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主題 : 2009年全國優秀博士論文:基于數據驅動的表面質感建模與繪制
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樓主  發表于: 2009-10-10   

2009年全國優秀博士論文:基于數據驅動的表面質感建模與繪制

作者姓名:王嘉平 :b;`.`@KL_  
  論文題目:基于數據驅動的表面質感建模與繪制 Xu|2@?l9  
  作者簡介:王嘉平,男,1980年3月出生,2004年7月師從于中國科學院計算技術研究所博士生導師,沈向洋教授,于2007年08月獲博士學位。 t8*NldC  
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  中文摘要 4Ofkagg  
  真實世界中物體所呈現出豐富的外觀取決于物體材質和光的復雜交互作用。作為真實感圖形學的核心課題之一,表面質感建模和繪制重點研究如何有效、真實地描述物體“材質”(Material),即物體材料與光的交互作用,使得可以在計算機中繪制出真實的物體光照效果。同時,真實材質數據的測量、模型重建,以及如何使用材質模型進行繪制也是表面材質建模與繪制的重點研究問題。完備性、有效性和易用性是表面質感建模的三個目標。完備性是指模型的表達能力,包括能夠表達的光照和視覺效果種類,逼真程度,以及能夠描述的真實世界材質的范圍等。有效性主要考量模型的參數個數、狀態空間的維度以及模型存儲空間的復雜度。易用性是指模型的測量、重構以及繪制的難易程度,包括對真實材質進行測量的難易程度和所需條件,和對各種真實感繪制流水線的支持程度等。 mo&9=TaG  
  雖然近年來表面質感建模與繪制的研究已有了長足的發展,但是復雜表面質感的建模,特別是對具有復雜幾何和反射屬性的粗糙表面材質,半透明材質,以及時變材質的建模還面臨著很大挑戰。一方面,由于這些材質中材料與光交互作用的物理機制非常復雜,千變萬化,甚至具體過程仍然是未知的,使得基于物理的仿真模型很難滿足完備性和有效性的要求。另一方面,這些材質所引起的光影效果和光照方向、視線方向、以及入射和出射表面位置相關,構成了八維的雙向表面散射反射分布函數(BSSRDF)或其高維簡化表達。使得數據采集困難,模型數據量大,無法滿足有效性和易用性的要求。 Q2* ~9QkU  
  本論文針對這些挑戰,在該領域的三個前沿課題:時變材質建模、粗糙表面材質建模以及半透明材質建模上開展了研究,分別提出了新的材質模型與建模方法,以及高效實用的測量方法。相關成果發表于計算機圖形學最高水平的期刊ACM Transactions on Graphics以及圖形學最高水平會議ACM SIGGRAPH上。論文的主要內容和創新點如下:   S7~HBgS<  
  1.基于“表觀流形”(Appearance Manifold)的時變材質模型 >G As&\4hs  
  自然界大部分材質都會受外界環境影響而隨時間發生變化。這些變化同時導致表面反射屬性及其分布的變化。由于這一過程內在的物理化學機制非常復雜和多樣,使得基于物理的建模方法很難具有通用性。同時,由于這一變化過程可能歷時非常漫長,使得直接測量整個時變序列建模方法非常困難。本論文提出了時變材質的 “表觀流形”(Appearance Manifold)模型及其建模算法。表觀流形模型揭示了時變材質在時間上變化是漸變的這一基本特性,從而將各種時變材質都表達為高維反射屬性空間中的低維流形。在建模算法中,則利用時變材質同一時刻在空間上變化包含處于不同時間階段樣本這一重要特性,引入流形學習(Manifold Learning)的思想,構造高維空間中樣本的緊鄰拓撲關系。通過分析各個空間樣本的相對測地距離以建立不同位置上的表面質感樣本在變化趨勢上的一致性關系,從而揭示各點上表面質感樣本的相對時間關系。繼而根據這個關系來推導時變表面質感的空間上和時間上的演化過程。為此論文提出了新的幀間一致性紋理合成技術(Frame-Coherent Texture Synthesis),成功從二維紋理樣本在時間變化一致性的約束下合成三維的時變紋理序列,即具有高真實感的表面質感變化序列。 +M<W8KF  
  表觀流形模型是圖形學中第一個適用于不同時變材質的通用表觀模型。表觀流形的分析方法不依賴于時變過程的物理化學機制,而是直接對外觀樣本進行分析建立模型,具有良好的完備性。論文將模型成功應用于多種不同類型時變材質,如植物枯黃,金屬氧化,石頭磨光等不同的時變材質等,獲得了高度真實的效果。同時模型的建立過程避免了測量時間序列樣本,而是通過流形學習技術從靜態樣本的空間分布中逆向求解時間序列,使得模型測量的時間不依賴于時變過程的速度,從而極大縮短了數據采集的時間,具有很好的易用性。該模型由于只需要一個時間點上的靜態樣本數據就可以預測時變表面質感的變化過程,使得正/逆模擬真實世界中物體的風化過程成為可能,在文物保護,文化遺產再現等方面也具有現實的應用價值。該項工作發表在2006年的國際圖形學年會(ACM  SIGGRAPH)上,收錄于國際圖形學領域最高水平的期刊ACM Transactions on Graphics (ACM TOG, IF 4.02),并已申請國際專利,受理并公開。論文發表后,已有來自ACM  TOG、IEEE  TVCG等高水平國際期刊論文引用11次。 R{Cb p=3J  
  2.基于微面元合成(Microfacet Synthesis)的粗糙表面材質建模方法 `O0y8  
  六維的表面變化雙向反射分布函數(Spatially Varying Bidirectional Reflectance Distribution Function)在圖形學中被用于描述不透明粗糙表面上反射屬性。自1999年,國際學者(Dana et al)在ACM  TOG上首次發表雙向反射分布函數的測量技術以來,國際圖形學界大多采用多視點多光照的測量系統。這種建模和測量方式設備昂貴,數據量大,易用性和有效性較差。國際學者(Gardner et al)于2003年在ACM  TOG上發表了易用的基于線性光源的測量系統,但只能采集各向同性(Isotropic)的表面變化雙向反射分布函數。本論文提出了一個基于微面元的樣本合成算法用于建模表面變化雙向反射分布函數。該方法采用基于微面元(Microfacet)的表面反射模型,利用表面各點反射屬性的相關性和冗余性,通過單一視點下的四維反射數據樣本來重構并合成表面在任意視點下的六維表面變化雙向反射分布函數,并能夠很好的處理各向異性(Anisotropic)的雙向反射分布函數。論文進一步提出了基于空間剪枝、樣本空間聚類和局部歐氏空間線性重建的加速算法,將合成算法復雜度從O(N2R)降至O(Nlog(NR));谖⒚嬖哪P蛯⒛P蛿祿繌腛(N6)降低為O(N4),提高了模型方法的有效性;谖⒚嬖铣山7椒▌t可以從單一視點的采樣數據建模并重構表面反射屬性,從而避免了圖像配準(Image Registration)操作,降低了測量高分辨率材質難度,充分利用成像系統的解析度,因而具有極佳的易用性;谠摻K惴ǎ撐耐瑫r提出了一個低成本的測量系統用于獲得高質量表面反射屬性數據。該項工作發表在ACM SIGGRAPH 2008,收錄于ACM TOG,并已申請國際專利,正在審批中。 "|V}[ 2  
  3.基于擴散方程的通用異質半透明材質模型 ,,lR\!>8  
  本論文提出基于擴散方程(Diffusion Equation)的通用次表面散射模型,用于異質半透明材質的建模、測量以及實時繪制。模型采用偏微分方程簡潔有效地描述了異質半透明物體內部的次表面散射;谠撃P停撐奶岢隽四嫦蚯蠼饨K惴(Inverse Diffusion Equation),實現了圖形學中首個異質半透明材質次表面散射屬性測量與重構算法及其GPU并行實現,通過異質半透明物體外觀的稀疏測量數據有效地恢復物體內部的材質屬性與空間分布;谠撃P停撐耐瑫r提出了首個支持不同光照條件和實時材質編輯的次表面散射實時繪制算法。為了支持可形變異質半透明物體的實時繪制,本文提出了Polygrid體網格模型,該體網格模型具有一致6連接的拓撲結構并可以描述任意形狀的物體。這一結構使擴散方程的在各個結點上能夠有一致的計算方式,便于并行算法的高效實現。本文提出的異質半透明材質模型優于國際學者(Jensen et al)于2001年在ACM TOG上提出的同質(Homogeneous)半透明材質Dipole模型,而可用于描述異質及同質半透明材質,具有更好的完備性。模型利用物體內部空間材質屬性和分布通過擴散方程快速計算次表面散射,和基于表面采樣的表達與繪制方式相比,數據量從O(N4) 降低為O(N3),具有良好的有效性。而在易用性上,論文所提出的建模方法突破了國際學者(Peers et al)于2006年發表于ACM TOG的基于密集光束測量系統,提出了基于稀疏光場的測量系統,大大減少了測量過程中的圖像采集數量。同時繪制算法復雜度從O(N4) 降低為O(N3), 并適于GPU并行實現。該項工作發表在ACM TOG上,并已申請國際專利,正在審批中。 jWdZ ]0m  
  4.準同質(Quasi-homogeneous)半透明材質模型 pX1Us+%  
  準同質半透明材質是一類由很多具有相似材質屬性的顆粒單元構成的材質,如面包,海綿等。準同質半透明既有復雜的幾何細微結構(粗糙表面)又有復雜的次表面光線散射過程(半透明),因而其材質建模也成為一個難題。本文提出了一個準同質半透明材質的多尺度材質模型。該模型基于本文對準同質半透明材料次表面散射特性的一個重要發現:其在局部,由于材質的異構性,次表面散射是各向異性的。而整體上,光子在穿越有一定長度且均勻分布的異質材料時,其軌跡在統計意義上和穿越同質材料類似。據此本文建立了全局和局部分解的光線傳輸模型,有效的將材質上八維的BSSRDF光線傳輸函數表達為一系列低維的全局和局部傳輸模型,并提出了該模型相應的測量與重構算法。從而可以準確有效的描述準同質材質中全局光線傳播,以及光線通過表面的細微結構傳入、傳出物體的情況該模型不需要費時的次表面光線傳輸的物理仿真,就計算出射光強的分布,以實現快速繪制。實驗證實模型可真實有效的模擬對準同質半透明材質中光傳輸過程,生成真實的繪制結果,具有良好的有效性。本模型是計算機圖形學領域第一個可以從真實物體上測量并重構的BSSRDF材質模型。該項工作已發表在ACM SIGGRAPH 2005,收錄在同年的ACM TOG里,并已獲國際專利(US 7,312,797)。迄今論文已有來自ACM TOG、IEEE TVCG, CGF等高水平國際期刊上的論文引用12次。 )mjGHq 2  
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  關鍵詞:  真實感繪制,實時繪制,雙向紋理函數,著色模型,雙向反射分布函數,次表面散射,時變材質,擴散方程,自然現象 j-ob7(v)*]  
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沙發  發表于: 2009-10-10   
Data-Driven Appearance Modeling )g }G{9M^  
Jiaping Wang pgZQ>%  
ABSTRACT GK[9IF#_>  
Appearance modeling and rendering is the core topic in computer graphics research, and is the foundation of realistic rendering. Appearance modeling aims to model how light interacts with objects surfaces and reproduce the measured appearance including surfaces of real world materials. A data-driven approach of appearance modeling is proposed in this dissertation. The data-driven approach expresses the intrinsic mechanism of appearance generation in multiple ways, including model decomposition and intrinsic data model. The data-driven approach allows simultaneously use of different methods to handle the decomposed sub-models based on their characteristics. Advantages of different appearance models are integrated in data-driven model and are successfully applied in modeling time-variant materials, translucent materials and surface meso-structure.   }}k*i0  
·        A visual simulation technique called appearance manifolds is proposed for modeling the time-variant surface appearance of a material from data captured at a single instant in time. In modeling time variant appearance, our method takes advantage of the key observation that concurrent variations in appearance over a surface represent different degrees of weathering. By reorganizing these various appearances in a manner that reveals their relative order with respect to weathering degree, our method infers spatial and temporal appearance properties of the material’s weathering process that can be used to convincingly generate its weathered appearance at different points in time. Results with natural non-linear reflectance variations are demonstrated in applications such as visual simulation of weathering on 3D models, increasing and decreasing the weathering of real objects, and material transfer with weathering effects. The proposed appearance manifold technique generates weathering sequences that are consistent with the changing local reflectance characteristics of a material over time. It complements existing visual simulation techniques that are designed to compute weathering degree distributions, and leads to various weathering applications for synthetic 3D models, real weathered objects, and even single snapshots of weathered objects. With this method, the input data is simple to acquire, and natural non-linear appearance variations over time are easy to produce. This paper was published in Proceedings of ACM SIGGRAPH 2006 and ACM Transactions on Graphics, Volume 25, Issue 3, 2006. -Kcjnl92i  
·        A novel technique for the visual modeling of spatially varying anisotropic reflectance using data captured from a single view is proposed. Reflectance is represented using a microfacet-based BRDF which tabulates the facets’ normal distribution (NDF) as a function of surface location. Data from a single view provides a 2D slice of the 4D BRDF at each surface point from which we fit a partial NDF. The fitted NDF is partial because the single view direction coupled with the set of light directions covers only a portion of the “half-angle” hemisphere. We complete the NDF at each point by applying a novel variant of texture synthesis using similar, overlapping partial NDFs from other points. Our similarity measure allows azimuthal rotation of partial NDFs, under the assumption that reflectance is spatially redundant but the local frame may be arbitrarily oriented. Our system includes a simple acquisition device that collects images over a 2D set of light directions by scanning a linear array of LEDs over a flat sample. Results demonstrate that our approach preserves spatial and directional BRDF details and generates a visually compelling match to measured materials. Our microfacet synthesis technique generates anisotropic, spatially varying surface reflectance consistent with the appearance of real measured appearance. A variety of materials has been modeled and reproduced successfully data captured from a single view. Our method avoids image registration and greatly simplifies data acquisition and processing. This paper was published in Proceedings of ACM SIGGRAPH 2008 and ACM Transactions on Graphics, Volume 27, Issue 3, 2008. }Z< Sca7  
·        We propose techniques for modeling and rendering of general heterogeneous translucent materials that enable acquisition from measured samples, interactive editing of material attributes, and real-time rendering. The materials are assumed to be optically dense such that multiple scattering can be approximated by a diffusion process described by the diffusion equation. For modeling heterogeneous materials, we present the inverse diffusion algorithm for acquiring material properties from appearance measurements. This modeling algorithm incorporates a regularizer to handle the ill-conditioning of the inverse problem, an adjoint method to dramatically reduce the computational cost, and a hierarchical GPU implementation for further speedup. To render an object with known material properties, we present the polygrid diffusion algorithm, which solves the diffusion equation with a boundary condition defined by the given illumination environment. This rendering technique is based on representation of an object by a polygrid, a grid with regular connectivity and an irregular shape, which facilitates solution of the diffusion equation in arbitrary volumes. Because of the regular connectivity, our rendering algorithm can be implemented on the GPU for real-time performance. We demonstrate our techniques by capturing materials from physical samples and performing real-time rendering and editing with these materials. This paper was published in ACM Transaction on Graphics, Volume 27, Issue 1, 2008. LXPO@2QF  
·        Many translucent materials consist of evenly-distributed heterogeneous elements which produce a complex appearance under different lighting and viewing directions. For these quasi-homogeneous materials, existing techniques do not address how to acquire their material representations from physical samples in a way that allows arbitrary geometry models to be rendered with these materials. We propose a model for such materials that can be readily acquired from physical samples. This material model can be applied to geometric models of arbitrary shapes, and the resulting objects can be efficiently rendered without expensive subsurface light transport simulation. In developing a material model with these attributes, we capitalize on a key observation about the subsurface scattering characteristics of quasi-homogeneous materials at different scales. Locally, the non-uniformity of these materials leads to inhomogeneous subsurface scattering. For subsurface scattering on a global scale, we show that a lengthy photon path through an even distribution of heterogeneous elements statistically resembles scattering in a homogeneous medium. This observation allows us to represent and measure the global light transport within quasi-homogeneous materials as well as the transfer of light into and out of a material volume through surface meso-structures. We demonstrate our technique with results for several challenging materials that exhibit sophisticated appearance features such as transmission of back illumination through surface meso-structures. This paper was published in ACM SIGGRAPH 2005 and ACM Transaction on Graphics Volume 24, Issue 3, 2005. afzx?ekdF  
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