Recent work has demonstrated that composite finite-elements provide an effective means for physically based modeling of deformable bodies. In this paper we present a number of highly effective improvements of previous...
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The construction and processing of surface geometry can be done by connecting surface primitives to vertices, edges, and neighbors. The representation schemes of surface geometry are vertex-based, edge-based, and quad...
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The construction and processing of surface geometry can be done by connecting surface primitives to vertices, edges, and neighbors. The representation schemes of surface geometry are vertex-based, edge-based, and quad-edge-based. Catmull and Clark rule of subdivision includes three different rules to create new vertices in the refined control mesh, that are vertex, edge, and face subdivision rule. A new vertex can be created in the refined mesh as a convex combination of the vertices in the neighborhood of vertex, edge, and face in the control mesh. The first subdivision step has a quadrangle control mesh and number of vertices with valence unequal to four constant during refinement. The Charles Loop subdivision scheme is based on box spline and during a subdivision a triangle is divided into four triangles through vertex and edge subdivision rule.
Improving the visual appearance of coarse triangle meshes is usually done with graphics hardware with per-pixel shading techniques. Improving the appearance at silhouettes is inherently hard, as shading has only a sma...
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ISBN:
(纸本)9781568814230
Improving the visual appearance of coarse triangle meshes is usually done with graphics hardware with per-pixel shading techniques. Improving the appearance at silhouettes is inherently hard, as shading has only a small influence there and the geometry must be corrected. With the new geometry shader stage released with DirectX 10, the functionality to generate new primitives from an input primitive is available. Also the shader can access a restricted primitive neighborhood. In this paper, we present a curved surface patch that can deal with this restricted data available in the geometry shader. A surface patch is defined over a triangle with its vertex normals and the three edge neighbor triangles. Compared to PN triangles, which define a curved patch using just the triangle with its vertex normals, our surface patch is G1 continuous with its three neighboring patches. The patch is obtained by blending two cubic Bézier patches for each triangle edge. In this way, our surface is especially suitable for efficient, high-quality tessellation on the GPU. We show the construction of the surface and how to add special features such as creases. Thus, the appearance of the surface patch can be fine-tuned easily. The surface patch is easy to integrate into existing polygonal modeling and rendering environments. We give some examples using Autodesk Maya.
This paper presents an interactive technique for the dense texture-based visualization of unsteady 3D flow, taking into account issues of computational efficiency and visual perception. High efficiency is achieved by ...
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We present a real-time simulation of spray painting incorporated into a VR environment as an alternative training system for ship-building industries. The system allows the user to try out a painting work on life-size...
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As 3D graphics environment becomes the standards for most computer systems, it is natural to seek a 3D input device for manipulating an object in a 3D virtual world. Unlike 2D interface, however, 3D interface creates ...
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We present a simplification algorithm for manifold polygonal meshes of plane-dominant models. Models of this type are likely to appear in man-made environments. While traditional simplification algorithms focus on gen...
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We present a simplification algorithm for manifold polygonal meshes of plane-dominant models. Models of this type are likely to appear in man-made environments. While traditional simplification algorithms focus on generality and smooth meshes, the approach presented here considers a specific class of man-made models. By detecting and classifying edge loops on the mesh and providing a guided series of binary mesh partitions, our approach generates a series of simplified models, each of which better respects the semantics of these kinds of models than conventional approaches do. A guiding principle is to eliminate simplifications that do not make sense in constructed environments. This, coupled with the concept of "punctuated simplification", leads to an approach that is both efficient and delivers high visual quality. Comparative results are given.
In the medical image analysis for the human organs, non-rigid registration is necessary to properly register the local deformation. Especially for the dynamic organs like a heart and lungs, it is essential to process ...
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ISBN:
(纸本)0780389409
In the medical image analysis for the human organs, non-rigid registration is necessary to properly register the local deformation. Especially for the dynamic organs like a heart and lungs, it is essential to process the registration method in three-dimensional space to track their through-plane motion. In this paper, we suggest the 2D/3D non-rigid registration method based on the. corresponding anatomical landmarks using thin-plate spline (TPS). By extending two-dimensional TPS, we developed 3D TPS and computed its bending energy function to register the local deformations of the volumetric time-varying lung CT data. Our experimental results show that our method is suitable for handling volumetric deformation with a small number of anatomical landmarks.
Within the large spectrum of possible VR application areas, automotive applications were among the first to appear, and are among the most demanding. Technology has not been sufficiently sophisticated for many tasks. ...
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Within the large spectrum of possible VR application areas, automotive applications were among the first to appear, and are among the most demanding. Technology has not been sufficiently sophisticated for many tasks. The troubling thought is that we are happy to push the technology envelope, but don't really know how useful this technology is, or can be. Could I do my job even if I had a real-time, ortho-stereoscopic, head-tracked, multi-viewer, wide-field-of-view, high-dynamic-range display with eye-limiting acuity?
The interesting and complex behavior of fluids emerges mainly from interaction processes. While interactions of fluids with static or dynamic solids has caught some attention in computergraphics lately, the mutual in...
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