37 research outputs found

    Realistic Visualization of Animated Virtual Cloth

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    Photo-realistic rendering of real-world objects is a broad research area with applications in various different areas, such as computer generated films, entertainment, e-commerce and so on. Within photo-realistic rendering, the rendering of cloth is a subarea which involves many important aspects, ranging from material surface reflection properties and macroscopic self-shadowing to animation sequence generation and compression. In this thesis, besides an introduction to the topic plus a broad overview of related work, different methods to handle major aspects of cloth rendering are described. Material surface reflection properties play an important part to reproduce the look & feel of materials, that is, to identify a material only by looking at it. The BTF (bidirectional texture function), as a function of viewing and illumination direction, is an appropriate representation of reflection properties. It captures effects caused by the mesostructure of a surface, like roughness, self-shadowing, occlusion, inter-reflections, subsurface scattering and color bleeding. Unfortunately a BTF data set of a material consists of hundreds to thousands of images, which exceeds current memory size of personal computers by far. This work describes the first usable method to efficiently compress and decompress a BTF data for rendering at interactive to real-time frame rates. It is based on PCA (principal component analysis) of the BTF data set. While preserving the important visual aspects of the BTF, the achieved compression rates allow the storage of several different data sets in main memory of consumer hardware, while maintaining a high rendering quality. Correct handling of complex illumination conditions plays another key role for the realistic appearance of cloth. Therefore, an upgrade of the BTF compression and rendering algorithm is described, which allows the support of distant direct HDR (high-dynamic-range) illumination stored in environment maps. To further enhance the appearance, macroscopic self-shadowing has to be taken into account. For the visualization of folds and the life-like 3D impression, these kind of shadows are absolutely necessary. This work describes two methods to compute these shadows. The first is seamlessly integrated into the illumination part of the rendering algorithm and optimized for static meshes. Furthermore, another method is proposed, which allows the handling of dynamic objects. It uses hardware-accelerated occlusion queries for the visibility determination. In contrast to other algorithms, the presented algorithm, despite its simplicity, is fast and produces less artifacts than other methods. As a plus, it incorporates changeable distant direct high-dynamic-range illumination. The human perception system is the main target of any computer graphics application and can also be treated as part of the rendering pipeline. Therefore, optimization of the rendering itself can be achieved by analyzing human perception of certain visual aspects in the image. As a part of this thesis, an experiment is introduced that evaluates human shadow perception to speedup shadow rendering and provides optimization approaches. Another subarea of cloth visualization in computer graphics is the animation of the cloth and avatars for presentations. This work also describes two new methods for automatic generation and compression of animation sequences. The first method to generate completely new, customizable animation sequences, is based on the concept of finding similarities in animation frames of a given basis sequence. Identifying these similarities allows jumps within the basis sequence to generate endless new sequences. Transmission of any animated 3D data over bandwidth-limited channels, like extended networks or to less powerful clients requires efficient compression schemes. The second method included in this thesis in the animation field is a geometry data compression scheme. Similar to the BTF compression, it uses PCA in combination with clustering algorithms to segment similar moving parts of the animated objects to achieve high compression rates in combination with a very exact reconstruction quality.Realistische Visualisierung von animierter virtueller Kleidung Das photorealistisches Rendering realer Gegenstände ist ein weites Forschungsfeld und hat Anwendungen in vielen Bereichen. Dazu zählen Computer generierte Filme (CGI), die Unterhaltungsindustrie und E-Commerce. Innerhalb dieses Forschungsbereiches ist das Rendern von photorealistischer Kleidung ein wichtiger Bestandteil. Hier reichen die wichtigen Aspekte, die es zu berücksichtigen gilt, von optischen Materialeigenschaften über makroskopische Selbstabschattung bis zur Animationsgenerierung und -kompression. In dieser Arbeit wird, neben der Einführung in das Thema, ein weiter Überblick über ähnlich gelagerte Arbeiten gegeben. Der Schwerpunkt der Arbeit liegt auf den wichtigen Aspekten der virtuellen Kleidungsvisualisierung, die oben beschrieben wurden. Die optischen Reflektionseigenschaften von Materialoberflächen spielen eine wichtige Rolle, um das so genannte look & feel von Materialien zu charakterisieren. Hierbei kann ein Material vom Nutzer identifiziert werden, ohne dass er es direkt anfassen muss. Die BTF (bidirektionale Texturfunktion)ist eine Funktion die abhängig von der Blick- und Beleuchtungsrichtung ist. Daher ist sie eine angemessene Repräsentation von Reflektionseigenschaften. Sie enthält Effekte wie Rauheit, Selbstabschattungen, Verdeckungen, Interreflektionen, Streuung und Farbbluten, die durch die Mesostruktur der Oberfläche hervorgerufen werden. Leider besteht ein BTF Datensatz eines Materials aus hunderten oder tausenden von Bildern und sprengt damit herkömmliche Hauptspeicher in Computern bei weitem. Diese Arbeit beschreibt die erste praktikable Methode, um BTF Daten effizient zu komprimieren, zu speichern und für Echtzeitanwendungen zum Visualisieren wieder zu dekomprimieren. Die Methode basiert auf der Principal Component Analysis (PCA), die Daten nach Signifikanz ordnet. Während die PCA die entscheidenen visuellen Aspekte der BTF erhält, können mit ihrer Hilfe Kompressionsraten erzielt werden, die es erlauben mehrere BTF Materialien im Hauptspeicher eines Consumer PC zu verwalten. Dies erlaubt ein High-Quality Rendering. Korrektes Verwenden von komplexen Beleuchtungssituationen spielt eine weitere, wichtige Rolle, um Kleidung realistisch erscheinen zu lassen. Daher wird zudem eine Erweiterung des BTF Kompressions- und Renderingalgorithmuses erläutert, die den Einsatz von High-Dynamic Range (HDR) Beleuchtung erlaubt, die in environment maps gespeichert wird. Um die realistische Erscheinung der Kleidung weiter zu unterstützen, muss die makroskopische Selbstabschattung integriert werden. Für die Visualisierung von Falten und den lebensechten 3D Eindruck ist diese Art von Schatten absolut notwendig. Diese Arbeit beschreibt daher auch zwei Methoden, diese Schatten schnell und effizient zu berechnen. Die erste ist nahtlos in den Beleuchtungspart des obigen BTF Renderingalgorithmuses integriert und für statische Geometrien optimiert. Die zweite Methode behandelt dynamische Objekte. Dazu werden hardwarebeschleunigte Occlusion Queries verwendet, um die Sichtbarkeitsberechnung durchzuführen. Diese Methode ist einerseits simpel und leicht zu implementieren, anderseits ist sie schnell und produziert weniger Artefakte, als vergleichbare Methoden. Zusätzlich ist die Verwendung von veränderbarer, entfernter HDR Beleuchtung integriert. Das menschliche Wahrnehmungssystem ist das eigentliche Ziel jeglicher Anwendung in der Computergrafik und kann daher selbst als Teil einer erweiterten Rendering Pipeline gesehen werden. Daher kann das Rendering selbst optimiert werden, wenn man die menschliche Wahrnehmung verschiedener visueller Aspekte der berechneten Bilder analysiert. Teil der vorliegenden Arbeit ist die Beschreibung eines Experimentes, das menschliche Schattenwahrnehmung untersucht, um das Rendern der Schatten zu beschleunigen. Ein weiteres Teilgebiet der Kleidungsvisualisierung in der Computergrafik ist die Animation der Kleidung und von Avataren für Präsentationen. Diese Arbeit beschreibt zwei neue Methoden auf diesem Teilgebiet. Einmal ein Algorithmus, der für die automatische Generierung neuer Animationssequenzen verwendet werden kann und zum anderen einen Kompressionsalgorithmus für eben diese Sequenzen. Die automatische Generierung von völlig neuen, anpassbaren Animationen basiert auf dem Konzept der Ähnlichkeitssuche. Hierbei werden die einzelnen Schritte von gegebenen Basisanimationen auf Ähnlichkeiten hin untersucht, die zum Beispiel die Geschwindigkeiten einzelner Objektteile sein können. Die Identifizierung dieser Ähnlichkeiten erlaubt dann Sprünge innerhalb der Basissequenz, die dazu benutzt werden können, endlose, neue Sequenzen zu erzeugen. Die Übertragung von animierten 3D Daten über bandbreitenlimitierte Kanäle wie ausgedehnte Netzwerke, Mobilfunk oder zu sogenannten thin clients erfordert eine effiziente Komprimierung. Die zweite, in dieser Arbeit vorgestellte Methode, ist ein Kompressionsschema für Geometriedaten. Ähnlich wie bei der Kompression von BTF Daten wird die PCA in Verbindung mit Clustering benutzt, um die animierte Geometrie zu analysieren und in sich ähnlich bewegende Teile zu segmentieren. Diese erkannten Segmente lassen sich dann hoch komprimieren. Der Algorithmus arbeitet automatisch und erlaubt zudem eine sehr exakte Rekonstruktionsqualität nach der Dekomprimierung

    Characterization of Miscanthus cell wall polymers

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    Evolutionarily distant I domains can functionally replace the essential ligand-binding domain of Plasmodium TRAP

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    Inserted (I) domains function as ligand-binding domains in adhesins that support cell adhesion and migration in many eukaryotic phyla. These adhesins include integrin alpha beta heterodimers in metazoans and single subunit transmembrane proteins in apicomplexans such as TRAP in Plasmodium and MIC2 in Toxoplasma. Here we show that the I domain of TRAP is essential for sporozoite gliding motility, mosquito salivary gland invasion and mouse infection. Its replacement with the I domain from Toxoplasma MIC2 fully restores tissue invasion and parasite transmission, while replacement with the aXI domain from human integrins still partially restores liver infection. Mutations around the ligand binding site allowed salivary gland invasion but led to inefficient transmission to the rodent host. These results suggest that apicomplexan parasites appropriated polyspecific I domains in part for their ability to engage with multiple ligands and to provide traction for emigration into diverse organs in distant phyla

    'And they knew that they were naked.' Nakedness in the Middle Ages

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    In Anlehnung an die berühmte Kontroverse zwischen Nobert Elias und Hans Peter Duerr um die Frage der Entstehung der Schamgrenzen im Verhältnis von Körper und Kultur wendet sich dieser Sammelband in inter- und transdisziplinärer Weise der 'Nacktheit im Mittelalter' zu. In 18 Beiträgen aus der gesamten Bandbreite geisteswissenschaftlicher Disziplinen (Geschichte, Islamwissenschaften, Kunstgeschichte, Latinistik, Literaturwissenschaften, Theologie und Philosophie) werden verschiedenste Aspekte entblößter Körper behandelt und umfassend, teilweise mit reichem Bildmaterial dargestellt.folg

    Probabilistic motion sequence generation

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    Creating long animation sequences with non-trivial repetitions is a time consuming and often difficult task. This is true for 2D images and even more true for 3D sequences. Based upon the idea of video textures we propose a simple algorithm to create new user controlled animation sequences based only on a few key frames by the analysis of velocity and position coherence. The simplicity of the method is achieved by carrying out the calculations on the main principal components of the reference animation, hence reducing the dimensionality of the input data. This also leads to significant compression. Smooth animations are ensured, using one of the proposed blending schemes.

    Per Christensen and Daniel Cohen-Or (Editors) Efficient and Realistic Visualization of Cloth

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    Efficient and realistic rendering of cloth is of great interest especially in the context of e-commerce. Aside from the simulation of cloth draping, the rendering has to provide the "look and feel " of the fabric itself. In this paper we present a novel interactive rendering algorithm to preserve this "look and feel " of different fabrics. This is done by using the bidirectional texture function (BTF) of the fabric, which is acquired from a rectangular probe and after synthesis, mapped onto the simulated geometry. Instead of fitting a special type of bidirectional reflection distribution function (BRDF) model to each texel of our BTF, we generate view-dependent texture-maps using a principal component analysis of the original data. These view-dependent texture maps are then illuminated and rendered using either point-light sources or high dynamic range environment maps by exploiting current graphics hardware. In both cases, self-shadowing caused by geometry is taken into account. For point light sources, we also present a novel method to generate smooth shadow boundaries on the geometry. Depending on the geometrical complexity and the sampling density of the environment map, the illumination can be changed interactively. To ensure interactive frame rates for denser samplings or more complex objects, we introduce a principal component based decomposition of the illumination of the geometry. The high quality of the results is demonstrated by several examples. The algorithm is also suitable for materials other than cloth, as far as these materials have a similar reflectance behavior. Categories and Subject Descriptors (according to AC

    Eurographics Symposium on Rendering 2003 Per Christensen and Daniel Cohen-Or (Editors) Efficient and Realistic Visualization of Cloth

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    Efficient and realistic rendering of cloth is of great interest especially in the context of e-commerce. Aside from the simulation of cloth draping, the rendering has to provide the "look and feel " of the fabric itself. In this paper we present a novel interactive rendering algorithm to preserve this "look and feel " of different fabrics. This is done by using the bidirectional texture function (BTF) of the fabric, which is acquired from a rectangular probe and after synthesis, mapped onto the simulated geometry. Instead of fitting a special type of bidirectional reflection distribution function (BRDF) model to each texel of our BTF, we generate view-dependent texture-maps using a principal component analysis of the original data. These view-dependent texture maps are then illuminated and rendered using either point-light sources or high dynamic range environment maps by exploiting current graphics hardware. In both cases, self-shadowing caused by geometry is taken into account. For point light sources, we also present a novel method to generate smooth shadow boundaries on the geometry. Depending on the geometrical complexity and the sampling density of the environment map, the illumination can be changed interactively. To ensure interactive frame rates for denser samplings or more complex objects, we introduce a principal component based decomposition of the illumination of the geometry. The high quality of the results is demonstrated by several examples. The algorithm is also suitable for materials other than cloth, as far as these materials have a similar reflectance behavior

    Exploitation of human shadow perception for fast shadow rendering

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    Figure 1: Visual perception of shadows. Decreasing level-of-detail for the shadow caster object from left to right. Hard shadows cast by a point light source (top row) and soft shadows cast by an area light source (bottom row) are shown. In this paper we describe an experiment to obtain information about the perceptual potential of the human visual system regarding shadow perception. Shadows play an important part for communicating spatial structures of objects to the observer. They are also essential for the overall realism of the rendered image. Unfortunately, most algorithms in computer graphics which are capable of producing realistic shadows are computationally expensive. The main idea behind the experiment is to use a simplified version of the shadow caster to generate hard and soft shadows, which would rapidly increase performance and to evaluate up to which degree a simplification is possible, without producing noticeable errors. Therefore, an experiment is performed, in which the test persons should mark the point of the just noticeable difference. First results show, that a mesh simplified to only 1 % of its original complexity is capable to cast soft shadows that satisfy 90 % of the test persons

    Abstract Hardware-accelerated ambient occlusion computation

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    In this paper, we present a novel, hardwareaccelerated approach to compute the visibility between surface points and directional light sources. Thus, our method provides a first-order approximation of the rendering equation in graphics hardware. This is done by accumulating depth tests of vertex fragments as seen from a number of light directions. Our method does not need any preprocessing of the scene elements and introduces no memory overhead. Besides of the handling of large polygonal models, it is suitable for deformable or animated objects under time-varying high-dynamic range illumination at interactive frame rates.
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