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1.
Image-based crowd rendering   总被引:4,自引:0,他引:4  
Populated virtual urban environments are important in many applications, from urban planning to entertainment. At the current stage of technology, users can interactively navigate through complex, polygon-based scenes rendered with sophisticated lighting effects and high-quality antialiasing techniques. As a result, animated characters (or agents) that users can interact with are also becoming increasingly common. However, rendering crowded scenes with thousands of different animated virtual people in real time is still challenging. To address this, we developed an image-based rendering approach for displaying multiple avatars. We take advantage of the properties of the urban environment and the way a viewer and the avatars move within it to produce fast rendering, based on positional and directional discretization. To display many different individual people at interactive frame rates, we combined texture compression with multipass rendering  相似文献   

2.
基于图像的卡通画扫描线渲染方法   总被引:1,自引:0,他引:1  
为了模拟艺术家的卡通风格绘画,提出了一种基于图像的卡通画扫描线渲染方法,对用户输入的用数码相机拍摄的图像首先提取轮廓,然后进行颜色处理,最后合并得到具有卡通风格的图像。同时,给出了基于直方图的边缘参数的计算和基于扫描线的颜色处理两个算法,自动实时地完成了渲染过程。实验结果表明,该方法的渲染效果更接近于手绘风格,适合于卡通动画和个性化照片等领域的应用。  相似文献   

3.
4.
Image-based color ink diffusion rendering   总被引:3,自引:0,他引:3  
This paper proposes an image-based painterly rendering algorithm for automatically synthesizing an image with color ink diffusion. We suggest a mathematical model with a physical base to simulate the phenomenon of color colloidal ink diffusing into absorbent paper. Our algorithm contains three main parts: a feature extraction phase, a Kubelka-Munk (KM) color mixing phase, and a color ink diffusion synthesis phase. In the feature extraction phase, the information of the reference image is simplified by luminance division and color segmentation. In the color mixing phase, the KM theory is employed to approximate the result when one pigment is painted upon another pigment layer. Then, in the color ink diffusion synthesis phase, the physically-based model that we propose is employed to simulate the result of color ink diffusion in absorbent paper using a texture synthesis technique. Our image-based ink diffusing rendering (IBCIDR) algorithm eliminates the drawback of conventional Chinese ink simulations, which are limited to the black ink domain, and our approach demonstrates that, without using any strokes, a color image can be automatically converted to the diffused ink style with a visually pleasing appearance  相似文献   

5.
Image-based streamline generation and rendering   总被引:1,自引:0,他引:1  
Seeding streamlines in 3D flow fields without considering their projections in screen space can produce visually cluttered rendering results. Streamlines will overlap or intersect with each other in the output image, which makes it difficult for the user to perceive the underlying flow structure. This paper presents a method to control the seeding and generation of streamlines in image space to avoid visual cluttering and allow a more flexible exploration of flow fields. In our algorithm, 2D images with depth maps generated by a variety of visualization techniques can be used as input from which seeds are placed and streamlines are generated. The density and rendering styles of streamlines can be flexibly controlled based on various criteria to improve visual clarity. With our image space approach, it is straightforward to implement the level of detail rendering, depth peeling, and stylized rendering of streamlines to allow for more effective visualization of 3D flow fields.  相似文献   

6.
Image-based modeling, rendering, and lighting   总被引:2,自引:0,他引:2  
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7.
Selective visualization is a solution for visualizing data of large size and dimensionality. In this paper a new method is proposed for effectively rendering certain chosen parts among the full set of data in terms of a colour buffer, referred to as the virtual plane, for storing intermediate results. By this method, scientists may concentrate their attention on the contents of data in which they are interested. Besides, the method could be easily integrated with all the current direct volume rendering techniques, especially progressive refinement methods and selective methods. Copyright © 1999 John Wiley & Sons, Ltd.  相似文献   

8.
Image-based rendering of range data with estimated depth uncertainty   总被引:2,自引:0,他引:2  
Image-based rendering (IBR) involves constructing an image from a new viewpoint, using several input images from different viewpoints. Our approach is to acquire or estimate the depth for each pixel of each input image. We then reconstruct the new view from the resulting collection of 3D points. When rendering images from photographs, acquiring and registering data is far from perfect. Accuracy can fluctuate, depending on the choice of geometry reconstruction technique. Our image-rendering approach involves three steps: depth extraction, uncertainty estimation, and rendering. That is, we first compute a depth map for every input image. Then we calculate the uncertainty information using the estimated depth maps as starting points. Finally, we perform the actual rendering, which renders the uncertainty estimated in the previous step as ellipsoidal Gaussian splats.  相似文献   

9.
Integral surfaces are ideal tools to illustrate vector fields and fluid flow structures. However, these surfaces can be visually complex and exhibit difficult geometric properties, owing to strong stretching, shearing and folding of the flow from which they are derived. Many techniques for non-photorealistic rendering have been presented previously. It is, however, unclear how these techniques can be applied to integral surfaces. In this paper, we examine how transparency and texturing techniques can be used with integral surfaces to convey both shape and directional information. We present a rendering pipeline that combines these techniques aimed at faithfully and accurately representing integral surfaces while improving visualization insight. The presented pipeline is implemented directly on the GPU, providing real-time interaction for all rendering modes, and does not require expensive preprocessing of integral surfaces after computation.  相似文献   

10.
NURBS (Non-uniform rational B-splines) surfaces are one of the most useful primitives employed for high quality modeling in CAD/CAM tools and graphics software. Since direct evaluation of NURBS surfaces on the GPU is a highly complex task, the usual approach for rendering NURBS is to perform the conversion into Bézier surfaces on the CPU, and then evaluate and tessellate them on the GPU. In this paper we present a new proposal for rendering NURBS surfaces directly on the GPU in order to achieve interactive and real-time rendering. Our proposal, Rendering Pipeline for NURBS Surfaces (RPNS), is based on a new primitive KSQuad that uses a regular and flexible processing of NURBS surfaces, while maintaining their main geometric properties to achieve real-time rendering. RPNS performs an efficient adaptive discretization to fine tune the density of primitives needed to avoid cracks and holes in the final image, applying an efficient non-recursive evaluation of the basis function on the GPU. An implementation of RPNS using current GPUs is presented, achieving real-time rendering rates of complex parametric models. Our experimental tests show a performance several orders of magnitude higher than traditional approximations based on NURBS to Bézier conversion.  相似文献   

11.
Fractal surfaces are a sueful modeling technique for terrain in computer graphics. Although an algorithm exists for ray tracing (Mandelbrot) fractal surfaces, the technique is computationally very expensive. The large degree of parallelism inherent in the problem suggests the use of parallel architectures for generating these images. We describe a parallel rendering algorithm for shared memory MIMD machines which takes advantage of image coherence to reduce computation. This algorithm has, on a Sequent Balance 2100 with 20 processors, demonstrated a near-linear speedup. We examine the possible synchronization bottlenecks by statically assigning different numbers of CPUs to sections of the screen.This work was supported in part by DARPA under contract MDA903-86-C-0182.  相似文献   

12.
Synergistic visual/haptic rendering modes for scientific visualization   总被引:1,自引:0,他引:1  
Our approach uses a visual/haptic interface to display scientific data both graphically and haptically. The haptic interface provides a natural means of interacting with the data through direct tactile sensing and manipulation of the data display. Our experience with this interface suggests that users understand the data more clearly when the haptic component acts as a synergistic companion to the visual display. That is, rather than replace the visual display of data or display disparate data haptically, the haptic component reinforces and clarifies visual information via compatible haptic data rendering.  相似文献   

13.
In this paper, we explore a novel idea of using high dynamic range (HDR) technology for uncertainty visualization. We focus on scalar volumetric data sets where every data point is associated with scalar uncertainty. We design a transfer function that maps each data point to a color in HDR space. The luminance component of the color is exploited to capture uncertainty. We modify existing tone mapping techniques and suitably integrate them with volume ray casting to obtain a low dynamic range (LDR) image. The resulting image is displayed on a conventional 8-bits-per-channel display device. The usage of HDR mapping reveals fine details in uncertainty distribution and enables the users to interactively study the data in the context of corresponding uncertainty information. We demonstrate the utility of our method and evaluate the results using data sets from ocean modeling.  相似文献   

14.
Silhouette smoothing for real-time rendering of mesh surfaces   总被引:1,自引:0,他引:1  
Coarse piecewise linear approximation of surfaces causes undesirable polygonal appearance of silhouettes. We present an efficient method for smoothing the silhouettes of coarse triangle meshes using efficient 3D curve reconstruction and simple local re-meshing. It does not assume the availability of a fine mesh and generates only moderate amount of additional data at run time. Furthermore, polygonal feature edges are also smoothed in a unified framework. Our method is based on a novel interpolation scheme over silhouette triangles and this ensures that smooth silhouettes are faithfully reconstructed and always change continuously with respect to continuous movement of the view point or objects. We speed up computation with GPU assistance to achieve real-time rendering of coarse meshes with the smoothed silhouettes. Experiments show that this method outperforms previous methods for silhouette smoothing.  相似文献   

15.
Method for intersecting algebraic surfaces with rational polynomial patches   总被引:1,自引:0,他引:1  
The paper presents a hybrid algorithm for the computation of the intersection of an algebraic surface and a rational polynomial parametric surface patch. This algorithm is based on analytic representation of the intersection as an algebraic curve expressed in the Bernstein basis; automatic computation of the significant points of the curve using numerical techniques, subdivision and convexity properties of the Bernstein basis; partitioning of the intersection domain at these points; and tracing of the resulting monotonic intersection segments using coarse subdivision and faceting methods coupled with Newton techniques. The algorithm described in the paper treats intersections of arbitrary order algebraic surfaces with rational biquadratic and bicubic patches and introduces efficiency enhancements in the partitioning and tracing parts of the solution process. The algorithm has been tested with up to degree four algebraics and bicubic patches.  相似文献   

16.
顾耀林  李红 《计算机工程与设计》2005,26(12):3456-3457,3464
目的是改进参数曲面的绘制效率。采用的方法是在参数曲线导矢界的基础上,进一步提出了3次参数曲面导矢界的公式。基于这些公式,能够较好地解决了参数曲面绘制算法过程中出现的重复绘制的问题和不连续的问题,进一步提高了曲面绘制的效果和效率。  相似文献   

17.
Bidirectional texture functions, or BTFs, accurately model reflectance variation at a fine (meso-) scale as a function of lighting and viewing direction. BTFs also capture view-dependent visibility variation, also called masking or parallax, but only within surface contours. Mesostructure detail is neglected at silhouettes, so BTF-mapped objects retain the coarse shape of the underlying model. We augment BTF rendering to obtain approximate mesoscale silhouettes. Our new representation, the 4D mesostructure distance function (MDF), tabulates the displacement from a reference frame where a ray first intersects the mesoscale geometry beneath as a function of ray direction and ray position along that reference plane. Given an MDF, the mesostructure silhouette can be rendered with a per-pixel depth peeling process on graphics hardware, while shading and local parallax are handled by the BTF. Our approach allows real-time rendering, handles complex, non-height-field mesostructure, requires that no additional geometry be sent to the rasterizer other than the mesh triangles, is more compact than textured visibility representations used previously, and, for the first time, can be easily measured from physical samples. We also adapt the algorithm to capture detailed shadows cast both by and onto BTF-mapped surfaces. We demonstrate the efficiency of our algorithm on a variety of BTF data, including real data acquired using our BTF–MDF measurement system.  相似文献   

18.
Particle-based simulations are widely used to simulate fluids. We present a real-time rendering method for the results of particle-based simulations of water. Traditional approaches to visualize the results of particle-based simulations construct water surfaces that are usually represented by polygons. To construct water surfaces from the results of particle-based simulations, a density function is assigned to each particle and a density field is computed by accumulating the values of the density functions of all particles. However, the computation of the density field is time consuming. To address this problem, we propose an efficient calculation of density field using a graphics processing unit (GPU). We present a rendering method for water surfaces sampled by points. The use of the GPU permits efficient simulation of optical effects, such as refraction, reflection, and caustics.  相似文献   

19.
目的 大部分材质表面都具有一定的细微结构,而这些细微结构的存在增加了真实感图形绘制的复杂性.方法 首先将材质表面的细微结构分为3类:宏观结构、介观结构和微观结构,并对每类结构分别建模:宏观结构采用三角面片建模,介观结构则采用法向图表示,而微观结构直接采用单一的粗糙度表达.然后针对每种结构,分别获得它们的法向分布函数(NDF),并用混合vMF分布拟合.最终屏幕空间每个像素内的法向分布用3个尺度NDF的卷积操作近似获得.此外,在处理环境光照时引入抛物面图(PM)和summed-area table(SAT),满足了动态场景的实时绘制需求.结果 实验结果表明本文方法可以在不同视点范围下生成高真实感的反射效果,并获得实时的绘制性能.结论 本文提出的实时绘制方法能够处理表面材质结构复杂的3维模型在环境光下的真实感反射效果,并支持动态光照和形变物体.  相似文献   

20.
Asymmetric tensor field visualization can provide important insight into fluid flows and solid deformations. Existing techniques for asymmetric tensor fields focus on the analysis, and simply use evenly-spaced hyperstreamlines on surfaces following eigenvectors and dual-eigenvectors in the tensor field. In this paper, we describe a hybrid visualization technique in which hyperstreamlines and elliptical glyphs are used in real and complex domains, respectively. This enables a more faithful representation of flow behaviors inside complex domains. In addition, we encode tensor magnitude, an important quantity in tensor field analysis, using the density of hyperstreamlines and sizes of glyphs. This allows colors to be used to encode other important tensor quantities. To facilitate quick visual exploration of the data from different viewpoints and at different resolutions, we employ an efficient image-space approach in which hyperstreamlines and glyphs are generated quickly in the image plane. The combination of these techniques leads to an efficient tensor field visualization system for domain scientists. We demonstrate the effectiveness of our visualization technique through applications to complex simulated engine fluid flow and earthquake deformation data. Feedback from domain expert scientists, who are also co-authors, is provided.  相似文献   

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