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1.
Diffusion curves are a powerful vector graphic representation that stores an image as a set of 2D Bezier curves with colors defined on either side. These colors are diffused over the image plane, resulting in smooth color regions as well as sharp boundaries. In this paper, we introduce a new automatic diffusion curve coloring algorithm. We start by defining a geometric heuristic for the maximum density of color control points along the image curves. Following this, we present a new algorithm to set the colors of these points so that the resulting diffused image is as close as possible to a source image in a least squares sense. We compare our coloring solution to the existing one which fails for textured regions, small features, and inaccurately placed curves. The second contribution of the paper is to extend the diffusion curve representation to include texture details based on Gabor noise. Like the curves themselves, the defined texture is resolution independent, and represented compactly. We define methods to automatically make an initial guess for the noise texure, and we provide intuitive manual controls to edit the parameters of the Gabor noise. Finally, we show that the diffusion curve representation itself extends to storing any number of attributes in an image, and we demonstrate this functionality with image stippling an hatching applications.  相似文献   

2.
We present a novel approach to parameterize a mesh with disk topology to the plane in a shape‐preserving manner. Our key contribution is a local/global algorithm, which combines a local mapping of each 3D triangle to the plane, using transformations taken from a restricted set, with a global “stitch” operation of all triangles, involving a sparse linear system. The local transformations can be taken from a variety of families, e.g. similarities or rotations, generating different types of parameterizations. In the first case, the parameterization tries to force each 2D triangle to be an as‐similar‐as‐possible version of its 3D counterpart. This is shown to yield results identical to those of the LSCM algorithm. In the second case, the parameterization tries to force each 2D triangle to be an as‐rigid‐as‐possible version of its 3D counterpart. This approach preserves shape as much as possible. It is simple, effective, and fast, due to pre‐factoring of the linear system involved in the global phase. Experimental results show that our approach provides almost isometric parameterizations and obtains more shape‐preserving results than other state‐of‐the‐art approaches. We present also a more general “hybrid” parameterization model which provides a continuous spectrum of possibilities, controlled by a single parameter. The two cases described above lie at the two ends of the spectrum. We generalize our local/global algorithm to compute these parameterizations. The local phase may also be accelerated by parallelizing the independent computations per triangle.  相似文献   

3.
Visual analytics of multidimensional multivariate data is a challenging task because of the difficulty in understanding metrics in attribute spaces with more than three dimensions. Frequently, the analysis goal is not to look into individual records but to understand the distribution of the records at large and to find clusters of records with similar attribute values. A large number of (typically hierarchical) clustering algorithms have been developed to group individual records to clusters of statistical significance. However, only few visualization techniques exist for further exploring and understanding the clustering results. We propose visualization and interaction methods for analyzing individual clusters as well as cluster distribution within and across levels in the cluster hierarchy. We also provide a clustering method that operates on density rather than individual records. To not restrict our search for clusters, we compute density in the given multidimensional multivariate space. Clusters are formed by areas of high density. We present an approach that automatically computes a hierarchical tree of high density clusters. To visually represent the cluster hierarchy, we present a 2D radial layout that supports an intuitive understanding of the distribution structure of the multidimensional multivariate data set. Individual clusters can be explored interactively using parallel coordinates when being selected in the cluster tree. Furthermore, we integrate circular parallel coordinates into the radial hierarchical cluster tree layout, which allows for the analysis of the overall cluster distribution. This visual representation supports the comprehension of the relations between clusters and the original attributes. The combination of the 2D radial layout and the circular parallel coordinates is used to overcome the overplotting problem of parallel coordinates when looking into data sets with many records. We apply an automatic coloring scheme based on the 2D radial layout of the hierarchical cluster tree encoding hue, saturation, and value of the HSV color space. The colors support linking the 2D radial layout to other views such as the standard parallel coordinates or, in case data is obtained from multidimensional spatial data, the distribution in object space.  相似文献   

4.
Energy-Based Image Deformation   总被引:3,自引:0,他引:3  
We present a general approach to shape deformation based on energy minimization, and applications of this approach to the problems of image resizing and 2D shape deformation. Our deformation energy generalizes that found in the prior art, while still admitting an efficient algorithm for its optimization. The key advantage of our energy function is the flexibility with which the set of "legal transformations" may be expressed; these transformations are the ones which are not considered to be distorting. This flexibility allows us to pose the problems of image resizing and 2D shape deformation in a natural way and generate minimally distorted results. It also allows us to strongly reduce undesirable foldovers or self-intersections. Results of both algorithms demonstrate the effectiveness of our approach.  相似文献   

5.
In this work we detail a method that leverages the two color heads of recent low‐end fused deposition modeling (FDM) 3D printers to produce continuous tone imagery. The challenge behind producing such two‐tone imagery is how to finely interleave the two colors while minimizing the switching between print heads, making each color printed span as long and continuous as possible to avoid artifacts associated with printing short segments. The key insight behind our work is that by applying small geometric offsets, tone can be varied without the need to switch color print heads within a single layer. We can now effectively print (two‐tone) texture mapped models capturing both geometric and color information in our output 3D prints.  相似文献   

6.
The ability to interpolate between images taken at different time and viewpoints directly in image space opens up new possiblities. The goal of our work is to create plausible in‐between images in real time without the need for an intermediate 3D reconstruction. This enables us to also interpolate between images recorded with uncalibrated and unsynchronized cameras. In our approach we use a novel discontiniuity preserving image deformation model to robustly estimate dense correspondences based on local homographies. Once correspondences have been computed we are able to render plausible in‐between images in real time while properly handling occlusions. We discuss the relation of our approach to human motion perception and other image interpolation techniques.  相似文献   

7.
FastV: From-point Visibility Culling on Complex Models   总被引:1,自引:0,他引:1  
We present an efficient technique to compute the potentially visible set (PVS) of triangles in a complex 3D scene from a viewpoint. The algorithm computes a conservative PVS at object space accuracy. Our approach traces a high number of small, volumetric frusta and computes blockers for each frustum using simple intersection tests. In practice, the algorithm can compute the PVS of CAD and scanned models composed of millions of triangles at interactive rates on a multi-core PC. We also use the visibility algorithm to accurately compute the reflection paths from a point sound source. The resulting sound propagation algorithm is 10–20X faster than prior accurate geometric acoustic methods.  相似文献   

8.
Image Appearance Exploration by Model-Based Navigation   总被引:1,自引:0,他引:1  
Changing the appearance of an image can be a complex and non-intuitive task. Many times the target image colors and look are only known vaguely and many trials are needed to reach the desired results. Moreover, the effect of a specific change on an image is difficult to envision, since one must take into account spatial image considerations along with the color constraints. Tools provided today by image processing applications can become highly technical and non-intuitive including various gauges and knobs.
In this paper we introduce a method for changing image appearance by navigation, focusing on recoloring images. The user visually navigates a high dimensional space of possible color manipulations of an image. He can either explore in it for inspiration or refine his choices by navigating into sub regions of this space to a specific goal. This navigation is enabled by modeling the chroma channels of an image's colors using a Gaussian Mixture Model (GMM). The Gaussians model both color and spatial image coordinates, and provide a high dimensional parameterization space of a rich variety of color manipulations. The user's actions are translated into transformations of the parameters of the model, which recolor the image. This approach provides both inspiration and intuitive navigation in the complex space of image color manipulations.  相似文献   

9.
Natural objects often contain vivid color distribution with wide variety of colors. Conventional colorization techniques, on the other hand, produce colors that are relatively flat with little color variation. In this paper, we introduce a randomized algorithm which considers not only the value of target color but also the distribution of target color. In essence, our algorithm paints a color distribution to a region which synthesizes color distribution of a natural object. Our approach models the correlation between intensity and color in HSV color space in terms of H – S, H – V and S – V joint histogram. During the colorization process, we randomly swap and reassign color of a pixel to minimize a cost function that measures color consistency to its neighborhood and intensity‐to‐color correlation captured in the joint histogram. We tested our algorithm extensively on many natural objects and our user study confirms that our results are more vivid and natural compared to results from previous techniques.  相似文献   

10.
In this paper, we describe a novel approach for the reconstruction of animated meshes from a series of time‐deforming point clouds. Given a set of unordered point clouds that have been captured by a fast 3‐D scanner, our algorithm is able to compute coherent meshes which approximate the input data at arbitrary time instances. Our method is based on the computation of an implicit function in ?4 that approximates the time‐space surface of the time‐varying point cloud. We then use the four‐dimensional implicit function to reconstruct a polygonal model for the first time‐step. By sliding this template mesh along the time‐space surface in an as‐rigid‐as‐possible manner, we obtain reconstructions for further time‐steps which have the same connectivity as the previously extracted mesh while recovering rigid motion exactly. The resulting animated meshes allow accurate motion tracking of arbitrary points and are well suited for animation compression. We demonstrate the qualities of the proposed method by applying it to several data sets acquired by real‐time 3‐D scanners.  相似文献   

11.
We present a robust and efficient algorithm for the pairwise non‐rigid registration of partially overlapping 3D surfaces. Our approach treats non‐rigid registration as an optimization problem and solves it by alternating between correspondence and deformation optimization. Assuming approximately isometric deformations, robust correspondences are generated using a pruning mechanism based on geodesic consistency. We iteratively learn an appropriate deformation discretization from the current set of correspondences and use it to update the correspondences in the next iteration. Our algorithm is able to register partially similar point clouds that undergo large deformations, in just a few seconds. We demonstrate the potential of our algorithm in various applications such as example based articulated segmentation, and shape interpolation.  相似文献   

12.
13.
Color is widely used in data visualization to show data values. The proper selection of colors is critical to convey information correctly. In this paper, we present a technique for generating univariate lightness ordered palettes. These are specified via intuitive input parameters that are used define the appearance of the palette: number of colors, hue, lightness, saturation, contrast and hue range. The settings of the parameters are used to generate curves through CIELUV color space. This color space is used in order to correctly translate the requirements in terms of perceptual properties to a set of colors. The presented palette generation method enables users to specify palettes that have these perceptual properties, such as perceived order, equal perceived distance and equal importance. The technique has been integrated in Magna View, a system for multivariate data visualization.  相似文献   

14.
Cerebral aneurysms result from a congenital or evolved weakness of stabilizing parts of the vessel wall and potentially lead to rupture and a life-threatening bleeding. Current medical research concentrates on the integration of blood flow simulation results for risk assessment of cerebral aneurysms. Scalar flow characteristics close to the aneurysm surface, such as wall shear stress, form an important part of the simulation results. Aneurysms exhibit variable surface shapes with only few landmarks. Therefore, the exploration and mental correlation of different surface regions is a difficult task. In this paper, we present an approach for the intuitive and interactive overview visualization of near wall flow data that is mapped onto the surface of a 3D model of a cerebral aneurysm. We combine a multi-perspective 2D projection map with a standard 3D visualization and present techniques to facilitate the correlation between a 3D model and a related 2D map. An informal evaluation with 4 experienced radiologists has shown that the map-based overview actually improves the surface exploration. Furthermore, different color schemes were discussed and, as a result, an appropriate color scheme for the visual analysis of the wall shear stress is presented.  相似文献   

15.
Statistical shape modeling is a widely used technique for the representation and analysis of the shapes and shape variations present in a population. A statistical shape model models the distribution in a high dimensional shape space, where each shape is represented by a single point. We present a design study on the intuitive exploration and visualization of shape spaces and shape models. Our approach focuses on the dual‐space nature of these spaces. The high‐dimensional shape space represents the population, whereas object space represents the shape of the 3D object associated with a point in shape space. A 3D object view provides local details for a single shape. The high dimensional points in shape space are visualized using a 2D scatter plot projection, the axes of which can be manipulated interactively. This results in a dynamic scatter plot, with the further extension that each point is visualized as a small version of the object shape that it represents. We further enhance the population‐object duality with a new type of view aimed at shape comparison. This new “shape evolution view” visualizes shape variability along a single trajectory in shape space, and serves as a link between the two spaces described above. Our three‐view exploration concept strongly emphasizes linked interaction between all spaces. Moving the cursor over the scatter plot or evolution views, shapes are dynamically interpolated and shown in the object view. Conversely, camera manipulation in the object view affects the object visualizations in the other views. We present a GPU‐accelerated implementation, and show the effectiveness of the three‐view approach using a number of real‐world cases. In these, we demonstrate how this multi‐view approach can be used to visually explore important aspects of a statistical shape model, including specificity, compactness and reconstruction error.  相似文献   

16.
The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results. Tight inbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data.  相似文献   

17.
Textured Liquids based on the Marker Level Set   总被引:1,自引:0,他引:1  
In this work we propose a new Eulerian method for handling the dynamics of a liquid and its surface attributes (for example its color). Our approach is based on a new method for interface advection that we term the Marker Level Set (MLS). The MLS method uses surface markers and a level set for tracking the surface of the liquid, yielding more efficient and accurate results than popular methods like the Particle Level Set method (PLS). Another novelty is that the surface markers allow the MLS to handle non-diffusively surface texture advection, a rare capability in the realm of Eulerian simulation of liquids. We present several simulations of the dynamical evolution of liquids and their surface textures.  相似文献   

18.
We present a simulation system that can simulate a three-dimensional urban model over time. The main novelty of our approach is that we do not rely on land-use simulation on a regular grid, but instead build a complete and inherently geometric simulation that includes exact parcel boundaries, streets of arbitrary orientation, street widths, 3D street geometry, building footprints, and 3D building envelopes. The second novelty is the fast simulation time and user interaction at interactive speed of about 1 second per time step.  相似文献   

19.
Many visualization techniques use images containing meaningful color sequences. If such images are converted to grayscale, the sequence is often distorted, compromising the information in the image. We preserve the significance of a color sequence during decolorization by mapping the colors from a source image to a grid in the CIELAB color space. We then identify the most significant hues, and thin the corresponding cells of the grid to approximate a curve in the color space, eliminating outliers using a weighted Laplacian eigenmap. This curve is then mapped to a monotonic sequence of gray levels. The saturation values of the resulting image are combined with the original intensity channels to restore details such as text. Our approach can also be used to recolor images containing color sequences, for instance for viewers with color‐deficient vision, or to interpolate between two images that use the same geometry and color sequence to present different data.  相似文献   

20.
In this article we present TopoPlan, a topological planner dedicated to real-time humanoid path-planning and motion adaptation to floor and ceiling constraints inside complex static environments. This planner analyzes unstructured 3D triangular meshes in order to automatically determine their topology. The analysis is based on a prismatic spatial subdivision which is analyzed, taking into account humanoid characteristics, in order to extract navigable surfaces and precisely identify environmental constraints such as floors, ceilings, walls, steps and bottlenecks. The technique also provides a lightweight roadmap computation covering all accessible free space. We demonstrate the properties of our topological planner within the context of two reactive motion control processes: an on-the-fly trajectory optimization and foot print generation process that correctly handles climbing of complex staircases, and a reactive ceiling adaptation process that handles beam avoidance and motion adaptation to irregular floors and ceilings. We further show that the computation cost of these processes is compatible with the real time animation of several dozens of virtual humans.  相似文献   

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