We present a new type of mosaic, the multi-layered stack mosaic with photographs of rotated objects. Our algorithm uses multilayered Photomosaics with database enrichment by element rotation. the benefit of this algor...
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ISBN:
(纸本)354035638X
We present a new type of mosaic, the multi-layered stack mosaic with photographs of rotated objects. Our algorithm uses multilayered Photomosaics with database enrichment by element rotation. the benefit of this algorithm is that an artist can not only produce a digital mosaic with a relatively small database without degrading the quality of the mosaic, but that the Multi-layered Stack Mosaic also generates unique and strong artistic expressions which gives an illusion of piled stackable objects. Since the result has a unique visual style, we intend to exhibit our mosaic images at galleries such as the Epson Color Imaging Contest and the CAU Art Center(1).
We present a technique for simulating variations in appearance of aerial images at different sun angles. the input to the algorithm is a single aerial image with information on the orientation of surfaces in the image...
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ISBN:
(纸本)354035638X
We present a technique for simulating variations in appearance of aerial images at different sun angles. the input to the algorithm is a single aerial image with information on the orientation of surfaces in the image. the location, date, and time at which the photograph was taken are also needed by the algorithm. the appearance of the aerial image at a new sun angle is synthesized by compensating for the direct sunlight component in the original image, and then relighting the image with sunlight from the new sun position. Techniques to remove cast shadows are also described. We demonstrate our results with images, and animations of changing lighting in aerial photographs as the sun follows a trajectory across the sky.
In this paper, we apply Nystrom method, a sub-sampling and reconstruction technique, to speed up spectral mesh processing. We first relate this method to Kernel Principal Component Analysis (KPCA). this enables us to ...
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ISBN:
(纸本)354035638X
In this paper, we apply Nystrom method, a sub-sampling and reconstruction technique, to speed up spectral mesh processing. We first relate this method to Kernel Principal Component Analysis (KPCA). this enables us to derive a novel measure in the form of a matrix trace, based soly on sampled data, to quantify the quality of Nystrom approximation. the measure is efficient to compute, well-grounded in the context of KPCA, and leads directly to a greedy sampling scheme via trace maximization. On the other hand, analyses show that it also motivates the use of the max-min farthest point sampling, which is a more efficient alternative. We demonstrate the effectiveness of Nystrom method with farthest point sampling, compared with random sampling, using two applications: mesh segmentation and mesh correspondence.
Hierarchical dynamic simplification (HDS) is a new approach to the problem of simplifying arbitrary polygonal environments. HDS operates dynamically, retessellating the scene continuously as the user's viewing pos...
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In this paper, we present a novel algorithm that extracts feature curves from triangular mesh domains. It is an extension of the level-set formulation of active contour model in image space to triangular mesh domains....
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ISBN:
(纸本)354035638X
In this paper, we present a novel algorithm that extracts feature curves from triangular mesh domains. It is an extension of the level-set formulation of active contour model in image space to triangular mesh domains. We assume that meshes handled by our method are smooth overall, and feature curves of meshes are thin regions rather than mathematical curves such as found in mechanical parts. We use a simple and robust scheme that assigns feature weights to the vertices of a mesh. We define the energy functional of the active contour over the domain of triangular mesh and derive a level-set evolution equation that finds feature regions. the feature regions are skeletonized and smoothed to form a set of smooth feature curves on the mesh.
We describe an improved, anatomically based approach to modeling and animating animals. Underlying muscles, bones, and generalized tissue are modeled as triangle meshes or ellipsoids. Muscles are deformable discretize...
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Avatars are ubiquitous in virtual worlds (VWs). As such, they have become central to how we understand the way they are experienced. Common conceptualisations of the user avatar relationship invoke an identity binary ...
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We introduce a new Voronoi-based method to fracture objects represented by sparse voxel octrees (SVOs). Our approach is inspired by the pattern-based methods, however, in contrast to them, it doesn't require patte...
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We introduce a new Voronoi-based method to fracture objects represented by sparse voxel octrees (SVOs). Our approach is inspired by the pattern-based methods, however, in contrast to them, it doesn't require pattern pre-computation. Moreover, thanks to the octree structure, the surfaces of the fractured pieces of geometry are created efficiently and robustly. Every fracture pattern is unique and centered at the impact location. A novel islands detection technique is also provided, which is tunable to a desired level-of-detail accuracy. the fractured pieces, which are determined as a consequence of the object's destruction, are represented by individual SVOs, and treated and simulated as rigid bodies. For this purpose, we also propose a new collision detection technique, which extends the previous image-based methods to voxels. As a result, deep penetrations of colliding objects, resolved on various levels of physics that can be specified individually for each pair of the objects, are handled in parallel with no extra cost. In order to demonstrate our technique, a number of scenarios are presented, including a partial fracturing of objects with fine details.
this paper presents a quasi-physically based approach for interactively simulating large-scale dynamic forest scenes under different wind conditions. We introduce theories from the wind engineering, and model the natu...
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ISBN:
(纸本)354035638X
this paper presents a quasi-physically based approach for interactively simulating large-scale dynamic forest scenes under different wind conditions. We introduce theories from the wind engineering, and model the natural wind field as a stationary stochastic process. To reduce the geometry complexities without sacrificing much image quality, we adopt a hybrid geometry/image representation scheme to faithfully model the appearance of trees. Some simplified mechanical rules are employed to compute the movement of such tree models. three kinds of level of details concerning the scene geometry, the movement of trees and the wind field, are exploited to accelerate the simulation. For forest scenes with tens of thousands of animated trees, our implementation with programable graphics hardware achieves visually plausible results at interactive frame rates on consumer PC platforms.
Force feedback coupled with visual display allows people to interact intuitiv ely with complex virtual environments. For this synergy of haptics and graphics to flourish, however, haptic systems must be capable of mod...
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