We describe an extension of B-splines to surfaces of arbitrary topology, including arbitrary boundaries. The technique inherits many of the properties of B-splines: local control, a compact representation, and guarant...
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ISBN:
(纸本)9780897917018
We describe an extension of B-splines to surfaces of arbitrary topology, including arbitrary boundaries. The technique inherits many of the properties of B-splines: local control, a compact representation, and guaranteed continuity of arbitrary degree. The surface is specified using a polyhedral control mesh instead of a rectangular one;the resulting surface approximates the polyhedral mesh much as a B-spline approximates its rectangular control mesh. Like a B-spline, the surface is a single, continuous object. This is achieved by modeling the domain of the surface with a manifold whose topology matches that of the polyhedral mesh, then embedding this domain into 3-space using a basis-function/control-point formulation. We provide a constructive approach to building a manifold.
Most systems that support visual interaction with 3D models use shape representations based on triangle meshes. Thesize of these representations imposes limits on applications for which complex 3D models must be acces...
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Most systems that support visual interaction with 3D models use shape representations based on triangle meshes. The
size of these representations imposes limits on applications for which complex 3D models must be accessed remotely. Techniques for
simplifying and compressing 3D models reduce the transmission time. Multiresolution formats provide quick access to a crude model
and then refine it progressively. Unfortunately, compared to the best nonprogressive compression methods, previously proposed
progressive refinement techniques impose a significant overhead when the full resolution model must be downloaded. The CPM
(Compressed Progressive Meshes) approach proposed here eliminates this overhead. It uses a new technique, which refines the
topology of the mesh in batches, which each increase the number of vertices by up to 50 percent. Less than an amortized total of 4 bits
per triangle encode where and how the topological refinements should be applied. We estimate the position of new vertices from the
positions of their topological neighbors in the less refined mesh using a new estimator that leads to representations of vertex
coordinates that are 50 percent more compact than previously reported progressive geometry compression techniques.
Sketching communicates ideas rapidly through approximate visual images with low overhead (pencil and paper), no need for precision or specialized knowledge, and ease of low-level correction and revision. In contrast, ...
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ISBN:
(纸本)1595933646
Sketching communicates ideas rapidly through approximate visual images with low overhead (pencil and paper), no need for precision or specialized knowledge, and ease of low-level correction and revision. In contrast, most 3D computer modeling systems are good at generating arbitrary views of precise 3D models and support high-level editing and revision. The SKETCH application described in this paper attempts to combine the advantages of each in order to create an environment for rapidly conceptualizing and editing approximate 3D scenes. To achieve this, SKETCH uses simple non-photorealistic rendering and a purely gestural interface based on simplified line drawings of primitives that allows all operations to be specified within the 3D world.
We describe some issues in designing and building educational Java applets for an introductory computergraphics course. The design problem involves balancing educational goals of building intuition about fundamental ...
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Sketching communicates ideas rapidly through approximate visual images with low overhead (pencil and paper), no need for precision or specialized knowledge, and ease of low-level correction and revision. In contrast, ...
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Sketching communicates ideas rapidly through approximate visual images with low overhead (pencil and paper), no need for precision or specialized knowledge, and ease of low-level correction and revision. In contrast, most 3D computer modeling systems are good at generating arbitrary views of precise 3D models and support high-level editing andrevision. The SKETCH application described in this paper attempts to combine the advantages of each in order to create an environment for rapidly conceptualizing and editing approximate 3D scenes. To achieve this, SKETCH uses simple non-photorealistic rendering and a purely gestural interface based on simplified line drawings of primitives that allows all operations to be specified within the 3D world.
Recent approaches to providing users with a more natural method of interacting with virtual environment applications have shown that more than one mode of input can be both beneficial and intuitive as a communication ...
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We present a new particle-based surface representation with which a user can interactively sculpt free-form surfaces. The particles maintain mesh connectivity and operate under rules that lead them to form triangulati...
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ISBN:
(纸本)0201485605
We present a new particle-based surface representation with which a user can interactively sculpt free-form surfaces. The particles maintain mesh connectivity and operate under rules that lead them to form triangulations with properties that make them suitable for use in subdivision. A user interactively guides the particles, which we call skin, to grow over a given collection of polyhedral elements (or skeletons), yielding a smooth surface (through subdivision) that approximates the underlying skeletal shapes. Skin resembles blobby modeling in the constructive approach to modeling it supports, but allows a richer vocabulary of skeleton shapes, supports sharp creases where desired, and provides a convenient mechanism for adding multiresolution surface detail. Copyright ACM 1999.
This paper presents a method that takes advantage of powerful graphics hardware to obtain fully affine-invariant image feature detection and matching. The chosen approach is the accurate, but also very computationally...
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We introduce ideas, proposed technologies, and initial results for an office of the future that is based on a unified application of computer vision and computergraphics in a system that combines and builds upon the ...
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ISBN:
(纸本)0897919998
We introduce ideas, proposed technologies, and initial results for an office of the future that is based on a unified application of computer vision and computergraphics in a system that combines and builds upon the notions of the CAVE™, tiled display systems, and image-based modeling. The basic idea is to use real-time computer vision techniques to dynamically extract per-pixel depth and reflectance information for the visible surfaces in the office including walls, furniture, objects, and people, and then to either project images on the surfaces, render images of the surfaces, or interpret changes in the surfaces. In the first case, one could designate every-day (potentially irregular) real surfaces in the office to be used as spatially immersive display surfaces, and then project high-resolution graphics and text onto those surfaces. In the second case, one could transmit the dynamic image-based models over a network for display at a remote site. Finally, one could interpret dynamic changes in the surfaces for the purposes of tracking, interaction, or augmented reality applications. To accomplish the simultaneous capture and display we envision an office of the future where the ceiling lights are replaced by computer controlled cameras and "smart" projectors that are used to capture dynamic image-based models with imperceptible structured light techniques, and to display high-resolution images on designated display surfaces. By doing both simultaneously on the designated display surfaces, one can dynamically adjust or autocalibrate for geometric, intensity, and resolution variations resulting from irregular or changing display surfaces, or overlapped projector images. Our current approach to dynamic image-based modeling is to use an optimized structured light scheme that can capture per-pixel depth and reflectance at interactive rates. Our system implementation is not yet imperceptible, but we can demonstrate the approach in the laboratory. Our approach to rende
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