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51.
We present a technique for approximating isotropic BRDFs and precomputed self-occlusion that enables accurate and efficient prefiltered environment map rendering. Our approach uses a nonlinear approximation of the BRDF as a weighted sum of isotropic Gaussian functions. Our representation requires a minimal amount of storage, can accurately represent BRDFs of arbitrary sharpness, and is above all, efficient to render. We precompute visibility due to self-occlusion and store a low-frequency approximation suitable for glossy reflections. We demonstrate our method by fitting our representation to measured BRDF data, yielding high visual quality at real-time frame rates. 相似文献
52.
Due to their simplicity and intuitiveness, swept surfaces are widely used in many surface modelling applications. In this paper, we present a versatile swept surface technique called the boundary constrained swept surfaces. The most distinct feature is its ability to satisfy boundary constraints, including the shape and tangent conditions at the boundaries of a swept surface. This permits significantly varying surfaces to be both modelled and smoothly assembled, leading to the construction of complex objects. The representation, similar to an ordinary swept surface, is analytical in nature and thus it is light in storage cost and numerically very stable to compute. We also introduce a number of useful shape manipulation tools, such as sculpting forces, to deform a surface both locally and globally. In addition to being a complementary method to the mainstream surface modelling and deformation techniques, we have found it very effective in automatically rebuilding existing complex models. Model reconstruction is arguably one of the most laborious and expensive tasks in modelling complex animated characters. We demonstrate how our technique can be used to automate this process. 相似文献
53.
配置高压共轨电控喷油系统的锡柴CA6110发动机性能研究 总被引:2,自引:0,他引:2
本文采用自行开发的高压共轨电控喷油系统在锡柴CA6110发动机上进行了匹配试验,摸索了电控系统关键参数对发动机性能的影响规律,并给出了详细的结果,通过对发动机进行的负荷特性和外特性对比试验结果表明,高压共轨电控喷油系统在提高发动机经济性和改善排放方面具有巨大潜力。本次试验积极有效的结果为该系统的实用化研究奠定了基础。 相似文献
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In this paper, a technique is proposed for the rendering of transparent objects interactively using the method of refractive rendering. In the proposed technique, the refractive rendering algorithm is performed in two stages, namely the pre‐computation stage and the shading stage. In the pre‐computation stage, ray‐traced information, including directions and positions of rays, are generated by a ray tracing process and are stored in a set of ray lists. In the shading stage, these data are retrieved from the ray lists for computing the shading of an object. Using the proposed technique, photorealistic image of transparent objects and gemstones with various cuttings, material properties, lighting and background can be rendered interactively. By combining the refractive rendering technique with conventional shading techniques, jewelry and crystal designs can be rendered at a much higher speed comparing with conventional ray tracing techniques. 相似文献
56.
We present a new post processing method of simulating depth of field based on accurate calculations of circles of confusion. Compared to previous work, our method derives actual scene depth information directly from the existing depth buffer, requires no specialized rendering passes, and allows easy integration into existing rendering applications. Our implementation uses an adaptive, two‐pass filter, producing a high quality depth of field effect that can be executed entirely on the GPU, taking advantage of the parallelism of modern graphics cards and permitting real time performance when applied to large numbers of pixels. 相似文献
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Gerwin de Haan René Molenaar Michal Koutek Frits H. Post 《Computer Graphics Forum》2007,26(3):695-704
In projection-based Virtual Reality (VR) systems, typically only one headtracked user views stereo images rendered from the correct view position. For other users, who are presented a distorted image, moving with the first user's head motion, it is difficult to correctly view and interact with 3D objects in the virtual environment. In close-range VR systems, such as the Virtual Workbench, distortion effects are especially large because objects are within close range and users are relatively far apart. On these systems, multi-user collaboration proves to be difficult. In this paper, we analyze the problem and describe a novel, easy to implement method to prevent and reduce image distortion and its negative effects on close-range interaction task performance. First, our method combines a shared camera model and view distortion compensation. It minimizes the overall distortion for each user, while important user-personal objects such as interaction cursors, rays and controls remain distortion-free. Second, our method retains co-location for interaction techniques to make interaction more consistent. We performed a user experiment on our Virtual Workbench to analyze user performance under distorted view conditions with and without the use of our method. Our findings demonstrate the negative impact of view distortion on task performance and the positive effect our method introduces. This indicates that our method can enhance the multi-user collaboration experience on close-range, projection-based VR systems. 相似文献
60.
Songhua Xu Haisheng Tan Xiantao Jiao Francis C.M. Lau Yunhe Pan 《Computer Graphics Forum》2007,26(3):609-618
We propose a generic pigment model suitable for digital painting in a wide range of genres including traditional Chinese painting and water-based painting. The model embodies a simulation of the pigment-water solution and its interaction with the brush and the paper at the level of pigment particles; such a level of detail is needed for achieving highly intricate effects by the artist. The simulation covers pigment diffusion and sorption processes at the paper surface, and aspects of pigment particle deposition on the paper. We follow rules and formulations from quantitative studies of adsorption and diffusion processes in surface chemistry and the textile industry. The result is a pigment model that spans a continuum from the very wet to the very dry brush stroke effects. We also propose a new pigment mixing method based on machine learning techniques to emulate pigment mixing in real life as well as to support the creation of new artificial pigments. To experiment with the proposed model, we embedded the model in a sophisticated digital brush system. The combined system exhibits interactive speed on a modest PC platform. http://www.cs.hku.hk/~songhua/pigment provides supplementary materials for this paper. 相似文献