Simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game,...Simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game, movie and military usage. Simulation of ocean environment is often lack of realism for real-time application due to its complexity of dynamic waves. In this paper, a method based on FFT Wave model is proposed to solve this problem, which can also simulate the ocean optic property with atmosphere scattering. Furthermore, our method has a lot of advantages including global ocean dataset support, real-time, dynamic reflection of ocean, the foam on the wave, smooth transition from deep ocean to seacoast, etc. The experimental results demonstrate the realism and effectiveness of our approach.展开更多
The multi-resolution adaptive grids method is proposed to solve the problems of inefficiency in the previous grid-based methods,and it can be used in clouds simulation as well as the interactive simulation between obj...The multi-resolution adaptive grids method is proposed to solve the problems of inefficiency in the previous grid-based methods,and it can be used in clouds simulation as well as the interactive simulation between objects and clouds.Oriented bounding box(OBB)hierarchical trees of objects are established,and the resolutions of global and local grids can be selected automatically.The motion equations of fluid dynamics are simplified.Upwind difference is applied to ensure the stability of the simulation process during the discrete process of partial differential equations.To solve the speed problem of existed phase functions,the improved phase function is applied to the illumination calculation of clouds.Experimental results show that the proposed methods can promote the simulation efficiency and meet the need for the simulation of large-scale clouds scene.Real-time rendering of clouds and the interaction between clouds and objects have been realized without preprocessing stage.展开更多
Recent advances in intelligent transportation system allow traffic safety studies to extend from historic data-based analyses to real-time applications. The study presents a new method to predict crash likelihood with...Recent advances in intelligent transportation system allow traffic safety studies to extend from historic data-based analyses to real-time applications. The study presents a new method to predict crash likelihood with traffic data collected by discrete loop detectors as well as the web-crawl weather data. Matched case-control method and support vector machines (SVMs) technique were employed to identify the risk status. The adaptive synthetic over-sampling technique was applied to solve the imbalanced dataset issues. Random forest technique was applied to select the contributing factors and avoid the over-fitting issues. The results indicate that the SVMs classifier could successfully classify 76.32% of the crashes on the test dataset and 87.52% of the crashes on the overall dataset, which were relatively satisfactory compared with the results of the previous studies. Compared with the SVMs classifier without the data, the SVMs classifier with the web-crawl weather data increased the crash prediction accuracy by 1.32% and decreased the false alarm rate by 1.72%, showing the potential value of the massive web weather data. Mean impact value method was employed to evaluate the variable effects, and the results are identical with the results of most of previous studies. The emerging technique based on the discrete traffic data and web weather data proves to be more applicable on real- time safety management on freeways.展开更多
This paper reports the recent works and progress on a PC and C++ language-based virtual auditory environment(VAE) system platform.By tracing the temporary location and orientation of listener's head and dynamicall...This paper reports the recent works and progress on a PC and C++ language-based virtual auditory environment(VAE) system platform.By tracing the temporary location and orientation of listener's head and dynamically simulating the acoustic propagation from sound source to two ears,the system is capable of recreating free-field virtual sources at various directions and distances as well as auditory perception in reflective environment via headphone presentation.Schemes for improving VAE performance,including PCA-based(principal components analysis) near-field virtual source synthesis,simulating six degrees of freedom of head movement,are proposed.Especially,the PCA-based scheme greatly reduces the computational cost of multiple virtual sources synthesis.Test demonstrates that the system exhibits improved performances as compared with some existing systems.It is able to simultaneously render up to 280 virtual sources using conventional scheme,and 4500 virtual sources using the PCA-based scheme.A set of psychoacoustic experiments also validate the performance of the system,and at the same time,provide some preliminary results on the research of binaural hearing.The functions of the VAE system is being extended and the system serves as a flexible and powerful platform for future binaural hearing researches and virtual reality applications.展开更多
This paper proposes a lightweight bidirectional scattering distribution function(BSDF)model for layered materials with anisotropic reflection and refraction properties.In our method,each layer of the materials can be ...This paper proposes a lightweight bidirectional scattering distribution function(BSDF)model for layered materials with anisotropic reflection and refraction properties.In our method,each layer of the materials can be described by a microfacet BSDF using an anisotropic normal distribution function(NDF).Furthermore,the NDFs of layers can be defined on tangent vector fields,which differ from layer to layer.Our method is based on a previous study in which isotropic BSDFs are approximated by projecting them onto base planes.However,the adequateness of this previous work has not been well investigated for anisotropic BSDFs.In this paper,we demonstrate that the projection is also applicable to anisotropic BSDFs and that the BSDFs are approximated by elliptical distributions using covariance matrices.展开更多
Global illumination effects are crucial for virtual plant rendering. Whereas real-time global illumination rendering of plants is impractical, ambient occlusion is an efficient alternative approximation. A tree model ...Global illumination effects are crucial for virtual plant rendering. Whereas real-time global illumination rendering of plants is impractical, ambient occlusion is an efficient alternative approximation. A tree model with millions of triangles is common, and the triangles can be considered as randomly distributed. The existing ambient occlusion methods fail to apply on such a type of object. In this paper, we present a new ambient occlusion method dedicated to real time plant rendering with limited user interaction. This method is a three-step ambient occlusion calculation framework which is suitable for a huge number of geometry objects distributed randomly in space. The complexity of the proposed algorithm is O(n), compared to the conventional methods with complexities of O(n^2). Furthermore, parameters in this method can be easily adjusted to achieve flexible ambient occlusion effects. With this ambient occlusion calculation method, we can manipulate plant models with millions of organs, as well as geometry objects with large number of randomly distributed components with affordable time, and with perceptual quality comparable to the previous ambient occlusion methods.展开更多
In this paper we present a novel GPU-oriented method of creating an inherently continuous triangular mesh for tile-based rendering of regular height fields. The method is based on tiling data-independent semi-regular ...In this paper we present a novel GPU-oriented method of creating an inherently continuous triangular mesh for tile-based rendering of regular height fields. The method is based on tiling data-independent semi-regular meshes of non-uniform structure, a technique that is quite different from other mesh tiling approaches. A complete, memory efficient set of mesh patterns is created by an off-line procedure and stored into the graphics adapter's memory at runtime. At rendering time, for each tile, one of the precomputed mesh patterns is selected for rendering. The selected mesh pattern fits the required level of details of the tile and ensures seamless connection with other adjacent mesh patterns, like in a game of dominoes. The scalability potential of the proposed method is demonstrated through quadtree hierarchical grouping of tiles. The efficiency is verified by experimental results on height fields for terrain representation, where the method achieves high frame rates and sustained triangle throughput on high resolution viewports with sub-pixel error tolerance. Frame rate sensitivity to real-time modifications of the height field is measured, and it is shown that the method is very tolerant and consequently well tailored for applications dealing with rapidly changeable phenomena represented by height fields.展开更多
基金Supported by National Natural Science Foundation of China(Nos.6117020561472010 and 61421062)+2 种基金National Key Technology Support Program(No.2013BAK03B07)National Key Technology R&D Program(2015BAK01B06)Shenzhen Gov Projects(JCYJ20130331144416448)
文摘Simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game, movie and military usage. Simulation of ocean environment is often lack of realism for real-time application due to its complexity of dynamic waves. In this paper, a method based on FFT Wave model is proposed to solve this problem, which can also simulate the ocean optic property with atmosphere scattering. Furthermore, our method has a lot of advantages including global ocean dataset support, real-time, dynamic reflection of ocean, the foam on the wave, smooth transition from deep ocean to seacoast, etc. The experimental results demonstrate the realism and effectiveness of our approach.
基金supported by the National Natural Science Foundation of China(No.61102167)
文摘The multi-resolution adaptive grids method is proposed to solve the problems of inefficiency in the previous grid-based methods,and it can be used in clouds simulation as well as the interactive simulation between objects and clouds.Oriented bounding box(OBB)hierarchical trees of objects are established,and the resolutions of global and local grids can be selected automatically.The motion equations of fluid dynamics are simplified.Upwind difference is applied to ensure the stability of the simulation process during the discrete process of partial differential equations.To solve the speed problem of existed phase functions,the improved phase function is applied to the illumination calculation of clouds.Experimental results show that the proposed methods can promote the simulation efficiency and meet the need for the simulation of large-scale clouds scene.Real-time rendering of clouds and the interaction between clouds and objects have been realized without preprocessing stage.
基金supported by the National Natural Science Foundation (71301119)the Shanghai Natural Science Foundation (12ZR1434100)
文摘Recent advances in intelligent transportation system allow traffic safety studies to extend from historic data-based analyses to real-time applications. The study presents a new method to predict crash likelihood with traffic data collected by discrete loop detectors as well as the web-crawl weather data. Matched case-control method and support vector machines (SVMs) technique were employed to identify the risk status. The adaptive synthetic over-sampling technique was applied to solve the imbalanced dataset issues. Random forest technique was applied to select the contributing factors and avoid the over-fitting issues. The results indicate that the SVMs classifier could successfully classify 76.32% of the crashes on the test dataset and 87.52% of the crashes on the overall dataset, which were relatively satisfactory compared with the results of the previous studies. Compared with the SVMs classifier without the data, the SVMs classifier with the web-crawl weather data increased the crash prediction accuracy by 1.32% and decreased the false alarm rate by 1.72%, showing the potential value of the massive web weather data. Mean impact value method was employed to evaluate the variable effects, and the results are identical with the results of most of previous studies. The emerging technique based on the discrete traffic data and web weather data proves to be more applicable on real- time safety management on freeways.
基金supported by the National Natural Science Foundation of China(11174087,10774049)State Key Laboratory of Subtropical Building Science,South China University of Technology
文摘This paper reports the recent works and progress on a PC and C++ language-based virtual auditory environment(VAE) system platform.By tracing the temporary location and orientation of listener's head and dynamically simulating the acoustic propagation from sound source to two ears,the system is capable of recreating free-field virtual sources at various directions and distances as well as auditory perception in reflective environment via headphone presentation.Schemes for improving VAE performance,including PCA-based(principal components analysis) near-field virtual source synthesis,simulating six degrees of freedom of head movement,are proposed.Especially,the PCA-based scheme greatly reduces the computational cost of multiple virtual sources synthesis.Test demonstrates that the system exhibits improved performances as compared with some existing systems.It is able to simultaneously render up to 280 virtual sources using conventional scheme,and 4500 virtual sources using the PCA-based scheme.A set of psychoacoustic experiments also validate the performance of the system,and at the same time,provide some preliminary results on the research of binaural hearing.The functions of the VAE system is being extended and the system serves as a flexible and powerful platform for future binaural hearing researches and virtual reality applications.
基金supported by the JST ACCEL(JPMJAC1602)JSPS KAKENHI(JP17H06101,18K18075,and JP19H01129).
文摘This paper proposes a lightweight bidirectional scattering distribution function(BSDF)model for layered materials with anisotropic reflection and refraction properties.In our method,each layer of the materials can be described by a microfacet BSDF using an anisotropic normal distribution function(NDF).Furthermore,the NDFs of layers can be defined on tangent vector fields,which differ from layer to layer.Our method is based on a previous study in which isotropic BSDFs are approximated by projecting them onto base planes.However,the adequateness of this previous work has not been well investigated for anisotropic BSDFs.In this paper,we demonstrate that the projection is also applicable to anisotropic BSDFs and that the BSDFs are approximated by elliptical distributions using covariance matrices.
基金This work is supported by the National Natural Science Foundation of China(Grant Nos.60073007 and 60473110)National High Technology Development 863 Program of China(Grant No.2006AA01Z301)LIAMA,and French National Research Agency(Grant No.NATSIM ANR-05-MMSA-45).
文摘Global illumination effects are crucial for virtual plant rendering. Whereas real-time global illumination rendering of plants is impractical, ambient occlusion is an efficient alternative approximation. A tree model with millions of triangles is common, and the triangles can be considered as randomly distributed. The existing ambient occlusion methods fail to apply on such a type of object. In this paper, we present a new ambient occlusion method dedicated to real time plant rendering with limited user interaction. This method is a three-step ambient occlusion calculation framework which is suitable for a huge number of geometry objects distributed randomly in space. The complexity of the proposed algorithm is O(n), compared to the conventional methods with complexities of O(n^2). Furthermore, parameters in this method can be easily adjusted to achieve flexible ambient occlusion effects. With this ambient occlusion calculation method, we can manipulate plant models with millions of organs, as well as geometry objects with large number of randomly distributed components with affordable time, and with perceptual quality comparable to the previous ambient occlusion methods.
基金supported by the projects TR32039 and TR32047 of the Ministry of Science and Technological Development of Serbia
文摘In this paper we present a novel GPU-oriented method of creating an inherently continuous triangular mesh for tile-based rendering of regular height fields. The method is based on tiling data-independent semi-regular meshes of non-uniform structure, a technique that is quite different from other mesh tiling approaches. A complete, memory efficient set of mesh patterns is created by an off-line procedure and stored into the graphics adapter's memory at runtime. At rendering time, for each tile, one of the precomputed mesh patterns is selected for rendering. The selected mesh pattern fits the required level of details of the tile and ensures seamless connection with other adjacent mesh patterns, like in a game of dominoes. The scalability potential of the proposed method is demonstrated through quadtree hierarchical grouping of tiles. The efficiency is verified by experimental results on height fields for terrain representation, where the method achieves high frame rates and sustained triangle throughput on high resolution viewports with sub-pixel error tolerance. Frame rate sensitivity to real-time modifications of the height field is measured, and it is shown that the method is very tolerant and consequently well tailored for applications dealing with rapidly changeable phenomena represented by height fields.