123 research outputs found
A Model for Configuration Management of Open Software Systems
The article proposes a model for the configuration management of open
systems. The model aims at validation of configurations against given
specifications. An extension of decision graphs is proposed to express
specifications. The proposed model can be used by software developers to
validate their own configurations across different versions of the components,
or to validate configurations that include components by third parties. The
model can also be used by end-users to validate compatibility among different
configurations of the same application. The proposed model is first discussed
in some application scenarios and then formally defined. Moreover, a type
discipline is given to formally define validation of a configuration against a
system specificationComment: 13 page
Pinchmaps: textures with customizable discontinuities
We introduce a new texture representation that combines standard sampling, to be bilinearly interpolated in smoothly varying regions, with customizable discontinuities, to model sharp boundaries between these regions. The structure consists of a standard signal texture, plus a second texture we call pinchmap, which encodes discontinuities along generally curved lines; at rendering time the fragment processor efficiently decodes this structure with a single access to each texture. We also present a fully automatic way to compute a pinchmap and signal texture pair, starting from an original high resolution image. The final result on the screen is a comparable visual quality for a fraction of the texture storage and with a negligible impact on performance
Visibility based methods and assessment for detail-recovery
In this paper we propose a new method for the creation of normal
maps for recovering the detail on simpli\ufb01ed meshes and a set of objective techniques to metrically evaluate the quality of different recovering techniques. The proposed techniques, that automatically produces a normal-map texture for a simple 3D model that \u201cimitates\u201d the high frequency detail originally present in a second, much higher resolution one, is based on the computation of per-texel visibility and self-occlusion information. This information is used to de\ufb01ne a point-to-point correspondence between simpli\ufb01ed and hi-res meshes. Moreover, we introduce a number of criteria for measuring the quality (visual or otherwise) of a given mapping method, and provide ef\ufb01cient algorithms to implement them. Lastly, we apply them to rate different mapping methods, including the widely used ones and the new one proposed here
ACM Transactions on Graphics
We present FlexMolds, a novel computational approach to automatically design flexible, reusable molds that, once 3D printed, allow us to physically fabricate, by means of liquid casting, multiple copies of complex shapes with rich surface details and complex topology. The approach to design such flexible molds is based on a greedy bottom-up search of possible cuts over an object, evaluating for each possible cut the feasibility of the resulting mold. We use a dynamic simulation approach to evaluate candidate molds, providing a heuristic to generate forces that are able to open, detach, and remove a complex mold from the object it surrounds. We have tested the approach with a number of objects with nontrivial shapes and topologies
Shape enhancement for rapid prototyping
Many applications, for instance in the reverse engineering and cultural heritage field, require to build a physical replica of 3D digital models. Recent 3D printers can easily perform this task in a relatively short time and using color to reproduce object textures. However, the finite resolution of printers and, most of all, some peculiar optical and physical properties of the used materials reduce their perceptual quality. The contribution of this paper is a shape enhancing technique, which allows users to increase readability of the tiniest details in physical replicas, without requiring manual post-reproduction interventions.831-840Pubblicat
Real Time, Accurate, Multi-Featured Rendering of Bump Mapped Surfaces
We present a new technique to render in real time objects which have part of their high frequency geometric detail encoded in bump maps. It is based on the quantization of normal-maps, and achieves excellent result both in rendering time and rendering quality, with respect to other alternative methods. The method proposed also allows to add many interesting visual effects, even for object with large bumb maps, including non-photorealistic rendering, chrome effects, shading under multiple lights, rendering of different materials within a single object, specular reflections and others. Moreover, the implementation of the method is not complex and can be eased by software reuse
Preserving attribute values on simplified meshes by re-sampling detail textures
Many sophisticated solutions have been proposed to reduce the geometric complexity of 3D meshes. A slightly less studied problem is how to preserve attribute detail on simplified meshes (e.g., color, high-frequency shape details, scalar fields, etc.).We present a general approach that is completely independent of the simplification technique adopted to reduce the mesh size. We use resampled textures (rgb, bump, displacement or shade maps) to decouple attribute detail representation from geometry simplification. The original contribution is that preservation is performed after simplification by building a set of triangular texture patches that are then packed into a single texture map. This general solution can be applied to the output of any topology-preserving simplification code and it allows any attribute value defined on the high-resolution mesh to be recovered. Moreover, decoupling shape simplification from detail preservation (and encoding the latter with texture maps) leads to high simplification rates and highly efficient rendering.
We also describe an alternative application: the conversion of 3D models with 3D procedural textures (which generally force the use of software renderers) into standard 3D models with 2D bitmap textures
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