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Modeling and rendering of realistic waterfall scenes with dynamic texture sprites

机译:使用动态纹理精灵对逼真的瀑布场景进行建模和渲染

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摘要

We propose an efficient approach for authoring dynamic and realistic waterfall scenes based on an acquired video sequence. Traditional video based techniques generate new images by synthesizing 2D samples, i.e., texture sprites chosen from a video sequence. However, they are limited to one fixed viewpoint and cannot provide arbitrary walkthrough into 3D scenes. Our approach extends this scheme by synthesizing dynamic 2D texture sprites and projecting them into 3D space. We first generate a set of basis texture sprites, which capture the representative appearance and motions of waterfall scenes contained in the video sequence. To model the shape and motion of a new waterfall scene, we interactively construct a set of flow lines taking account of physical principles. Along each flow line, the basis texture sprites are manipulated and animated dynamically, yielding a sequence of dynamic texture sprites in 3D space. These texture sprites are displayed using the point splatting technique, which can be accelerated efficiently by graphics hardware. By choosing varied basis texture sprites, waterfall scenes with different appearance and shapes can be conveniently simulated. The experimental results demonstrate that our approach achieves realistic effects and real-time frame rates on consumer PC platforms.
机译:我们提出了一种基于获取的视频序列创作动态和逼真的瀑布场景的有效方法。基于传统视频的技术通过合成2D样本(即从视频序列中选择的纹理精灵)来生成新图像。但是,它们仅限于一个固定的视点,无法提供进入3D场景的任意漫游。我们的方法通过合成动态2D纹理精灵并将它们投影到3D空间来扩展此方案。我们首先生成一组基本纹理精灵,它们捕获视频序列中包含的瀑布场景的代表性外观和运动。为了模拟新瀑布场景的形状和运动,我们根据物理原理交互式地构造了一组流线。沿着每条流线,对基础纹理精灵进行动态操作和动画处理,从而在3D空间中生成一系列动态纹理精灵。这些纹理精灵使用点喷溅技术显示,可以通过图形硬件有效地加速。通过选择不同的基础纹理精灵,可以方便地模拟具有不同外观和形状的瀑布场景。实验结果表明,我们的方法在消费类PC平台上实现了逼真的效果和实时帧速率。

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