Proceedings of the 27th annual conference on Computer graphics and interactive techniques最新文献

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Adaptively sampled distance fields: a general representation of shape for computer graphics 自适应采样距离场:计算机图形学形状的一般表示
Sarah F. Frisken, R. N. Perry, A. Rockwood, T. Jones
{"title":"Adaptively sampled distance fields: a general representation of shape for computer graphics","authors":"Sarah F. Frisken, R. N. Perry, A. Rockwood, T. Jones","doi":"10.1145/344779.344899","DOIUrl":"https://doi.org/10.1145/344779.344899","url":null,"abstract":"Adaptively Sampled Distance Fields (ADFs) are a unifying representation of shape that integrate numerous concepts in computer graphics including the representation of geometry and volume data and a broad range of processing operations such as rendering, sculpting, level-of-detail management, surface offsetting, collision detection, and color gamut correction. Its structure is uncomplicated and direct, but is especially effective for quality reconstruction of complex shapes, e.g., artistic and organic forms, precision parts, volumes, high order functions, and fractals. We characterize one implementation of ADFs, illustrating its utility on two diverse applications: 1) artistic carving of fine detail, and 2) representing and rendering volume data and volumetric effects. Other applications are briefly presented.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128362762","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: 680
Fast texture synthesis using tree-structured vector quantization 快速纹理合成的树状结构矢量量化
Li-Yi Wei, M. Levoy
{"title":"Fast texture synthesis using tree-structured vector quantization","authors":"Li-Yi Wei, M. Levoy","doi":"10.1145/344779.345009","DOIUrl":"https://doi.org/10.1145/344779.345009","url":null,"abstract":"Texture synthesis is important for many applications in computer graphics, vision, and image processing. However, it remains difficult to design an algorithm that is both efficient and capable of generating high quality results. In this paper, we present an efficient algorithm for realistic texture synthesis. The algorithm is easy to use and requires only a sample texture as input. It generates textures with perceived quality equal to or better than those produced by previous techniques, but runs two orders of magnitude faster. This permits us to apply texture synthesis to problems where it has traditionally been considered impractical. In particular, we have applied it to constrained synthesis for image editing and temporal texture generation. Our algorithm is derived from Markov Random Field texture models and generates textures through a deterministic searching process. We accelerate this synthesis process using tree-structured vector quantization.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132752126","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: 1653
√3-subdivision
L. Kobbelt
{"title":"√3-subdivision","authors":"L. Kobbelt","doi":"10.1145/344779.344835","DOIUrl":"https://doi.org/10.1145/344779.344835","url":null,"abstract":"A new stationary subdivision scheme is presented which performs slower topological refinement than the usual dyadic split operation. The number of triangles increases in every step by a factor of 3 instead of 4. Applying the subdivision operator twice causes a uniform refinement with tri-section of every original edge (hence the name √3-subdivision) while two dyadic splits would quad-sect every original edge. Besides the finer gradation of the hierarchy levels, the new scheme has several important properties: The stencils for the subdivision rules have minimum size and maximum symmetry. The smoothness of the limit surface is C2 everywhere except for the extraordinary points where it is C1. The convergence analysis of the scheme is presented based on a new general technique which also applies to the analysis of other subdivision schemes. The new splitting operation enables locally adaptive refinement under built-in preservation of the mesh consistency without temporary crack-fixing between neighboring faces from different refinement levels. The size of the surrounding mesh area which is affected by selective refinement is smaller than for the dyadic split operation. We further present a simple extension of the new subdivision scheme which makes it applicable to meshes with boundary and allows us to generate sharp feature lines.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114205623","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: 244
Spectral compression of mesh geometry 网格几何的频谱压缩
Zachi Karni, C. Gotsman
{"title":"Spectral compression of mesh geometry","authors":"Zachi Karni, C. Gotsman","doi":"10.1145/344779.344924","DOIUrl":"https://doi.org/10.1145/344779.344924","url":null,"abstract":"We show how spectral methods may be applied to 3D mesh data to obtain compact representations. This is achieved by projecting the mesh geometry onto an orthonormal basis derived from the mesh topology. To reduce complexity, the mesh is partitioned into a number of balanced submeshes with minimal interaction, each of which are compressed independently. Our methods may be used for compression and progressive transmission of 3D content, and are shown to be vastly superior to existing methods using spatial techniques, if slight loss can be tolerated.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127656194","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: 759
Surface light fields for 3D photography 用于3D摄影的表面光场
Daniel N. Wood, D. I. Azuma, Kenneth R. Aldinger, B. Curless, T. Duchamp, D. Salesin, W. Stuetzle
{"title":"Surface light fields for 3D photography","authors":"Daniel N. Wood, D. I. Azuma, Kenneth R. Aldinger, B. Curless, T. Duchamp, D. Salesin, W. Stuetzle","doi":"10.1145/344779.344925","DOIUrl":"https://doi.org/10.1145/344779.344925","url":null,"abstract":"A surface light field is a function that assigns a color to each ray originating on a surface. Surface light fields are well suited to constructing virtual images of shiny objects under complex lighting conditions. This paper presents a framework for construction, compression, interactive rendering, and rudimentary editing of surface light fields of real objects. Generalization of vector quantization and principal component analysis are used to construct a compressed representation of an object's surface light field from photographs and range scans. A new rendering algorithm achieves interactive rendering of images from the compressed representation, incorporating view-dependent geometric level-of-detail control. The surface light field representation can also be directly edited to yield plausible surface light fields for small changes in surface geometry and reflectance properties.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127228406","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: 542
Computer modelling of fallen snow 落雪的电脑模拟
P. Fearing
{"title":"Computer modelling of fallen snow","authors":"P. Fearing","doi":"10.1145/344779.344809","DOIUrl":"https://doi.org/10.1145/344779.344809","url":null,"abstract":"In this paper, we present a new model of snow accumulation and stability for computer graphics. Our contribution is divided into two major components, each essential for modelling the appearance of a thick layer of snowfall on the ground. Our accumulation model determines how much snow a particular surface receives, allowing for such phenomena as flake flutter, flake dusting and wind-blown snow. We compute snow accumulation by shooting particles upwards towards the sky, giving each source surface independent control over its own sampling density, accuracy and computation time. Importance ordering minimises sampling effort while maximising visual information, generating smoothly improving global results that can be interrupted at any point. Once snow lands on the ground, our stability model moves material away from physically unstable areas in a series of small, simultaneous avalanches. We use a simple local stability test that handles very steep surfaces, obstacles, edges, and wind transit. Our stability algorithm also handles other materials, such as flour, sand, and flowing water.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129901572","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: 90
A fast relighting engine for interactive cinematic lighting design 用于交互式电影灯光设计的快速照明引擎
Reid Gershbein, P. Hanrahan
{"title":"A fast relighting engine for interactive cinematic lighting design","authors":"Reid Gershbein, P. Hanrahan","doi":"10.1145/344779.344938","DOIUrl":"https://doi.org/10.1145/344779.344938","url":null,"abstract":"We present new techniques for interactive cinematic lighting design of complex scenes that use procedural shaders. Deep-framebuffers are used to store the geometric and optical information of the visible surfaces of an image. The geometric information is represented as collections of oriented points, and the optical information is represented as bi-directional reflection distribution functions, or BRDFs. The BRDFs are generated by procedurally defined surface texturing functions that spatially vary the surfaces' appearances. The deep-framebuffer information is rendered using a multi-pass algorithm built on the OpenGL graphics pipeline. In order to handle both physically-correct as well as non-realistic reflection models used in the film industry, we factor the BRDF into independent components that map onto both the lighting and texturing units of the graphics hardware. A similar factorization is used to control the lighting distribution. Using these techniques, lighting calculations can be evaluated 2500 times faster than previous methods. This allows lighting changes to be rendered at rates of 20Hz in static environments that contain millions of objects of with dozens of unique procedurally defined surface properties and scores of lights.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126365930","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: 42
Shadows for cel animation 用于细胞动画的阴影
L. Petrovic, Brian Fujito, Lance Williams, Adam Finkelstein
{"title":"Shadows for cel animation","authors":"L. Petrovic, Brian Fujito, Lance Williams, Adam Finkelstein","doi":"10.1145/344779.345073","DOIUrl":"https://doi.org/10.1145/344779.345073","url":null,"abstract":"We present a semi-automatic method for creating shadow mattes in cel animation. In conventional cel animation, shadows are drawn by hand, in order to provide visual cues about the spatial relationships and forms of characters in the scene. Our system creates shadow mattes based on hand-drawn characters, given high-level guidance from the user about depths of various objects. The method employs a scheme for “inflating” a 3D figure based on hand-drawn art. It provides simple tools for adjusting object depths, coupled with an intuitive interface by which the user specifies object shapes and relative positions in a scene. Our system obviates the tedium of drawing shadow mattes by hand, and provides control over complex shadows falling over interesting shapes.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125761728","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: 81
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