Painting is done according to the artist’s style.The most representative of the style is the texture and shape of the brush stroke.Computer simulations allow the artist’s painting to be produced by taking this strok...Painting is done according to the artist’s style.The most representative of the style is the texture and shape of the brush stroke.Computer simulations allow the artist’s painting to be produced by taking this stroke and pasting it onto the image.This is called stroke-based rendering.The quality of the result depends on the number or quality of this stroke,since the stroke is taken to create the image.It is not easy to render using a large amount of information,as there is a limit to having a stroke scanned.In this work,we intend to produce rendering results using mass data that produces large amounts of strokes by expanding existing strokes through warping.Through this,we have produced results that have higher quality than conventional studies.Finally,we also compare the correlation between the amount of data and the results.展开更多
A new approach for photorealistic rendering of a class of objects at arbitrary illumination is presented. The approach of the authors relies entirely on image based rendering techniques. A scheme is utilized for re-il...A new approach for photorealistic rendering of a class of objects at arbitrary illumination is presented. The approach of the authors relies entirely on image based rendering techniques. A scheme is utilized for re-illumination of objects based on linear combination of low dimensional image representations. The minimum rendering condition of technique of the authors is three sample images under varying illumination of a reference object and a single input image of an interested object. Important properties of this approach are its simplicity, robustness and speediness. Experimental results validate the proposed rendering approach.展开更多
Haptic rendering is referred to as an approach for complementing graphical model of the virtual object with mechanics- based properties. As a result, when the user interacts with the virtual object through a haptic de...Haptic rendering is referred to as an approach for complementing graphical model of the virtual object with mechanics- based properties. As a result, when the user interacts with the virtual object through a haptic device, the object can graphically deflect or deform following laws of mechanics. In addition, the user is able to feel the resulting interaction force when interacting with the virtual object. This paper presents a study of defining the levels-of-detail (LOD) in point-based computational mechanics for haptic rendering of objects. The approach uses the description of object as a set of sampled points. In comparison with the finite element method (FEM), point-based approach does not rely on any predefined mesh representation and depends on the point representation of the volume of the object. Different from solving the governing equations of motion representing the entire object based on pre-defined mesh representation which is used in FEM, in point-based modeling approach, the number of points involved in the computation of displacement/deformation can be adaptively defined during the solution cycle. This frame work can offer the implementation of the notion for levels-of-detail techniques for which can be used to tune the haptic rendering environment for in- creased realism and computational efficiency. This paper presents some initial experimental studies in implementing LOD in such environment.展开更多
森林的实时渲染及光照是视景系统中的一个难题.基于图像的渲染方法(IBR)由于渲染速度与模型复杂度无关,被广泛应用于场景重建.基于光流场(Light Field Rendering)的IBR技术,提出一种迭代投射算法来进行外形重建,实现了具有实时光影特征...森林的实时渲染及光照是视景系统中的一个难题.基于图像的渲染方法(IBR)由于渲染速度与模型复杂度无关,被广泛应用于场景重建.基于光流场(Light Field Rendering)的IBR技术,提出一种迭代投射算法来进行外形重建,实现了具有实时光影特征的森林效果.实验表明该算法结合了传统迭代、投射算法各自的优点,在质量和效率方面取得了平衡.展开更多
The emergence of high performance 3D graphics cards has opened the way to PC clusters for high performance multi- display environment. In order to exploit the rendering ability of PC clusters, we should design appropr...The emergence of high performance 3D graphics cards has opened the way to PC clusters for high performance multi- display environment. In order to exploit the rendering ability of PC clusters, we should design appropriate parallel rendering algorithms and parallel graphics library interfaces. Due to the rapid development of Direct3D, we bring forward DPGL, the Direct3D9-based parallel graphics library in D3DPR parallel rendering system, which implements Direct3D9 interfaces to support existing Direct3D9 application parallelization with no modification. Based on the parallelism analysis of Direct3D9 rendering pipeline, we briefly introduce D3DPR parallel rendering system. DPGL is the fundamental component of D3DPR. After presenting DPGL three layers architecture, we discuss the rendering resource interception and management. Finally, we describe the design and implementation of DPGL in detail, including rendering command interception layer, rendering command interpretation layer and rendering resource parallelization layer.展开更多
In three-dimensional television (3DTV), an interactive free viewpoint selection application has received more attention so far. This paper presents a novel method that synthesizes a free-viewpoint based on multiple te...In three-dimensional television (3DTV), an interactive free viewpoint selection application has received more attention so far. This paper presents a novel method that synthesizes a free-viewpoint based on multiple textures and depth maps in multi-view camera configuration. This method solves the cracks and holes problem due to sampling rate by performing an inverse warping to retrieve texture images. This step allows a simple and accurate re-sampling of synthetic pixels. To enforce the spatial consistency of color and remove the pixels wrapped incorrectly because of inaccuracy depth maps, we propose some processing steps. The warped depth and warped texture images are used to classify pixels as stable, unstable and disoccluded pixels. The stable pixels are used to create an initial new view by weighted interpolation. To refine the new view, Graph cuts are used to select the best candidates for each unstable pixel. Finally, the remaining disoccluded regions are filled by our inpainting method based on depth information and texture neighboring pixel values. Our experiment on several multi-view data sets is encouraging in both subjective and objective results. Furthermore, our proposal can flexibly use more than two views in multi-view system to create a new view with higher quality.展开更多
For the pre-acquired serial images from camera lengthways motion, a view synthesis algorithm based on epipolar geometry constraint is proposed in this paper. It uses the whole matching and maintaining order characters...For the pre-acquired serial images from camera lengthways motion, a view synthesis algorithm based on epipolar geometry constraint is proposed in this paper. It uses the whole matching and maintaining order characters of the epipolar line, Fourier transform and dynamic programming matching theories, thus truly synthesizing the destination image of current viewpoint. Through the combination of Fourier transform, epipolar geometry constraint and dynamic programming matching, the circumference distortion problem resulting from conventional view synthesis approaches is effectively avoided. The detailed implementation steps of this algorithm are given, and some running instances are presented to illustrate the results.展开更多
Recently, the popularity of 3D content is on the rise because of its immersive experience to view- ers. While demands for 3D contents and 3D technologies increase, only a few copyright protection methods for 3D conten...Recently, the popularity of 3D content is on the rise because of its immersive experience to view- ers. While demands for 3D contents and 3D technologies increase, only a few copyright protection methods for 3D contents have been proposed. The simplest infringement is the illegal distribution of the single 2D image from 3D content. The leaked image is still valuable as 2D content and the leakage can be occurred in DIBR system. To detect the leaked image, we focus on the hole-filled region which is caused by the hole-filling procedure mandatory in DIBR system. To estimate the hole-filled regions, two different procedures are conducted to extract edges and to estimate 3D warping traces, respectively. After that, the hole-filled regions are estimated and the left-right-eye image discrimination (LR discrimination) is also conducted. Experimental results demonstrate the effectiveness of the proposed method using quantitative measures.展开更多
In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. ...In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. We present a new VBR system that creates new views of a live dynamic scene. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to a mobile phone. Using GPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer.展开更多
Metamaterials have demonstrated exotic electromagnetic properties, which offer a good platform for realizing light absorption, photodetection, filtering, and so on. However, broadband multifunctional metamaterial abso...Metamaterials have demonstrated exotic electromagnetic properties, which offer a good platform for realizing light absorption, photodetection, filtering, and so on. However, broadband multifunctional metamaterial absorbers are restricted in cascaded structures. Here, broadband multifunctional properties were realized by introducing vanadium dioxide into a metamaterial absorber. Through the modified design and highly efficient utilization of multiple resonant modes, both plasmonic tunable color filters and near-infrared photodetectors can be simultaneously achieved by this construction. Meanwhile, active color and a photodetection band in the near-infrared range can become tunable with the insulating-metallic transition of vanadium dioxide. Thus, the variations of rendering colors could correspondingly indicate shifts of the near-infrared photodetection bands. This method theoretically confirms the feasibility of designing multifunctional devices via a terial absorber, which holds great promise for future versatile utilization of vanadium-dioxide-based metamamultiple physical mechanisms to achieve numerous functionalities in a simple nanostructure or device.展开更多
An extension to texture mapping is given in this paper for improving theefficiency of image-based rendering. For a depth image with an orthogonal displacement at eachpixel, it is decomposed by the displacement into a ...An extension to texture mapping is given in this paper for improving theefficiency of image-based rendering. For a depth image with an orthogonal displacement at eachpixel, it is decomposed by the displacement into a series of layered textures (LTs) with each onehaving the same displacement for all its texels. Meanwhile, some texels of the layered textures areinterpolated for obtaining a continuous 3D approximation of the model represented in the depthimage. Thus, the plane-to-plane texture mapping can be used to map these layered textures to producenovel views and the advantages can be obtained as follows: accelerating the rendering speed,supporting the 3D surface details and view motion parallax, and avoiding the expensive task ofhole-filling in the rendering stage. Experimental results show the new method can producehigh-quality images and run faster than many famous image-based rendering techniques.展开更多
基金This research was supported by the Chung-Ang University Research Scholarship Grants in 2017.
文摘Painting is done according to the artist’s style.The most representative of the style is the texture and shape of the brush stroke.Computer simulations allow the artist’s painting to be produced by taking this stroke and pasting it onto the image.This is called stroke-based rendering.The quality of the result depends on the number or quality of this stroke,since the stroke is taken to create the image.It is not easy to render using a large amount of information,as there is a limit to having a stroke scanned.In this work,we intend to produce rendering results using mass data that produces large amounts of strokes by expanding existing strokes through warping.Through this,we have produced results that have higher quality than conventional studies.Finally,we also compare the correlation between the amount of data and the results.
文摘A new approach for photorealistic rendering of a class of objects at arbitrary illumination is presented. The approach of the authors relies entirely on image based rendering techniques. A scheme is utilized for re-illumination of objects based on linear combination of low dimensional image representations. The minimum rendering condition of technique of the authors is three sample images under varying illumination of a reference object and a single input image of an interested object. Important properties of this approach are its simplicity, robustness and speediness. Experimental results validate the proposed rendering approach.
文摘Haptic rendering is referred to as an approach for complementing graphical model of the virtual object with mechanics- based properties. As a result, when the user interacts with the virtual object through a haptic device, the object can graphically deflect or deform following laws of mechanics. In addition, the user is able to feel the resulting interaction force when interacting with the virtual object. This paper presents a study of defining the levels-of-detail (LOD) in point-based computational mechanics for haptic rendering of objects. The approach uses the description of object as a set of sampled points. In comparison with the finite element method (FEM), point-based approach does not rely on any predefined mesh representation and depends on the point representation of the volume of the object. Different from solving the governing equations of motion representing the entire object based on pre-defined mesh representation which is used in FEM, in point-based modeling approach, the number of points involved in the computation of displacement/deformation can be adaptively defined during the solution cycle. This frame work can offer the implementation of the notion for levels-of-detail techniques for which can be used to tune the haptic rendering environment for in- creased realism and computational efficiency. This paper presents some initial experimental studies in implementing LOD in such environment.
文摘森林的实时渲染及光照是视景系统中的一个难题.基于图像的渲染方法(IBR)由于渲染速度与模型复杂度无关,被广泛应用于场景重建.基于光流场(Light Field Rendering)的IBR技术,提出一种迭代投射算法来进行外形重建,实现了具有实时光影特征的森林效果.实验表明该算法结合了传统迭代、投射算法各自的优点,在质量和效率方面取得了平衡.
基金This work was supported by National Basic Research Program of China (No.2002CB312105)Key National Natural Science Foundation of China Project on Digital Olympic Museum(No.60533080).
文摘The emergence of high performance 3D graphics cards has opened the way to PC clusters for high performance multi- display environment. In order to exploit the rendering ability of PC clusters, we should design appropriate parallel rendering algorithms and parallel graphics library interfaces. Due to the rapid development of Direct3D, we bring forward DPGL, the Direct3D9-based parallel graphics library in D3DPR parallel rendering system, which implements Direct3D9 interfaces to support existing Direct3D9 application parallelization with no modification. Based on the parallelism analysis of Direct3D9 rendering pipeline, we briefly introduce D3DPR parallel rendering system. DPGL is the fundamental component of D3DPR. After presenting DPGL three layers architecture, we discuss the rendering resource interception and management. Finally, we describe the design and implementation of DPGL in detail, including rendering command interception layer, rendering command interpretation layer and rendering resource parallelization layer.
文摘In three-dimensional television (3DTV), an interactive free viewpoint selection application has received more attention so far. This paper presents a novel method that synthesizes a free-viewpoint based on multiple textures and depth maps in multi-view camera configuration. This method solves the cracks and holes problem due to sampling rate by performing an inverse warping to retrieve texture images. This step allows a simple and accurate re-sampling of synthetic pixels. To enforce the spatial consistency of color and remove the pixels wrapped incorrectly because of inaccuracy depth maps, we propose some processing steps. The warped depth and warped texture images are used to classify pixels as stable, unstable and disoccluded pixels. The stable pixels are used to create an initial new view by weighted interpolation. To refine the new view, Graph cuts are used to select the best candidates for each unstable pixel. Finally, the remaining disoccluded regions are filled by our inpainting method based on depth information and texture neighboring pixel values. Our experiment on several multi-view data sets is encouraging in both subjective and objective results. Furthermore, our proposal can flexibly use more than two views in multi-view system to create a new view with higher quality.
文摘For the pre-acquired serial images from camera lengthways motion, a view synthesis algorithm based on epipolar geometry constraint is proposed in this paper. It uses the whole matching and maintaining order characters of the epipolar line, Fourier transform and dynamic programming matching theories, thus truly synthesizing the destination image of current viewpoint. Through the combination of Fourier transform, epipolar geometry constraint and dynamic programming matching, the circumference distortion problem resulting from conventional view synthesis approaches is effectively avoided. The detailed implementation steps of this algorithm are given, and some running instances are presented to illustrate the results.
文摘Recently, the popularity of 3D content is on the rise because of its immersive experience to view- ers. While demands for 3D contents and 3D technologies increase, only a few copyright protection methods for 3D contents have been proposed. The simplest infringement is the illegal distribution of the single 2D image from 3D content. The leaked image is still valuable as 2D content and the leakage can be occurred in DIBR system. To detect the leaked image, we focus on the hole-filled region which is caused by the hole-filling procedure mandatory in DIBR system. To estimate the hole-filled regions, two different procedures are conducted to extract edges and to estimate 3D warping traces, respectively. After that, the hole-filled regions are estimated and the left-right-eye image discrimination (LR discrimination) is also conducted. Experimental results demonstrate the effectiveness of the proposed method using quantitative measures.
基金This work was supported by Foundation of Technology Supporting the Creation of Digital Media Contents project (CREST, JST), Japan
文摘In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. We present a new VBR system that creates new views of a live dynamic scene. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to a mobile phone. Using GPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer.
基金973 Program of China(2013CBA01700)National Natural Science Foundation of China(NSFC)(61622509,61675208)
文摘Metamaterials have demonstrated exotic electromagnetic properties, which offer a good platform for realizing light absorption, photodetection, filtering, and so on. However, broadband multifunctional metamaterial absorbers are restricted in cascaded structures. Here, broadband multifunctional properties were realized by introducing vanadium dioxide into a metamaterial absorber. Through the modified design and highly efficient utilization of multiple resonant modes, both plasmonic tunable color filters and near-infrared photodetectors can be simultaneously achieved by this construction. Meanwhile, active color and a photodetection band in the near-infrared range can become tunable with the insulating-metallic transition of vanadium dioxide. Thus, the variations of rendering colors could correspondingly indicate shifts of the near-infrared photodetection bands. This method theoretically confirms the feasibility of designing multifunctional devices via a terial absorber, which holds great promise for future versatile utilization of vanadium-dioxide-based metamamultiple physical mechanisms to achieve numerous functionalities in a simple nanostructure or device.
文摘An extension to texture mapping is given in this paper for improving theefficiency of image-based rendering. For a depth image with an orthogonal displacement at eachpixel, it is decomposed by the displacement into a series of layered textures (LTs) with each onehaving the same displacement for all its texels. Meanwhile, some texels of the layered textures areinterpolated for obtaining a continuous 3D approximation of the model represented in the depthimage. Thus, the plane-to-plane texture mapping can be used to map these layered textures to producenovel views and the advantages can be obtained as follows: accelerating the rendering speed,supporting the 3D surface details and view motion parallax, and avoiding the expensive task ofhole-filling in the rendering stage. Experimental results show the new method can producehigh-quality images and run faster than many famous image-based rendering techniques.