance and scattering effects.
Interactive visualization of complex, real-world light sources has so far not been feasible. In this paper, we present an hardware accelerated direct lighting algorithm based on a recent high quality light source acqu...
详细信息
ISBN:
(纸本)0769520286
Interactive visualization of complex, real-world light sources has so far not been feasible. In this paper, we present an hardware accelerated direct lighting algorithm based on a recent high quality light source acquisition technique. By introducing an approximate reconstruction of the exact model, a multi-pass rendering approach, and a compact data representation, we are able to achieve interactive frame rates. the method is part of the processing pipeline from light source acquisition to high quality lighting of a virtual world.
We present a new approach to isosurface visualization that we call "iso-splatting." We use point primitives for representing and rendering isosurfaces. the method consists of two steps. In the first step, po...
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ISBN:
(纸本)0769520286
We present a new approach to isosurface visualization that we call "iso-splatting." We use point primitives for representing and rendering isosurfaces. the method consists of two steps. In the first step, point samples are generated throughout the volumetric domain of a scalar function. In the second step, these points are projected onto the isosurface of interest. We render the resulting point set using a surface splatting algorithm. the method can be extended to out-of-core or parallel environments. Our results show that this method can offer much greater time and space efficiency when compared with standard triangle-based methods, thereby supporting higher levels of interactivity. Parts of the algorithm can be accelerated using graphics hardware. One key advantage of this approach is that, since extraction computations are divided into two smaller phases, work can be distributed to exploit all available resources.
the proceedings contain 61 papers. the topics discussed include: computergraphics in its fifth decade: ferment at the foundations;machine learning for computergraphics: a manifesto and tutorial;freeform shape repres...
ISBN:
(纸本)0769520286
the proceedings contain 61 papers. the topics discussed include: computergraphics in its fifth decade: ferment at the foundations;machine learning for computergraphics: a manifesto and tutorial;freeform shape representations for efficient geometry processing;data-driven computergraphics;lightweight face relighting;efficient rendering of local subsurface scattering;interactive visualization of complex real-world light sources;variance invariant adaptive temporal supersampling for motion blurring;illustration watermarks for vector graphics;interactive modeling of tree bark;skinning Catmull-Clark subdivision surfaces with incompatible cross-sectional curves;dynamic sculpting and deformation of point set surfaces;interactive global and local deformations for virtual clay;a painting interface for interactive surface deformations;and non-photorealistic rendering and content-based image retrieval.
In this paper we present the integration of database and remote accessibility in a distributed surveillance system. We focus on the flexibility and scalability of the system, as well as the design and implementation p...
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ISBN:
(纸本)0769518753
In this paper we present the integration of database and remote accessibility in a distributed surveillance system. We focus on the flexibility and scalability of the system, as well as the design and implementation possibilities of readily available free software components. What is more, we discuss the main issues encountered during the development stage and propose feasible solutions for them.
We present an approach to video editing where movie sequences are treated as spatio-temporal volumes that can be sheered and warped under user control. this simple capability enables new video editing operations that ...
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We present an approach to video editing where movie sequences are treated as spatio-temporal volumes that can be sheered and warped under user control. this simple capability enables new video editing operations that support complex postproduction modifications, such as object removal and/or changes in camera motion. Our methods do not rely on complicated and error-prone image analysis or computervision methods. Moreover, they facilitate an editing approach to video that is similar to standard image-editing tasks. Central to our system is a movie representation framework called Proscenium that supports efficient queries and operations on spatio-temporal volumes while maintaining the original source content. We have adopted a graph-based lazy-evaluation model in order to support interactive visualizations, complex data modifications, and efficient processing of large spatio-temporal volumes.
Many image formation processes are complex interactions of several sub-processes and the analysis of the resulting images requires often to separate the influence of these sub-processes. An example is the formation of...
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Many image formation processes are complex interactions of several sub-processes and the analysis of the resulting images requires often to separate the influence of these sub-processes. An example is the formation of a color image which depends on the illumination, the properties of the camera and the objects in the scene, the imaging geometry and many other factors. Color constancy algorithms try to separate the influence of the illumination and the remaining factors and are thus typical examples of the general strategy. An important tool used by these methods are invariants ie. features that do not depend on the state of one (or several) of the sub-processes involved. Illumination invariants are thus features that are independent of illumination changes and depend only on the remaining factors such as material and camera properties. We introduce transformation groups as the descriptors of the sub-processes mentioned above. We then show how they can be used to calculate the number of independent invariants for a given class of transformations. We also show that the theory is constructive in the sense that there are symbolic mathematics packages that can find the invariants as solutions to systems of partial differential equations. We illustrate the general theory with applications from color computervision. We will describe the construction of invariants from the dichromatic and the Kubelka-Munk reflection models in detail. Space does not permit us to describe the detailed derivation of illumination invariants from PCA models of illumination spectra but it can be shown that the construction of the invariants follows the same mathematical procedure.
We present a new approach to isosurface visualization that we call "iso-splatting." We use point primitives for representing and rendering isosurfaces. the method consists of two steps. In the first step, po...
详细信息
We present a new approach to isosurface visualization that we call "iso-splatting." We use point primitives for representing and rendering isosurfaces. the method consists of two steps. In the first step, point samples are generated throughout the volumetric domain of a scalar function. In the second step, these points are projected onto the isosurface of interest. We render the resulting point set using a surface splatting algorithm. the method can be extended to out-of-core or parallel environments. Our results show that this method can offer much greater time and space efficiency when compared with standard triangle-based methods, thereby supporting higher levels of interactivity. Parts of the algorithm can be accelerated using graphics hardware. One key advantage of this approach is that, since extraction computations are divided into two smaller phases, work can be distributed to exploit all available resources.
We present a physically-inspired model of wax crayons, which synthesizes drawings from collections of user-specified strokes. Paper is represented by a height-field texture, and a crayon is modeled with a 2D mask that...
详细信息
We present a physically-inspired model of wax crayons, which synthesizes drawings from collections of user-specified strokes. Paper is represented by a height-field texture, and a crayon is modeled with a 2D mask that evolves as it interacts withthe paper. the amount of wax deposition is computed based on the crayon contact profile, contact force, and friction. Previously deposited wax is smeared by crayon action, based on wax softness and contact information. the distributed wax is rendered using a simplified Kubelka-Monk model, which approximates light transmittance and scattering effects.
Interactive visualization of complex, real-world light sources has so far not been feasible. We present a hardware accelerated direct lighting algorithm based on a recent high quality light source acquisition techniqu...
详细信息
Interactive visualization of complex, real-world light sources has so far not been feasible. We present a hardware accelerated direct lighting algorithm based on a recent high quality light source acquisition technique. By introducing an approximate reconstruction of the exact model, a multi-pass rendering approach, and a compact data representation, we are able to achieve interactive frame rates. the method is part of the processing pipeline from light source acquisition to high quality lighting of a virtual world.
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