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1.
Caricature is an interesting art to express exaggerated views of different persons and things through drawing. The face caricature is popular and widely used for different applications. To do this, we have to properly extract unique/specialized features of a person's face. A person's facial feature not only depends on his/her natural appearance, but also the associated expression style. Therefore, we would like to extract the neutural facial features and personal expression style for different applicaions. In this paper, we represent the 3D neutral face models in BU–3DFE database by sparse signal decomposition in the training phase. With this decomposition, the sparse training data can be used for robust linear subspace modeling of public faces. For an input 3D face model, we fit the model and decompose the 3D model geometry into a neutral face and the expression deformation separately. The neutral geomertry can be further decomposed into public face and individualized facial feature. We exaggerate the facial features and the expressions by estimating the probability on the corresponding manifold. The public face, the exaggerated facial features and the exaggerated expression are combined to synthesize a 3D caricature for a 3D face model. The proposed algorithm is automatic and can effectively extract the individualized facial features from an input 3D face model to create 3D face caricature.  相似文献   

2.
There are two major ways of calculating ray and parametric surface intersections in rendering. The first is through the use of tessellated triangles, and the second is to use parametric surfaces together with numerical methods such as Newton's method. Both methods are computationally expensive and complicated to implement. In this paper, we focus on Phong Tessellation and introduce a simple direct ray tracing method for Phong Tessellation. Our method enables rendering smooth surfaces in a computationally inexpensive yet robust way.  相似文献   

3.
Because of its versatility, speed and robustness, shadow mapping has always been a popular algorithm for fast hard shadow generation since its introduction in 1978, first for offline film productions and later increasingly so in real‐time graphics. So it is not surprising that recent years have seen an explosion in the number of shadow map related publications. Because of the abundance of articles on the topic, it has become very hard for practitioners and researchers to select a suitable shadow algorithm, and therefore many applications miss out on the latest high‐quality shadow generation approaches. The goal of this survey is to rectify this situation by providing a detailed overview of this field. We show a detailed analysis of shadow mapping errors and derive a comprehensive classification of the existing methods. We discuss the most influential algorithms, consider their benefits and shortcomings and thereby provide the readers with the means to choose the shadow algorithm best suited to their needs.  相似文献   

4.
At present, stochastic progressive photon mapping (SPPM) is one of the most comprehensive methods for a consistent global illumination computation. Even though the number of photons is unlimited due to their progressive nature, the scene size is still bound by the available main memory. In this paper, we present the first consistent out‐of‐core SPPM algorithm. In order to cope with large scenes, we automatically subdivide the geometry and parallelly trace photons and eye rays in a portal‐based system, distributed across multiple machines in a commodity cluster. Moreover, modifications of the original SPPM method are introduced that keep both the utilization of tracer machines high and the network traffic low. Therefore, compared to a portal‐based single machine setup, our distributed approach achieves a significant speedup. We compare a GPU‐based with a CPU‐based implementation and demonstrate our system in multiple large test scenes of up to 90 million triangles.  相似文献   

5.
We present an area‐preserving parametrization for spherical rectangles which is an analytical function with domain in the unit rectangle [0, 1]2 and range in a region included in the unit‐radius sphere. The parametrization preserves areas up to a constant factor and is thus very useful in the context of rendering as it allows to map random sample point sets in [0, 1]2 onto the spherical rectangle. This allows for easily incorporating stratified, quasi‐Monte Carlo or other sampling strategies in algorithms that compute scattering from planar rectangular emitters.  相似文献   

6.
Controlling a crowd using multi‐touch devices appeals to the computer games and animation industries, as such devices provide a high‐dimensional control signal that can effectively define the crowd formation and movement. However, existing works relying on pre‐defined control schemes require the users to learn a scheme that may not be intuitive. We propose a data‐driven gesture‐based crowd control system, in which the control scheme is learned from example gestures provided by different users. In particular, we build a database with pairwise samples of gestures and crowd motions. To effectively generalize the gesture style of different users, such as the use of different numbers of fingers, we propose a set of gesture features for representing a set of hand gesture trajectories. Similarly, to represent crowd motion trajectories of different numbers of characters over time, we propose a set of crowd motion features that are extracted from a Gaussian mixture model. Given a run‐time gesture, our system extracts the K nearest gestures from the database and interpolates the corresponding crowd motions in order to generate the run‐time control. Our system is accurate and efficient, making it suitable for real‐time applications such as real‐time strategy games and interactive animation controls.  相似文献   

7.
Signed distance functions (SDF) to explicit or implicit surface representations are intensively used in various computer graphics and visualization algorithms. Among others, they are applied to optimize collision detection, are used to reconstruct data fields or surfaces, and, in particular, are an obligatory ingredient for most level set methods. Level set methods are common in scientific visualization to extract surfaces from scalar or vector fields. Usual approaches for the construction of an SDF to a surface are either based on iterative solutions of a special partial differential equation or on marching algorithms involving a polygonization of the surface. We propose a novel method for a non‐iterative approximation of an SDF and its derivatives in a vicinity of a manifold. We use a second‐order algebraic fitting scheme to ensure high accuracy of the approximation. The manifold is defined (explicitly or implicitly) as an isosurface of a given volumetric scalar field. The field may be given at a set of irregular and unstructured samples. Stability and reliability of the SDF generation is achieved by a proper scaling of weights for the Moving Least Squares approximation, accurate choice of neighbors, and appropriate handling of degenerate cases. We obtain the solution in an explicit form, such that no iterative solving is necessary, which makes our approach fast.  相似文献   

8.
We present a new method to create and preserve the turbulent details generated around moving objects in SPH fluid. In our approach, a high‐resolution overlapping grid is bounded to each object and translates with the object. The turbulence formation is modeled by resolving the local flow around objects using a hybrid SPH‐FLIP method. Then these vortical details are carried on SPH particles flowing through the local region and preserved in the global field in a synthetic way. Our method provides a physically plausible way to model the turbulent details around both rigid and deformable objects in SPH fluid, and can efficiently produce animations of complex gaseous phenomena with rich visual details.  相似文献   

9.
We present novel visual and interactive techniques for exploratory visualization of animal kinematics using instantaneous helical axes (IHAs). The helical axis has been used in orthopedics, biomechanics, and structural mechanics as a construct for describing rigid body motion. Within biomechanics, recent imaging advances have made possible accurate high‐speed measurements of individual bone positions and orientations during experiments. From this high‐speed data, instantaneous helical axes of motion may be calculated. We address questions of effective interactive, exploratory visualization of this high‐speed 3D motion data. A 3D glyph that encodes all parameters of the IHA in visual form is presented. Interactive controls are used to examine the change in the IHA over time and relate the IHA to anatomical features of interest selected by a user. The techniques developed are applied to a stereoscopic, interactive visualization of the mechanics of pig mastication and assessed by a team of evolutionary biologists who found interactive IHA‐based analysis a useful addition to more traditional motion analysis techniques.  相似文献   

10.
We present a novel approach to ray tracing execution on commodity graphics hardware using CUDA. We decompose a standard ray tracing algorithm into several data‐parallel stages that are mapped efficiently to the massively parallel architecture of modern GPUs. These stages include: ray sorting into coherent packets, creation of frustums for packets, breadth‐first frustum traversal through a bounding volume hierarchy for the scene, and localized ray‐primitive intersections. We utilize the well known parallel primitives scan and segmented scan in order to process irregular data structures, to remove the need for a stack, and to minimize branch divergence in all stages. Our ray sorting stage is based on applying hash values to individual rays, ray stream compression, sorting and decompression. Our breadth‐first BVH traversal is based on parallel frustum‐bounding box intersection tests and parallel scan per each BVH level. We demonstrate our algorithm with area light sources to get a soft shadow effect and show that our concept is reasonable for GPU implementation. For the same data sets and ray‐primitive intersection routines our pipeline is ~3x faster than an optimized standard depth first ray tracing implemented in one kernel.  相似文献   

11.
Recent spatially varying reflectance (svBRDF) printing systems can reproduce an input document as a combination of matte, glossy and metallic inks. Due to the limited number of inks, this reproduction process incurs some distortion. In this work, we present an svBRDF gamut mapping algorithm that minimizes distortions in the angular and spatial domains. To preserve a material's perceived variation with lighting and view, we introduce an improved BRDF similarity metric that builds on both experimental results on reflectance perception and on the statistics of natural lighting environments. Our experiments show better preservation of object color and highlights, as validated quantitatively as well as through a perceptual study. As for the spatial domain, we show how to adapt traditional color gamut mapping methods to svBRDFs. Our solution takes into account the contrast between regions, achieving better preservation of textures and edges.  相似文献   

12.
Area lights add tremendous realism, but rendering them interactively proves challenging. Integrating visibility is costly, even with current shadowing techniques, and existing methods frequently ignore illumination variations at unoccluded points due to changing radiance over the light's surface. We extend recent image‐space work that reduces costs by gathering illumination in a multiresolution fashion, rendering varying frequencies at corresponding resolutions. To compute visibility, we eschew shadow maps and instead rely on a coarse screen‐space voxelization, which effectively provides a cheap layered depth image for binary visibility queries via ray marching. Our technique requires no precomputation and runs at interactive rates, allowing scenes with large area lights, including dynamic content such as video screens.  相似文献   

13.
We introduce a screen‐space statistical filtering method for real‐time rendering with global illumination. It is inspired by statistical filtering proposed by Meyer et al. to reduce the noise in global illumination over a period of time by estimating the principal components from all rendered frames. Our work extends their method to achieve nearly real‐time performance on modern GPUs. More specifically, our method employs the candid covariance‐free incremental PCA to overcome several limitations of the original algorithm by Meyer et al., such as its high computational cost and memory usage that hinders its implementation on GPUs. By combining the reprojection and per‐pixel weighting techniques, our method handles the view changes and object movement in dynamic scenes as well.  相似文献   

14.
We present a reflectance model for dielectric cylinders with rough surfaces such as human hair fibers. Our model is energy conserving and can evaluate arbitrarily many orders of internal reflection. Accounting for compression and contraction of specular cones produces a new longitudinal scattering function which is non‐Gaussian and includes an off‐specular peak. Accounting for roughness in the azimuthal direction leads to an integral across the hair fiber which is efficiently evaluated using a Gaussian quadrature. Solving cubic equations is avoided, caustics are included in the model in a consistent fashion, and more accurate colors are predicted by considering many internal pathways.  相似文献   

15.
The human shoulder complex is perhaps the most complicated joint in the human body being comprised of a set of three bones, muscles, tendons, and ligaments. Despite this anatomical complexity, computer graphics models for motion capture most often represent this joint as a simple ball and socket. In this paper, we present a method to determine a shoulder skeletal model that, when combined with standard skinning algorithms, generates a more visually pleasing animation that is a closer approximation to the actual skin deformations of the human body. We use a data‐driven approach and collect ground truth skin deformation data with an optical motion capture system with a large number of markers (200 markers on the shoulder complex alone). We cluster these markers during movement sequences and discover that adding one extra joint around the shoulder improves the resulting animation qualitatively and quantitatively yielding a marker set of approximately 70 markers for the complete skeleton. We demonstrate the effectiveness of our skeletal model by comparing it with ground truth data as well as with recorded video. We show its practicality by integrating it with the conventional rendering/animation pipeline.  相似文献   

16.
The visual simulation of natural phenomena has been widely studied. Although several methods have been proposed to simulate melting, the flows of meltwater drops on the surfaces of objects are not taken into account. In this paper, we propose a particle‐based method for the simulation of the melting and freezing of ice objects and the interactions between ice and fluids. To simulate the flow of meltwater on ice and the formation of water droplets, a simple interfacial tension is proposed, which can be easily incorporated into common particle‐based simulation methods such as Smoothed Particle Hydrodynamics. The computations of heat transfer, the phase transition between ice and water, the interactions between ice and fluids, and the separation of ice due to melting are further accelerated by implementing our method using CUDA. We demonstrate our simulation and rendering method for depicting melting ice at interactive frame‐rates.  相似文献   

17.
This paper presents an efficient technique for synthesizing motions by stitching, or splicing, an upper‐body motion retrieved from a motion space on top of an existing lower‐body locomotion of another motion. Compared to the standard motion splicing problem, motion space splicing imposes new challenges as both the upper and lower body motions might not be known in advance. Our technique is the first motion (space) splicing technique that propagates temporal and spatial properties of the lower‐body locomotion to the newly generated upper‐body motion and vice versa. Whereas existing techniques only adapt the upper‐body motion to fit the lower‐body motion, our technique also adapts the lower‐body locomotion based on the upper body task for a more coherent full‐body motion. In this paper, we will show that our decoupled approach is able to generate high‐fidelity full‐body motion for interactive applications such as games.  相似文献   

18.
Recent work in interactive global illumination addresses diffuse and moderately glossy indirect lighting effects, but high‐frequency effects such as multi‐bounce reflections on highly glossy surfaces are often ignored. Accurately simulating such effects is important to convey the realistic appearance of materials such as chrome and shiny metal. In this paper, we present an efficient method for visualizing multi‐bounce glossy reflections at interactive rates under environment lighting. Our main contribution is a pre‐computation–based method which efficiently gathers subsequent highly glossy reflection passes modelled with a non‐linear transfer function representation based on the von Mises–Fisher distribution. We show that our gathering method is superior to scattered sampling. To exploit the sparsity of the pre‐computed data, we apply perfect spatial hashing. As a result, we are able to visualize multi‐bounce glossy reflections at interactive rates at a low pre‐computation cost.  相似文献   

19.
Existing synthesis methods for closely interacting virtual characters relied on user‐specified constraints such as the reaching positions and the distance between body parts. In this paper, we present a novel method for synthesizing new interacting motion by composing two existing interacting motion samples without the need to specify the constraints manually. Our method automatically detects the type of interactions contained in the inputs and determines a suitable timing for the interaction composition by analyzing the spacetime relationships of the input characters. To preserve the features of the inputs in the synthesized interaction, the two inputs will be aligned and normalized according to the relative distance and orientation of the characters from the inputs. With a linear optimization method, the output is the optimal solution to preserve the close interaction of two characters and the local details of individual character behavior. The output animations demonstrated that our method is able to create interactions of new styles that combine the characteristics of the original inputs.  相似文献   

20.
Simulation of light transport through lens systems plays an important role in graphics. While basic imaging properties can be conveniently derived from linear models (like ABCD matrices), these approximations fail to describe nonlinear effects and aberrations that arise in real optics. Such effects can be computed by proper ray tracing, for which, however, finding suitable sampling and filtering strategies is often not a trivial task. Inspired by aberration theory, which describes the deviation from the linear ray transfer in terms of wavefront distortions, we propose a ray‐space formulation for nonlinear effects. In particular, we approximate the analytical solution to the ray tracing problem by means of a Taylor expansion in the ray parameters. This representation enables a construction‐kit approach to complex optical systems in the spirit of matrix optics. It is also very simple to evaluate, which allows for efficient execution on CPU and GPU alike, including the computation of mixed derivatives of any order. We evaluate fidelity and performance of our polynomial model, and show applications in high‐quality offline rendering and at interactive frame rates.  相似文献   

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