首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
一个面向对象系统的三维可视范型及实现   总被引:3,自引:0,他引:3  
华庆一 《计算机学报》1997,20(9):775-781
本文描述一个在三维虚拟空间内表示面向系统的可视范型,强调利用三维交互式图形来表示对象间的关系。其特点是有效利用屏幕空间且减轻认知负担。该范围使用一个三维图形工具箱TOAST提供的三维交互式技术和对象实现在SGI图形工作站上。  相似文献   

2.
Converting paper-based engineering drawings into CAD model files is a tedious process. Therefore, automating the conversion of such drawings represents tremendous time and labor savings. We present a complete system which interprets such 2D paper-based engineering drawings, and outputs 3D models that can be displayed as wireframes. The system performs the detection of dimension sets, the extraction of object lines, and the assembly of 3D objects from the extracted object lines. A knowledge-based method is used to remove dimension sets and text from ANSI engineering drawings, a graphics recognition procedure is used to extract complete object lines, and an evidential rule-based method is utilized to identify view relationships. While these methods are the subject of several of our previous papers, this paper focuses on the 3D interpretation of the object. This is accomplished using a technique based on evidential reasoning and a wide range of rules and heuristics. The system is limited to the interpretation of objects composed of planar, spherical, and cylindrical surfaces. Experimental results are presented. Received December 2, 1998 / Revised June 18, 1999  相似文献   

3.
一种基于八叉树的三维实体内部可视化技术   总被引:3,自引:0,他引:3       下载免费PDF全文
鉴于传统的图形学-面图形学只能表达三维实体的表面的形状和属性,不能表达实体内部的属性,如纹理、密度场以及温度场等,因而在计算机图形学、CAD以及有限元分析等许多领域都需要一种新的可视化技术-三维实体的可视化技术,以表达实体内部的属性;三维实体的可视化技术是新兴的图形学-体图形学的一个重要组成部分,为了实现三维实体的可视化,针对CAD造型系统中的实际要求,根据体图形学的理论和八叉树的特点,提出了一种基于八叉树的实体内部可视化技术,该技术采用八叉树算法对边界数据结构表达的实体进行体元化。由于实体内部属性变化的不均匀,算法采用了不规则体元,以充分表达实体内部的细节,实际应用效果表明,该算法不但能充分表达实体内部属性,而且也具有一定的造型功能。  相似文献   

4.
基于X3D/VRML的三维场景设计与实现   总被引:8,自引:0,他引:8  
介绍了如何运用新的三维图形技术X3D,并结合VRML及JAVA技术进行基于WEB的交互式三维场景的创建。文章首先分析了人机交互行为的特点,给出了虚拟飞行和导弹发射系统实现的模型,并结合虚拟飞行与导弹发射的工程实例,研究了JAVA对VRML对象控制,及如何在三维图形创建中利用X3D技术,结合实例分析了X3D技术的优势。  相似文献   

5.
In two-dimensional echocardiography the sonographer must synthesize multiple tomographic slices into a mental three-dimensional (3D) model of the heart. Computer graphics and virtual reality environments are ideal to visualize complex 3D spatial relationships. In augmented reality (AR) applications, real and virtual image data are linked, to increase the information content. In the presented AR simulator a 3D surface model of the human heart is linked with echocardiographic volume data sets. The 3D echocardiographic data sets are registered with the heart model to establish spatial and temporal congruence. The heart model, together with an animated ultrasound sector represents a reference scenario, which displays the currently selected two-dimensional echocardiographic cutting plane calculated from the volume data set. Modifications of the cutting plane within the echocardiographic data are transferred and visualized simultaneously and in real time within the reference scenario. The trainee can interactively explore the 3D heart model and the registered 3D echocardiographic data sets by an animated ultrasound probe, whose position is controlled by an electromagnetic tracking system. The tracking system is attached to a dummy transducer and placed on a plastic puppet to give a realistic impression of a two-dimensional echocardiographic examination.  相似文献   

6.
The Virtual Museum is an interactive, electronic museum where users can move from room to room, and select any exhibit in a room for more detailed examination. The exhibits in the museum are educational, encompassing topics such as medicine, plant growth, the environment, and space. To facilitate interaction with the museum, a new method for navigating through a prerendered 3D space, and interacting with objects in that space has been developed, called ‘virtual navigation’. Virtual navigation employs real-time video decompression for the display of, and interaction with, high-quality computer animation. In addition, a representation for 3D objects in animated sequences is used which permits pixel-accurate, frame-accurate object picking, so that a viewer can select any 3D object to trigger movement within the 3D space, to examine an exhibit in animated form, or to play a digital movie or soundtrack. The use of precomputed video permits 3D navigation in a realistic-looking space, without requiring special-purpose graphics hardware.  相似文献   

7.
3D model hashing can be very useful for the authentication, indexing, copy detection, and watermarking of 3D content, in a manner similar to image hashing. 3D models can be easily modified by graphics editing while preserving the geometric shape, and the modeling representations are not regular, unlike an image with a fixed pixel array. A 3D model must be authenticated, indexed, or watermarked while being robust against graphics attacks and irregular representations. For these purposes, this paper presents a 3D mesh model hashing based on object feature vectors with the robustness, security, and uniqueness. The proposed hashing groups the distances from feature objects with the highest surface area in a 3D model that consists of a number of objects, permutes indices of groups in feature objects, and generates a binary hash through the binarization of feature values that are calculated by two combinations of group values and a random key. The robustness of a hash can be improved by group coefficients that are obtained from the distribution of vertex distances in feature objects, and the security and uniqueness can be improved by both the permutation of groups, feature vectors, and random key. Experimental results verified that the proposed hashing is robust against various perceptual geometrical and topological attacks and has the security and uniqueness of a hash.  相似文献   

8.
The sense of being within a three-dimensional (3D) space and interacting with virtual 3D objects in a computer-generated virtual environment (VE) often requires essential image, vision and sensor signal processing techniques such as differentiating and denoising. This paper describes novel implementations of the Gaussian filtering for characteristic signal extraction and wavelet-based image denoising algorithms that run on the graphics processing unit (GPU). While significant acceleration over standard CPU implementations is obtained through exploiting data parallelism provided by the modern programmable graphics hardware, the CPU can be freed up to run other computations more efficiently such as artificial intelligence (AI) and physics. The proposed GPU-based Gaussian filtering can extract surface information from a real object and provide its material features for rendering and illumination. The wavelet-based signal denoising for large size digital images realized in this project provided better realism for VE visualization without sacrificing real-time and interactive performances of an application.  相似文献   

9.
3D line voxelization and connectivity control   总被引:5,自引:0,他引:5  
Voxelization algorithms that convert a 3D continuous line representation into a discrete line representation have a dual role in graphics. First, these algorithms synthesize voxel-based objects in volume graphics. The 3D line itself is a fundamental primitive, also used as a building block for voxelizing more complex objects. For example, sweeping a 3D voxelized line along a 3D voxelized circle generates a voxelized cylinder. The second application of 3D line voxelization algorithms is for ray traversal in voxel space. Rendering techniques that cast rays through a volume of voxels are based on algorithms that generate the set of voxels visited (or pierced) by the continuous ray. Discrete ray algorithms have been developed for traversing a 3D space partition or a 3D array of sampled or computed data. These algorithms produce one discrete point per step, in contrast to ray casting algorithms for volume rendering, which track a continuous ray at constant intervals, and to voxelization algorithms that generate nonbinary voxel values (for example, partial occupancies). Before considering algorithms for generating discrete lines, we introduce the topology and geometry of discrete lines  相似文献   

10.
11.
D. Hansford  D. Collins 《Computing》2007,79(2-4):211-223
An anamorphic image appears distorted from all but a few viewpoints. They have been studied by artists and architects since the early fifteenth century. Computer graphics opens the door to anamorphic 3D geometry. We are not bound by physical reality nor a static canvas. Here we describe a simple method for achieving anamorphoses of 3D objects by utilizing a variation of a simple projective map that is well-known in the computer graphics literature. The novelty of this work is the creation of anamorphic 3D digital models, resulting in a tool for artists and architects.  相似文献   

12.
13.
A perspective image represents the spatial relationships of objects in a scene as they appear from a single viewpoint. In contrast, a multi‐perspective image combines what is seen from several viewpoints into a single image. Despite their incongruity of view, effective multi‐perspective images are able to preserve spatial coherence and can depict, within a single context, details of a scene that are simultaneously inaccessible from a single view, yet easily interpretable by a viewer. In computer vision, multi‐perspective images have been used for analysing structure revealed via motion and generating panoramic images with a wide field‐of‐view using mirrors. In this STAR, we provide a practical guide on topics in multi‐perspective modelling and rendering methods and multi‐perspective imaging systems. We start with a brief review of multi‐perspective image techniques frequently employed by artists such as the visual paradoxes of Escher, the Cubism of Picasso and Braque and multi‐perspective panoramas in cel animations. We then characterize existing multi‐perspective camera models, with an emphasis on their underlying geometry and image properties. We demonstrate how to use these camera models for creating specific multi‐perspective rendering effects. Furthermore, we show that many of these cameras satisfy the multi‐perspective stereo constraints and we demonstrate several multi‐perspective imaging systems for extracting 3D geometry for computer vision. The participants learn about topics in multi‐perspective modelling and rendering for generating compelling pictures for computer graphics and in multi‐perspective imaging for extracting 3D geometry for computer vision. We hope to provide enough fundamentals to satisfy the technical specialist without intimidating curious digital artists interested in multi‐perspective images. The intended audience includes digital artists, photographers and computer graphics and computer vision researchers using or building multi‐perspective cameras. They will learn about multi‐perspective modelling and rendering, along with many real world multi‐perspective imaging systems.  相似文献   

14.
3D computer graphics models and digitally-controlled manufacturing have come together to enable the design, visualization, simulation, and automated creation of complex 3D objects. In our work, we propose and implement a framework for designing computer graphics objects and digitally manufacturing them such that no adversary can make imitations or counterfeit copies of the physical object, even if the adversary has a large number of original copies of the object, knowledge of the original object design, and has manufacturing precision that is comparable to or superior to that of the legitimate creator of the object. Our approach is to design and embed a signature on the surface of the object which acts as a certificate of genuinity of the object. The signature is detectable by a signature-reading device, based on methods in computer graphics and computer vision, which contains some of the secret information that was used when marking the physical object. Further, the compromise of a signature-reading device by an adversary who is able to extract all its secrets, does not enable the adversary to create counterfeit objects that fool other readers, thereby still enabling reliable copy detection. We implemented a prototype of our scheme end-to-end, including the production of the physical object and the genuinity-testing device.  相似文献   

15.
Historical records from democratic processes and negotiation of constitutional texts are a complex type of data to navigate due to the many different elements that are constantly interacting with one another: people, timelines, different proposed documents, changes to such documents, and voting to approve or reject those changes. In particular, voting records can offer various insights about relationships between people of note in that historical context, such as alliances that can form and dissolve over time and people with unusual behavior. In this paper, we present a toolset developed to aid users in exploring relationships in voting records from a particular domain of constitutional conventions. The toolset consists of two elements: a dataset visualizer, which shows the entire timeline of a convention and allows users to investigate relationships at different moments in time via dimensionality reduction, and a person visualizer, which shows details of a given person's activity in that convention to aid in understanding the behavior observed in the dataset visualizer. We discuss our design choices and how each tool in those elements works towards our goals, and how they were perceived in an evaluation conducted with domain experts.  相似文献   

16.
Visualization is often invaluable to understand the behavior of optimization algorithms, identify their bottlenecks or pathological behaviors, and suggest remedial techniques. Yet developing visualizations is often a tedious activity requiring significant time and expertise. This paper presents a framework for the visualization of constraint-based local search (CBLS) algorithms. Given a high-level model and a declarative visualization specification, the CBLS visualizer systematically produces animations to visualize constraints and objectives, violations, and conflicts, as well as the temporal behavior of these measures. The visualization specification is declarative and typically composed of a triple (what,where,how) indicating what to display, where, and with which graphical objects. The visualizer architecture is compositional and extensible. It provides building blocks which can be assembled freely by the user and focuses almost exclusively on static aspects, the dynamic aspects being automated by the use of invariants. The paper highlights various functionalities of the visualizer and describes a blueprint for its implementation.  相似文献   

17.
A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users would perceive them in the same relationships. Furthermore, AR makes possible enhanced perceptual techniques that have no real-world equivalent, such as X-ray vision, where AR users are supposed to perceive graphics as being located behind opaque surfaces. This paper reviews and discusses protocols for measuring egocentric depth judgments in both virtual and augmented environments, and discusses the well-known problem of depth underestimation in virtual environments. It then describes two experiments that measured egocentric depth judgments in AR. Experiment I used a perceptual matching protocol to measure AR depth judgments at medium and far-field distances of 5 to 45 meters. The experiment studied the effects of upper versus lower visual field location, the X-ray vision condition, and practice on the task. The experimental findings include evidence for a switch in bias, from underestimating to overestimating the distance of AR-presented graphics, at ~ 23 meters, as well as a quantification of how much more difficult the X-ray vision condition makes the task. Experiment II used blind walking and verbal report protocols to measure AR depth judgments at distances of 3 to 7 meters. The experiment examined real-world objects, real-world objects seen through the AR display, virtual objects, and combined real and virtual objects. The results give evidence that the egocentric depth of AR objects is underestimated at these distances, but to a lesser degree than has previously been found for most virtual reality environments. The results are consistent with previous studies that have implicated a restricted field-of-view, combined with an inability for observers to sc  相似文献   

18.
We propose a 3D interaction and autostereoscopic display system that use gesture recognition, which can manipulate virtual objects in the scene directly by hand gestures and can display objects in 3D stereoscopy. The system consists of a gesture recognition and manipulation part as well as an autostereoscopic display as an interactive display part. To manipulate the 3D virtual scene, a gesture recognition algorithm is proposed, which use spatial‐temporal sequences of feature vectors to match predefined gestures. To get smooth 3D visualization, we utilize the programmable graphics pipeline in graphic processing unit to accelerate data processing. We develop a prototype system for 3D virtual exhibition. The prototype system reaches frame rates of 60 fps and operates efficiently with a mean recognition accuracy of 90%.  相似文献   

19.
Image-based collision detection for deformable cloth models   总被引:1,自引:0,他引:1  
Modeling the natural interaction of cloth and garments with objects in a 3D environment is currently one of the most computationally demanding tasks. These highly deformable materials are subject to a very large number of contact points in the proximity of other moving objects. Furthermore, cloth objects often fold, roll, and drape within themselves, generating a large number of self-collision areas. The interactive requirements of 3D games and physically driven virtual environments make the cloth collisions and self-collision computations more challenging. By exploiting mathematically well-defined smoothness conditions over smaller patches of deformable surfaces and resorting to image-based collision detection tests, we developed an efficient collision detection method that achieves interactive rates while tracking self-interactions in highly deformable surfaces consisting of a large number of elements. The method makes use of a novel technique for dynamically generating a hierarchy of cloth bounding boxes in order to perform object-level culling and image-based intersection tests using conventional graphics hardware support. An efficient backward voxel-based AABB hierarchy method is proposed to handle deformable surfaces which are highly compressed.  相似文献   

20.
基于细节层次与最小生成树的三维地形识别与检索   总被引:5,自引:1,他引:5  
肖俊  庄越挺  吴飞 《软件学报》2003,14(11):1955-1963
图像、视频、音频和图形等均是多媒体数据流中的信息载体,对上述数据所蕴涵的内容进行分析,可以极大地方便人们对它们的使用与管理.基于内容的图像(视频)和音频检索已经取得了不少进展,但是对于图形,特别是3D图形进行识别与检索的有效方法还很少见.提出了对相似3D物体识别与检索的算法,在这个算法中,首先使用细节层次模型对3D物体进行三角面片约减,然后提取3D物体的特征.由于所提取的特征维数很大,最小生成树(minimum spanning tree,简称MST)被用来对每一个3D物体的特征进行约减,基于约减后的特征,实现了基于支持向量机的3D物体识别与检索方法.这个算法被使用到3D丘陵与山地的地形识别中,取得了良好效果.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号