简介
This book will present the latest research results in point-based computer graphics. After an overview of the key issues, affordable 3D scanning devices will be discussed and new concepts for the mathematical representation of point-sampled shapes will be presented. Then the authors will describe methods for high-performance and high-quality rendering of point models, including advanced shading, anti-aliasing, and transparency. The book will also present efficient data structures for hierarchical rendering on modern graphics processors (GPUs). In addition it will address methods forgeometric processing, filtering and resampling of point models. The last part of the book will be devoted to Pointshop3D, open-source software for the design of new algorithms for point-based graphics. Both editors have worked in computer graphics for many years and have pioneered the field of point-based graphics. They have published a large number of papers in journals and conferences on this topic. They have founded the IEEE/EUROGRAPHICS annual Symposium on Point-based Graphics, which was held this year for the second time. They also taught numerous courses on the topic at international conferences, including ACM SIGGRAPH and EUROGRAPHICS. The first book on a major development in graphics by the pioneers in the field * This technique allows 3D images tobe manipulated as easily as Photoshop works with 2D images* Includes CD-ROM with the open source software program Pointshop3D for experimentation with point graphics.
目录
Contents
Preface
About the Authors
About the CD-ROM
1 Introduction
1.1Overview..................................
1.2 Book Organization............................
1.3 Common Issues and Reoccurring Patterns . . . . . . . . . . . . . . .
1.4 Acknowledgements............................
2 The Early History of Point-Based Graphics
2.1 Sample-based Representations of Geometry . . . . . . . . . . . . . . .
2.2 Image-Order Versus Object-Order Visibility and Anti aliasing.....
2.3 The Challenge Posed by Procedural Modeling.............
2.4 The Curious Case of Displacement Mapping . . . . . . . . . . . . . .
2.5 Points and Micropolygons to the Rescue . . . . . . . . . . . . . . . .
2.6 The Current Renaissance in Point Graphics..............
3 Acquisition
3.1 Acquisition of Point-Sampled Geometry. . . . . . . . . . . . . . . . .
3.1.1 Overview of the 3D Acquisition Pipeline............
3.1.2 Triangulation-Based 3D Scanners................
3.1.3 Other 3D Scanning Technologies.................
3.1.4 Scan Alignment..........................
3.1.5 Conclusions............................
3.2 A Practical Low-Cost Scanner for Geometry and Appearance.....
3.2.1 Introduction............................
3.2.2 System Overview.........................
3.2.3 Calibration............................
3.2.4 Geometry Reconstruction....................
3.2.5 Texture Reconstruction......................
3.2.6 Results...............................
3.3 Point-Based 3D Photography......................
3.3.1 Overview.............................
3.3.2 Previous Work..........................
3.3.3 System Overview.........................
3.3.4 Hardware Set-Up.........................
3.3.5 Data Acquisition Process....................
3.3.6 Point-Sampled Data Structure.................
3.3.7 Surface Light Fields.......................
3.3.8 Relighting.............................
3.3.9 Conclusions............................
4 Foundations and Representations
4.1 Surface Reconstruction..........................
4.1.1 Introduction............................
4.1.2 Normal Estimation........................
4.1.3 Implicit Surface Methods....................
4.1.4 Voronoi Methods.........................
4.1.5 Surface Evolution Methods....................
4.1.6 Conclusions............................
4.2 Moving Least Squares Based Surface Representations.........
4.2.1 Overview.............................
4.2.2 Notation &Terms........................
4.2.3 Interpolation and Approximation of Function a Data....
4.2.4 Normals..............................
4.2.5 Implicit Surfaces from Points and O?set Points.......
4.2.6 Implict Surface from Points and Tangent Frames.......
4.2.7 Conclusions............................
4.3 Sampling of Point Models........................
4.3.1 Overview.............................
4.3.2 Decimation and Re-sampling Techniques............
4.3.3 Analysis and Comparison....................
4.3.4 Multi-resolution Representations.................
4.3.5 Conclusions............................
4.4 E?cient Data Structures.........................
4.4.1 Overview.............................
4.4.2 Spatial Data Organisation....................
4.4.3 Multi-resolution and Level-of-Details...............
4.4.4 E?ective Representation.....................
4.4.5 Out-of-Core Representation...................
4.4.6 Conclusions............................
4.5 Real-Time Re?nement..........................
4.5.1 Introduction............................
4.5.2 One-Ring Neighborhood Selection................
4.5.3 Re?nement Algorithm......................
4.5.4 Re?nement of Sharp Features..................
4.5.5 Implementation and Applications................
4.5.6 Conclusions...........................
5 Digital Processing
5.1 Preprocessing and Filtering of Point Models..............
5.1.1 An Interactive Approach.....................
5.1.2 Underlying Techniques......................
5.1.3 Outlier Removal..........................
5.1.4 Hole Filling and Smoothing...................
5.1.5 Conclusions............................
5.2 3D Editing and Painting........................
5.2.1 Interaction Modes
5.2.2 Surface Parameterization....................
5.2.3 Resampling............................
5.2.4 Surface Editing..........................
5.2.5 Painting with Virtual Brushes..................
5.2.6 Conclusions............................
5.3 Shape Modeling..............................
5.3.1 Introduction............................
5.3.2 Boolean Operations
5.3.3 Free-Form Deformation......................
5.3.4 Dynamic Sampling........................
5.3.5 Conclusions............................
6 Rendering
6.1 Splatting Fundamentals.........................
6.1.1 Signal Processing Basics.....................
6.1.2 Frequency Analysis of Aliasing.................
6.1.3 Resampling............................
6.1.4 Gaussian Filters..........................
6.1.5 Surface Splatting.........................
6.1.6 Results and Comparison.....................
6.1.7 Conclusions...........................
6.2 GPU Splatting..............................
6.2.1 Open GL & GPU Programming.................
6.2.2 Splat Rasterization........................
6.2.3 Splat Shading...........................
6.2.4 Anti-Aliasing...........................
6.2.5 Comparison............................
6.2.6 Conclusions............................
6.3 Ray Tracing of Point Models.......................
6.3.1 Overview.............................
6.3.2 Ray-Surface Intersection Algorithm...............
6.3.3 Optimizations for Static and Deforming Point Clouds.....
6.3.4 Implementation Tips.......................
6.3.5 Conclusions............................
6.4 Rendering of Very Large Models.....................
6.4.1 Introduction...........................
6.4.2 Point-Based Multi-Resolution Rendering...........
6.4.3 Rendering Costs, Quality, and Optimizations..........
6.4.4 Example Implementation.....................
6.4.5 Conclusions............................
6.5 Sequential Point Trees..........................
6.5.1 Introduction............................
6.5.2 Sequentialization.........................
6.5.3 Rearrangement.........................
6.5.4 Better Error Measures......................
6.5.5 Hybrid Point-Polygon Rendering...............
6.5.6 Implementation and Results...................
6.5.7 Conclusions............................
7 Physics Based Animation
7.1 Meshless Finite Elements.........................
7.1.1 Continuum Elasticity.......................
7.1.2 Meshless Discretization..................
7.1.3 Moving Least Squares Interpolation..............
7.1.4 Updating Strains and Stresses.................
7.1.5 Computation of Forces via Strain Energy...........
7.1.6 Animation of Elastic Objects..................
7.1.7 Plasticity.............................
7.1.8 Passive Surfel Advection....................
7.1.9 Conclusions............................
7.2 Animation of Fracturing Material....................
7.2.1 Introduction............................
7.2.2 Historical Background......................
7.2.3 Modeling of Discontinuities...................
7.2.4 Surface Model...........................
7.2.5 Crack Initiation and Propagation................
7.2.6 Topology Control.........................
7.2.7 Volumetric Sampling
7.2.8 Fracture Control
7.2.9 Simulation Pipeline.......................
7.2.10 Conclusions............................
7.3 Fluid Simulation............................
7.3.1 Simulation Methods......................
7.3.2 Smoothed Particle Hydrodynamics
7.3.3 Surface Representation.....................
7.3.4 Surface Tracking using Point Samples..............
7.3.5 Comparison to Other Approaches................
8 Selected Topics
8.1 Point-Sampled 3D Video.........................
8.1.1 Overview
8.1.2 Dynamic Point Samples.....................
8.1.3 3D Video Recording......................
8.1.4 Real-time 3D Video.......................
8.1.5 3D Video of Dynamic Scenes..................
8.1.6 Conclusions............................
8.2 Statistical Representations........................
8.2.1 Motivation.............................
8.2.2 Related Work...........................
8.2.3 Statistical Point Geometry....................
8.2.4 Statistical Rendering.......................
8.2.5 Conclusions............................
8.3 Visualization of Attributed 3D Point Datasets............
8.3.1 Motivation.............................
8.3.2 A Framework for Point Glyph Visualization.........
8.3.3 Visualization of Isotropic Particles..............
8.3.4 Visualization of Anisotropic Particles on the GPU.......
8.3.5VisualizationofComplexGlyphsontheGPU.........
8.3.6 Conclusions............................
8.3.7 Acknowledgements........................
8.4 Point Clouds and Brick Maps for Movie Production..........
8.4.1 Overview.............................
8.4.2 Pixar¿s Render ManTM ......................
8.4.3 Baking 3D Information as Point Clouds.............
8.4.4 Subsurface Scattering.......................
8.4.5 Point-Based Approximate Ambient Occlusion.........485
8.4.6 Point-Based Approximate Global Illumination.........488
8.4.7 Photon Maps and Radiosity Point Clouds...........491
8.4.8 Brick Maps............................495
8.4.9 Single-Bounce Global Illumination...............503
8.4.10 The Radiosity Atlas for Global Illumination..........505
8.4.11 Volume
8.4.12 Conclusions
A Point Shop Bibliography
Index
- 名称
- 类型
- 大小
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