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GPU-Based Multiresolution Deformation using Approximate Normal Field Reconstruction

机译:使用近似法向场重构的基于GPU的多分辨率变形

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Multiresolution shape editing performs global deformations while preserving fine surface details by modifying a smooth base surface and reconstructing the modified detailed surface as a normal displacement from it. Since two non-trivial operators (deformation and reconstruction) are involved, the computational complexity can become too high for real-time deformations of complex models. We present an efficient technique for evaluating multiresolution deformations of high-resolution triangle meshes directly on the GPU. By precomputing the deformation functions as well as their gradient information, we can map both the deformation and the reconstruction operator to the GPU, which enables us to reconstruct the deformed positions and sufficiently close approximations of the normal vectors in the vertex shader in a single rendering pass. This allows us to render dynamically deforming 3D models several times faster than on the CPU. We demonstrate the application of our technique to two modern multiresolution approaches: one based on (irregular) displaced subdivision surfaces and the other one on volumetric space deformation using radial basis functions. A video, source code, and models are available at the website listed at the end of this paper.
机译:多分辨率形状编辑在进行整体变形的同时,通过修改光滑的基础表面并将修改后的细节表面重建为从其法线移动来保留精细的表面细节。由于涉及两个非平凡的算子(变形和重构),因此对于复杂模型的实时变形而言,计算复杂性可能会变得过高。我们提出了一种直接在GPU上评估高分辨率三角形网格的多分辨率变形的有效技术。通过预先计算变形函数及其梯度信息,我们可以将变形和重构算子都映射到GPU,这使我们能够在单个渲染中重构变形位置和顶点着色器中法向矢量的足够接近的近似值通过。这使我们能够以3倍于CPU的速度渲染动态变形3D模型。我们展示了我们的技术在两种现代多分辨率方法中的应用:一种基于(不规则)位移细分表面,另一种基于使用径向基函数的体积空间变形。本文末尾列出的网站上提供了视频,源代码和模型。

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