2,859 research outputs found
Space-Time Transfinite Interpolation of Volumetric Material Properties
The paper presents a novel technique based on extension of a general mathematical method of transfinite interpolation to solve an actual problem in the context of a heterogeneous volume modelling area. It deals with time-dependent changes to the volumetric material properties (material density, colour and others) as a transformation of the volumetric material distributions in space-time accompanying geometric shape transformations such as metamorphosis. The main idea is to represent the geometry of both objects by scalar fields with distance properties, to establish in a higher-dimensional space a time gap during which the geometric transformation takes place, and to use these scalar fields to apply the new space-time transfinite interpolation to volumetric material attributes within this time gap. The proposed solution is analytical in its nature, does not require heavy numerical computations and can be used in real-time applications. Applications of this technique also include texturing and displacement mapping of time-variant surfaces, and parametric design of volumetric microstructures
Virtual tour
Interactive 3D Visualization of Architectural models might be the best way to get some idea about an Architecture Plan. Photo-realistic visualization often attracts the investors and customers for whom the architectural blueprints are obscure. Architectural Visualization is considered to have a bright future ahead of it as more and more architects and real estate developers are using this technology. Virtual Walk-through can give not only ideas about your building but its interiors and design too. The Architectural Virtual Environment also most widely used in Gaming and Entertainment Industry in creating a complex movie scenes or a game environment
Triangulation of uniform particle systems: its application to the implicit surface texturing
Particle systems, as originally presented by Witkin and Heckbert [32], offer an elegant solution to sample implicit
surfaces of arbitrary genus, while providing an extremely regular distribution of samples over the surface. In this
paper, we present an ef cient technique that uses particle systems to rapidly generate a triangular mesh over an
implicit surface, where each triangle is almost equilateral. The major advantage of such a triangulation is that
it minimizes the deformations between the mesh and the underlying implicit surface. We exploit this property
by using few triangular texture samples mapped in a non-periodic fashion as presented by Neyret and Cani [16].
The result is a pattern-based texturing method that maps homogeneous non-periodic textures to arbitrary implicit
surfaces, with almost no deformation
Ray casting implicit fractal surfaces with reduced affine arithmetic
A method is presented for ray casting implicit surfaces defined by fractal combinations of procedural noise functions. The method is robust and uses affine arithmetic to bound the variation of the implicit function along a ray. The method is also efficient due to a modification in the affine arithmetic representation that introduces a condensation step at the end of every non-affine operation. We show that our method is able to retain the tight estimation capabilities of affine arithmetic for ray casting implicit surfaces made from procedural noise functions while being faster to compute and more efficient to store
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Some innovative surface texturing techniques for tribological purposes
This paper reviews methods for texturing surfaces for tribological applications and presents some innovative methods that could make surface texturing more cost-effective. Possible texturing methods were identified and classified according to their physical principles. This involved identifying existing texturing methods and also led to proposals for new possible methods. Three innovative texturing methods with low cost and high texturing speed are then presented: (i) a simpler and cheaper version of photochemical texturing, (ii) maskless electrochemical texturing, and (iii) masking surfaces by ink-jet printing followed by etching. From these, maskless electrochemical texturing was the cheapest and fastest, but the minimum size of the texture features was the largest. Ink-jet printing followed by etching is an alternative that may potentially provide a good combination of cost and resolution, but the texturing time depends on the surface area. Then, an attempt was made to delimit tribological applications where the use of such processes could be beneficial, based on analysis of experimental results of their tribological evaluation. These showed that the methods proposed could be particularly suited for components with contact areas larger than the width of the texture features under either hydrodynamic lubrication or starved lubrication. This work was supported by Fapemig/Brazil, Capes/Brazil,
and the Royal Society (UK)This version is the author accepted manuscript. The final published article can be found here: http://pij.sagepub.com/content/early/2014/06/18/1350650114539936.full.pdf+htm
Implicit Decals: Interactive Editing of Repetitive Patterns on Surfaces
11 pagesInternational audienceTexture mapping is an essential component for creating 3D models and is widely used in both the game and the movie industries. Creating texture maps has always been a complex task and existing methods carefully balance flexibility with ease of use. One difficulty in using texturing is the repeated placement of individual textures over larger areas. In this paper we propose a method which uses decals to place images onto a model. Our method allows the decals to compete for space and to deform as they are being pushed by other decals. A spherical field function is used to determine the position and the size of each decal and the deformation applied to fit the decals. The decals may span multiple objects with heterogeneous representations. Our method does not require an explicit parameterization of the model. As such, varieties of patterns including repeated patterns like rocks, tiles, and scales can be mapped. We have implemented the method using the GPU where placement, size, and orientation of thousands of decals are manipulated in real time
Texturing and hypertexturing of volumetric objects
ABSTRACT Texture mapping is an extremely powerful and flexible tool for adding complex surface detail to an object. This paper introduces a method of surface texturing and hypertexturing complex volumetric objects in real-time. We employ distance field volume representations, texture based volume rendering and procedural texturing techniques with Shader Model 2.0 flexible programmable graphics hardware. We aim to provide a flexible cross-platform, non vendor specific implementation
Surfacing and Rendering Informed by Photorealism
The focus of this work is in drawing inspiration from the work of Photorealism painters in order to inform the approaches to surfacing and rendering a computer-generated still-life scene. In Photorealism painting and photoreal CG rendering, the goal of the artist is to create an image that resembles a photograph. Much of the preparation is the same, however, the 2D and 3D aspects of each style create different challenges for the artist. Using paintings from the Photorealism period as a reference, a real still-life scene was assembled and photographed for the purpose of recreating in CG. Consequently, the modeling, surfacing, lighting, rendering, and compositing stages of the CG pipeline were explored with an emphasis on surfacing and its relationship to lighting
TM-NET: Deep Generative Networks for Textured Meshes
We introduce TM-NET, a novel deep generative model for synthesizing textured
meshes in a part-aware manner. Once trained, the network can generate novel
textured meshes from scratch or predict textures for a given 3D mesh, without
image guidance. Plausible and diverse textures can be generated for the same
mesh part, while texture compatibility between parts in the same shape is
achieved via conditional generation. Specifically, our method produces texture
maps for individual shape parts, each as a deformable box, leading to a natural
UV map with minimal distortion. The network separately embeds part geometry
(via a PartVAE) and part texture (via a TextureVAE) into their respective
latent spaces, so as to facilitate learning texture probability distributions
conditioned on geometry. We introduce a conditional autoregressive model for
texture generation, which can be conditioned on both part geometry and textures
already generated for other parts to achieve texture compatibility. To produce
high-frequency texture details, our TextureVAE operates in a high-dimensional
latent space via dictionary-based vector quantization. We also exploit
transparencies in the texture as an effective means to model complex shape
structures including topological details. Extensive experiments demonstrate the
plausibility, quality, and diversity of the textures and geometries generated
by our network, while avoiding inconsistency issues that are common to novel
view synthesis methods
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