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101.
This paper presents a systematic study of light interferences at single thin films. Based on Fresnel's law, we have derived generic expressions of reflectance and transmittance for film interference, as well as specific expressions for free thin films and films coated on transparent or opaque objects. By combining film interference and volume absorption, we have obtained the reflectances and transmittances of film‐coated thin objects such as ribbons. Illumination models for all interference cases of single thin films are presented, and they have been implemented and tested for various structures and materials.  相似文献   
102.
This article focuses on real‐time image correction techniques that enable projector‐camera systems to display images onto screens that are not optimized for projections, such as geometrically complex, coloured and textured surfaces. It reviews hardware‐accelerated methods like pixel‐precise geometric warping, radiometric compensation, multi‐focal projection and the correction of general light modulation effects. Online and offline calibration as well as invisible coding methods are explained. Novel attempts in super‐resolution, high‐dynamic range and high‐speed projection are discussed. These techniques open a variety of new applications for projection displays. Some of them will also be presented in this report.  相似文献   
103.
Motion capture cannot generate cartoon‐style animation directly. We emulate the rubber‐like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon‐like movement. We achieve this using trajectory‐based motion exaggeration while allowing the violation of link‐length constraints. We extend this technique to obtain smooth, rubber‐like motion by dividing the original links into shorter sub‐links and computing the positions of joints using Bézier curve interpolation and a mass‐spring simulation. This method is fast enough to be used in real time.  相似文献   
104.
Typically, flow volumes are visualized by defining their boundary as iso‐surface of a level set function. Grid‐based level sets offer a good global representation but suffer from numerical diffusion of surface detail, whereas particle‐based methods preserve details more accurately but introduce the problem of unequal global representation. The particle level set (PLS) method combines the advantages of both approaches by interchanging the information between the grid and the particles. Our work demonstrates that the PLS technique can be adapted to volumetric dye advection via streak volumes, and to the visualization by time surfaces and path volumes. We achieve this with a modified and extended PLS, including a model for dye injection. A new algorithmic interpretation of PLS is introduced to exploit the efficiency of the GPU, leading to interactive visualization. Finally, we demonstrate the high quality and usefulness of PLS flow visualization by providing quantitative results on volume preservation and by discussing typical applications of 3D flow visualization.  相似文献   
105.
We present an approach for extracting extremal feature lines of scalar indicators on surface meshes, based on discrete Morse Theory. By computing initial Morse‐Smale complexes of the scalar indicators of the mesh, we obtain a candidate set of extremal feature lines of the surface. A hierarchy of Morse‐Smale complexes is computed by prioritizing feature lines according to a novel criterion and applying a cancellation procedure that allows us to select the most significant lines. Given the scalar indicators on the vertices of the mesh, the presented feature line extraction scheme is interpolation free and needs no derivative estimates. The technique is insensitive to noise and depends only on one parameter: the feature significance. We use the technique to extract surface features yielding impressive, non photorealistic images.  相似文献   
106.
In this paper we introduce the constrained tetrahedralization as a new acceleration structure for ray tracing. A constrained tetrahedralization of a scene is a tetrahedralization that respects the faces of the scene geometry. The closest intersection of a ray with a scene is found by traversing this tetrahedralization along the ray, one tetrahedron at a time. We show that constrained tetrahedralizations are a viable alternative to current acceleration structures, and that they have a number of unique properties that set them apart from other acceleration structures: constrained tetrahedralizations are not hierarchical yet adaptive; the complexity of traversing them is a function of local geometric complexity rather than global geometric complexity; constrained tetrahedralizations support deforming geometry without any effort; and they have the potential to unify several data structures currently used in global illumination.  相似文献   
107.
Although considerable attention in recent years has been given to the problem of symmetry detection in general shapes, few methods have been developed that aim to detect and quantify the intrinsic symmetry of a shape rather than its extrinsic, or pose‐dependent symmetry. In this paper, we present a novel approach for efficiently computing symmetries of a shape which are invariant up to isometry preserving transformations. We show that the intrinsic symmetries of a shape are transformed into the Euclidean symmetries in the signature space defined by the eigenfunctions of the Laplace‐Beltrami operator. Based on this observation, we devise an algorithm which detects and computes the isometric mappings from the shape onto itself. We show that our approach is both computationally efficient and robust with respect to small non‐isometric deformations, even if they include topological changes.  相似文献   
108.
The paper describes a technique to generate high‐quality light field representations from volumetric data. We show how light field galleries can be created to give unexperienced audiences access to interactive high‐quality volume renditions. The proposed light field representation is lightweight with respect to storage and bandwidth capacity and is thus ideal as exchange format for visualization results, especially for web galleries. The approach expands an existing sphere‐hemisphere parameterization for the light field with per‐pixel depth. High‐quality paraboloid maps from volumetric data are generated using GPU‐based ray‐casting or slicing approaches. Different layers, such as isosurfaces, but not restricted to, can be generated independently and composited in real time. This allows the user to interactively explore the model and to change visibility parameters at run‐time.  相似文献   
109.
In many business applications, large data workloads such as sales figures or process performance measures need to be monitored in real‐time. The data analysts want to catch problems in flight to reveal the root cause of anomalies. Immediate actions need to be taken before the problems become too expensive or consume too many resources. In the meantime, analysts need to have the “big picture” of what the information is about. In this paper, we derive and analyze two real‐time visualization techniques for managing density displays: (1) circular overlay d isplays which visualize large volumes of data without data shift movements after the display is full, thus freeing the analyst from adjusting the mental picture of the data after each data shift; and (2) variable resolution density displays which allow users to get the entire view without cluttering. We evaluate these techniques with respect to a number of evaluation measures, such as constancy of the display and usage of display space, and compare them to conventional d isplays with periodic shifts. Our real time data monitoring system also provides advanced interactions such as a local root cause analysis for further exploration. The applications using a number of real‐world data sets show the wide applicability and usefulness of our ideas.  相似文献   
110.
Rendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long‐standing challenge. Prior work has shown that complex lighting can be accurately approximated by a large collection of point lights. In this formulation, rendering of animation sequences becomes the problem of efficiently shading many surface samples from many lights across several frames. This paper presents a tensor formulation of the animated many‐light problem, where each element of the tensor expresses the contribution of one light to one pixel in one frame. We sparsely sample rows and columns of the tensor, and introduce a clustering algorithm to select a small number of representative lights to efficiently approximate the animation. Our algorithm achieves efficiency by reusing representatives across frames, while minimizing temporal flicker. We demonstrate our algorithm in a variety of scenes that include deformable objects, complex illumination and arbitrary shading and show that a surprisingly small number of representative lights is sufficient for high quality rendering. We believe out algorithm will find practical use in applications that require fast previews of complex animation.  相似文献   
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