the digitization of the 3D shape of real objects is a rapidly expanding field, with applications in entertainment, design, and archaeology. We propose a new 3D model acquisition system that permits the user to rotate ...
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ISBN:
(纸本)9781581135213
the digitization of the 3D shape of real objects is a rapidly expanding field, with applications in entertainment, design, and archaeology. We propose a new 3D model acquisition system that permits the user to rotate an object by hand and see a continuously-updated model as the object is scanned. this tight feedback loop allows the user to find and fill holes in the model in real time, and determine when the object has been completely covered. Our system is based on a 60 Hz. structured-light rangefinder, a real-time variant of ICP (iterative closest points) for alignment, and point-based merging and rendering algorithms. We demonstrate the ability of our prototype to scan objects faster and with greater ease than conventional model acquisition pipelines.
Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is likely to evolve in...
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ISBN:
(纸本)9781581135213
Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is likely to evolve into a general programmable stream processor capable of more than simply feed-forward triangle rendering. In this paper, we evaluate these trends in programmability of the graphics pipeline and explain how ray tracing can be mapped to graphics hardware. Using our simulator, we analyze the performance of a ray casting implementation on next generation programmable graphics hardware. In addition, we compare the performance difference between non-branching programmable hardware using a multipass implementation and an architecture that supports branching. We also show how this approach is applicable to other ray tracing algorithms such as Whitted ray tracing, path tracing, and hybrid rendering algorithms. Finally, we demonstrate that ray tracing on graphics hardware could prove to be faster than CPU based implementations as well as competitive with traditional hardware accelerated feed-forward triangle rendering.
Information graphics are non-pictorial graphics such as bar charts and line graphs that depict attributes of entities and relations among entities. Most information graphics appearing in popular media have a communica...
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ISBN:
(纸本)1595933697
Information graphics are non-pictorial graphics such as bar charts and line graphs that depict attributes of entities and relations among entities. Most information graphics appearing in popular media have a communicative goal or intended message;consequently, information graphics constitute a form of language. this paper argues that information graphics are a valuable knowledge resource that should be retrievable from a digital library and that such graphics should be taken into account when summarizing a multimodal document for subsequent indexing and retrieval. But to accomplish this, the information graphic must be understood and its message recognized. the paper presents our Bayesian system for recognizing the primary message of one kind of information graphic (simple bar charts) and discusses the potential role of an information graphic's message in indexing graphics and summarizing multimodal documents. Copyright 2006 ACM.
A new method for the visualization of two-dimensional fluid flow is presented. the method is based on the advection and decay of dye. these processes are simulated by defining each frame of a flow animation as a blend...
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ISBN:
(纸本)9781581135213
A new method for the visualization of two-dimensional fluid flow is presented. the method is based on the advection and decay of dye. these processes are simulated by defining each frame of a flow animation as a blend between a warped version of the previous image and a number of background images. For the latter a sequence of filtered white noise images is used: filtered in time and space to remove high frequency components. Because all steps are done using images, the method is named Image Based Flow Visualization (IBFV). With IBFV a wide variety of visualization techniques can be emulated. Flow can be visualized as moving textures with line integral convolution and spot noise. Arrow plots, streamlines, particles, and topological images can be generated by adding extra dye to the image. Unsteady flows, defined on arbitrary meshes, can be handled. IBFV achieves a high performance by using standard features of graphics hardware. Typically fifty frames per second are generated using standard graphics cards on PCs. Finally, IBFV is easy to understand, analyse, and implement.
We present a procedural approach to authoring layered, solid models. Using a simple scripting language, we define the internal structure of a volume from one or more input meshes. Sculpting and simulation operators ar...
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ISBN:
(纸本)9781581135213
We present a procedural approach to authoring layered, solid models. Using a simple scripting language, we define the internal structure of a volume from one or more input meshes. Sculpting and simulation operators are applied within the context of the language to shape and modify the model. Our framework treats simulation as a modeling operator rather than simply as a tool for animation, thereby suggesting a new paradigm for modeling as well as a new level of abstraction for interacting with simulation environments. Capturing real-world effects with standard modeling techniques is extremely challenging. Our key contribution is a concise procedural approach for seamlessly building and modifying complex solid geometry. We present an implementation of our language using a flexible tetrahedral representation. We show a variety of complex objects modeled in our system using tools that interface with finite element method and particle system simulations.
We introduce a general technique for "colorizing" greyscale images by transferring color between a source, color image and a destination, greyscale image. Although the general problem of adding chromatic val...
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ISBN:
(纸本)9781581135213
We introduce a general technique for "colorizing" greyscale images by transferring color between a source, color image and a destination, greyscale image. Although the general problem of adding chromatic values to a greyscale image has no exact, objective solution, the current approach attempts to provide a method to help minimize the amount of human labor required for this task. Rather than choosing RGB colors from a palette to color individual components, we transfer the entire color "mood" of the source to the target image by matching luminance and texture information between the images. We choose to transfer only chromatic information and retain the original luminance values of the target image. Further, the procedure is enhanced by allowing the user to match areas of the two images with rectangular swatches. We show that this simple technique can be successfully applied to a variety of images and video, provided that texture and luminance are sufficiently distinct. the images generated demonstrate the potential and utility of our technique in a diverse set of application domains.
Several techniques have been developed to approximate Bidirectional Reflectance Distribution Functions (BRDF) with acceptable quality and performance for realtime applications. the recently published Homomorphic Facto...
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ISBN:
(纸本)9781581135213
Several techniques have been developed to approximate Bidirectional Reflectance Distribution Functions (BRDF) with acceptable quality and performance for realtime applications. the recently published Homomorphic Factorization by McCool et al. is a general approximation approach that can be used with various setups and for different quality requirements. In this paper we propose a new technique based on the Homomorphic Factorization. Instead of approximating the BRDF, our technique factorizes the full lighting computation of an isotropic BRDF in a global illumination scenario. Withthis method materials in complex lighting situations can be simulated with only two textures by using commonly available computation capabilities of current graphics hardware. the new technique can also be considered as a generalized approach to several environment map prefiltering techniques. Existing prefiltering techniques are usually limited to specific BRDFs or require advanced hardware capabilities like 3D texturing. Withthe factorization only common 2D textures are required.
Surface geometry is often modeled with irregular triangle meshes. the process of remeshing refers to approximating such geometry using a mesh with (semi)-regular connectivity, which has advantages for many graphics ap...
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ISBN:
(纸本)9781581135213
Surface geometry is often modeled with irregular triangle meshes. the process of remeshing refers to approximating such geometry using a mesh with (semi)-regular connectivity, which has advantages for many graphics applications. However, current techniques for remeshing arbitrary surfaces create only semi-regular meshes. the original mesh is typically decomposed into a set of disk-like charts, onto which the geometry is parametrized and sample. In this paper, we propose to remesh an arbitrary surface onto a completely regular structure we call a geometry image. It captures geometry as a simple 2D array of quantized points. Surface signals like normals and colors are stored in similar 2D arrays using the same implicit surface parametrization - texture coordinates are absent. To create a geometry image, we cut an arbitrary mesh along a network of edge paths, and parametrize the resulting single chart onto a square. Geometry images can be encoded using traditional image compression algorithms, such as wavelet-based coders.
We present a semi-implicit cloth simulation technique that is very stable yet also responsive. the stability of the technique allows the use of a large fix ed time step when simulating all types of fabrics and charact...
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ISBN:
(纸本)9781581135213
We present a semi-implicit cloth simulation technique that is very stable yet also responsive. the stability of the technique allows the use of a large fix ed time step when simulating all types of fabrics and character motions. the animations generated using this technique are strikingly realistic. Wrinkles form and disappear in a quite natural way, which is the feature that most distinguishes textile fabrics from other sheet materials. Significant improvements in boththe stability and realism were made possible by overcoming the post-buckling instability as well as the numerical instability. the instability caused by buckling arises from a structural instability and therefore cannot be avoided by simply employing a semi-implicit method. Addition of a damping force may help to avoid instabilities;however, it can significantly degrade the realism of the cloth motion. the method presented here uses a particle-based physical model to handle the instability in the post-buckling response without introducing any fictitious damping.
Understanding human perception is fundamental to computergraphics. However, computer science and engineering education have a track record of neglecting human concerns in favour of technical and scientific matters. T...
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ISBN:
(纸本)9798400706004
Understanding human perception is fundamental to computergraphics. However, computer science and engineering education have a track record of neglecting human concerns in favour of technical and scientific matters. the diverse and rapidly evolving nature of the field also means that educators need to be highly selective in what concepts and skills to include in syllabuses, potentially complicating the inclusion of perceptual topics in computergraphics courses. this study explores the treatment of perception as a topic in introductory computergraphics courses at Swedish universities, through analysis of course syllabuses and the attitudes of educators. Data from 22 syllabuses, three interviews and six responses from a survey were collected across twelve universities. While educators agree on the importance of understanding human perception in graphics creation, the results present a diverse set of approaches and attitudes toward teaching it. Approaches ranged from minimal inclusion to dedicated lectures, across varying perceptual topics, and perception was rarely mentioned in the course objectives. Overall, approaches seemed influenced mainly by student backgrounds, time, educator experiences, and challenges of addressing foundational skills. Based on these findings, some ways to better integrate perceptual aspects in existing curricula are proposed.
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