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We present the 3D Video Recorder, a system capable of recording, processing, and playing three‐dimensional video from multiple points of view. We first record 2D video streams from several synchronized digital video cameras and store pre‐processed images to disk. An off‐line processing stage converts these images into a time‐varying 3D hierarchical point‐based data structure and stores this 3D video to disk. We show how we can trade‐off 3D video quality with processing performance and devise efficient compression and coding schemes for our novel 3D video representation. A typical sequence is encoded at less than 7 Mbps at a frame rate of 8.5 frames per second. The 3D video player decodes and renders 3D videos from hard‐disk in real‐time, providing interaction features known from common video cassette recorders, like variable‐speed forward and reverse, and slow motion. 3D video playback can be enhanced with novel 3D video effects such as freeze‐and‐rotate and arbitrary scaling. The player builds upon point‐based rendering techniques and is thus capable of rendering high‐quality images in real‐time. Finally, we demonstrate the 3D Video Recorder on multiple real‐life video sequences. ACM CSS: I.3.2 Computer Graphics—Graphics Systems, I.3.5 Computer Graphics—Computational Geometry and Object Modelling, I.3.7 Computer Graphics—Three‐Dimensional Graphics and Realism  相似文献   

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Point Cloud Collision Detection   总被引:1,自引:0,他引:1  
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Multi-Resolution Rendering of Complex Animated Scenes   总被引:5,自引:0,他引:5  
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Hypertexturing can be a powerful way of adding rich geometric details to surfaces at low memory cost by using a procedural three‐dimensional (3D) space distortion. However, this special kind of texturing technique still raises a major problem: the efficient control of the visual result. In this paper, we introduce a framework for interactive hypertexture modelling. This framework is based on two contributions. First, we propose a reformulation of the density modulation function. Our density modulation is based on the notion of shape transfer function. This function, which can be easily edited by users, allows us to control in an intuitive way the visual appearance of the geometric details resulting from the space distortion. Second, we propose to use a hybrid surface and volume‐point‐based representation in order to be able to dynamically hypertexture arbitrary objects at interactive frame rates. The rendering consists in a combined splat‐ and raycasting‐based direct volume rendering technique. The splats are used to model the volumetric object while raycasting allows us to add the details. An experimental study on users shows that our approach improves the design of hypertextures and yet preserves their procedural nature.  相似文献   

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In volume visualization, transfer functions are used to classify the volumetric data and assign optical properties to the voxels. In general, transfer functions are generated in a transfer function space, which is the feature space constructed by data values and properties derived from the data. If volumetric objects have the same or overlapping data values, it would be difficult to separate them in the transfer function space. In this paper, we present a rule‐enhanced transfer function design method that allows important structures of the volume to be more effectively separated and highlighted. We define a set of rules based on the local frequency distribution of volume attributes. A rule‐selection method based on a genetic algorithm is proposed to learn the set of rules that can distinguish the user‐specified target tissue from other tissues. In the rendering stage, voxels satisfying these rules are rendered with higher opacities in order to highlight the target tissue. The proposed method was tested on various volumetric datasets to enhance the visualization of important structures that are difficult to be visualized by traditional transfer function design methods. The results demonstrate the effectiveness of the proposed method.  相似文献   

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Free-form sketching with variational implicit surfaces   总被引:12,自引:0,他引:12  
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Owing to the many possible errors that may occur during real‐world mapping, point set maps often present a huge amount of outliers and large levels of noise. We present two robust surface reconstruction techniques dealing with corrupted point sets without resorting to any prefiltering step. They are based on building an unsigned distance function, discretely evaluated on an adaptive tetrahedral grid, and defined from an outlier‐robust splat representation. To extract the surface from this volumetric view, the space is partitioned into two subsets, the surface of interest being at the boundary separating them. While both methods are based on a similar graph definition derived from the above‐mentioned grid, they differ in the partitioning procedure. First, we propose a method using S‐T cuts to separate the inside and outside of the mapped area. Second, we use a normalized cut approach to partition the volume using only the values of the unsigned distance function. We prove the validity of our methods by applying them to challenging underwater data sets (sonar and image based), and we benchmark their results against the approaches in the state of the art.  相似文献   

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In this paper, we present a novel volumetric mesh representation suited for parallel computing on modern GPU architectures. The data structure is based on a compact, ternary sparse matrix storage of boundary operators. Boundary operators correspond to the first‐order top‐down relations of k‐faces to their (k ? 1)‐face facets. The compact, ternary matrix storage format is based on compressed sparse row matrices with signed indices and allows for efficient parallel computation of indirect and bottom‐up relations. This representation is then used in the implementation of several parallel volumetric mesh algorithms including Laplacian smoothing and volumetric Catmull‐Clark subdivision. We compare these algorithms with their counterparts based on OpenVolumeMesh and achieve speedups from 3× to 531×, for sufficiently large meshes, while reducing memory consumption by up to 36%.  相似文献   

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We introduce an image‐based representation, called volumetric billboards, allowing for the real‐time rendering of semi‐transparent and visually complex objects arbitrarily distributed in a 3D scene. Our representation offers full parallax effect from any viewing direction and improved anti‐aliasing of distant objects. It correctly handles transparency between multiple and possibly overlapping objects without requiring any primitive sorting. Furthermore, volumetric billboards can be easily integrated into common rasterization‐based renderers, which allows for their concurrent use with polygonal models and standard rendering techniques such as shadow‐mapping. The representation is based on volumetric images of the objects and on a dedicated real‐time volume rendering algorithm that takes advantage of the GPU geometry shader. Our examples demonstrate the applicability of the method in many cases including levels‐of‐detail representation for multiple intersecting complex objects, volumetric textures, animated objects and construction of high‐resolution objects by assembling instances of low‐resolution volumetric billboards.  相似文献   

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In this paper we study the comprehensive effects on volume rendered images due to numerical errors caused by the use of finite precision for data representation and processing. To estimate actual error behavior we conduct a thorough study using a volume renderer implemented with arbitrary floating‐point precision. Based on the experimental data we then model the impact of floating‐point pipeline precision, sampling frequency and fixed‐point input data quantization on the fidelity of rendered images. We introduce three models, an average model, which does not adapt to different data nor varying transfer functions, as well as two adaptive models that take the intricacies of a new data set and transfer function into account by adapting themselves given a few different images rendered. We also test and validate our models based on new data that was not used during our model building.  相似文献   

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Semantic layers for illustrative volume rendering   总被引:1,自引:0,他引:1  
Direct volume rendering techniques map volumetric attributes (e.g., density, gradient magnitude, etc.) to visual styles. Commonly this mapping is specified by a transfer function. The specification of transfer functions is a complex task and requires expert knowledge about the underlying rendering technique. In the case of multiple volumetric attributes and multiple visual styles the specification of the multi-dimensional transfer function becomes more challenging and non-intuitive. We present a novel methodology for the specification of a mapping from several volumetric attributes to multiple illustrative visual styles. We introduce semantic layers that allow a domain expert to specify the mapping in the natural language of the domain. A semantic layer defines the mapping of volumetric attributes to one visual style. Volumetric attributes and visual styles are represented as fuzzy sets. The mapping is specified by rules that are evaluated with fuzzy logic arithmetics. The user specifies the fuzzy sets and the rules without special knowledge about the underlying rendering technique. Semantic layers allow for a linguistic specification of the mapping from attributes to visual styles replacing the traditional transfer function specification.  相似文献   

13.
Hardware-Accelerated Rendering of Photo Hulls   总被引:1,自引:0,他引:1  
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Hierarchical culling is a key acceleration technique used to efficiently handle massive models for ray tracing, collision detection, etc. To support such hierarchical culling, bounding volume hierarchies (BVHs) combined with meshes are widely used. However, BVHs may require a very large amount of memory space, which can negate the benefits of using BVHs. To address this problem, we present a novel hierarchical‐culling oriented compact mesh representation, HCCMesh, which tightly integrates a mesh and a BVH together. As an in‐core representation of the HCCMesh, we propose an i‐HCCMesh representation that provides an efficient random hierarchical traversal and high culling efficiency with a small runtime decompression overhead. To further reduce the storage requirement, the in‐core representation is compressed to our out‐of‐core representation, o‐HCCMesh, by using a simple dictionary‐based compression method. At runtime, o‐HCCMeshes are fetched from an external drive and decompressed to the i‐HCCMeshes stored in main memory. The i‐HCCMesh and o‐HCCMesh show 3.6:1 and 10.4:1 compression ratios on average, compared to a naively compressed (e.g., quantized) mesh and BVH representation. We test the HCCMesh representations with ray tracing, collision detection, photon mapping, and non‐photorealistic rendering. Because of the reduced data access time, a smaller working set size, and a low runtime decompression overhead, we can handle models ten times larger in commodity hardware without the expensive disk I/O thrashing. When we avoid the disk I/O thrashing using our representation, we can improve the runtime performances by up to two orders of magnitude over using a naively compressed representation.  相似文献   

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Most popular methods in cloth rendering rely on volumetric data in order to model complex optical phenomena such as sub‐surface scattering. These approaches are able to produce very realistic illumination results, but their volumetric representations are costly to compute and render, forfeiting any interactive feedback. In this paper, we introduce a method based on the Graphics Processing Unit (GPU) for voxelization and visualization, suitable for both interactive and offline rendering. Recent features in the OpenGL model, like the ability to dynamically address arbitrary buffers and allocate bindless textures, are combined into our pipeline to interactively voxelize millions of polygons into a set of large three‐dimensional (3D) textures (>109 elements), generating a volume with sub‐voxel accuracy, which is suitable even for high‐density woven cloth such as linen.  相似文献   

19.
Bayesian Point Cloud Reconstruction   总被引:7,自引:0,他引:7  
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20.
We present an efficient Graphics Processing Unit GPU‐based implementation of the Projected Tetrahedra (PT) algorithm. By reducing most of the CPU–GPU data transfer, the algorithm achieves interactive frame rates (up to 2.0 M Tets/s) on current graphics hardware. Since no topology information is stored, it requires substantially less memory than recent interactive ray casting approaches. The method uses a two‐pass GPU approach with two fragment shaders. This work includes extended volume inspection capabilities by supporting interactive transfer function editing and isosurface highlighting using a Phong illumination model.  相似文献   

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