7,532 research outputs found
A Framework for Designing 3d Virtual Environments
The process of design and development of virtual environments can be supported by tools and frameworks, to save time in technical aspects and focusing on the content. In this paper we present an academic framework which provides several levels of abstraction to ease this work. It includes state-of-the-art components we devised or integrated adopting open-source solutions in order to face specific problems. Its architecture is modular and customizable, the code is open-source.\u
Single-picture reconstruction and rendering of trees for plausible vegetation synthesis
State-of-the-art approaches for tree reconstruction either put limiting constraints on the input side (requiring multiple photographs, a scanned point cloud or intensive user input) or provide a representation only suitable for front views of the tree. In this paper we present a complete pipeline for synthesizing and rendering detailed trees from a single photograph with minimal user effort. Since the overall shape and appearance of each tree is recovered from a single photograph of the tree crown, artists can benefit from georeferenced images to populate landscapes with native tree species. A key element of our approach is a compact representation of dense tree crowns through a radial distance map. Our first contribution is an automatic algorithm for generating such representations from a single exemplar image of a tree. We create a rough estimate of the crown shape by solving a thin-plate energy minimization problem, and then add detail through a simplified shape-from-shading approach. The use of seamless texture synthesis results in an image-based representation that can be rendered from arbitrary view directions at different levels of detail. Distant trees benefit from an output-sensitive algorithm inspired on relief mapping. For close-up trees we use a billboard cloud where leaflets are distributed inside the crown shape through a space colonization algorithm. In both cases our representation ensures efficient preservation of the crown shape. Major benefits of our approach include: it recovers the overall shape from a single tree image, involves no tree modeling knowledge and minimal authoring effort, and the associated image-based representation is easy to compress and thus suitable for network streaming.Peer ReviewedPostprint (author's final draft
Particle-Based Fused Rendering
In this chapter, we propose a fused rendering technique that can integrally handle multiple irregular volumes. Although there is a strong requirement for understanding large-scale datasets generated from coupled simulation techniques such as computational structure mechanics (CSM) and computational fluid dynamics (CFD), there is no fused rendering technique to the best of our knowledge. For this purpose, we can employ the particle-based volume rendering (PBVR) technique for each irregular volume dataset. Since the current PBVR technique regards an irregular cell as a planar footprint during depth evaluation, the straightforward employment causes some artifacts especially at the cell boundaries. To solve the problem, we calculate the depth value based on the assumption that the opacity describes the cumulative distribution function (CDF) of a probability variable, w, which shows a length from the entry point in the fragment interval in the cell. In our experiments, we applied our method to numerical simulation results in which two different irregular grid cells are defined in the same space and confirmed its effectiveness with respect to the image quality
Shape: A 3D Modeling Tool for Astrophysics
We present a flexible interactive 3D morpho-kinematical modeling application
for astrophysics. Compared to other systems, our application reduces the
restrictions on the physical assumptions, data type and amount that is required
for a reconstruction of an object's morphology. It is one of the first publicly
available tools to apply interactive graphics to astrophysical modeling. The
tool allows astrophysicists to provide a-priori knowledge about the object by
interactively defining 3D structural elements. By direct comparison of model
prediction with observational data, model parameters can then be automatically
optimized to fit the observation. The tool has already been successfully used
in a number of astrophysical research projects.Comment: 13 pages, 11 figures, accepted for publication in the "IEEE
Transactions on Visualization and Computer Graphics
Numerical investigation of three-phase flows using incompressible smoothed particle hydrodynamics
An ISPH method for the simulation of three-phase °ows is presented in this
article. The proposed method is investigated through the simulation of a droplet located at the interface of two immiscible °uids as well as diamond droplet deformation. The extendibility of the proposed surface tension formulations for three-phase fows to two-phase fows is also investigated. It is observed that the results obtained from the numerical simulations are in good agreement with the analytical ones
Volumetric real-time particle-based representation of large unstructured tetrahedral polygon meshes
In this paper we propose a particle-based volume rendering approach for unstructured, three-dimensional, tetrahedral polygon meshes. We stochastically generate millions of particles per second and project them on the screen in real-time. In contrast to previous rendering techniques of tetrahedral volume meshes, our method does not need a prior depth sorting of geometry. Instead, the rendered image is generated by choosing particles closest to the camera. Furthermore, we use spatial superimposing. Each pixel is constructed from multiple subpixels. This approach not only increases projection accuracy, but allows also a combination of subpixels into one superpixel that creates the well-known translucency effect of volume rendering. We show that our method is fast enough for the visualization of unstructured three-dimensional grids with hard real-time constraints and that it scales well for a high number of particles
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