The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch ...budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it's on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You'll learn to apply these techniques, and you'll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. * The first book on a major development in computer graphics by the pioneers in the field * Shows how 3D images can be manipulated as easily as 2D images are with Photoshop
Visualizing Nonlinear Narratives with Story Curves Nam Wook Kim; Bach, Benjamin; Hyejin Im ...
IEEE transactions on visualization and computer graphics,
2018-Jan., 2018-01-00, 2018-1-00, 20180101, Letnik:
24, Številka:
1
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In this paper, we present story curves, a visualization technique for exploring and communicating nonlinear narratives in movies. A nonlinear narrative is a storytelling device that portrays events ...of a story out of chronological order, e.g., in reverse order or going back and forth between past and future events. Many acclaimed movies employ unique narrative patterns which in turn have inspired other movies and contributed to the broader analysis of narrative patterns in movies. However, understanding and communicating nonlinear narratives is a difficult task due to complex temporal disruptions in the order of events as well as no explicit records specifying the actual temporal order of the underlying story. Story curves visualize the nonlinear narrative of a movie by showing the order in which events are told in the movie and comparing them to their actual chronological order, resulting in possibly meandering visual patterns in the curve. We also present Story Explorer, an interactive tool that visualizes a story curve together with complementary information such as characters and settings. Story Explorer further provides a script curation interface that allows users to specify the chronological order of events in movies. We used Story Explorer to analyze 10 popular nonlinear movies and describe the spectrum of narrative patterns that we discovered, including some novel patterns not previously described in the literature. Feedback from experts highlights potential use cases in screenplay writing and analysis, education and film production. A controlled user study shows that users with no expertise are able to understand visual patterns of nonlinear narratives using story curves.
EWA splatting Zwicker, M.; Pfister, H.; van Baar, J. ...
IEEE transactions on visualization and computer graphics,
07/2002, Letnik:
8, Številka:
3
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We present a framework for high quality splatting based on elliptical Gaussian kernels. To avoid aliasing artifacts, we introduce the concept of a resampling filter, combining a reconstruction kernel ...with a low-pass filter. Because of the similarity to Heckbert's (1989) EWA (elliptical weighted average) filter for texture mapping, we call our technique EWA splatting. Our framework allows us to derive EWA splat primitives for volume data and for point-sampled surface data. It provides high image quality without aliasing artifacts or excessive blurring for volume data and, additionally, features anisotropic texture filtering for point-sampled surfaces. It also handles nonspherical volume kernels efficiently; hence, it is suitable for regular, rectilinear, and irregular volume datasets. Moreover, our framework introduces a novel approach to compute the footprint function, facilitating efficient perspective projection of arbitrary elliptical kernels at very little additional cost. Finally, we show that EWA volume reconstruction kernels can be reduced to surface reconstruction kernels. This makes our splat primitive universal in rendering surface and volume data.
Rendering deformable surface reflectance fields Weyrich, T.; Pfister, H.; Gross, M.
IEEE transactions on visualization and computer graphics,
2005-Jan.-Feb., 2005 Jan-Feb, 2005-01-00, 20050101, Letnik:
11, Številka:
1
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Animation of photorealistic computer graphics models is an important goal for many applications. Image-based modeling has emerged as a promising approach to capture and visualize real-world objects. ...Animating image-based models, however, is still a largely unsolved problem. In this paper, we extend a popular image-based representation called surface reflectance field to animate and render deformable real-world objects under arbitrary illumination. Deforming the surface reflectance field is achieved by modifying the underlying impostor geometry. We augment the impostor by a local parameterization that allows the correct evaluation of acquired reflectance images, preserving the original light model on the deformed surface. We present a deferred shading scheme to handle the increased amount of data involved in shading the deformable surface reflectance field. We show animations of various objects that were acquired with 3D photography.