12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.最新文献

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Controllable single-strip generation for triangulated surfaces 三角曲面的可控单条生成
M. Gopi
{"title":"Controllable single-strip generation for triangulated surfaces","authors":"M. Gopi","doi":"10.1109/PCCGA.2004.1348335","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348335","url":null,"abstract":"In this paper, we introduce a method to represent a given triangular model using a single triangle strip. Since this problem is NP-complete, we break the limitation by splitting adjacent triangles when necessary. The common edge is split at the mid-point, and the newly formed triangles are coplanar with their parent triangles. Hence, the resulting geometry of the model is visually and topologically identical to the original triangular model. Our method can develop any edge-connected oriented 2-manifold of arbitrary topology, with or without boundary, into a single strip. Our stripification method can be controlled to start and end at triangles incident on specific vertices. Further, an acyclic set of edges of the input model can be marked as \"constraint edges\" and our method can generate a single strip that does not cross over these edges, but still cover the whole model.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133579303","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: 8
Adaptive real-time 3D acquisition and contour tracking within a multiple structured light system 多结构光系统中的自适应实时三维采集和轮廓跟踪
A. Griesser, T. Koninckx, L. Gool
{"title":"Adaptive real-time 3D acquisition and contour tracking within a multiple structured light system","authors":"A. Griesser, T. Koninckx, L. Gool","doi":"10.1109/PCCGA.2004.1348367","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348367","url":null,"abstract":"Active 3D acquisition setups currently capture 3D data from a single viewpoint. We propose a system that supports the effective use of multiple structured light modules placed around the object of interest. We show how oppositely positioned modules could work together and how we can avoid those parts of the background that unnecessarily take up computation time. Key to the setup is having the structured light patterns masked outside the outlines of the object to be captured. This is done very fast, so that the system can be used for motion capture. Only off-the-shelf hardware is required.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117315975","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: 29
Personalised real-time idle motion synthesis 个性化的实时空闲运动合成
A. Egges, T. Molet, N. Magnenat-Thalmann
{"title":"Personalised real-time idle motion synthesis","authors":"A. Egges, T. Molet, N. Magnenat-Thalmann","doi":"10.1109/PCCGA.2004.1348342","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348342","url":null,"abstract":"In this paper, we propose an animation approach based on principal component analysis that allows generating two layers of subtle motions: small posture variations and personalised change of balance. Such a motion generator is needed in many cases when one attempts to create an animation sequence out of a set of existing clips. In nature there exists no motionless character, while in computer animation we often encounter cases where no planned actions, such as waiting for another actor finishing his/her part, is implemented as a stop/frozen animation. We identify many situations where a flexible idle motion generator can help: from synchronisation of speech/body animation duration, to dynamic creation of stand still variations in between two active plays. Our approach overcomes the limitations of using a small set of existing clips as a basis for synthesizing idle motions, such as unnatural repetition of movements and difficulties to insert idle motions into an animation without breaking its continuity. A realistic animation is obtained by blending small posture variations with personalised balance shifting animations.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116338886","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: 89
Real-time 3D fluid simulation on GPU with complex obstacles 基于GPU的复杂障碍物实时三维流体仿真
Youquan Liu, Xuehui Liu, E. Wu
{"title":"Real-time 3D fluid simulation on GPU with complex obstacles","authors":"Youquan Liu, Xuehui Liu, E. Wu","doi":"10.1109/PCCGA.2004.1348355","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348355","url":null,"abstract":"In this paper, we solve the 3D fluid dynamics problem in a complex environment by taking advantage of the parallelism and programmability of GPU. In difference from other methods, innovation is made in two aspects. Firstly, more general boundary conditions could be processed on GPU in our method. By the method, we generate the boundary from a 3D scene with solid clipping, making the computation run on GPU despite of the complexity of the whole geometry scene. Then by grouping the voxels into different types according to their positions relative to the obstacles and locating the voxel that determines the value of the current voxel, we modify the values on the boundaries according to the boundary conditions. Secondly, more compact structure in data packing with flat 3D textures is designed at the fragment processing level to enhance parallelism and reduce execution passes. The scalar variables including density and temperature are packed into four channels of texels to accelerate the computation of 3D Navier-Stokes equations (NSEs). The test results prove the efficiency of our method, and as a result, it is feasible to run middle-scale problems of 3D fluid dynamics in an interactive speed for more general environment with complex geometry on PC platform.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127180984","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: 130
Pattern oriented remeshing for Celtic decoration 面向图案的凯尔特装饰网格
Matthew Kaplan, Emil Praun, E. Cohen
{"title":"Pattern oriented remeshing for Celtic decoration","authors":"Matthew Kaplan, Emil Praun, E. Cohen","doi":"10.1109/PCCGA.2004.1348350","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348350","url":null,"abstract":"Decorating arbitrary meshes with Celtic knots requires polygonal meshes with regular connectivity and close to regular face geometry. Because these properties are often irregular, especially in scanned or reconstructed models, the Celtic knots produced may be erratic and undesirable. In this paper we remesh models based on planar tilings defined by the user. Such pattern-oriented surfaces allow us to decorate models with attractive Celtic knots in a consistent fashion and may be applicable to a large number of algorithms that are sensitive to mesh structure.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131295064","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: 17
Unlifted loop subdivision wavelets 未提升环细分小波
Denggao Li, K. Qin, Hanqiu Sun
{"title":"Unlifted loop subdivision wavelets","authors":"Denggao Li, K. Qin, Hanqiu Sun","doi":"10.1109/PCCGA.2004.1348331","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348331","url":null,"abstract":"In this paper, we propose a new wavelet scheme for loop subdivision surfaces. The main idea enabling our wavelet construction is to extend the subdivision rules to be invertible, thus executing each inverse subdivision step in the reverse order makes up the wavelet decomposition rule. As opposed to other existing wavelet schemes for loop surfaces, which require solving a global sparse linear system in the wavelet analysis process, our wavelet scheme provides efficient (linear time and fully in-place) computations for both forward and backward wavelet transforms. This characteristic makes our wavelet scheme extremely suitable for applications in which the speed for wavelet decomposition is critical. We also describe our strategies for optimizing free parameters in the extended subdivision steps, which are important to the performance of the final wavelet transform. Our method has been proven to be effective, as demonstrated by a number of examples.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124930556","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: 36
Radiosity for point-sampled geometry 点采样几何的辐射度
Y. Dobashi, Tsuyoshi Yamamoto, T. Nishita
{"title":"Radiosity for point-sampled geometry","authors":"Y. Dobashi, Tsuyoshi Yamamoto, T. Nishita","doi":"10.1109/PCCGA.2004.1348345","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348345","url":null,"abstract":"In this paper, we propose a radiosity method for the point-sampled geometry to compute diffuse inter reflection of light. Most traditional radiosity methods subdivide the surfaces of objects into small elements such as quadrilaterals. However, the point-sampled geometry includes no explicit information about surfaces, presenting a difficulty in applying the traditional approach to the point-sampled geometry. The proposed method addresses this problem by computing the inter reflection without reconstructing any surfaces. The method realizes lighting simulations without losing the advantages of the point-sampled geometry.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122893044","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: 19
Discontinuous free form deformations 不连续的自由形式变形
Sagi Schein, G. Elber
{"title":"Discontinuous free form deformations","authors":"Sagi Schein, G. Elber","doi":"10.1109/PCCGA.2004.1348353","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348353","url":null,"abstract":"Contemporary deformation tools let designers modify the geometry of deformed models. This approach can be restrictive if the designer wants to incorporate holes or gaps into a model while deforming it into a different shape. This work presents a variant of FFD that would let the designer incorporate isoparametric discontinuities into the deformation function. The input model is automatically split at these discontinuities, allowing the deformed model to reflect topological discontinuity changes. We demonstrate the deformation algorithm using two different applications. The first application wraps a moving model around obstacles in a scene, splitting and then reforming it. The second application works locally, enabling the end-user to insert arbitrarily shaped cuts into the surface of the model.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"215 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130837533","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: 25
Interactive caustics using local precomputed irradiance 使用局部预计算辐照度的交互焦散
Chris Wyman, C. Hansen, P. Shirley
{"title":"Interactive caustics using local precomputed irradiance","authors":"Chris Wyman, C. Hansen, P. Shirley","doi":"10.1109/PCCGA.2004.1348344","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348344","url":null,"abstract":"Bright patterns of light focused via reflective or refractive objects onto matte surfaces are called \"caustics\". We present a method for rendering dynamic scenes with moving caustics at interactive rates. This technique requires some simplifying assumptions about caustic behavior allowing us to consider it a local spatial property which we sample in a preprocessing stage. Storing the caustic locally limits caustic rendering to a simple lookup. We examine a number of ways to represent this data, allowing us to trade between accuracy, storage, run time, and precomputation time.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133566200","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: 22
A robust method for shape-based 3D model retrieval 一种基于形状的三维模型检索鲁棒方法
Yi Liu, Jiantao Pu, Guyu Xin, H. Zha, Weibin Liu, Y. Uehara
{"title":"A robust method for shape-based 3D model retrieval","authors":"Yi Liu, Jiantao Pu, Guyu Xin, H. Zha, Weibin Liu, Y. Uehara","doi":"10.1109/PCCGA.2004.1348328","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348328","url":null,"abstract":"Proliferation of 3D models necessitates developing efficient methods for indexing or retrieving the models in a large database. Many previous methods for this purpose defined functions on concentric spheres as approximation of 3D geometry for spherical harmonic transform (SHT). In this paper, we point out that this is not robust as the surface of a model may shift between different shells under perturbation, and multi-layer of surfaces may exist in one shell, making the function definition ambiguous. To solve these problems, we propose a method to characterize 3D shape using delta functions. Then, spherical functions are defined by sampling in the frequency domain of the delta functions for SHT. By doing so, our method can support retrieval with controllable acuity, which benefits wider range of applications and facilitates customization to different users. Experiments have shown that our method is more robust than previous approaches.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132902510","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: 8
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