Subdivision surfaces are an established modeling tool in computer graphics and computer-aided design. While the theoretical foundations of subdivision surfaces are well studied, the correlation between a control mesh ...
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ISBN:
(纸本)9788086943886
Subdivision surfaces are an established modeling tool in computer graphics and computer-aided design. While the theoretical foundations of subdivision surfaces are well studied, the correlation between a control mesh and its subdivided limit surface still has some open-ended questions: Which topology should a control mesh have? Where should control vertices be placed? A modeler - human or software - is confronted with these questions and has to answer them. In this paper we analyze four characteristic situations. Each one consists of an analytical reference surface S and several variants of control meshes C-i. In order to concentrate on the topology of the control meshes, the geometrical positions of their control vertices have been determined and optimized automatically. As a result we identified the best topology of all C-i to represent the given surface S. Based on these results we derived heuristics to model with subdivision surfaces. These heuristics are beneficial for all modelers.
Non-photorealistic rendering has been attracting attention in the field of computer graphics. A common approach to artistic rendering is using a shape model which utilizes mesh data. In recent years, the use of point ...
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ISBN:
(纸本)9788086943879
Non-photorealistic rendering has been attracting attention in the field of computer graphics. A common approach to artistic rendering is using a shape model which utilizes mesh data. In recent years, the use of point clouds as shape models has increased due to the rapid development of 3D-scanners used to create them. Correspondingly, there has been an increase in the research on point clouds. We propose a stipple rendering method as a type of artistic rendering for point clouds, based on a hybrid image/object space. First, we eliminate hidden points based on an image space. Next, we apply a novel shading method to the visible points based on an image space. Lastly, we apply the above two results to the input point cloud. We implement the proposed method using a graphics processing unit to accomplish the interactive rendering. The experimental results show that we can achieve shading and shadowing interactively.
The finite difference time domain (FDTD) method is a popular technique for computational electromagnetics (CEM). The large computational power often required, however, has been a limiting factor for its applications. ...
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ISBN:
(纸本)9781424441242
The finite difference time domain (FDTD) method is a popular technique for computational electromagnetics (CEM). The large computational power often required, however, has been a limiting factor for its applications. In this paper, we will present a graphics processing unit (GPU)-based parallel FDTD solver and its successful application to the investigation of a novel B-1 shimming scheme for high-field magnetic resonance imaging (MRI). The optimized shimming scheme exhibits considerably improved transmit B1 profiles. The GPU implementation dramatically shortened the runtime of FDTD simulation of electromagnetic field compared with its CPU counterpart. The acceleration in runtime has made such investigation possible, and will pave the way for other studies of large-scale computational electromagnetic problems in modern MRI which were previously impractical.
This paper investigates the optimal 3D modeling solution for making free-viewpoint video in a soccer stadium. We compare a player-billboard method and a 3D reconstructing method that exploits a shape-from-silhouette a...
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ISBN:
(纸本)9781424463794
This paper investigates the optimal 3D modeling solution for making free-viewpoint video in a soccer stadium. We compare a player-billboard method and a 3D reconstructing method that exploits a shape-from-silhouette approach. To examine the influence of noise and the number of cameras used to make the free-viewpoint video, we produce a CG simulation of a soccer player in action and conduct subject-based evaluation in a pair-wise comparison of the videos made by these two methods. The evaluation is made under the method of limits. From the results of the evaluation, the player- billboard method is more robust to noise than the shape-from-silhouette method, and it also better represents smooth motion parallax as the number of capturing cameras is increased, although representing parallax has traditionally been a weak point of the player-billboard method. Our results show that the player- billboard method is superior to the shape-from-silhouette method for generating 3D free-viewpoint video.
B-spline surfaces are widely suitable for the computer-aided geometric design (CAGD) and the modified geometry is one of the important technologies in CAGD. According to variations and weighting coefficients of single...
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ISBN:
(纸本)9780878492497
B-spline surfaces are widely suitable for the computer-aided geometric design (CAGD) and the modified geometry is one of the important technologies in CAGD. According to variations and weighting coefficients of single or multiple control vertices, the control vertices are modified by the method of weighted constrained optimization, the method of least squares was used for the optimal positions of control vertices on surfaces, and finally the modified B-spline surfaces are worked out by use of the variations of control vertices which had been calculated. The proposed approach not only can realize several modified geometry and deformation, but also is convenient for interaction design. The efficiency of the proposed approaches is illustrated by a practical application.
Updated version of the bestselling 3ds Max book on the market Used by more than 150,000 people, and the winner of more than 65 industry awards, 3ds Max is the world's most popular animation modeling and rendering ...
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ISBN:
(数字)9780470902172
ISBN:
(纸本)0470617772;9780470617779
Updated version of the bestselling 3ds Max book on the market Used by more than 150,000 people, and the winner of more than 65 industry awards, 3ds Max is the world's most popular animation modeling and rendering software for film, television, video games, and design visualization. 3ds Max Bible is the worlds most popular book for getting the most out of the software. Whether a novice looking to create something immediately using the Quick Start tutorial, or an experienced 3ds Max user who simply wants to check out the software's latest and greatest features, this update to the bestselling 3ds Max book on the market continues to be the most comprehensive reference on this highly complex application. Packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials 16-page color insert highlights the work of some of todays most cutting-edge 3D artists Includes a companion DVD with a searchable, full-color version of the 3ds Max Bible, as well as customizable models and textures The only comprehensive reference-tutorial on 3ds Max, it's no wonder the 3ds Max Bible is the bestselling 3ds Max book in the world and a favorite of both amateur and professional animators. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
We present an energy model for a graphics processing unit (GPU) that is based on the amount and type of work performed in various parts of the unit. By designing and running directed tests on a GPU, we measure the ene...
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ISBN:
(纸本)9781424489350
We present an energy model for a graphics processing unit (GPU) that is based on the amount and type of work performed in various parts of the unit. By designing and running directed tests on a GPU, we measure the energy consumed when performing different arithmetic and memory operations, allowing us to accurately predict the energy that any arbitrary mix of operations will take. With some knowledge of how data travels through and is transformed by the graphics pipeline, we can predict how many of each operation will occur for a given scene, leading to an estimate of the energy usage. We validate our model against different types of existing graphical applications. With an average difference of 3% from measured energy under typical workloads, our model can be used for various purposes. In this work, we explore and present two use cases: 1) predicting the energy performance of applications on a different architecture, and 2) exploring the energy efficiency of different algorithms to achieve the same graphical effect.
At the present time, the choice of processing domains in CAM softwares used by enterprises is the contour boundary's hand sorting or the single machined surface's selection. These ways are low efficiency and e...
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ISBN:
(纸本)9781424455379
At the present time, the choice of processing domains in CAM softwares used by enterprises is the contour boundary's hand sorting or the single machined surface's selection. These ways are low efficiency and error-prone, when they are used in the choice of various domains at one time or the processing domains' boundaries are complex. According to the need for planning tool path on the mold of tire-sidewall patterns, inner and outer contours and processing domains must be distinguished at first, so an algorithm of inner and outer contours' distinguishing is proposed which based on the algorithm of ray cross-point. Firstly, the algorithm takes one point from each contour;secondly, the mutual position relationship between contours is obtained by determining the inclusion relation of a point on one contour with other contours;at last, some solution strategies are proposed according to the targeted analysis on the composition of various domains in the practical processing.
The first phase of the conceptual modeling process is the acquisition of knowledge about the real world system. One issue in this phase is the need for clear communication, between the modeler, and experts on the syst...
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ISBN:
(纸本)9781424498642
The first phase of the conceptual modeling process is the acquisition of knowledge about the real world system. One issue in this phase is the need for clear communication, between the modeler, and experts on the system being examined. These domain experts may not be versed in modeling techniques or languages. Another issue is the potential benefit offered by the recording of the gathered knowledge, in a way that facilitates its reuse outside of the modeling project itself. Existing approaches to the construction of a system description have different strengths and weaknesses. Therefore a combination of different model types, in an integrated manner, could be most effective. Visual wiki software is proposed to facilitate this. Wikis are proven as a platform for incrementally growing shared knowledge bases. They are generally text-based;a wiki allowing editing of graphics as well as text would be preferable for system and process knowledge.
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