共查询到20条相似文献,搜索用时 0 毫秒
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We describe a new approach to modelling pearlescent paints based on decomposing paint layers into stacks of imaginary thin sublayers. The sublayers are chosen so thin that multiple scattering can be considered across different sublayers, while it can be neglected within each of the sublayers. Based on this assumption, an efficient recursive procedure of assembling the layers is developed, which enables to compute the paint BRDF at interactive speeds. Since the proposed paint model connects fundamental optical properties of multi-layer pearlescent and metallic paints with their microscopic structure, interactive prediction of the paint appearance based on its composition becomes possible. 相似文献
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This paper presents a method for modelling graphics scenes consisting of multiple volumetric objects. A two-level hierarchical representation is employed, which enables the reduction of the overall storage consumption as well as rendering time. With this approach, different objects can be derived from the same volumetric dataset, and 2D images can be trivially integrated into a scene. The paper also describes an efficient algorithm for rendering such scenes on ordinary workstations, and addresses issues concerning memory requirements and disk swapping. 相似文献
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Patrick Callet 《Computer Graphics Forum》1996,15(2):119-127
This article discusses the important problem of determining pertinent data to describe a pigmented medium. The first part deals with optical characteristics of pigments and the general properties of binders and fillers. It also exposes the limits and conditions of applicability of single scattering. In the second part the connection between individual optical properties, size, and form of particles is made with phenomenological theories of multiple scattering in absorbing media, Progressively, it appears that pertinent data in realistic modelling are always in relation with true or effective complex refractive indices and size parameters. 相似文献
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脑科学是当今国际科技研究的前沿邻域,而对高精度脑成像数据进行可视化是脑神经科学在结构成像方面的基础性需求。针对高精度脑成像数据可视化过程中存在的数据量大以及绘制效率低的问题,提出了基于分类分层矢量量化和完美空间哈希相结合的压缩域可视化方法。首先对体数据进行分块,记录每块的平均值并依据块内体数据的平均梯度值是否为0进行分类;其次运用分层矢量量化对平均梯度值不为0的块进行压缩;然后用分块完美空间哈希技术存储压缩得到两个索引值;最后对上面的压缩体数据进行解码得到恢复体数据,采用分块完美空间哈希对原始体数据与恢复体数据作差得到的残差数据进行压缩。绘制时,只需将压缩得到的数据作为纹理加载到GPU内,即可在GPU内完成实时解压缩绘制。实验结果表明,在保证较好图像重构质量的前提下,该算法减少了数据的存储空间,提高了体可视化的绘制效率,从而可以在单机上处理较大的数据。 相似文献
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One of the main challenges in computer graphics is still the realistic rendering of complex materials such as fabric or skin. The difficulty arises from the complex meso structure and reflectance behavior defining the unique look‐and‐feel of a material. A wide class of such realistic materials can be described as 2D‐texture under varying light‐ and view direction, namely, the Bidirectional Texture Function (BTF). Since an easy and general method for modeling BTFs is not available, current research concentrates on image‐based methods, which rely on measured BTFs (acquired real‐world data) in combination with appropriate synthesis methods. Recent results have shown that this approach greatly improves the visual quality of rendered surfaces and therefore the quality of applications such as virtual prototyping. This state‐of‐the‐art report (STAR) will present the techniques for the main tasks involved in producing photo‐realistic renderings using measured BTFs in details. 相似文献
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现有无人车在目标检测中大多依靠单一检测视角进行多传感器数据融合,受传感器检测范围的局限,难以大幅提高准确率,且对融合过程中的类别判定的高冲突情况处理较少.针对以上问题,本文基于多假设思想提出了多视角检测结果的聚类合并方法,并基于DSmT(Dezert-Samarandache theory)和时序信息,改进了冲突分配准则,降低了目标检测的漏检率与误检率.首先利用图像检测算法检测图像中的有效目标,将激光雷达的目标检测结果投影在图像平面上,通过交并比关系构建2种传感器检测结果之间的关联概率矩阵,基于多假设思想实现聚类合并,获取单帧融合检测结果.针对融合过程中可能出现的类别判定冲突情况,利用DSmT融合识别置信度,并结合时序信息对冲突重新分配,获取目标类别的准确识别结果.最后,通过实车实验对算法的有效性进行了验证. 相似文献
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Carlo Harvey Thomas Bashford‐Rogers Kurt Debattista Efstratios Doukakis Alan Chalmers 《Computer Graphics Forum》2018,37(1):350-362
Accurate simulation of all the senses in virtual environments is a computationally expensive task. Visual saliency models have been used to improve computational performance for rendered content, but this is insufficient for multi‐modal environments. This paper considers cross‐modal perception and, in particular, if and how olfaction affects visual attention. Two experiments are presented in this paper. Firstly, eye tracking is gathered from a number of participants to gain an impression about where and how they view virtual objects when smell is introduced compared to an odourless condition. Based on the results of this experiment a new type of saliency map in a selective‐rendering pipeline is presented. A second experiment validates this approach, and demonstrates that participants rank images as better quality, when compared to a reference, for the same rendering budget. 相似文献
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基于点的图形绘制技术 总被引:1,自引:2,他引:1
基于点的图形绘制技术是实现高度复杂场景实时绘制的新的有效方法,也可以对顶点数达数百万数量级的采样法表示的物体模型进行实时交互绘制,它具有基于图象绘制方式的绘制速度和基于几何绘制方式的绘制质量、灵活性和内存需求。论文介绍了基于点绘制技术的原理、工作流程,分析和比较了几种有代表性的点绘制方法,探讨了点绘制的关键技术,并对今后研究和发展的方向进行了展望。 相似文献
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Peter Dabnichki 《Informatik-Spektrum》2008,31(4):316-322
This article presents a computational model for propulsion generation in front crawl swimming. The obtained results show close
agreement with directly measured forces acting on a computer controlled robotic arm that kinematically simulated a planar
arm stroke. The model was applied to real-life swimming strokes and demonstrated that the three-dimensionality improves efficiency
of the stroke and that contrary to popular belief the arm does not need to be fully extended while swimming. 相似文献
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提出一种基于光场与几何混合绘制的视频绘制算法.算法以光场绘制算法计算起始帧,以新视点的上一帧为基础更新前景;结合高斯混合背景建模和场景几何计算方法来计算新视点的当前帧的前景区域,避免了重复绘制占据图像大部分而变化缓慢的背景区域,提高了视频绘制的效率.为了消除累积误差,采用"起始帧+后续帧"的循环模式,同时在循环中统计前景点在场景中的分布,自适应地划分下一个循环的场景层次.实验结果表明,文中算法效率高,所生成的图像质量好. 相似文献
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Agnes Daldegan Nadia Magnenat Thalmann Tsuneya Kurihara Daniel Thalmann 《Computer Graphics Forum》1993,12(3):211-221
There are basically four problems to solve in order to produce realistic animated synthetic actors with hair: hair modeling and creation, hair motion, collision detection and hair rendering. This paper describes a complete methodology to solve these basic four problems. We present how hair styles may be designed with our Hair Styler module. Then we survey the animation model and emphasize a method of collision processing. Finally, we explain how hair may be rendered using an extension of a standard ray-tracing program. We also show applications of our synthetic actors with various hair styles and different styles of mustaches and beards. 相似文献
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Data Intermixing and Multi-volume Rendering 总被引:1,自引:0,他引:1
The main difference between multi-volume rendering and mono-volume rendering is data intermixing. In this paper, we present three levels of data intermixing and their rendering pipelines in direct multi-volume rendering, which discriminate image level intensity intermixing, accumulation level opacity intermixing, and illumination model level parameter intermixing. In the context of radiotherapy treatment planning, different data intermixing methods are applied to three volumes, including CT volume, Dose volume, and Segmentation volume, to compare the features of different data intermixing methods. 相似文献
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Rendering fireworks displays 总被引:4,自引:0,他引:4
Teng-See Loke Tan D. Hock-Soon Seah Meng-Hwa Er 《Computer Graphics and Applications, IEEE》1992,12(3):33-43
A particle system technique to model, render, and animate realistic fireworks displays is presented. The attributes of the fireworks display that the particle system models are color, brightness, shape, trial, size, particle dynamics, blinking, mousing, star effect, spinning, and elasticity. A rendering engine that consists of various modules which individually handle a particular property of the particle is described 相似文献
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Rendering traditional mosaics 总被引:1,自引:1,他引:1
This paper discusses the principles of traditional mosaics and describes a technique for implementing a digital mosaicing
system. The goal of this work is to transform digital images into traditional mosaic-like renderings. We achieve this effect
by recovering free-form feature curves from the image and laying rows of tiles along these curves. Composition rules are applied
to merge these tiles into an intricate jigsaw that conforms to classical mosaic styles. Mosaic rendering offers the user flexibility
over every aspect of this craft, including tile arrangement, shapes, and colors. The result is a system that makes this wonderful
craft more flexible and widely accessible than previously possible.
Published online: 28 January 2003 相似文献
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This paper proposes a new approach to image-based rendering that generates an image viewed from an arbitrary camera position and orientation by rendering optical flows extracted from reference images. To derive valid optical flows, we develop an analysis technique that improves the quality of stereo matching. Without using any special equipments such as range cameras, this technique constructs reliable optical flows from a sequence of matching results between reference images. We also derive validity conditions of optical flows and show that the obtained flows satisfy those conditions. Since environment geometry is inferred from the optical flows, we are able to generate more accurate images with this additional geometric information. Our approach makes it possible to combine an image rendered from optical flows with an image generated by a conventional rendering technique through a simple Z-buffer algorithm. 相似文献