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首页> 外文期刊>ACM Transactions on Graphics >Fluid Volume Modeling from Sparse Multi-view Images by Appearance Transfer
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Fluid Volume Modeling from Sparse Multi-view Images by Appearance Transfer

机译:通过外观转移从稀疏多视图图像进行流体体积建模

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摘要

We propose a method of three-dimensional (3D) modeling of volumetricrnfluid phenomena from sparse multi-view images (e.g., onlyrna single-view input or a pair of front- and side-view inputs). Thernvolume determined from such sparse inputs using previous methodsrnappears blurry and unnatural with novel views; however, ourrnmethod preserves the appearance of novel viewing angles by transferringrnthe appearance information from input images to novelrnviewing angles. For appearance information, we use histogramsrnof image intensities and steerable coefficients. We formulate thernvolume modeling as an energy minimization problem with statisticalrnhard constraints, which is solved using an expectation maximizationrn(EM)-like iterative algorithm. Our algorithm begins withrna rough estimate of the initial volume modeled from the input images,rnfollowed by an iterative process whereby we first render thernimages of the current volume with novel viewing angles. Then,rnwe modify the rendered images by transferring the appearance informationrnfrom the input images, and we thereafter model the improvedrnvolume based on the modified images. We iterate these operationsrnuntil the volume converges. We demonstrate our methodrnsuccessfully provides natural-looking volume sequences of fluidsrn(i.e., fire, smoke, explosions, and a water splash) from sparse multiviewrnvideos. To create production-ready fluid animations, we furtherrnpropose a method of rendering and editing fluids using a commerciallyrnavailable fluid simulator.
机译:我们提出了一种从稀疏的多视图图像(例如onlyrna单视图输入或一对前视图和侧视图输入)对体积流体现象进行三维(3D)建模的方法。使用以前的方法从此类稀疏输入确定的体积看起来模糊且不自然,且具有新颖的视图;然而,我们的方法通过将外观信息从输入图像传递到新颖的视角来保留新颖的视角的外观。对于外观信息,我们使用直方图图像强度和可控系数。我们将体积模型公式化为具有统计硬约束的能量最小化问题,可使用类似于期望最大化(EM)的迭代算法来解决。我们的算法从对输入图像建模的初始体积进行粗略估计开始,然后是一个迭代过程,在此过程中,我们首先以新颖的视角渲染当前体积的图像。然后,我们通过传递来自输入图像的外观信息来修改渲染的图像,然后我们基于修改后的图像对改进的体积进行建模。我们迭代这些操作直到音量收敛。我们演示了我们的方法成功地从稀疏的多视图视频中提供了看起来自然的流体序列(即火,烟,爆炸和水溅)。为了创建可用于生产的流体动画,我们进一步提出了使用可商购的流体模拟器渲染和编辑流体的方法。

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