Proceedings of the 19th annual conference on Computer graphics and interactive techniques最新文献

筛选
英文 中文
Predicting reflectance functions from complex surfaces 预测复杂表面的反射函数
Stephen H. Westin, J. Arvo, K. Torrance
{"title":"Predicting reflectance functions from complex surfaces","authors":"Stephen H. Westin, J. Arvo, K. Torrance","doi":"10.1145/133994.134075","DOIUrl":"https://doi.org/10.1145/133994.134075","url":null,"abstract":"We describe a physically-based Monte Carlo technique for approximating bidirectional reflectance distribution functions (BRDFs) for a large class of geometries by directly simulating optical scattering. The technique is more general than previous analytical models: it removes most restrictions on surface microgeometry. Three main points are described: a new representation of the BRDF, a Monte Carlo technique to estimate the coefficients of the representation, and the means of creating a milliscale BRDF from microscale scattering events. These allowthe prediction of scattering from essentially arbitrary roughness geometries. The BRDF is concisely represented by a matrix of spherical harmonic coefficients; the matrix is directly estimated from a geometric optics simulation, enforcing exact reciprocity. The method applies to roughness scales that are large with respect to the wavelength of light and small with respect to the spatial density at which the BRDF is sampled across the surface; examples include brushed metal and textiles. The method is validated by comparing with an existing scattering model and sample images are generated with a physically-based global illumination algorithm. CR Categories and Subject Descriptors: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism.","PeriodicalId":196837,"journal":{"name":"Proceedings of the 19th annual conference on Computer graphics and interactive techniques","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1992-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124003439","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 429
Surface modeling with oriented particle systems 面向粒子系统的表面建模
R. Szeliski, David Tonnesen
{"title":"Surface modeling with oriented particle systems","authors":"R. Szeliski, David Tonnesen","doi":"10.1145/133994.134037","DOIUrl":"https://doi.org/10.1145/133994.134037","url":null,"abstract":"Splines and deformable surface models are widely used in computer graphics to describe free-form surfaces. These methods require manual preprocessing to discretize the surface into patches and to specify their connectivity. We present a new model of elastic surfaces based on interacting particle systems, which, unlike previous techniques, can be used to sptiL join, or extend surfaces without the need for manual intervention. The particles we use have longrange attraction forces and short-range repulsion forces and follow Newtonian dynamics, much tiie recent computational models of fluids and solids. To enable our particles to model surface elements instead of point masses or volume elements, we add an orientation to each particle’s state. We devise new interaction potentials for our oriented particles which favor locally planar or spherical arrangements. We atso develop techniques for adding new particles automatically, which enables our surfaces to stretch and grow. We demonstrate the application of our new particle system to modefing surfaces in 3-D and the interpolation of 3-D point sets.","PeriodicalId":196837,"journal":{"name":"Proceedings of the 19th annual conference on Computer graphics and interactive techniques","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1992-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121204112","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 433
Interactive spacetime control for animation 交互式时空控制动画
Michael F. Cohen
{"title":"Interactive spacetime control for animation","authors":"Michael F. Cohen","doi":"10.1145/133994.134083","DOIUrl":"https://doi.org/10.1145/133994.134083","url":null,"abstract":"This paper describes new techniques to design physically based, goal directed motion of synthetic creatures. More specifically, it concentrates on developing an interactive framework for specifying constraints and objectives for the motion, and for guiding the numericrd solution of the optimization problem thus defined. The ability to define, modify and guide constrained spacetime problems is provided through an interactive user interface. Innovations that are introduced include, (1) the subdivision of spacetime into discrete pieces, or Spacetime Windows, over which subproblems can be formulated and solved, (2) the use of cubic B-spline approximation techniques to define a C2 function for the creature’s time dependent degrees of freedom, (3) the use of both symbolic and numerical processes to construct and solve the constrained optimization problem, and (4) the ability to specify inequality and conditional constraints. Creatures, in the context of this work, consist of rigid links connected by joints defining a set of generalized degrees of freedom. Hybrid symbolic and numeric techniques to solve the resulting complex constrained optimization problems are made possible by the special structure of physically based models of such creatures, and by the recent development of symbolic algebraic languages. A graphical user interface process handles communication between the user and two other processes; one devoted to symbolic differentiation and manipulation of the constraints and objectives, and one that performs the iterative numerical solution of the optimization problem. The user interface itself provides both high and low level definition of, interaction with, and inspection of, the optimization process and the resulting animation. Implementation issues and experiments with the Spacetime Windows system are discussed,","PeriodicalId":196837,"journal":{"name":"Proceedings of the 19th annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1992-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128912826","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 356
Dressing animated synthetic actors with complex deformable clothes 给动画合成演员穿上复杂的可变形服装
M. Carignan, Ying Yang, N. Magnenat-Thalmann, D. Thalmann
{"title":"Dressing animated synthetic actors with complex deformable clothes","authors":"M. Carignan, Ying Yang, N. Magnenat-Thalmann, D. Thalmann","doi":"10.1145/133994.134017","DOIUrl":"https://doi.org/10.1145/133994.134017","url":null,"abstract":"Discusses the use of physics-based models for animating clothes on synthetic actors in motion. In this approach, cloth pieces are first designed with polygonal panels in two dimensions, and are then seamed and attached to the actor's body in three dimensions. After the clothes are created, physical properties are simulated and then clothes are animated according to the actor's motion in a physical environment. The paper describes the physical models used and then addresses several problems encountered. It examines how to constrain the elements of deformable objects which are either seamed together or attached to rigid moving objects. It also describes a new approach to the problem of handling collisions among the cloth elements themselves, or between a cloth element and a rigid object like the human body. Finally, the paper discusses how to reduce the number of parameters for improving the interface between the animator and the physics-based model","PeriodicalId":196837,"journal":{"name":"Proceedings of the 19th annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1992-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130501457","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 334
Measuring and modeling anisotropic reflection 测量和模拟各向异性反射
G. Ward
{"title":"Measuring and modeling anisotropic reflection","authors":"G. Ward","doi":"10.1145/133994.134078","DOIUrl":"https://doi.org/10.1145/133994.134078","url":null,"abstract":"A new device for measuring the spatial reflectancedistributionsof surfaces is introduced, along with a new mathematical model of sniaorropic reflectance. The reflectance model presented is both simple and accurate, permitting efficient reflectance data reduction rasdreproduction. Tire validity of the model is substantiated with comparisons to complete meaarsremems of surface reflectance functions gathered with the novel retlectometry device. This new device uses imaging technology to capture the entire hemisphem of reflected directions simttkarreously, which greatly accelerates the reflectance data gathering process, making it pssible to measure dozens of surfaces in the time that it used to take to do one. Example measurements and simulations are shown. and a table of fitted parameters for several surfaces is presented. General Terms: algorithms, measurement, theory, verification. CR Categories and Descriptors: 1.3.7 Three-dimensionalgraphics and rw#ism, 1.6.4 Model validation and analysis. Additional","PeriodicalId":196837,"journal":{"name":"Proceedings of the 19th annual conference on Computer graphics and interactive techniques","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1992-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116547281","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1356
An importance-driven radiosity algorithm 一种重要性驱动的辐射度算法
Brian E. Smits, J. Arvo, D. Salesin
{"title":"An importance-driven radiosity algorithm","authors":"Brian E. Smits, J. Arvo, D. Salesin","doi":"10.1145/133994.134080","DOIUrl":"https://doi.org/10.1145/133994.134080","url":null,"abstract":"We present a new radiosi[y algorithm for efficiently computing global solutions with respect to a constrained set of views. Radiosi ties of directly visible surfaces are computed to high accuracy, while those ot’ surfaces having only an indirect effect are computed to an accuracy commensurate with their contribution. The algorithm uses an adaptive subdivision scheme that is guided by the interplay between two closely related transport processes: one propagating power from the light sources, and the other propagating imporrarwc from the visible surfaces. By simultaneously refining approximate solutions to the dud transport equations, computation is significantly reduced in areas that contribute little to the region of interest. This approach is very effective for complex environments in which only a small fraction is visible at any time. Our statistics show dramatic speedups over the fastest previous radiosity algorithms for diffuse environments with details at a wide range of scales. CR","PeriodicalId":196837,"journal":{"name":"Proceedings of the 19th annual conference on Computer graphics and interactive techniques","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1992-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123355160","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 177
Sound rendering 声音呈现
T. Takala, J. Hahn
{"title":"Sound rendering","authors":"T. Takala, J. Hahn","doi":"10.1145/133994.134063","DOIUrl":"https://doi.org/10.1145/133994.134063","url":null,"abstract":"We present a general methodology to produce synchronized soundtracks for animations. A sound world is modeled by associating a characteristic sound for each object in a scene. These sounds can be generated from a behavioral or physically-based simulation. Collision sounds can be computed from vibrational response of elastic bodies to the collision impulse. Alternatively, stereotypic recorded sound effects can be associated with each interaction of objects. Sounds may also be generated procedurally, The sound world is described with a sound event file, and is rendered in two passes. First the propagation paths from 3D objects to each microphone are analyzed and used to calculate sound transformations according to the acoustic environment. These effects are convolutions, encoded into two essential parameters, delay and attenuation of each sound. Timeciependency of these two parameters is represented with key frames, thus being completely independent of the original 3D animation script. In the second pass the sounds associated with objects are instantiated, modulated by interpolated key parameters, and summed up to the final soundtrack. The advantage of a modular architecture is that the same methods can be used for all types of animations, keyframed, physically-based and behavioral. We also discuss the differences of sound and light, and the remarkable similarities in their rendering processes. CR","PeriodicalId":196837,"journal":{"name":"Proceedings of the 19th annual conference on Computer graphics and interactive techniques","volume":"127 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1992-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127154473","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 152
Through-the-lens camera control 通过镜头相机控制
Michael Gleicher, A. Witkin
{"title":"Through-the-lens camera control","authors":"Michael Gleicher, A. Witkin","doi":"10.1145/133994.134088","DOIUrl":"https://doi.org/10.1145/133994.134088","url":null,"abstract":"In this paper we introduce through-the-lens camera control, a body of techniques that permit a user to manipulate a virtual camera by controlling and constraining features in the image seen through its lens. Rather than solving for camera parameters directly, constrained optimization is used to compute their time derivatives based on desired changes in user-defined controls. This effectively permits new controls to be defined independent of the underlying parameterization. The controls can also serve as constraints, maintaining their values as others are changed. We describe the techniques in general and work through a detailed example of a specific camera model. Our implementation demonstrates a gallery of useful controls and constraints and provides some examples of how these may be used in composing images and animations.","PeriodicalId":196837,"journal":{"name":"Proceedings of the 19th annual conference on Computer graphics and interactive techniques","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1992-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127467227","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 297
Scheduled Fourier volume morphing 预定傅里叶体积变形
J. Hughes
{"title":"Scheduled Fourier volume morphing","authors":"J. Hughes","doi":"10.1145/133994.134004","DOIUrl":"https://doi.org/10.1145/133994.134004","url":null,"abstract":"We describe an easily implemented and computationally feasible method for smoothly transitioning from one sampled volumetric model to another. This induces a transition between isosurfaces of the two models. The technique is based on interpolating smoothly between the Fourier transforms of the two volumetric models and then transforming the results back. A linear interpolation between the transformed datasets yields unsatisfactory results in some cases. We use a schedule for the interpolation in which the high frequencies of the first model are gradually removed, the low frequencies are interpolated to those of the second, and the high frequencies of the second model are gradually added in. Such scheduling yields more satisfactory results. We give several examples and comment briefly on preprocessing models to make the morphing smoother.","PeriodicalId":196837,"journal":{"name":"Proceedings of the 19th annual conference on Computer graphics and interactive techniques","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1992-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132097595","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 198
Pump it up: computer animation of a biomechanically based model of muscle using the finite element method 用有限元素法制作的基于生物力学的肌肉模型的电脑动画
David T. Chen, D. Zeltzer
{"title":"Pump it up: computer animation of a biomechanically based model of muscle using the finite element method","authors":"David T. Chen, D. Zeltzer","doi":"10.1145/133994.134016","DOIUrl":"https://doi.org/10.1145/133994.134016","url":null,"abstract":"Muscle is the fundamental “motor” that drives all animal motion. We propose that changes in shape of moving human and animal figures will be accurately reproduced by simulating the muscle action and resulting forces that propel these figures. To test this hypothesis, we developed a novel computational model of skeletal muscle. The geometry and underlying material properties of muscle are captured using the finite element method (FEM). A biomechanical model of muscle action is used to apply non-linear forces to the finite element mesh nodes. We have tried to validate the FEM model by simulating well known muscle experiments and plotting out key quantities. Our results indicate that the twin goals of realistic computer animation and valid biomechanical simulation of muscle can be met using these methods, providing a principled foundation both for animators wishing to create anatomically based characters and biomechanical engineers interested in studying muscle function. CR Categories: 1.3.7 [Computer Graphics]: ThreeDimensional Graphics and Realism—Animation. Additional","PeriodicalId":196837,"journal":{"name":"Proceedings of the 19th annual conference on Computer graphics and interactive techniques","volume":"23 12","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1992-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113968462","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 325
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信
小红书