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1.
Matrix Trees     
We propose a new data representation for octrees and kd‐trees that improves upon memory size and algorithm speed of existing techniques. While pointerless approaches exploit the regular structure of the tree to facilitate efficient data access, their memory footprint becomes prohibitively large as the height of the tree increases. Pointerbased trees require memory consumption proportional to the number of tree nodes, thus exploiting the typical sparsity of large trees. Yet, their traversal is slowed by the need to follow explicit pointers across the different levels. Our solution is a pointerless approach that represents each tree level with its own matrix, as opposed to traditional pointerless trees that use only a single vector. This novel data organization allows us to fully exploit the tree's regular structure and improve the performance of tree operations. By using a sparse matrix data structure we obtain a representation that is suited for sparse and dense trees alike. In particular, it uses less total memory than pointer‐based trees even when the data set is extremely sparse. We show how our approach is easily implemented on the GPU and illustrate its performance in typical visualization scenarios.  相似文献   

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3.
Compared with its competitors such as the bounding volume hierarchy, a drawback of the kd‐tree structure is that a large number of triangles are repeatedly duplicated during its construction, which often leads to inefficient, large and tall binary trees with high triangle redundancy. In this paper, we propose a space‐efficient kd‐tree representation where, unlike commonly used methods, an inner node is allowed to optionally store a reference to a triangle, so highly redundant triangles in a kd‐tree can be culled from the leaf nodes and moved to the inner nodes. To avoid the construction of ineffective kd‐trees entailing computational inefficiencies due to early, possibly unnecessary, ray‐triangle intersection calculations that now have to be performed in the inner nodes during the kd‐tree traversal, we present heuristic measures for determining when and how to choose triangles for inner nodes during kd‐tree construction. Based on these metrics, we describe how the new form of kd‐tree is constructed and stored compactly using a carefully designed data layout. Our experiments with several example scenes showed that our kd‐tree representation technique significantly reduced the memory requirements for storing the kd‐tree structure, while effectively suppressing the unavoidable frame‐rate degradation observed during ray tracing.  相似文献   

4.
We present a novel image‐based technique for modeling complex unfoliaged trees. Existing tree modeling tools either require capturing a large number of views for dense 3D reconstruction or rely on user inputs and botanic rules to synthesize natural‐looking tree geometry. In this paper, we focus on faithfully recovering real instead of realistically‐looking tree geometry from a sparse set of images. Our solution directly integrates 2D/3D tree topology as shape priors into the modeling process. For each input view, we first estimate a 2D skeleton graph from its matte image and then find a 2D skeleton tree from the graph by imposing tree topology. We develop a simple but effective technique for computing the optimal 3D skeleton tree most consistent with the 2D skeletons. For each edge in the 3D skeleton tree, we further apply volumetric reconstruction to recover its corresponding curved branch. Finally, we use piecewise cylinders to approximate each branch from the volumetric results. We demonstrate our framework on a variety of trees to illustrate the robustness and usefulness of our technique.  相似文献   

5.
Inverse Procedural Modelling of Trees   总被引:1,自引:0,他引:1  
Procedural tree models have been popular in computer graphics for their ability to generate a variety of output trees from a set of input parameters and to simulate plant interaction with the environment for a realistic placement of trees in virtual scenes. However, defining such models and their parameters is a difficult task. We propose an inverse modelling approach for stochastic trees that takes polygonal tree models as input and estimates the parameters of a procedural model so that it produces trees similar to the input. Our framework is based on a novel parametric model for tree generation and uses Monte Carlo Markov Chains to find the optimal set of parameters. We demonstrate our approach on a variety of input models obtained from different sources, such as interactive modelling systems, reconstructed scans of real trees and developmental models.  相似文献   

6.
The standard C/C++ implementation of a spatial partitioning data structure, such as octree and quadtree, is often inefficient in terms of storage requirements particularly when the memory overhead for maintaining parent‐to‐child pointers is significant with respect to the amount of actual data in each tree node. In this work, we present a novel data structure that implements uniform spatial partitioning without storing explicit parent‐to‐child pointer links. Our linkless tree encodes the storage locations of subdivided nodes using perfect hashing while retaining important properties of uniform spatial partitioning trees, such as coarse‐to‐fine hierarchical representation, efficient storage usage, and efficient random accessibility. We demonstrate the performance of our linkless trees using image compression and path planning examples.  相似文献   

7.
This paper presents a novel interactive approach for adding depth information into hand‐drawn cartoon images and animations. In comparison to previous depth assignment techniques our solution requires minimal user effort and enables creation of consistent pop‐ups in a matter of seconds. Inspired by perceptual studies we formulate a custom tailored optimization framework that tries to mimic the way that a human reconstructs depth information from a single image. Its key advantage is that it completely avoids inputs requiring knowledge of absolute depth and instead uses a set of sparse depth (in)equalities that are much easier to specify. Since these constraints lead to a solution based on quadratic programming that is time consuming to evaluate we propose a simple approximative algorithm yielding similar results with much lower computational overhead. We demonstrate its usefulness in the context of a cartoon animation production pipeline including applications such as enhancement, registration, composition, 3D modelling and stereoscopic display.  相似文献   

8.
This paper presents a method that generates natural and intuitive deformations via direct manipulation and smooth interpolation for multi‐element 2D shapes. Observing that the structural relationships between different parts of a multi‐element 2D shape are important for capturing its feature semantics, we introduce a simple structure called a feature frame to represent such relationships. A constrained optimization is solved for shape manipulation to find optimal deformed shapes under user‐specified handle constraints. Based on the feature frame, local feature preservation and structural relationship maintenance are directly encoded into the objective function. Beyond deforming a given multi‐element 2D shape into a new one at each key frame, our method can automatically generate a sequence of natural intermediate deformations by interpolating the shapes between the key frames. The method is computationally efficient, allowing real‐time manipulation and interpolation, as well as generating natural and visually plausible results.  相似文献   

9.
Modeling natural elements such as trees in a plausible way, while offering simple and rapid user control, is a challenge. This paper presents a method based on a new structure from silhouettes paradigm. We claim that sketching the silhouettes of foliage at multiple scales is quicker and more intuitive for a user than having to sketch each branch of a tree. This choice allows us to incorporate botanical knowledge, enabling us to infer branches that connect in a plausible way to their parent branch and have a correct distribution in 3D. We illustrate these ideas by presenting a seamless sketch-based interface, used for sketching foliage silhouettes from the scale of an entire tree to the scale of a leaf. Each sketch serves for inferring both the branches at that level and construction lines to serve as support for sub-silhouette refinement. When the user finally zooms out, the style inferred for the branching systems he has refined (in terms of branch density, angle, length distribution and shape) is duplicated to the unspecified branching systems at the same level. Meanwhile, knowledge from botany is again used for extending the branch distribution to 3D, resulting in a full, plausible 3D tree that fits the user-sketched contours. As our results show, this system can be of interest to both experts and novice users. While experts can fully specify all parts of a tree and over-sketch specific branches if required, any user can design a basic 3D tree in one or two minutes, as easily as sketching it with paper and pen.  相似文献   

10.
Lighting design plays a crucial role in indoor lighting design, computer cinematograph and many other applications. Computer‐assisted lighting design aims to find a lighting configuration that best approximates the illumination effect specified by designers. In this paper, we present an automatic approach for lighting design, in which discrete and continuous optimization of the lighting configuration, including the number, intensity, and position of lights, are achieved. Our lighting design algorithm consists of two major steps. The first step estimates an initial lighting configuration by light sampling and clustering. The initial light clusters are then recursively merged to form a light hierarchy. The second step optimizes the lighting configuration by alternatively selecting a light cut on the light hierarchy to determine the number of representative lights and optimizing the lighting parameters using the simplex method. To speed up the optimization computation, only illumination at scene vertices that are important to rendering are sampled and taken into account in the optimization. Using the proposed approach, we develop a lighting design system that can compute appropriate lighting configurations to generate the illumination effects iteratively painted and modified by a designer interactively.  相似文献   

11.
Modelling and simulation of tree growth that is faithful to the living environment and numerically consistent to botanic knowledge are important topics for realistic modelling in computer graphics. The realism factors concerned include the effects of complex environment on tree growth and the reliability of the simulation in botanical research, such as horticulture and agriculture. This paper proposes a new approach, namely, integrated growth modelling, to model virtual trees and simulate their growth by enforcing constraints of environmental resources and tree morphological properties. Morphological properties are integrated into a growth equation with different parameters specified in the simulation, including its sensitivity to light, allocation and usage of received resources and effects on its environment. The growth equation guarantees that the simulation procedure numerically matches the natural growth phenomenon of trees. With this technique, the growth procedures of diverse and realistic trees can also be modelled in different environments, such as resource competition among multiple trees.  相似文献   

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13.
This paper presents a digital storytelling approach that generates automatic animations for time‐varying data visualization. Our approach simulates the composition and transition of storytelling techniques and synthesizes animations to describe various event features. Specifically, we analyze information related to a given event and abstract it as an event graph, which represents data features as nodes and event relationships as links. This graph embeds a tree‐like hierarchical structure which encodes data features at different scales. Next, narrative structures are built by exploring starting nodes and suitable search strategies in this graph. Different stages of narrative structures are considered in our automatic rendering parameter decision process to generate animations as digital stories. We integrate this animation generation approach into an interactive exploration process of time‐varying data, so that more comprehensive information can be provided in a timely fashion. We demonstrate with a storm surge application that our approach allows semantic visualization of time‐varying data and easy animation generation for users without special knowledge about the underlying visualization techniques.  相似文献   

14.
Recently, approaches have been put forward that focus on the recognition of mesh semantic meanings. These methods usually need prior knowledge learned from training dataset, but when the size of the training dataset is small, or the meshes are too complex, the segmentation performance will be greatly effected. This paper introduces an approach to the semantic mesh segmentation and labeling which incorporates knowledge imparted by both segmented, labeled meshes, and unsegmented, unlabeled meshes. A Conditional Random Fields (CRF) based objective function measuring the consistency of labels and faces, labels of neighbouring faces is proposed. To implant the information from the unlabeled meshes, we add an unlabeled conditional entropy into the objective function. With the entropy, the objective function is not convex and hard to optimize, so we modify the Virtual Evidence Boosting (VEB) to solve the semi‐supervised problem efficiently. Our approach yields better results than those methods which only use limited labeled meshes, especially when many unlabeled meshes exist. The approach reduces the overall system cost as well as the human labelling cost required during training. We also show that combining knowledge from labeled and unlabeled meshes outperforms using either type of meshes alone.  相似文献   

15.
Thin elastic rods such as cables, phone coils, tree branches, or hair, are common objects in the real world but computing their dynamics accurately remains challenging. The recent Super-Helix model, based on the discrete equations of Kirchhoff for a piecewise helical rod, is one of the most promising models for simulating non-stretchable rods that can bend and twist. However, this model suffers from a quadratic complexity in the number of discrete elements, which, in the context of interactive applications, makes it limited to a few number of degrees of freedom - or equivalently to a low number of variations in curvature along the mean curve. This paper proposes a new, recursive scheme for the dynamics of a Super-Helix, inspired by the popular algorithm of Featherstone for serial multibody chains. Similarly to Featherstone's algorithm, we exploit the recursive kinematics of a Super-Helix to propagate elements inertias from the free end to the clamped end of the rod, while the dynamics is solved within a second pass traversing the rod in the reverse way. Besides the gain in linear complexity, which allows us to simulate a rod of complex shape much faster than the original approach, our algorithm makes it straightforward to simulate tree-like structures of Super-Helices, which turns out to be particularly useful for animating trees and plants realistically, under large displacements.  相似文献   

16.
Computer graphics is one of the most efficient ways to create a stereoscopic image. The process of stereoscopic CG generation is, however, still very inefficient compared to that of monoscopic CG generation. Despite that stereo images are very similar to each other, they are rendered and manipulated independently. Additional requirements for disparity control specific to stereo images lead to even greater inefficiency. This paper proposes a method to reduce the inefficiency accompanied in the creation of a stereoscopic image. The system automatically generates an optimized single image representation of the entire visible area from both cameras. The single image can be easily manipulated with conventional techniques, as it is spatially smooth and maintains the original shapes of scene objects. In addition, a stereo image pair can be easily generated with an arbitrary disparity setting. These convenient and efficient features are achieved by the automatic generation of a stereo camera pair, robust occlusion detection with a pair of Z‐buffers, an optimization method for spatial smoothness, and stereo image pair generation with a non‐linear disparity adjustment. Experiments show that our technique dramatically improves the efficiency of stereoscopic image creation while preserving the quality of the results.  相似文献   

17.
The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results. Tight inbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data.  相似文献   

18.
In this paper, we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid-modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. We model the interaction between an animated mesh object and a viscoelastic substance, which is normally represented in an implicit form. Our approach is aimed at achieving verisimilitude rather than physically based simulation. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented.  相似文献   

19.
We introduce medial diffusion for the matching of undersampled shapes undergoing a nonrigid deformation. We construct a diffusion process with respect to the medial axis of a shape, and use the quantity of heat diffusion as a measure which is both tolerant of missing data and approximately invariant to nonrigid deformations. A notable aspect of our approach is that we do not define the diffusion on the shape's medial axis, or similar medial representation. Instead, we construct the diffusion process directly on the shape. This permits the diffusion process to better capture surface features, such as varying spherical and cylindrical parts, as well as combine with other surface‐based diffusion processes. We show how to use medial diffusion to detect intrinsic symmetries, and for computing correspondences between pairs of shapes, wherein shapes contain substantial missing data.  相似文献   

20.
Shapes with complex geometric and topological features such as tunnels, neighboring sheets, and cavities are susceptible to undersampling and continue to challenge existing reconstruction techniques. In this work we introduce a new measure for point clouds to determine the likely interior and exterior regions of an object. Specifically, we adapt the concept of parity to point clouds with missing data and introduce the parity map, a global measure of parity over the volume. We first examine how parity changes over the volume with respect to missing data and develop a method for extracting topologically correct interior and exterior crusts for estimating a signed distance field and performing surface reconstruction. We evaluate our approach on real scan data representing complex shapes with missing data. Our parity measure is not only able to identify highly confident interior and exterior regions but also localizes regions of missing data. Our reconstruction results are compared to existing methods and we show that our method faithfully captures the topology and geometry of complex shapes in the presence of missing data.  相似文献   

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