35 research outputs found

    The Use of Optic Flow in the Painterly Rendering of Animated Models

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    Image based painterly rendering has always had difficulty enforcing frame-to-frame continuity in animations. This paper lays out an approach that uses a form of optic flow to ensure continuity in the painterly rendering of 3D models characteristic of virtual environments. The proposed technique will be used to emulate the rock painting style of the San people of southern Africa

    Terrain guided multi-level instancing of highly complex plant populations

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    Particle Systems

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    Tato bakalářská práce se týká implementace částicových systémů s využitím výpočetního výkonu GPU. Klade si za cíl popsat důležitá fakta o stavbě částicových systémů a poukázat na různé možnosti využití. Rozebírá schopnosti moderních shaderů a jejich aplikování na výpočet pohybu částic. Základem práce je analýza implementované aplikace, která dokáže dynamicky měnit všechny parametry systému.This bachelor's thesis deals with the implementation of particle systems with the usage of calculation power of GPU. The purpose of this work is to describe all important facts about the particle systems construction and to show up various possibilities of its usage. It analysis the abilities of modern shaders and their usage for calculation of particles movement. The basis of this work is the analysis of the implemented application, which is able to dynamically change all parameters of the system.

    Approximate Ambient Occlusion For Trees

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    International audienceNatural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environments usually include a significant amount of occlusion effects and lighting variation. These effects are important for realistic renderings of such natural environments; however, plausible lighting and full global illumination computation come at prohibitive costs especially for interactive viewing. As a solution to this problem, we present a simple approximation to integrated visibility over a hemisphere (ambient occlusion) that allows interactive rendering of complex and dynamic scenes. Based on a set of simple assumptions, we show that our method allows the rendering of plausible variation in lighting at modest additional computation and little or no precomputation, for complex and dynamic scenes

    A Generative Method for Textured Motion: Analysis and Synthesis

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    Abstract. Natural scenes contain rich stochastic motion patterns which are characterized by the movement of a large number of small elements, such as falling snow, raining, ÿying birds, þrework and waterfall. In this paper, we call these motion patterns textured motion and present a gen-erative method that combines statistical models and algorithms from both texture and motion analysis. The generative method includes the following three aspects. 1). Photometrically, an image is represented as a superposition of linear bases in atomic decomposition using an over-complete dictionary, such as Gabor or Laplacian. Such base representa-tion is known to be generic for natural images, and it is low dimensional as the number of bases is often 100 times smaller than the number of pixels. 2). Geometrically, each moving element (called moveton), such as the individual snowÿake and bird, is represented by a deformable template which is a group of several spatially adjacent bases. Such tem-plates are learned through clustering. 3). Dynamically, the movetons ar

    Fractal tree modeling: generation, rendering and growth animation

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    Ankara : Department of Computer Engineering and Information Science and the Institute of Engineering and Science of Bilkent Univ., 1994.Thesis (Master's) -- -Bilkent University, 1994.Includes bibliographical references leaves 45-46.Plant modeling for visual purposes is a challenge, especially when user interaction is a concern. In this thesis, we propose a recursive, time-aware, fractal tree model with realistic features including statistical self-similarity, stochastic pruning and heuristic branch intersections. The main focus is on realistic branch structures. The skeletal model constructed by statistically fractal methods is fleshed out using heuristic acceleration techniques. We develop a system with near real-time feedback for fast model manipulation and viewing. The system implementation is developed on an SGI Iris Indigo XS24 workstation.Ünal, ErsinM.S

    Algorithmic Beauty of Buildings Methods for Procedural Building Generation

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    As virtual reality simulations, video games, and computer animated movies become more prevalent, the need arises to generate the content the three-dimensional models via an algorithm rather than crafting them by hand. Previous research in the area of procedural building generation has focused merely on the external appearance of commercial buildings. These methods are unsatisfactory for certain applications due to the lack of a walk-through feature. A new algorithm is proposed to generate residential units with realistic floor plans based partially on the architectural observations of Christopher Alexander. Results for the algorithm display real-time performance and a resemblance to real home floor plans. Also, a complex algorithmic framework for generating hyper-realistic residential units is described, along with algorithms that operate within the framework to generate more realistic residential units. The results of these two methods of residential unit generation are analyzed and the implications of this analysis is discussed. Future research areas are also suggested
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