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1.
The aim of the rapid world modeling project is to implement a system to visualize the topography of the entire world on consumer‐level hardware. This presents a significant problem in terms of both storage requirements and rendering speed. This paper presents the ‘Tiled Quad Tree’, a technique and format for the storage of digital terrain models, to work as part of an integrated system for the visualization of global terrain data. We show how this format efficiently stores and compresses elevation data, in a way that allows the data to be read very rapidly from hard disk or similar storage medium, to facilitate real‐time rendering. The results of compressing several distinct data sets are presented.  相似文献   

2.
Feature learning for 3D shapes is challenging due to the lack of natural paramterization for 3D surface models. We adopt the multi‐view depth image representation and propose Multi‐View Deep Extreme Learning Machine (MVD‐ELM) to achieve fast and quality projective feature learning for 3D shapes. In contrast to existing multi‐view learning approaches, our method ensures the feature maps learned for different views are mutually dependent via shared weights and in each layer, their unprojections together form a valid 3D reconstruction of the input 3D shape through using normalized convolution kernels. These lead to a more accurate 3D feature learning as shown by the encouraging results in several applications. Moreover, the 3D reconstruction property enables clear visualization of the learned features, which further demonstrates the meaningfulness of our feature learning.  相似文献   

3.
Geometry textures are a novel geometric representation for surfaces based on height maps. The visualization is done through a graphics processing unit (GPU) ray casting algorithm applied to the whole object. At rendering time, the fine‐scale details (mesostructures) are reconstructed preserving original quality. Visualizing surfaces with geometry textures allows a natural level‐of‐detail (LOD) behaviour. There are numerous applications that can benefit from the use of geometry textures. In this paper, besides a mesostructure visualization survey, we present geometry textures with three possible applications: rendering of solid models, geological surfaces visualization and surface smoothing.  相似文献   

4.
Local Exact Particle Tracing on Unstructured Grids   总被引:1,自引:0,他引:1  
For analyzing and interpreting results of flow simulations, particle tracing is a well established visualization method. In addition, it is a preliminary step for more advanced techniques such as line integral convolution. For interactive exploration of large data sets, a very efficient and reliable particle tracing method is needed. For wind channel experiments or flight simulations, large unstructured computational grids have become common practice. Traditional approachs, based on numerical integration methods of ordinary differential equations however fail to deliver sufficiently accurate path calculation at the speed required for interactive use. In this paper we extend the local exact approach of Nielson and Jung in such a way that it can be used for interactive particle tracing in large data sets of steady flow simulation experiments. This will be achieved by sophisticated preprocessing using additional memory. For further visual enhancement of the streamline we construct an implicitly defined smooth Bézier curve that is used for ray tracing. This allows us to visualize additional scalar values of the simulation as attributes to the trajectory and enables the display of high‐quality smooth curves without creating any visualization geometry and providing a good impression of the spatial situation at the same time. ACM CSS: I.3.3 Computer Graphics—Line and curve generation; I .3.7 Computer Graphics—Raytracing; G.1.2 Numerical Analysis—Spline and piecewise polynomial approximation  相似文献   

5.
The promise of features technology was that the task domains would have access to task specific product data through feature based models. This is an important requirement in a distributed and concurrent design environment, where data of part geometry has to be shared between different task domains.Associativity between feature models implies the automatic updating of different feature models of a part after changes are made in one of its feature models. The proposed algorithm takes multiple feature models of a part as input and modifies other feature models to reflect the changes made to a feature in a feature model. The proposed algorithm updates feature volumes in other feature models and then classifies the updated volumes to obtain the updated feature model. The spatial arrangement of feature faces and adjacency relationship between features are used to isolate features in a view that are affected by the modification. Feature volumes are updated based on the classification of the feature volume of the modified feature with respect to feature volumes of the model being updated. The algorithm is capable of handling all types of feature modifications namely, feature deletion, feature creation, and changes to feature location and parameters. In contrast to current art in automatic updating of feature models, the proposed algorithm does not use an intermediate representation, does not re-interpret the feature model from a low level representation and handles interacting features. The present work considers modifications to form features only. Modification of constraints and application attributes are under investigation. Results of implementation on typical cases are presented.  相似文献   

6.
In recent years, a collection of new techniques which deal with video as input data, emerged in computer graphics and visualization. In this survey, we report the state of the art in video‐based graphics and video visualization. We provide a review of techniques for making photo‐realistic or artistic computer‐generated imagery from videos, as well as methods for creating summary and/or abstract visual representations to reveal important features and events in videos. We provide a new taxonomy to categorize the concepts and techniques in this newly emerged body of knowledge. To support this review, we also give a concise overview of the major advances in automated video analysis, as some techniques in this field (e.g. feature extraction, detection, tracking and so on) have been featured in video‐based modelling and rendering pipelines for graphics and visualization.  相似文献   

7.
This paper describes an algorithm based on 3D clipping for mapping feature models across domains. The problem is motivated by the need to identify feature models corresponding to different domains. Feature mapping (also referred to as feature conversion) involves obtaining a feature model in one domain given a feature model in another. This is in contrast to feature extraction which works from the boundary representation of the part. Most techniques for feature mapping have focused on obtaining negative feature models only. We propose an algorithm that can convert a feature model with mixed features (both positive and negative) to a feature model containing either only positive or only negative features.The input to the algorithm is a feature model in one domain. The algorithm for mapping this model to another feature model is based on classification of faces of features in the model and 3D clipping. 3D clipping refers to the splitting of a solid by a surface. The feature mapping process involves three major steps. In the first step, faces forming the features in the input model are classified with respect to one another. The spatial arrangement of faces is used next to derive the dependency relationship amongst features in the input model and a Feature Relationship Graph (FRG) is constructed. In the second step, using the FRG, features are clustered and interactions between features (if any) are resolved. In the final step, the 3D clipping algorithm is used to determine the volumes corresponding to the features in the target domain. These volumes are then classified to identify the features for obtaining the feature model in the target domain. Multiple feature sets (where possible) can be obtained by varying the sequence of faces used for clipping. Results of implementation are presented.  相似文献   

8.
Feature‐based time‐varying volume visualization is combined with illustrative visualization to tell the story of how mesoscale ocean eddies form in the Gulf Stream and transport heat and nutrients across the ocean basin. The internal structure of these three‐dimensional eddies and the kinematics with which they move are critical to a full understanding of ocean eddies. In this work, we apply a feature‐based method to track instances of ocean eddies through the time steps of a high‐resolution multi‐decadal regional ocean model and generate a series of eddy paths which reflect the life cycle of individual eddy instances. Based on the computed metadata, several important geometric and physical properties of eddy are computed. Illustrative visualization techniques, including visual effectiveness enhancement, focus+context, and smart visibility, are combined with the extracted volume features to explore eddy characteristics at different levels. An evaluation by domain experts indicates that combining our feature‐based techniques with illustrative visualization techniques provides an insight into the role eddies play in ocean circulation. The domain experts expressed a preference for our methods over existing tools.  相似文献   

9.
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   

10.
11.
Large 3D asset databases are critical for designing virtual worlds, and using them effectively requires techniques for efficient querying and navigation. One important form of query is search by style compatibility: given a query object, find others that would be visually compatible if used in the same scene. In this paper, we present a scalable, learning‐based approach for solving this problem which is designed for use with real‐world 3D asset databases; we conduct experiments on 121 3D asset packages containing around 4000 3D objects from the Unity Asset Store. By leveraging the structure of the object packages, we introduce a technique to synthesize training labels for metric learning that work as well as human labels. These labels can grow exponentially with the number of objects, allowing our approach to scale to large real‐world 3D asset databases without the need for expensive human training labels. We use these synthetic training labels in a metric learning model that analyzes the in‐engine rendered appearance of an object—combining geometry, material, and texture—whereas prior work considers only object geometry, or disjoint geometry and texture features. Through an ablation experiment, we find that using this representation yields better results than using renders which lack texture, materiality, or both.  相似文献   

12.
Flow visualization has been a very attractive component of scientific visualization research for a long time. Usually very large multivariate datasets require processing. These datasets often consist of a large number of sample locations and several time steps. The steadily increasing performance of computers has recently become a driving factor for a reemergence in flow visualization research, especially in texture‐based techniques. In this paper, dense, texture‐based flow visualization techniques are discussed. This class of techniques attempts to provide a complete, dense representation of the flow field with high spatio‐temporal coherency. An attempt of categorizing closely related solutions is incorporated and presented. Fundamentals are shortly addressed as well as advantages and disadvantages of the methods.  相似文献   

13.
Multi-scale Feature Extraction on Point-Sampled Surfaces   总被引:8,自引:0,他引:8  
We present a new technique for extracting line‐type features on point‐sampled geometry. Given an unstructuredpoint cloud as input, our method first applies principal component analysis on local neighborhoods toclassify points according to the likelihood that they belong to a feature. Using hysteresis thresholding, we thencompute a minimum spanning graph as an initial approximation of the feature lines. To smooth out the featureswhile maintaining a close connection to the underlying surface, we use an adaptation of active contour models.Central to our method is a multi‐scale classification operator that allows feature analysis at multiplescales, using the size of the local neighborhoods as a discrete scale parameter. This significantly improves thereliability of the detection phase and makes our method more robust in the presence of noise. To illustrate theusefulness of our method, we have implemented a non‐photorealistic point renderer to visualize point‐sampledsurfaces as line drawings of their extracted feature curves.  相似文献   

14.
15.
特征建模是实现CAD/CAM以及并行工程中信息集成的键。一元化征建模技术融特征设计和特征识别两者一体,设计阶段的初始设计特征进入应用领域后,经过特征识别器表成领域专用特征。  相似文献   

16.
SemBERT模型实现了对BERT模型的提升,但存在两个明显的缺陷.第一,模型获得向量表示的能力不足.第二,没有从特征的种类出发,直接使用传统特征进行任务分类.针对这两个缺陷,提出了一种新的特征重组网络.该模型在SemBERT内部添加自注意力机制,外接特征重组机制,得到更好的向量表示并且重新分配特征权重.实验数据表明新的方法在MRPC数据集上比经典的SemBERT模型在F1值上提高了1%.实现在小数据集上的明显提升,并且超越了大多数优秀模型.  相似文献   

17.
The State of the Art in Flow Visualisation: Feature Extraction and Tracking   总被引:3,自引:0,他引:3  
Flow visualisation is an attractive topic in data visualisation, offering great challenges for research. Very large data sets must be processed, consisting of multivariate data at large numbers of grid points, often arranged in many time steps. Recently, the steadily increasing performance of computers again has become a driving force for new advances in flow visualisation, especially in techniques based on texturing, feature extraction, vector field clustering, and topology extraction. In this article we present the state of the art in feature‐based flow visualisation techniques. We will present numerous feature extraction techniques, categorised according to the type of feature. Next, feature tracking and event detection algorithms are discussed, for studying the evolution of features in time‐dependent data sets. Finally, various visualisation techniques are demonstrated. ACM CSS: I.3.8 Computer Graphics—applications  相似文献   

18.
With ever increasing computing power, it is possible to process ever more complex fluid simulations. However, a gap between data set sizes and our ability to visualize them remains. This is especially true for the field of flow visualization, which deals with large, time‐dependent, multivariate simulation data sets. In this paper, geometry‐based flow visualization techniques form the focus of discussion. Geometric flow visualization methods place discrete objects in the velocity field whose characteristics reflect the underlying properties of the flow. A great amount of progress has been made in this field over the last two decades. However, a number of challenges remain, including placement, speed of computation and perception. In this survey, we review and classify geometric flow visualization literature according to the most important challenges when considering such a visualization, a central theme being the seeding algorithm upon which they are based. This paper details our investigation into these techniques with discussions on their applicability and their relative merits and drawbacks. The result is an up‐to‐date overview of the current state‐of‐the‐art that highlights both solved and unsolved problems in this rapidly evolving branch of research. It also serves as a concise introduction to the field of flow visualization research.  相似文献   

19.
An indispensable element of any practical 3D/VR/AR application is synthetic three‐dimensional (3D) content. Such content is characterized by a variety of features—geometry, structure, space, appearance, animation and behaviour—which makes the modelling of 3D content a much more complex, difficult and time‐consuming task than in the case of other types of content. One of the promising research directions aiming at simplification of modelling 3D content is the use of the semantic web approach. The formalism provided by semantic web techniques enables declarative knowledge‐based modelling of content based on ontologies. Such modelling can be conducted at different levels of abstraction, possibly domain‐specific, with inherent separation of concerns. The use of semantic web ontologies enables content representation independent of particular presentation platforms and facilitates indexing, searching and analysing content, thus contributing to increased content re‐usability. A range of approaches have been proposed to permit semantic representation and modelling of synthetic 3D content. These approaches differ in the methodologies and technologies used as well as their scope and application domains. This paper provides a review of the current state of the art in representation and modelling of 3D content based on semantic web ontologies, together with a classification, characterization and discussion of the particular approaches.  相似文献   

20.
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