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

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A versatile interactive 3D brush model 一个多功能的交互式3D笔刷模型
William V. Baxter, M. Lin
{"title":"A versatile interactive 3D brush model","authors":"William V. Baxter, M. Lin","doi":"10.1109/PCCGA.2004.1348363","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348363","url":null,"abstract":"We present a flexible modeling approach capable of realistically simulating many varieties of brushes commonly used in painting. Our geometric model of brush heads is a combination of subdivision surfaces and hundreds of individual bristles represented by thin polygonal strips. We exploit bristle-to-bristle coherence, simulating only a fraction of the bristles and using interpolation for the remainder. Our dynamic model incorporates realistic physically-based deformation, including anisotropic friction, brush plasticity, and tip spreading. We use an energy minimization framework with a novel geometric representation of the brush head to generate a wider variety of brushes. Finally, we have developed an improved haptic model that provides realistic force feedback, directly related to the results of the brush dynamic simulation. Using this model, we are able to simulate a wide range of brush styles and create an excellent variety of strokes such as the crisp, curvy strokes of Western decorative painting, or rough scratchy strokes like certain Oriental calligraphy. We have also developed an exporter for a popular free 3D modeling package that makes it easier for non-programmers to create any desired style of brush, real or fanciful.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"64 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":"133753736","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: 47
Physically based animation and rendering of lightning 基于物理的动画和闪电渲染
Theodore Kim, M. Lin
{"title":"Physically based animation and rendering of lightning","authors":"Theodore Kim, M. Lin","doi":"10.1109/PCCGA.2004.1348357","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348357","url":null,"abstract":"We present a physically-based method for animating and rendering lightning and other electric arcs. For the simulation, we present the dielectric breakdown model, an elegant formulation of electrical pattern formation. We then extend the model to animate a sustained, 'dancing' electrical arc, by using a simplified Helmholtz equation for propagating electromagnetic waves. For rendering, we use a convolution kernel to produce results competitive with Monte Carlo ray tracing. Lastly, we present user parameters for manipulation of the simulation patterns.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"39 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":"134095249","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: 28
Real-time voxelization for complex polygonal models 复杂多边形模型的实时体素化
Z. Dong, Wei Chen, H. Bao, Hongxin Zhang, Qunsheng Peng
{"title":"Real-time voxelization for complex polygonal models","authors":"Z. Dong, Wei Chen, H. Bao, Hongxin Zhang, Qunsheng Peng","doi":"10.1109/PCCGA.2004.1348333","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348333","url":null,"abstract":"In this paper, we present an efficient voxelization algorithm for complex polygonal models by exploiting newest programmable graphics hardware. We first convert the model into three discrete voxel spaces according to its surface orientation. The resultant voxels are encoded as 2D textures and stored in three intermediate sheet buffers called directional sheet buffers. These buffers are finally synthesized into one worksheet, which records the volumetric representation of the target. The whole algorithm traverses the geometric model only once and is accomplished entirely in GPU (graphics processing unit), achieving real-time frame rate for models with up to 2 million triangles.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"71 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":"124040199","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: 134
Snaking across 3D meshes 蜿蜒穿过3D网格
Moonryul Jung, Haengkang Kim
{"title":"Snaking across 3D meshes","authors":"Moonryul Jung, Haengkang Kim","doi":"10.1109/PCCGA.2004.1348338","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348338","url":null,"abstract":"We present a method of moving snake curves over 3D meshes. Our snake is made from the vertices of a triangular mesh, so it never leaves the 3D surface, eliminating any need for mapping on to ID and subsequent remapping on to the 3D mesh. Our snake finds features related to Gaussian curvature, or ridges and valleys. We move each vertex of the snake to one of its neighbor vertices on the mesh, while reducing the energy of the snake, which expresses distance from a feature, by means of a greedy optimization. This is fast enough to support real-time interaction. We handle changes of snake topology using 3D versions of methods originally developed for images. These can handle collisions within the snake, and hence split the snake and find multiple features. We demonstrate the performance of our algorithm on several example meshes, including human faces.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"3 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":"124069353","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: 35
M/sup 3/: marker-free model reconstruction and motion tracking from 3D voxel data M/sup 3/:基于3D体素数据的无标记模型重建和运动跟踪
Edilson de Aguiar, C. Theobalt, M. Magnor, H. Theisel, H. Seidel
{"title":"M/sup 3/: marker-free model reconstruction and motion tracking from 3D voxel data","authors":"Edilson de Aguiar, C. Theobalt, M. Magnor, H. Theisel, H. Seidel","doi":"10.1109/PCCGA.2004.1348340","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348340","url":null,"abstract":"In computer animation, human motion capture from video is a widely used technique to acquire motion parameters. The acquisition process typically requires an intrusion into the scene in the form of optical markers which are used to estimate the parameters of motion as well as the kinematic structure of the performer. Marker-free optical motion capture approaches exist, but due to their dependence on a specific type of a priori model they can hardly be used to track other subjects, e.g. animals. To bridge the gap between the generality of marker-based methods and the applicability of marker-free methods, we present a flexible non-intrusive approach that estimates both, a kinematic model and its parameters of motion from a sequence of voxel-volumes. The volume sequences are reconstructed from multi-view video data by means of a shape-from-silhouette technique. The described method is well-suited for but not limited to motion capture of human subjects.","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":"128936772","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: 13
Mesh modelling with curve analogies 用曲线类比的网格建模
Steve Zelinka, Michael Garland
{"title":"Mesh modelling with curve analogies","authors":"Steve Zelinka, Michael Garland","doi":"10.1145/965400.965412","DOIUrl":"https://doi.org/10.1145/965400.965412","url":null,"abstract":"Modelling by analogy has become a powerful paradigm for editing images. Using a pair of before- and after-example images of a transformation, a system that models by analogy produces analogous transformations on arbitrary new images. This paper brings the expressive power of modelling by analogy to meshes. To avoid the difficulty of specifying fully 3D example meshes, we use curve analogies to produce changes in meshes. We apply analogies to families of curves on an object's surface, and use the filtered curves to drive a transformation of the object. We demonstrate a range of filters, from simple local feature elimination/addition, to more general frequency enhancement filters.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"22 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114011155","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: 10
Segmentation of 3D meshes through spectral clustering 基于光谱聚类的三维网格分割
Rong Liu, Hao Zhang
{"title":"Segmentation of 3D meshes through spectral clustering","authors":"Rong Liu, Hao Zhang","doi":"10.1109/pccga.2004.1348360","DOIUrl":"https://doi.org/10.1109/pccga.2004.1348360","url":null,"abstract":"","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"173 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121138971","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: 285
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