EG 2001 Conference Proceedings

Recent Submissions

  • Are Points the Better Graphics Primitives? 

    Gross, Markus (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    Since the early days of graphics the computer based representation of three-dimensional geometry has been one of the core research fields. Today, various sophisticated geometric modelling techniques including NURBS or ...
  • Why Games Will Be the Preeminent Art Form of the 21stCentury 

    Hecker, Chris (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    Computer games share many artistic and technical characteristics with films of the early 1900s. Games' artistic evolution is hampered by the lack of artistic respect from society at large, and the lack of technical standards ...
  • Rendering: Input and Output 

    Rushmeier, H. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    Rendering is the process of creating an image from numerical input data. In the past few years our ideas about methods for acquiring the input data and the form of the output have expanded. The availability of inexpensive ...
  • 3D Metamorphosis Between Different Types of Geometric Models 

    Breen, David E.; Mauch, Sean; Whitaker, Ross T.; Mao, Jia (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    We present a powerful morphing technique based on level set methods, that can be combined with a variety of scan conversion/model processing techniques. Bringing these techniques together creates a general morphing approach ...
  • Implementation and Complexity of the Watershed-from-Markers Algorithm Computed as a Minimal Cost Forest 

    Felkel, Petr; Bruckschwaiger, Mario; Wegenkittl, Rainer (Blackwell Publishers Ltd and the Eurographics Association, 2001)
  • Streaming of Complex 3D Scenes for Remote Walkthroughs 

    Teler, Eyal; Lischinski, Dani (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    We describe a new 3D scene streaming approach for remote walkthroughs. In a remote walkthrough, a user on a client machine interactively navigates through a scene that resides on a remote server. Our approach allows a user ...
  • Spatial Patches - A Primitive for 3D Model Representation 

    Ivanov, D.; Kuzmin, Ye. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    The commonly used solution for real-life 3D model representation is polygonal spatially consistent geometry, with texture, and, optionally, bump or displacement maps attached. Although the idea of displacement mapping is ...
  • Accurate and Fast Proximity Queries Between Polyhedra Using Convex Surface Decomposition 

    Ehmann, Stephen A.; Lin, Ming C. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    The need to perform fast and accurate proximity queries arises frequently in physically-based modeling, simulation, animation, real-time interaction within a virtual environment, and game dynamics. The set of proximity ...
  • JAPE: A Prototyping System for Collaborative Virtual Environments 

    Staadt, Oliver G.; Naf, Martin; Lamboray, Edouard; Wurmlin, Stephan (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    We present JAPE, a flexible prototyping system to support the design of a new advanced collaborative virtual environment. We describe the utilization of different hard- and software components to quickly build a flexible, ...
  • Valence-Driven Connectivity Encoding for 3D Meshes 

    Alliez, Pierre; Desbrun, Mathieu (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    In this paper, we propose a valence-driven, single-resolution encoding technique for lossless compression of triangle mesh connectivity. Building upon a valence-based approach pioneered by Touma and Gotsman22 , we design ...
  • Coarse-to-fine surface simplification with geometric guarantees 

    Boissonnat, Jean-Daniel; Cazals, Frederic (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    Let PC be a 3D point cloud and ? be a positive value called tolerance. We aim at constructing a triangulated surface S based on a subset PCU of PC such that all the points in PCL=PC?PCU are at distance at most ? from a ...
  • A Unified Subdivision Scheme for Polygonal Modeling 

    Maillot, Jerome; Stam, Jos (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    Subdivision rules have traditionally been designed to generate smooth surfaces from polygonal meshes. In this paper we propose to employ subdivision rules as a polygonal modeling tool, specifically to add additional level ...
  • Tensor Topology Tracking: A Visualization Method for Time-Dependent 2D Symmetric Tensor Fields 

    Tricoche, X.; Scheuermann, G.; Hagen, H. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    Topological methods produce simple and meaningful depictions of symmetric, second order two-dimensional tensor fields. Extending previous work dealing with vector fields, we propose here a scheme for the visualization of ...
  • Real-Time Volume Deformations 

    Westermann, Rudiger; Rezk-Salama, Christof (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    Real-time free-form deformation tools are primarily based on surface or particle representations to allow for interactive modification and fast rendering of complex models. The efficient handling of volumetric representations, ...
  • Fast Visualization of Object Contours by Non-Photorealistic Volume Rendering 

    Csebfalvi, Balazs; Mroz, Lukas; Hauser, Helwig; Konig, Andreas; Groller, Eduard (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    In this paper we present a fast visualization technique for volumetric data, which is based on a recent non-photorealistic rendering technique. Our new approach enables alternative insights into 3D data sets (compared to ...
  • Hoops: 3D Curves as Conservative Occluders for Cell-Visibility 

    Brunet, Pere; Navazo, Isabel; Rossignac, Jarek; Saona-Vazquez, Carlos (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    Most visibility culling algorithms require convexity of occluders. Occluder synthesis algorithms attempt to construct large convex occluders inside bulky non-convex sets. Occluder fusion algorithms generate convex occluders ...
  • Ray Tracing Triangular Bezier Patches 

    Roth, S. H. Martin; Diezi, Patrick; Gross, Markus H. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    We present a new approach to finding ray-patch intersections with triangular Bernstein-Bezier patches of arbitrary degree. This paper extends and complements on the short presentation17 . Unlike a previous approach which ...
  • Reflective Interaction in Virtual Environments 

    Lane, JRT; Lalioti, V. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    The proliferation of projection-based systems in recent years resulted in a variety of specialised interaction techniques that make Virtual Environments a better man machine interface. However, the success of these techniques ...
  • Instant Visibility 

    Wonka, Peter; Wimmer, Michael; Sillion, Francois X. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    We present an online occlusion culling system which computes visibility in parallel to the rendering pipeline. We show how to use point visibility algorithms to quickly calculate a tight potentially visible set (PVS) which ...
  • Resampling Feature and Blend Regions in Polygonal Meshes for Surface Anti-Aliasing 

    Botsch, Mario; Kobbelt, Leif (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    Efficient surface reconstruction and reverse engineering techniques are usually based on a polygonal mesh representation of the geometry: the resulting models emerge from piecewise linear interpolation of a set of sample ...

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