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In this paper, we present a scalable solution for high-resolution surface representation of a 3D surface. To achieve this, we introduce an Orthogonal Unified Buffer (OUB) which is an extension of the Layered Depth Cube as an alternative to the Orthogonal Frame Buffer (OFB). The OUB re-samples the surface uniformly while conserving data locality build on previous approaches. Compared to the OFB, the OUB achieves significant improvement in scalability, which enables further high-resolution representation of 3D models having various depth-complexities. It also guarantees plausible memory efficiency, independent of an object’s shape or topology. Our method is built and performed on the GPU and it only uses atomic operation of modern GPU, thus, it is well suited for real-time application. In addition, since the OUB can be is generally used in various graphics applications, we briefly show high-resolution 3D painting, curvature estimation and particle system based on the OUB.  相似文献   

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This paper focuses on realistic rendering of scenes which include turbulent flows. In this respect we suggest solving the Navier–Stokes equations through a simple approach which offers better steadiness than classical methods. Then we adapt a ray‐tracing algorithm to treat convection motions by deflecting ray paths: we obtain effects of rendering through heat. Copyright © 2000 John Wiley & Sons, Ltd.  相似文献   

5.
Realistic rendering and animation of knitwear   总被引:2,自引:0,他引:2  
We present a framework for knitwear modeling and rendering that accounts for characteristics that are particular to knitted fabrics. We first describe a model for animation that considers knitwear features and their effects on knitwear shape and interaction. With the computed free-form knitwear configurations, we present an efficient procedure for realistic synthesis based on the observation that a single cross section of yarn can serve as the basic primitive for modeling entire articles of knitwear. This primitive, called the lumislice, describes radiance from a yarn cross section that accounts for fine-level interactions among yarn fibers. By representing yarn as a sequence of identical but rotated cross sections, the lumislice can effectively propagate local microstructure over arbitrary stitch patterns and knitwear shapes. The lumislice accommodates varying levels of detail, allows for soft shadow generation, and capitalizes on hardware-assisted transparency blending. These modeling and rendering techniques together form a complete approach for generating realistic knitwear.  相似文献   

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三维地形场景的真实感绘制   总被引:4,自引:2,他引:4  
三维地形场景的真实感绘制追求的两个目标是绘制的逼真度和绘制的实时性,需要在不明显降低图像质量的条件下保持较高的交互帧速率。为了满足实时性的需求,采用连续LOD算法和其它技术来加速地形绘制:为了满足逼真度的需求,采用SAR图像进行纹理映射,采用光照映射实现场景照明和明暗处理。  相似文献   

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A new computer haptics algorithm to be used in general interactive manipulations of deformable virtual objects is presented. In multimodal interactive simulations, haptic feedback computation often comes from contact forces. Subsequently, the fidelity of haptic rendering depends significantly on contact space modeling. Contact and friction laws between deformable models are often simplified in up to date methods. They do not allow a "realistic" rendering of the subtleties of contact space physical phenomena (such as slip and stick effects due to friction or mechanical coupling between contacts). In this paper, we use Signorini's contact law and Coulomb's friction law as a computer haptics basis. Real-time performance is made possible thanks to a linearization of the behavior in the contact space, formulated as the so-called Delassus operator, and iteratively solved by a Gauss-Seidel type algorithm. Dynamic deformation uses corotational global formulation to obtain the Delassus operator in which the mass and stiffness ratio are dissociated from the simulation time step. This last point is crucial to keep stable haptic feedback. This global approach has been packaged, implemented, and tested. Stable and realistic 6D haptic feedback is demonstrated through a clipping task experiment.  相似文献   

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基于分形递归算法的树木真实感绘制   总被引:8,自引:2,他引:8  
快速真实地模拟树在风中的摇曳一直是计算机图形学中的一个挑战性问题,作为自然场景的重要组成部分,树木的真实感模拟也得到人们的广泛重视.树木种类繁多,形态各异,复杂的结构使其无论在造形、存储还是在绘制上都存在着相当的困难.大多数园林设计软件很难构建模型参数可变的三维树.研究了一种简易的基于分形递归算法的建模方法,利用过程参数控制树的摇曳,使模型的真实感更强,变形计算更容易,得到了令人满意的实验效果.  相似文献   

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Published online: 23 April 2002  相似文献   

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简单快速实时R波检测算法的研究   总被引:1,自引:0,他引:1  
目前关于R波检测的算法有很多,但大多运算比较复杂且存在浮点运算,运算量比较大.使得这些算法不适合在那些不具在有浮点运算功能的MCU(microprocessorcontrol unit)上运行.提出一种简单快速实时R波检测算法,其绝大部分是加减运算,不但避免了浮点运算,而且还能滤除50Hz的工频干扰,基线漂移和低频高频干扰,同时还具有对心电信号进行差分并将R波波峰转换成正负极值对的功能.实验结果表明,所提出的R波检测算法具有较好的鲁棒性,能够较好地抑止或消除基线漂移、高频干扰等外部因素对R波检测产生的影响.  相似文献   

13.

The ray marching method has become the most attractive method to provide realism in rendering the effects of light scattering in the participating media of numerous applications. This has attracted significant attention from scientific community. Up-sampling of ray marching method is suitable for rendering light shafts of realistic scenes, but suffers of consume a lot of time for rendering. Therefore, some encouraging outcomes have been achieved by using down-sampling of ray marching approach to accelerate rendered scenes. However, these methods are inherently prone to artifacts, aliasing and incorrect boundaries due to the reduced number of sample points along view rays. This research proposes a realistic real-time technique to generate soft light shafts by making use downsampling of ray marching in generating light shafts. The bilateral filtering is then applied to overcome all defects that caused by downsampling process to make a scene with smoothing transition while preserving on the edges. The contribution of this technique is to improve the boundaries of light shafts taking into account the effect of shadows. This technique allows obtaining soft marvelous light shafts, having a good performance and high quality. Thus, it is suitable for interactive applications.

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Recently, there has been growing interest in compressed sensing (CS), the new theory that shows how a small set of linear measurements can be used to reconstruct a signal if it is sparse in a transform domain. Although CS has been applied to many problems in other fields, in computer graphics, it has only been used so far to accelerate the acquisition of light transport. In this paper, we propose a novel application of compressed sensing by using it to accelerate ray-traced rendering in a manner that exploits the sparsity of the final image in the wavelet basis. To do this, we raytrace only a subset of the pixel samples in the spatial domain and use a simple, greedy CS-based algorithm to estimate the wavelet transform of the image during rendering. Since the energy of the image is concentrated more compactly in the wavelet domain, less samples are required for a result of given quality than with conventional spatial-domain rendering. By taking the inverse wavelet transform of the result, we compute an accurate reconstruction of the desired final image. Our results show that our framework can achieve high-quality images with approximately 75 percent of the pixel samples using a nonadaptive sampling scheme. In addition, we also perform better than other algorithms that might be used to fill in the missing pixel data, such as interpolation or inpainting. Furthermore, since the algorithm works in image space, it is completely independent of scene complexity.  相似文献   

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Haptic rendering: introductory concepts   总被引:6,自引:0,他引:6  
Haptic rendering allows users to "feel" virtual objects in a simulated environment. We survey current haptic systems and discuss some basic haptic-rendering algorithms. In the past decade we've seen an enormous increase in interest in the science of haptics. Haptics broadly refers to touch interactions (physical contact) that occur for the purpose of perception or manipulation of objects. These interactions can be between a human hand and a real object; a robot end-effector and a real object; a human hand and a simulated object (via haptic interface devices); or a variety of combinations of human and machine interactions with real, remote, or virtual objects. Rendering refers to the process by which desired sensory stimuli are imposed on the user to convey information about a virtual haptic object.  相似文献   

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人脸建模与动画是计算机图形学中最富有挑战性的课题之一,可以广泛应用于计算机动画行业、游戏行业、远程会议、代理和化身等许多领域。根据MPEG-4关于人脸特征点的定义,利用一般人脸模型以及特定人的正面和侧面两幅照片,采用Dirichlet自由变形实现了从一般人脸模型到特定人脸模型的变形;再利用特定人的正面和侧面照片,采用纹理融合方法生成了真实感人脸。论文提出的真实感人脸技术具有方法简单、计算速度快、真实感强等优点。  相似文献   

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针对无线传感器网络中现有数据融合技术对由融合引起的延时考虑较少,难以满足实时性需求的不足,提出一种带反馈的实时数据融合策略FRDA。对不同类别的数据进行实时自适应分级,将紧急数据迅速融合并传输给用户,达到延时和融合效率的折衷。仿真实验结果表明,带反馈的实时融合数据方法对不同服务加以区分,有效地保证了紧急数据的实时处理,且没有降低数据的融合精度。  相似文献   

18.
This survey gives an overview of the use of importance, an adjoint of light, in speeding up rendering. The importance of a light distribution indicates its contribution to the region of most interest-typically the directly visible parts of a scene. Importance can therefore be used to concentrate global illumination and ray tracing calculations where they matter most for image accuracy, while reducing computations in areas of the scene that do not significantly influence the image. In this paper, we attempt to clarify the various uses of adjoints and importance in rendering by unifying them into a single framework. While doing so, we also generalize some theoretical results-known from discrete representations-to a continuous domain.  相似文献   

19.
JMF技术和实时语音通信的实现   总被引:3,自引:0,他引:3  
文章介绍了流媒体的基本概念,描述了由JMF RTP APIs所提供的对实时媒体流的支持,阐述了怎样通过网络发送和接收流媒体数据。  相似文献   

20.
Integral surfaces are ideal tools to illustrate vector fields and fluid flow structures. However, these surfaces can be visually complex and exhibit difficult geometric properties, owing to strong stretching, shearing and folding of the flow from which they are derived. Many techniques for non-photorealistic rendering have been presented previously. It is, however, unclear how these techniques can be applied to integral surfaces. In this paper, we examine how transparency and texturing techniques can be used with integral surfaces to convey both shape and directional information. We present a rendering pipeline that combines these techniques aimed at faithfully and accurately representing integral surfaces while improving visualization insight. The presented pipeline is implemented directly on the GPU, providing real-time interaction for all rendering modes, and does not require expensive preprocessing of integral surfaces after computation.  相似文献   

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