共查询到20条相似文献,搜索用时 15 毫秒
1.
Parallel generation of architecture on the GPU 总被引:1,自引:0,他引:1
Markus Steinberger Michael Kenzel Bernhard Kainz Jörg Müller Wonka Peter Dieter Schmalstieg 《Computer Graphics Forum》2014,33(2):73-82
In this paper, we present a novel approach for the parallel evaluation of procedural shape grammars on the graphics processing unit (GPU). Unlike previous approaches that are either limited in the kind of shapes they allow, the amount of parallelism they can take advantage of, or both, our method supports state of the art procedural modeling including stochasticity and context‐sensitivity. To increase parallelism, we explicitly express independence in the grammar, reduce inter‐rule dependencies required for context‐sensitive evaluation, and introduce intra‐rule parallelism. Our rule scheduling scheme avoids unnecessary back and forth between CPU and GPU and reduces round trips to slow global memory by dynamically grouping rules in on‐chip shared memory. Our GPU shape grammar implementation is multiple orders of magnitude faster than the standard in CPU‐based rule evaluation, while offering equal expressive power. In comparison to the state of the art in GPU shape grammar derivation, our approach is nearly 50 times faster, while adding support for geometric context‐sensitivity. 相似文献
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Marcel Campen Moritz Ibing Hans‐Christian Ebke Denis Zorin Leif Kobbelt 《Computer Graphics Forum》2016,35(5):1-10
Various applications of global surface parametrization benefit from the alignment of parametrization isolines with principal curvature directions. This is particularly true for recent parametrization‐based meshing approaches, where this directly translates into a shape‐aware edge flow, better approximation quality, and reduced meshing artifacts. Existing methods to influence a parametrization based on principal curvature directions suffer from scale‐dependence, which implies the necessity of parameter variation, or try to capture complex directional shape features using simple 1D curves. Especially for non‐sharp features, such as chamfers, fillets, blends, and even more for organic variants thereof, these abstractions can be unfit. We present a novel approach which respects and exploits the 2D nature of such directional feature regions, detects them based on coherence and homogeneity properties, and controls the parametrization process accordingly. This approach enables us to provide an intuitive, scale‐invariant control parameter to the user. It also allows us to consider non‐local aspects like the topology of a feature, enabling further improvements. We demonstrate that, compared to previous approaches, global parametrizations of higher quality can be generated without user intervention. 相似文献
3.
Daseong Han Junyong Noh Xiaogang Jin Joseph S. Shin Sung Y. Shin 《Computer Graphics Forum》2014,33(2):245-254
In this paper, we present an on‐line real‐time physics‐based approach to motion control with contact repositioning based on a low‐dimensional dynamics model using example motion data. Our approach first generates a reference motion in run time according to an on‐line user request by transforming an example motion extracted from a motion library. Guided by the reference motion, it repeatedly generates an optimal control policy for a small time window one at a time for a sequence of partially overlapping windows, each covering a couple of footsteps of the reference motion, which supports an on‐line performance. On top of this, our system dynamics and problem formulation allow to derive closed‐form derivative functions by exploiting the low‐dimensional dynamics model together with example motion data. These derivative functions and their sparse structures facilitate a real‐time performance. Our approach also allows contact foot repositioning so as to robustly respond to an external perturbation or an environmental change as well as to perform locomotion tasks such as stepping on stones effectively. 相似文献
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In this paper, we present a novel SPH framework to simulate incompressible fluid that satisfies both the divergence‐ free condition and the density‐invariant condition. In our framework, the two conditions are applied separately. First, the divergence‐free condition is enforced when solving the momentum equation. Later, the density‐invariant condition is applied after the time integration of the particle positions. Our framework is a purely Lagrangian approach so that no auxiliary grid is required. Compared to the previous density‐invariant based SPH methods, the proposed method is more accurate due to the explicit satisfaction of the divergence‐free condition. We also propose a modified boundary particle method for handling the free‐slip condition. In addition, two simple but effective methods are proposed to reduce the particle clumping artifact induced by the density‐invariant condition. 相似文献
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We present a data‐driven method for synthesizing 3D indoor scenes by inserting objects progressively into an initial, possibly, empty scene. Instead of relying on few hundreds of hand‐crafted 3D scenes, we take advantage of existing large‐scale annotated RGB‐D datasets, in particular, the SUN RGB‐D database consisting of 10,000+ depth images of real scenes, to form the prior knowledge for our synthesis task. Our object insertion scheme follows a co‐occurrence model and an arrangement model, both learned from the SUN dataset. The former elects a highly probable combination of object categories along with the number of instances per category while a plausible placement is defined by the latter model. Compared to previous works on probabilistic learning for object placement, we make two contributions. First, we learn various classes of higher‐order object‐object relations including symmetry, distinct orientation, and proximity from the database. These relations effectively enable considering objects in semantically formed groups rather than by individuals. Second, while our algorithm inserts objects one at a time, it attains holistic plausibility of the whole current scene while offering controllability through progressive synthesis. We conducted several user studies to compare our scene synthesis performance to results obtained by manual synthesis, state‐of‐the‐art object placement schemes, and variations of parameter settings for the arrangement model. 相似文献
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Splines are part of the standard toolbox for the approximation of functions and curves in ?d. Still, the problem of finding the spline that best approximates an input function or curve is ill‐posed, since in general this yields a “spline” with an infinite number of segments. The problem can be regularized by adding a penalty term for the number of spline segments. We show how this idea can be formulated as an ?0‐regularized quadratic problem. This gives us a notion of optimal approximating splines that depend on one parameter, which weights the approximation error against the number of segments. We detail this concept for different types of splines including B‐splines and composite Bézier curves. Based on the latest development in the field of sparse approximation, we devise a solver for the resulting minimization problems and show applications to spline approximation of planar and space curves and to spline conversion of motion capture data. 相似文献
11.
Andrea Tagliasacchi Thomas Delame Michela Spagnuolo Nina Amenta Alexandru Telea 《Computer Graphics Forum》2016,35(2):573-597
Given a shape, a skeleton is a thin centered structure which jointly describes the topology and the geometry of the shape. Skeletons provide an alternative to classical boundary or volumetric representations, which is especially effective for applications where one needs to reason about, and manipulate, the structure of a shape. These skeleton properties make them powerful tools for many types of shape analysis and processing tasks. For a given shape, several skeleton types can be defined, each having its own properties, advantages, and drawbacks. Similarly, a large number of methods exist to compute a given skeleton type, each having its own requirements, advantages, and limitations. While using skeletons for two‐dimensional (2D) shapes is a relatively well covered area, developments in the skeletonization of three‐dimensional (3D) shapes make these tasks challenging for both researchers and practitioners. This survey presents an overview of 3D shape skeletonization. We start by presenting the definition and properties of various types of 3D skeletons. We propose a taxonomy of 3D skeletons which allows us to further analyze and compare them with respect to their properties. We next overview methods and techniques used to compute all described 3D skeleton types, and discuss their assumptions, advantages, and limitations. Finally, we describe several applications of 3D skeletons, which illustrate their added value for different shape analysis and processing tasks. 相似文献
12.
3D garment capture is an important component for various applications such as free‐view point video, virtual avatars, online shopping, and virtual cloth fitting. Due to the complexity of the deformations, capturing 3D garment shapes requires controlled and specialized setups. A viable alternative is image‐based garment capture. Capturing 3D garment shapes from a single image, however, is a challenging problem and the current solutions come with assumptions on the lighting, camera calibration, complexity of human or mannequin poses considered, and more importantly a stable physical state for the garment and the underlying human body. In addition, most of the works require manual interaction and exhibit high run‐times. We propose a new technique that overcomes these limitations, making garment shape estimation from an image a practical approach for dynamic garment capture. Starting from synthetic garment shape data generated through physically based simulations from various human bodies in complex poses obtained through Mocap sequences, and rendered under varying camera positions and lighting conditions, our novel method learns a mapping from rendered garment images to the underlying 3D garment model. This is achieved by training Convolutional Neural Networks (CNN‐s) to estimate 3D vertex displacements from a template mesh with a specialized loss function. We illustrate that this technique is able to recover the global shape of dynamic 3D garments from a single image under varying factors such as challenging human poses, self occlusions, various camera poses and lighting conditions, at interactive rates. Improvement is shown if more than one view is integrated. Additionally, we show applications of our method to videos. 相似文献
13.
O. Litany E. Rodolà A. M. Bronstein M. M. Bronstein D. Cremers 《Computer Graphics Forum》2016,35(5):135-143
Shape correspondence is a fundamental problem in computer graphics and vision, with applications in various problems including animation, texture mapping, robotic vision, medical imaging, archaeology and many more. In settings where the shapes are allowed to undergo non‐rigid deformations and only partial views are available, the problem becomes very challenging. To this end, we present a non‐rigid multi‐part shape matching algorithm. We assume to be given a reference shape and its multiple parts undergoing a non‐rigid deformation. Each of these query parts can be additionally contaminated by clutter, may overlap with other parts, and there might be missing parts or redundant ones. Our method simultaneously solves for the segmentation of the reference model, and for a dense correspondence to (subsets of) the parts. Experimental results on synthetic as well as real scans demonstrate the effectiveness of our method in dealing with this challenging matching scenario. 相似文献
14.
Many‐light methods approximate the light transport in a scene by computing the direct illumination from many virtual point light sources (VPLs), and render low‐noise images covering a wide range of performance and quality goals. However, they are very inefficient at representing glossy light transport. This is because a VPL on a glossy surface illuminates a small fraction of the scene only, and a tremendous number of VPLs might be necessary to render acceptable images. In this paper, we introduce Rich‐VPLs which, in contrast to standard VPLs, represent a multitude of light paths and thus have a more widespread emission profile on glossy surfaces and in scenes with multiple primary light sources. By this, a single Rich‐VPL contributes to larger portions of a scene with negligible additional shading cost. Our second contribution is a placement strategy for (Rich‐)VPLs proportional to sensor importance times radiance. Although both Rich‐VPLs and improved placement can be used individually, they complement each other ideally and share interim computation. Furthermore, both complement existing many‐light methods, e.g. Lightcuts or the Virtual Spherical Lights method, and can improve their efficiency as well as their application for scenes with glossy materials and many primary light sources. 相似文献
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Feilong Yan Minglun Gong Daniel Cohen‐Or Oliver Deussen Baoquan Chen 《Computer Graphics Forum》2014,33(2):439-447
We present a semi‐automatic method for reconstructing flower models from a single photograph. Such reconstruction is challenging since the 3D structure of a flower can appear ambiguous in projection. However, the flower head typically consists of petals embedded in 3D space that share similar shapes and form certain level of regular structure. Our technique employs these assumptions by first fitting a cone and subsequently a surface of revolution to the flower structure and then computing individual petal shapes from their projection in the photo. Flowers with multiple layers of petals are handled through processing different layers separately. Occlusions are dealt with both within and between petal layers. We show that our method allows users to quickly generate a variety of realistic 3D flowers from photographs and to animate an image using the underlying models reconstructed from our method. 相似文献
16.
This paper presents a method that can convert a given 3D mesh into a flat‐foldable model consisting of rigid panels. A previous work proposed a method to assist manual design of a single component of such flat‐foldable model, consisting of vertically‐connected side panels as well as horizontal top and bottom panels. Our method semi‐automatically generates a more complicated model that approximates the input mesh with multiple convex components. The user specifies the folding direction of each convex component and the fidelity of shape approximation. Given the user inputs, our method optimizes shapes and positions of panels of each convex component in order to make the whole model flat‐foldable. The user can check a folding animation of the output model. We demonstrate the effectiveness of our method by fabricating physical paper prototypes of flat‐foldable models. 相似文献
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We study the difficult problem of deciding if parts of a freeform surface can be generated, or approximately generated, by the motion of a planar profile through space. While this task is basic for understanding the geometry of shapes as well as highly relevant for manufacturing and building construction, previous approaches were confined to special cases like kinematic surfaces or “moulding” surfaces. The general case remained unsolved so far. We approach this problem by a combination of local and global methods: curve analysis with regard to “movability”, curve comparison by common substring search in curvature plots, an exhaustive search through all planar cuts enhanced by quick rejection procedures, the ordering of candidate profiles and finally, global optimization. The main applications of our method are digital reconstruction of CAD models exhibiting sweep patches, and aiding in manufacturing freeform surfaces by pointing out those parts which can be approximated by sweeps. 相似文献
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In this paper, we present a method to model hyperelasticity that is well suited for representing the nonlinearity of real‐world objects, as well as for estimating it from deformation examples. Previous approaches suffer several limitations, such as lack of integrability of elastic forces, failure to enforce energy convexity, lack of robustness of parameter estimation, or difficulty to model cross‐modal effects. Our method avoids these problems by relying on a general energy‐based definition of elastic properties. The accuracy of the resulting elastic model is maximized by defining an additive model of separable energy terms, which allow progressive parameter estimation. In addition, our method supports efficient modeling of extreme nonlinearities thanks to energy‐limiting constraints. We combine our energy‐based model with an optimization method to estimate model parameters from force‐deformation examples, and we show successful modeling of diverse deformable objects, including cloth, human finger skin, and internal human anatomy in a medical imaging application. 相似文献
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Marco Livesu Alessandro Muntoni Enrico Puppo Riccardo Scateni 《Computer Graphics Forum》2016,35(7):237-246
We propose a novel method for the automatic generation of structured hexahedral meshes of articulated 3D shapes. We recast the complex problem of generating the connectivity of a hexahedral mesh of a general shape into the simpler problem of generating the connectivity of a tubular structure derived from its curve‐skeleton. We also provide volumetric subdivision schemes to nicely adapt the topology of the mesh to the local thickness of tubes, while regularizing per‐element size. Our method is fast, one‐click, easy to reproduce, and it generates structured meshes that better align to the branching structure of the input shape if compared to previous methods for hexa mesh generation. 相似文献
20.
Fernando de Goes Beibei Liu Max Budninskiy Yiying Tong Mathieu Desbrun 《Computer Graphics Forum》2014,33(5):13-24
Geometry processing has made ample use of discrete representations of tangent vector fields and antisymmetric tensors (i.e., forms) on triangulations. Symmetric 2‐tensors, while crucial in the definition of inner products and elliptic operators, have received only limited attention. They are often discretized by first defining a coordinate system per vertex, edge or face, then storing their components in this frame field. In this paper, we introduce a representation of arbitrary 2‐tensor fields on triangle meshes. We leverage a coordinate‐free decomposition of continuous 2‐tensors in the plane to construct a finite‐dimensional encoding of tensor fields through scalar values on oriented simplices of a manifold triangulation. We also provide closed‐form expressions of pairing, inner product, and trace for this discrete representation of tensor fields, and formulate a discrete covariant derivative and a discrete Lie bracket. Our approach extends discrete/finite‐element exterior calculus, recovers familiar operators such as the weighted Laplacian operator, and defines discrete notions of divergence‐free, curl‐free, and traceless tensors–thus offering a numerical framework for discrete tensor calculus on triangulations. We finally demonstrate the robustness and accuracy of our operators on analytical examples, before applying them to the computation of anisotropic geodesic distances on discrete surfaces. 相似文献