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1.
This paper presents a procedural approach to generate furniture arrangements for large virtual indoor scenes. The interiors of buildings in 3D city scenes are often omitted. Our solution creates rich furniture arrangements for all rooms of complex buildings and even for entire cities. The key idea is to only furnish the rooms in the vicinity of the viewer while the user explores a building in real time. In order to compute the object layout we introduce an agent‐based solution and demonstrate the flexibility and effectiveness of the agent approach. Furthermore, we describe advanced features of the system, like procedural furniture geometry, persistent room layouts, and styles for high‐level control.  相似文献   

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Fast GPU-based Adaptive Tessellation with CUDA   总被引:1,自引:0,他引:1  
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4.
Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example‐based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural‐based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. User‐specified warping, blending and interpolation operations are used at will to produce new road network designs that are inspired by the examples. Finally, our method computes city blocks, individual parcels and plausible building and tree geometries. We have used our approach to create road networks covering up to 200 and containing over 3500 km of roads.  相似文献   

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Many previous approaches to detecting urban change from LIDAR point clouds interpolate the points into rasters, perform pixel‐based image processing to detect changes, and produce 2D images as output. We present a method of LIDAR change detection that maintains accuracy by only using the raw, irregularly spaced LIDAR points, and extracts relevant changes as individual 3D models. We then utilize these models, alongside existing GIS data, within an interactive application that allows the chronological exploration of the changes to an urban environment. A three‐tiered level‐of‐detail system maintains a scale‐appropriate, legible visual representation across the entire range of view scales, from individual changes such as buildings and trees, to groups of changes such as new residential developments, deforestation, and construction sites, and finally to larger regions such as neighborhoods and districts of a city that are emerging or undergoing revitalization. Tools are provided to assist the visual analysis by urban planners and historians through semantic categorization and filtering of the changes presented.  相似文献   

7.
Realistic terrain models are required in many applications, especially in computer games. Commonly, procedural models are applied to generate the corresponding models and let users experience a wide variety of new environments. Existing algorithms generate landscapes immediately with view‐dependent resolution and without preprocessing. Unfortunately, landscapes generated by such algorithms lack river networks and therefore appear unnatural. Algorithms that integrate realistic river networks are computationally expensive and cannot be used to generate a locally adaptive high resolution landscape during a fly‐through. In this paper, we propose a novel algorithm to generate realistic river networks. Our procedural algorithm creates complete planets and landscapes with realistic river networks within seconds. It starts with a coarse base geometry of a planet without further preprocessing and user intervention. By exploiting current graphics hardware, the proposed algorithm is able to generate adaptively refined landscape geometry during fly‐throughs.  相似文献   

8.
We present a new technique to implement operators that modify the topology of polygonal meshes at intersections and self‐intersections. Depending on the modification strategy, this effectively results in operators for Boolean combinations or for the construction of outer hulls that are suited for mesh repair tasks and accurate mesh‐based front tracking of deformable materials that split and merge. By combining an adaptive octree with nested binary space partitions (BSP), we can guarantee exactness (= correctness) and robustness (= completeness) of the algorithm while still achieving higher performance and less memory consumption than previous approaches. The efficiency and scalability in terms of runtime and memory is obtained by an operation localization scheme. We restrict the essential computations to those cells in the adaptive octree where intersections actually occur. Within those critical cells, we convert the input geometry into a plane‐based BSP‐representation which allows us to perform all computations exactly even with fixed precision arithmetics. We carefully analyze the precision requirements of the involved geometric data and predicates in order to guarantee correctness and show how minimal input mesh quantization can be used to safely rely on computations with standard floating point numbers. We properly evaluate our method with respect to precision, robustness, and efficiency.  相似文献   

9.
In computer graphics, modeling the geometry of hair and hair‐like patterns such as grass and fur remains a significant challenge. Hair strands can exist in an extensive variety of arrangements and the choice of an appropriate representation for tasks such as hair synthesis, fitting, editing, or reconstruction from samples, is non‐trivial. To support such applications we present a novel mathematical representation of hair based on a class of minimal surfaces called generalized helicoids. This representation allows us to characterize the geometry of a single hair strand, as well as of those in its vicinity, by three intuitive curvature parameters and an elevation angle. We introduce algorithms for fitting piecewise generalized helicoids to unparameterized hair strands, and for interpolating hair between these fits. We showcase several applications of this representation including the synthesis of different hair geometries, wisp generation, hair interpolation from samples and hair‐style parametrization and reconstruction from real hair data.  相似文献   

10.
Significant progress has been made in high-quality hair rendering, but it remains difficult to choose parameter values that reproduce a given real hair appearance. In particular, for applications such as games where naive users want to create their own avatars, tuning complex parameters is not practical. Our approach analyses a single flash photograph and estimates model parameters that reproduce the visual likeness of the observed hair. The estimated parameters include color absorptions, three reflectance lobe parameters of a multiple-scattering rendering model, and a geometric noise parameter. We use a novel melanin-based model to capture the natural subspace of hair absorption parameters. At its core, the method assumes that images of hair with similar color distributions are also similar in appearance. This allows us to recast the issue as an image retrieval problem where the photo is matched with a dataset of rendered images; we thus also match the model parameters used to generate these images. An earth-mover's distance is used between luminance-weighted color distributions to gauge similarity. We conduct a perceptual experiment to evaluate this metric in the context of hair appearance and demonstrate the method on 64 photographs, showing that it can achieve a visual likeness for a large variety of input photos.  相似文献   

11.
Given a cross field over a triangulated surface we present a practical and robust method to compute a field aligned coarse quad layout over the surface. The method works directly on a triangle mesh without requiring any parametrization and it is based on a new technique for tracing field‐coherent geodesic paths directly on a triangle mesh, and on a new relaxed formulation of a binary LP problem, which allows us to extract both conforming quad layouts and coarser layouts containing t‐junctions. Our method is easy to implement, very robust, and, being directly based on the input cross field, it is able to generate better aligned layouts, even with complicated fields containing many singularities. We show results on a number of datasets and comparisons with state‐of‐the‐art methods.  相似文献   

12.
We present an approach for extracting extremal feature lines of scalar indicators on surface meshes, based on discrete Morse Theory. By computing initial Morse‐Smale complexes of the scalar indicators of the mesh, we obtain a candidate set of extremal feature lines of the surface. A hierarchy of Morse‐Smale complexes is computed by prioritizing feature lines according to a novel criterion and applying a cancellation procedure that allows us to select the most significant lines. Given the scalar indicators on the vertices of the mesh, the presented feature line extraction scheme is interpolation free and needs no derivative estimates. The technique is insensitive to noise and depends only on one parameter: the feature significance. We use the technique to extract surface features yielding impressive, non photorealistic images.  相似文献   

13.
In this paper, we present an automated system for generating context‐preserving route maps that depict navigation routes as a path between nodes and edges inside a topographic network. Our application identifies relevant context information to support navigation and orientation, and generates customizable route maps according to design principles that communicate all relevant context information clearly visible on one single page. Interactive scaling allows seamless transition between the original undistorted map and our new map design, and supports user‐specified scaling of regions of interest to create personalized driving directions according to the drivers needs.  相似文献   

14.
Generation and animation of realistic humans is an essential part of many projects in today's media industry. Especially, the games and special effects industry heavily depend on realistic human animation. In this work a unified model that describes both, human pose and body shape is introduced which allows us to accurately model muscle deformations not only as a function of pose but also dependent on the physique of the subject. Coupled with the model's ability to generate arbitrary human body shapes, it severely simplifies the generation of highly realistic character animations. A learning based approach is trained on approximately 550 full body 3D laser scans taken of 114 subjects. Scan registration is performed using a non-rigid deformation technique. Then, a rotation invariant encoding of the acquired exemplars permits the computation of a statistical model that simultaneously encodes pose and body shape. Finally, morphing or generating meshes according to several constraints simultaneously can be achieved by training semantically meaningful regressors.  相似文献   

15.
We introduce a novel method for non‐rigid shape matching, designed to address the symmetric ambiguity problem present when matching shapes with intrinsic symmetries. Unlike the majority of existing methods which try to overcome this ambiguity by sampling a set of landmark correspondences, we address this problem directly by performing shape matching in an appropriate quotient space, where the symmetry has been identified and factored out. This allows us to both simplify the shape matching problem by matching between subspaces, and to return multiple solutions with equally good dense correspondences. Remarkably, both symmetry detection and shape matching are done without establishing any landmark correspondences between either points or parts of the shapes. This allows us to avoid an expensive combinatorial search present in most intrinsic symmetry detection and shape matching methods. We compare our technique with state‐of‐the‐art methods and show that superior performance can be achieved both when the symmetry on each shape is known and when it needs to be estimated.  相似文献   

16.
Finding the best makeup for a given human face is an art in its own right. Experienced makeup artists train for years to be skilled enough to propose a best‐fit makeup for an individual. In this work we propose a system that automates this task. We acquired the appearance of 56 human faces, both without and with professional makeup. To this end, we use a controlled‐light setup, which allows to capture detailed facial appearance information, such as diffuse reflectance, normals, subsurface‐scattering, specularity, or glossiness. A 3D morphable face model is used to obtain 3D positional information and to register all faces into a common parameterization. We then define makeup to be the change of facial appearance and use the acquired database to find a mapping from the space of human facial appearance to makeup. Our main application is to use this mapping to suggest the best‐fit makeup for novel faces that are not in the database. Further applications are makeup transfer, automatic rating of makeup, makeup‐training, or makeup‐exaggeration. As our makeup representation captures a change in reflectance and scattering, it allows us to synthesize faces with makeup in novel 3D views and novel lighting with high realism. The effectiveness of our approach is further validated in a user‐study.  相似文献   

17.
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   

18.
The derivation, manipulation and verification of analytical models from raw data is a process which requires a transformation of information across different levels of abstraction. We introduce a concept for the coupling of data classification and interactive visualization in order to make this transformation visible and steerable for the human user. Data classification techniques generate mappings that formally group data items into categories. Interactive visualization includes the user into an iterative refinement process. The user identifies and selects interesting patterns to define these categories. The following step is the transformation of a visible pattern into the formal definition of a classifier. In the last step the classifier is transformed back into a pattern that is blended with the original data in the same visual display. Our approach allows in intuitive assessment of a formal classifier and its model, the detection of outliers and the handling of noisy data using visual pattern‐matching. We instantiated the concept using decision trees for classification and KVMaps as the visualization technique. The generation of a classifier from visual patterns and its verification is transformed from a cognitive to a mostly pre‐cognitive task.  相似文献   

19.
In this paper, we present a novel exemplar‐based technique for the interpolation between two textures that combines patch‐based and statistical approaches. Motivated by the notion of texture as a largely local phenomenon, we warp and blend small image neighborhoods prior to patch‐based texture synthesis. In addition, interpolating and enforcing characteristic image statistics faithfully handles high frequency detail. We are able to create both intermediate textures as well as continuous transitions. In contrast to previous techniques computing a global morphing transformation on the entire input exemplar images, our localized and patch‐based approach allows us to successfully interpolate between textures with considerable differences in feature topology for which no smooth global warping field exists.  相似文献   

20.
Water is known to play a crucial role in protein structure, flexibility and activity. The use of molecular dynamics simulations allows detailed studies of complex protein‐solvent interactions. Cluster analysis and density‐based approaches have been successfully used for the identification and analysis of conserved water molecules and hydration patterns of proteins. However, appropriate tools for analysing long‐time molecular dynamics simulations with respect to tracking and visualising the paths of solvent molecules are lacking. Our method focuses on visualising the solvent paths entering and leaving cavities of the protein and allows to study the route and dynamics of the exchange of tightly bound internal water molecules with the bulk solvent. The proposed visualisation also represents dynamic properties such as direction and velocity in the solvent. Especially, by clustering similar path‐lines with respect to designated properties the visualisation can be abstracted to represent the principal paths of solvent molecules through the cavities. Its application in the analysis of long‐time scale molecular dynamics simulations not only confirmed conjectures based on previous manual observations made by chance, but also led to novel insights into the dynamical and structural role of water molecules and its interplay with protein structure.  相似文献   

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