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1.
One of the standard techniques to visualize three‐dimensional flow is to use geometry primitives. This solution, when opaque primitives are used, results in high levels of occlusion, especially with dense streamline seeding. Using semi‐transparent geometry primitives can alleviate the problem of occlusion. However, with semi‐transparency some parts of the data set become too vague and blurry, while others are still heavily occluded. We conducted a user study that provided us with results on perceptual limits of using semi‐transparent geometry primitives for flow visualization. Texture models for semi‐transparent streamlines were introduced. Test subjects were shown multiple overlaying layers of streamlines and recorded how many different flow directions they were able to perceive. The user study allowed us to identify a set of top scoring textures. We discuss the results of the user study, provide guidelines on using semi‐transparency for three‐dimensional flow visualization and show how varying textures for different streamlines can further enhance the perception of dense streamlines. We also discuss the strategies for dealing with very high levels of occlusion. The strategies are per‐pixel filtering of flow directions, when only some of the streamlines are rendered at a particular pixel, and opacity normalization, a way of altering the opacity of overlapping streamlines with the same direction. We illustrate our results with a variety of visualizations. 相似文献
2.
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
3.
Quantitative and Qualitative Analysis of the Perception of Semi‐Transparent Structures in Direct Volume Rendering 下载免费PDF全文
Direct Volume Rendering (DVR) provides the possibility to visualize volumetric data sets as they occur in many scientific disciplines. With DVR semi‐transparency is facilitated to convey the complexity of the data. Unfortunately, semi‐transparency introduces challenges in spatial comprehension of the data, as the ambiguities inherent to semi‐transparent representations affect spatial comprehension. Accordingly, many techniques have been introduced to enhance the spatial comprehension of DVR images. In this paper, we present our findings obtained from two evaluations investigating the perception of semi‐transparent structures from volume rendered images. We have conducted a user evaluation in which we have compared standard DVR with five techniques previously proposed to enhance the spatial comprehension of DVR images. In this study, we investigated the perceptual performance of these techniques and have compared them against each other in a large‐scale quantitative user study with 300 participants. Each participant completed micro‐tasks designed such that the aggregated feedback gives insight on how well these techniques aid the user to perceive depth and shape of objects. To further clarify the findings, we conducted a qualitative evaluation in which we interviewed three experienced visualization researchers, in order to find out if we can identify the benefits and shortcomings of the individual techniques. 相似文献
4.
Jing Liao Rodolfo S. Lima Diego Nehab Hugues Hoppe Pedro V. Sander 《Computer Graphics Forum》2014,33(4):51-60
We explore creating smooth transitions between videos of different scenes. As in traditional image morphing, good spatial correspondence is crucial to prevent ghosting, especially at silhouettes. Video morphing presents added challenges. Because motions are often unsynchronized, temporal alignment is also necessary. Applying morphing to individual frames leads to discontinuities, so temporal coherence must be considered. Our approach is to optimize a full spatiotemporal mapping between the two videos. We reduce tedious interactions by letting the optimization derive the fine‐scale map given only sparse user‐specified constraints. For robustness, the optimization objective examines structural similarity of the video content. We demonstrate the approach on a variety of videos, obtaining results using few explicit correspondences. 相似文献
5.
We propose an approach to the construction of grammars for existing languages. The main characteristic of the approach is that the grammars are not constructed from scratch but they are rather recovered by extracting them from language references, compilers and other artifacts. We provide a structured process to recover grammars including the adaptation of raw extracted grammars and the derivation of parsers. The process is applicable to possibly all existing languages for which business critical applications exist. We illustrate the approach with a non‐trivial case study. Using our process and some basic tools, we constructed in a few weeks a complete and correct VS COBOL II grammar specification for IBM mainframes. In addition, we constructed a parser for VS COBOL II, and were the first to publish a (Web‐enabled) grammar specification so that others can use this result to construct their own grammar‐based tools for VS COBOL II or derivatives. Copyright © 2001 John Wiley & Sons, Ltd. 相似文献
6.
We present an adaptive tessellation scheme for surfaces consisting of parametric patches. The resulting tessellations are topologically uniform, yet consistent and watertight across boundaries of patches with different tessellation levels. Our scheme is simple to implement, requires little memory and is well suited for instancing, a feature available on current Graphical Processing Units that allows a substantial performance increase. We describe how the scheme can be implemented efficiently and give performance benchmarks comparing it to some other approaches. 相似文献
7.
Yoav Y. Schechner Nahum Kiryati Ronen Basri 《International Journal of Computer Vision》2000,39(1):25-39
Consider situations where the depth at each point in the scene is multi-valued, due to the presence of a virtual image semi-reflected by a transparent surface. The semi-reflected image is linearly superimposed on the image of an object that is behind the transparent surface. A novel approach is proposed for the separation of the superimposed layers. Focusing on either of the layers yields initial separation, but crosstalk remains. The separation is enhanced by mutual blurring of the perturbing components in the images. However, this blurring requires the estimation of the defocus blur kernels. We thus propose a method for self calibration of the blur kernels, given the raw images. The kernels are sought to minimize the mutual information of the recovered layers. Autofocusing and depth estimation in the presence of semi-reflections are also considered. Experimental results are presented. 相似文献
8.
Recently, approaches have been put forward that focus on the recognition of mesh semantic meanings. These methods usually need prior knowledge learned from training dataset, but when the size of the training dataset is small, or the meshes are too complex, the segmentation performance will be greatly effected. This paper introduces an approach to the semantic mesh segmentation and labeling which incorporates knowledge imparted by both segmented, labeled meshes, and unsegmented, unlabeled meshes. A Conditional Random Fields (CRF) based objective function measuring the consistency of labels and faces, labels of neighbouring faces is proposed. To implant the information from the unlabeled meshes, we add an unlabeled conditional entropy into the objective function. With the entropy, the objective function is not convex and hard to optimize, so we modify the Virtual Evidence Boosting (VEB) to solve the semi‐supervised problem efficiently. Our approach yields better results than those methods which only use limited labeled meshes, especially when many unlabeled meshes exist. The approach reduces the overall system cost as well as the human labelling cost required during training. We also show that combining knowledge from labeled and unlabeled meshes outperforms using either type of meshes alone. 相似文献
9.
We investigate semi‐stochastic tilings based on Wang or corner tiles for the real‐time synthesis of example‐based textures. In particular, we propose two new tiling approaches: (1) to replace stochastic tilings with pseudo‐random tilings based on the Halton low‐discrepancy sequence, and (2) to allow the controllable generation of tilings based on a user‐provided probability distribution. Our first method prevents local repetition of texture content as common with stochastic approaches and yields better results with smaller sets of utilized tiles. Our second method allows to directly influence the synthesis result which—in combination with an enhanced tile construction method that merges multiple source textures—extends synthesis tasks to globally‐varying textures. We show that both methods can be implemented very efficiently in connection with tile‐based texture mapping and also present a general rule that allows to significantly reduce resulting tile sets. 相似文献
10.
Finite‐time stability is investigated for nonlinear systems, which satisfy uniqueness of solution. First, a new sufficient condition for local finite‐time stability is presented. Next, by using the high‐gain observers and carefully selecting the homogeneity powers and weights, the problem of semi‐global and finite‐time stable observers is studied for multi‐output nonlinear systems with uniform observability and a triangular structure. Then, a design procedure is worked out for such observers. Finally, two numerical examples further verify the validity of the proposed approach. Copyright © 2009 John Wiley & Sons, Ltd. 相似文献
11.
Derek Nowrouzezahrai Ilya Baran Kenny Mitchell Wojciech Jarosz 《Computer Graphics Forum》2014,33(1):105-117
At each shade point, the spherical visibility function encodes occlusion from surrounding geometry, in all directions. Computing this function is difficult and point‐sampling approaches, such as ray‐tracing or hardware shadow mapping, are traditionally used to efficiently approximate it. We propose a semi‐analytic solution to the problem where the spherical silhouette of the visibility is computed using a search over a 4D dual mesh of the scene. Once computed, we are able to semi‐analytically integrate visibility‐masked spherical functions along the visibility silhouette, instead of over the entire hemisphere. In this way, we avoid the artefacts that arise from using point‐sampling strategies to integrate visibility, a function with unbounded frequency content. We demonstrate our approach on several applications, including direct illumination from realistic lighting and computation of pre‐computed radiance transfer data. Additionally, we present a new frequency‐space method for exactly computing all‐frequency shadows on diffuse surfaces. Our results match ground truth computed using importance‐sampled stratified Monte Carlo ray‐tracing, with comparable performance on scenes with low‐to‐moderate geometric complexity. 相似文献
12.
Cristiano Spelta Sergio M. Savaresi Fabio Codecà Mauro Montiglio Michele Ieluzzi 《Asian journal of control》2012,14(4):875-890
The topic of this paper is the design and analysis of a control system for the lateral movement of the carbody in a train. The control system is implemented via semi‐active electro‐hydraulic dampers located on the secondary‐suspension that links the bogie to the structure of the carbody of the train. The entire design procedure is outlined: the semi‐active damper is accurately modeled; using the actuator model, the control strategies are implemented and tuned on a vehicle simulator; the best control strategies then are implemented and tested on a realistic laboratory test‐bench, which accurately reproduces the lateral dynamics of a train. A wide range of semi‐active control strategies is tested. Among them, the best performing and most efficient is a recently‐proposed strategy which requires only a single sensor located cabin‐side. 相似文献
13.
We propose a series of techniques for hybridizing implicit and semi‐implicit time integration methods in a manner that retains much of the speed of the implicit method without sacrificing all of the higher quality vibrations one obtains with methods that handle elastic forces explicitly. We propose our scheme in the context of asynchronous methods, where different parts of the mesh are evolved at different time steps. Whereas traditional asynchronous methods evolve each element independently, we partition all of our elements into two groups: one group evolved at the frame rate using a fully implicit scheme, and another group which takes a number of substeps per frame using a scheme that is implicit on damping forces and explicit on the elastic forces. This allows for a straightforward coupling between the implicit and semi‐implicit methods at frame boundaries for added stability. As has been stressed by various authors, asynchronous schemes take some of the pressure off of mesh generation, allowing time evolution to remain efficient even in the face of sliver elements. Finally, we propose a force distributing projection method which allows one to redistribute the forces felt on boundaries between implicit and semi‐implicit regions of the mesh in a manner that yields improved visual quality. 相似文献
14.
Usually visualization is applied to gain insight into data. Yet consuming the data in form of visual representation is not always enough. Instead, users need to edit the data, preferably through the same means used to visualize them. In this work, we present a semi‐automatic approach to visual editing of graphs. The key idea is to use an interactive EditLens that defines where an edit operation affects an already customized and established graph layout. Locally optimal node positions within the lens and edge routes to connected nodes are calculated according to different criteria. This spares the user much manual work, but still provides sufficient freedom to accommodate application‐dependent layout constraints. Our approach utilizes the advantages of multi‐touch gestures, and is also compatible with classic mouse and keyboard interaction. Preliminary user tests have been conducted with researchers from bio‐informatics who need to manually maintain a slowly, but constantly growing molecular network. As the user feedback indicates, our solution significantly improves the editing procedure applied so far. 相似文献
15.
Semi‐regular triangle remeshing algorithms convert irregular surface meshes into semi‐regular ones. Especially in the field of computer graphics, semi‐regularity is an interesting property because it makes meshes highly suitable for multi‐resolution analysis. In this paper, we survey the numerous remeshing algorithms that have been developed over the past two decades. We propose different classifications to give new and comprehensible insights into both existing methods and issues. We describe how considerable obstacles have already been overcome, and discuss promising perspectives. 相似文献
16.
Real‐world datasets often contain large numbers of unlabeled data points, because there is additional cost for obtaining the labels. Semi‐supervised learning (SSL) algorithms use both labeled and unlabeled data points for training that can result in higher classification accuracy on these datasets. Generally, traditional SSLs tentatively label the unlabeled data points on the basis of the smoothness assumption that neighboring points should have the same label. When this assumption is violated, unlabeled points are mislabeled injecting noise into the final classifier. An alternative SSL approach is cluster‐then‐label (CTL), which partitions all the data points (labeled and unlabeled) into clusters and creates a classifier by using those clusters. CTL is based on the less restrictive cluster assumption that data points in the same cluster should have the same label. As shown, this allows CTLs to achieve higher classification accuracy on many datasets where the cluster assumption holds for the CTLs, but smoothness does not hold for the traditional SSLs. However, cluster configuration problems (e.g., irrelevant features, insufficient clusters, and incorrectly shaped clusters) could violate the cluster assumption. We propose a new framework for CTLs by using a genetic algorithm (GA) to evolve classifiers without the cluster configuration problems (e.g., the GA removes irrelevant attributes, updates number of clusters, and changes the shape of the clusters). We demonstrate that a CTL based on this framework achieves comparable or higher accuracy with both traditional SSLs and CTLs on 12 University of California, Irvine machine learning datasets. 相似文献
17.
We explore a method for generalising Pixar semi‐sharp creases from the univariate cubic case to arbitrary degree subdivision curves. Our approach is based on solving simple matrix equations. The resulting schemes allow for greater flexibility over existing methods, via control vectors. We demonstrate our results on several high‐degree univariate examples and explore analogous methods for subdivision surfaces. 相似文献
18.
Xu Wang Ali Saberi Anton A. Stoorvogel Sandip Roy Peddapullaiah Sannuti 《国际强度与非线性控制杂志
》2010,20(11):1234-1254
》2010,20(11):1234-1254
This paper investigates time‐invariant linear systems subject to input and state constraints. We study discrete‐time systems with full or partial constraints on both input and state. It has been shown earlier that the solvability conditions of stabilization problems are closely related to important concepts such as the right invertibility or non‐right invertibility of the constraints, the location of constraint invariant zeros, and the order of constraint infinite zeros. In this paper, for general time‐invariant linear systems with non‐right invertible constraints, necessary and sufficient conditions are developed under which semi‐global stabilization in the admissible set can be achieved by state feedback. Sufficient conditions are also developed for such a stabilization in the case where measurement feedback is used. Such sufficient conditions are almost necessary. Controllers for both state feedback and measurement feedback are constructed as well. Copyright © 2009 John Wiley & Sons, Ltd. 相似文献
19.
We present an Eulerian method for the real‐time simulation of intrinsic fluid dynamics effects on deforming surfaces. Our method is based on a novel semi‐Lagrangian closest point method for the solution of partial differential equations on animated triangle meshes. We describe this method and demonstrate its use to compute and visualize flow and wave propagation along such meshes at high resolution and speed. Underlying our technique is the efficient conversion of an animated triangle mesh into a time‐dependent implicit representation based on closest surface points. The proposed technique is unconditionally stable with respect to the surface deformation and, in contrast to comparable Lagrangian techniques, its precision does not depend on the level of detail of the surface triangulation. 相似文献
20.
We introduce a new approach for defining continuous non‐oriented gradient fields from discrete inputs, a fundamental stage for a variety of computer graphics applications such as surface or curve reconstruction, and image stylization. Our approach builds on a moving least square formalism that computes higher‐order local approximations of non‐oriented input gradients. In particular, we show that our novel isotropic linear approximation outperforms its lower‐order alternative: surface or image structures are much better preserved, and instabilities are significantly reduced. Thanks to its ease of implementation (on both CPU and GPU) and small performance overhead, we believe our approach will find a widespread use in graphics applications, as demonstrated by the variety of our results. 相似文献