Issue 2Regular Issuehttps://diglib.eg.org:443/handle/10.2312/1102024-03-28T14:09:06Z2024-03-28T14:09:06Z3D Video Recorder: a System for Recording and Playing Free-Viewpoint Video?Wurmlin, StephanLamboray, EdouardStaadt, Oliver G.Gross, Markus H.https://diglib.eg.org:443/handle/10.2312/87432017-03-16T15:10:56Z2003-01-01T00:00:00Z3D Video Recorder: a System for Recording and Playing Free-Viewpoint Video?
Wurmlin, Stephan; Lamboray, Edouard; Staadt, Oliver G.; Gross, Markus H.
We present the 3D Video Recorder, a system capable of recording, processing, and playing three-dimensional video from multiple points of view. We first record 2D video streams from several synchronized digital video cameras and store pre-processed images to disk. An off-line processing stage converts these images into a time-varying 3D hierarchical point-based data structure and stores this 3D video to disk. We show how we can trade-off 3D video quality with processing performance and devise efficient compression and coding schemes for our novel 3D video representation. A typical sequence is encoded at less than 7 Mbps at a frame rate of 8.5 frames per second. The 3D video player decodes and renders 3D videos from hard-disk in real-time, providing interaction features known from common video cassette recorders, like variable-speed forward and reverse, and slow motion. 3D video playback can be enhanced with novel 3D video effects such as freeze-and-rotate and arbitrary scaling. The player builds upon point-based rendering techniques and is thus capable of rendering high-quality images in real-time. Finally, we demonstrate the 3D Video Recorder on multiple real-life video sequences.ACM CSS: I.3.2 Computer Graphics-Graphics Systems, I.3.5 Computer Graphics-Computational Geometry and Object Modelling, I.3.7 Computer Graphics-Three-Dimensional Graphics and Realism
2003-01-01T00:00:00ZInteractive Rendering of Translucent Objects?Lensch, Hendrik P.A.Goesele, MichaelBekaert, PhilippeKautz, JanMagnor, Marcus A. and Lang, Jochen and Seidel, Hans-Peterhttps://diglib.eg.org:443/handle/10.2312/87442017-03-16T15:10:57Z2003-01-01T00:00:00ZInteractive Rendering of Translucent Objects?
Lensch, Hendrik P.A.; Goesele, Michael; Bekaert, Philippe; Kautz, Jan; Magnor, Marcus A. and Lang, Jochen and Seidel, Hans-Peter
This paper presents a rendering method for translucent objects, in which viewpoint and illumination can be modified at interactive rates. In a preprocessing step, the impulse response to incoming light impinging at each surface point is computed and stored in two different ways: The local effect on close-by surface points is modeled as a per-texel filter kernel that is applied to a texture map representing the incident illumination. The global response (i.e. light shining through the object) is stored as vertex-to-vertex throughput factors for the triangle mesh of the object. During rendering, the illumination map for the object is computed according to the current lighting situation and then filtered by the precomputed kernels. The illumination map is also used to derive the incident illumination on the vertices which is distributed via the vertex-to-vertex throughput factors to the other vertices. The final image is obtained by combining the local and global response. We demonstrate the performance of our method for several models.ACM CSS:I.3.7 Computer Graphics-Three-Dimensional Graphics and Realism Color Radiosity
2003-01-01T00:00:00ZThe Scale Method for Blending Operations in Functionally-Based Constructive GeometryHsu, P.-C.Lee, C.https://diglib.eg.org:443/handle/10.2312/87402017-03-16T15:10:53Z2003-01-01T00:00:00ZThe Scale Method for Blending Operations in Functionally-Based Constructive Geometry
Hsu, P.-C.; Lee, C.
This paper presents a scale method for developing high dimensional scale functions to blend implicitly defined objects. Scale functions are differentiable on the entire domain except the origin, provide blending range control, and behave like Min/Max operators everywhere, so even a successive composition of blending operations containing overlapped blending regions can be generated smoothly. Because the scale method is a generalized method, implicit or parametric curves, such as cubic Bezier curves, rational conic curves, and implicit conics and hyper-ellipsoids, can be used to develop scale functions. As a result, it can enhance the flexibility of generating the implicitly blending surfaces in Ricci's constructive geometry, soft objects modeling, and implicit sweep objects.ACM CSS: I.3.5 Computer Graphics-Computational Geometry and Object Modeling - Curve, surface, solid and object representations
2003-01-01T00:00:00ZEfficient Modeling of An Anatomy-Based Face and Fast 3D Facial Expression SynthesisZhang, YuPrakash, Edmond C.Sung, Erichttps://diglib.eg.org:443/handle/10.2312/87412017-03-16T15:10:54Z2003-01-01T00:00:00ZEfficient Modeling of An Anatomy-Based Face and Fast 3D Facial Expression Synthesis
Zhang, Yu; Prakash, Edmond C.; Sung, Eric
This paper presents new methods for efficient modeling and animation of an hierarchical facial model that conforms to the human face anatomy for realistic and fast 3D facial expression synthesis. The facial model has a skin-muscle-skull structure. The deformable skin model directly simulates the nonlinear visco-elastic behavior of soft tissue and effectively prevents model collapse. The construction of facial muscles is achieved by using an efficient muscle mapping approach. Based on a cylindrical projection of the texture-mapped facial surface and wire-frame skin and skull meshes, this approach ensures different muscles to be located at the anatomically correct positions between the skin and skull layers. For computational efficiency, we devise an adaptive simulation algorithm which uses either a semi-implicit integration scheme or a quasi-static solver to compute the relaxation by traversing the designed data structures in a breadth-first order. The algorithm runs in real-time and has successfully synthesized realistic facial expressions.ACM CSS: I.3.5 Computer Graphics: Computational Geometry and Object Modelling-physically based modelling; I.3.7 Computer Graphics: Three-Dimensional Graphics and Realism-animation;
2003-01-01T00:00:00Z