A Multiple-Scale Stochastic Modelling Primitive
نویسندگان
چکیده
Stochastic modelling has been successfully used in computer graphics to model a wide array of natural phenomena. In modelling three-dimensional fuzzy or partially translucent phenomena, however, many approaches are hampered by high memory and computation requirements , and by a general lack of user control. We will present a general stochastic modelling primitive that operates on two or more scales of visual detail, and which ooers considerable exibility and control of the model. At the macroscopic level, the general shape of the model is constrained by an ellipsoidal correlation function that controls the interpolation of user-supplied data values. We use a technique called Kriging to perform this interpolation. The microscopic level permits the addition of noise, which allows a user to add interesting visual tex-tural detail and translucency. A wide variety of noise-synthesis techniques can be employed in our model. We shall describe the mathematical structure of our model, and give an attractive rendering implementation that can be embedded in a traditional ray tracer rather than requiring a volume renderer. As an example, we shall apply our approach to the modelling of clouds. R esum e En infographie, nombreux ph enom enes naturels ont et e simul es de mani ere convainquante par des mod eles stochastiques. N eanmoins, dans la cas de ph enom enes tri-dimensionels partiellement translucides ou ous, la plupart de ces mod eles sont tr es friands en m emoire et en temps machine, et n'oorent qu'un contr^ ole limit e du mod ele a l'utilisateur. Dans cet article nous pr esenterons un mod ele stochastique g en eral op erant sur deux ou plusieurs niveaux de d etail visuel, qui est facilement controlable par l'utilisateur. Au niveau macroscopique, la forme g en erale du mod ele est une interpolation de donn ees, sp ecii ees par l'utilisateur, soumise a une fonc-tion de corr elation ellipsoidale. Nous utilisons une technique appel ee Krigage pour l'interpolation. Le niveau microscopique permet l'addition de bruit, permettant a l'utilisateur d'ajouter une texture visuelle int eressante et une transparence au mod ele. A ce niveau, un grand nombre de techniques de synth ese de bruit peuvent ^ etre utilis ees. Nous d ecriverons la structure math ematique de notre mod ele et pr esenterons une mise en oeuvre d'un al-gorithme de synth ese d'images de notre mod ele, qui peut ^ etre facilement incorpor ee dans un logiciel standard: le lanc …
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تاریخ انتشار 1991