@article{Akkouche:2001:AIS,
   author = {Samir Akkouche and Eric Galin},
   title = {Adaptive Implicit Surface Polygonization Using
Marching Triangles},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {67-80},
   note = {{ISSN} 1067-7055},
   keywords = {Implicit Surfaces, Incremental Meshing, Marching
Triangles, Polygonization},
   annote = {This paper presents several improvements to the
marching triangles algorithm for general implicit surfaces. The
original method generates equilateral triangles of constant size
almost everywhere on the surface. We present several
modifications to adapt the size of the triangles to the curvature
of the surface. As cracks may arise in the resulting
polygonization, we propose a specific crack-closing method
invoked at the end of the mesh growing step. Eventually, we show
that the marching triangles can be used as an incremental meshing
technique in an interactive modeling environment. In contrast to
existing incremental techniques based on spatial subdvision, no
extra data-structure is needed to incrementally edit skeletal
implicit surfaces, which saves both memory and computation time.
},
}
@article{Smith:2001:FAC,
   author = {Jeffrey Smith and Andrew Witkin and David Baraff},
   title = {Fast and Controllable Simulation of the Shattering of
Brittle Objects},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {81-91},
   note = {{ISSN} 1067-7055},
   keywords = {physically based modeling, computer animation,
impact, brittle materials},
   annote = {We present a method for the rapid and controllable
simulation of the shattering of brittle objects under impact. An
object is represented as a set of point masses connected by
distance-preserving linear constraints. This use of constraints,
rather than stiff springs, gains us a significant advantage in
speed while still retaining fine control over the fracturing
behavior. The forces exerted by these constraints during impact
are computed using Lagrange multipliers. These constraint forces
are then used to determine when and where the object will break,
and to calculate the velocities of the newly created fragments.
We present the details of our technique together with examples
illustrating its use. },
}
@article{Isenburg:2001:TSC,
   author = {Martin Isenburg},
   title = {Triangle Strip Compression},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {91-101},
   note = {{ISSN} 1067-7055},
   keywords = {mesh compression, connectivity coding, triangle
strips, triangle fans, stripification},
   annote = {In this paper we introduce a simple and efficient
scheme for encoding the connectivity and the stripification of a
triangle mesh. Since generating a good set of triangle strips is
a hard problem, it is desirable to do this just once and store
the computed strips with the triangle mesh. However, no
previously reported mesh encoding scheme is designed to include
triangle strip information into the compressed representation.
Our algorithm encodes the stripification and the connectivity in
an interwoven fashion, that exploits the correlation existing
between the two. },
}
@article{Thuermer:2001:SNV,
   author = {Grit Th{\"{u}}rmer},
   title = {Smoothing Normal Vectors on Discrete Surfaces While
Preserving Slope Discontinuities},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {103-113},
   note = {{ISSN} 1067-7055},
   keywords = {Discrete Normals, Discrete Shading, Discrete
Surfaces, Visualization},
   annote = {A new method is proposed which smoothes normal
vectors over a discrete surface, preserving slope discontinuities
and small details. Assume an estimate of the normal vector at
each surface point is known and these estimates are computed from
small neighbourhoods such that slope discontinuities and small
details are still reflected by these normals. To smooth these
normals, the normal vectors at points in a certain neighbourhood
are averaged. The size of the neighbourhood considered for the
smoothing at a point is adapted according the local surface
configuration. The adaptation is performed, depending on the
tangent plane at the point considered as well as the angles
between the normals at neighbouring points and the normal at the
point in question. },
}
@article{Liu:2001:CFF,
   author = {Xinguo Liu and Hujun Bao and PhengAnn Heng and
TienTsin Wong and Qunsheng Peng},
   title = {Constrained Fairing for Meshes},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {115-124},
   note = {{ISSN} 1067-7055},
   keywords = {curves, surfaces, geometric modeling, level of
detail, algorithms, mesh generation},
   annote = {In this paper, we present a novel fairing algorithm
for the removal of noise from uniform triangular meshes without
shrinkage and serious distortion. The key feature of this
algorithm is to keep all triangle centers invariant at each
smoothing step by including some constraints in the energy
minimization functional. The constrained functional is then
minimized efficiently using an iterative method. Further, we
apply this smoothing technique to a multiresolution
representation to remove arbitrary levels of detail. A
volume-preserving decimation algorithm is presented to generate
the multiresolution representation. The experimental results
demonstrate the combined algorithm's stability and efficiency. },
}
@article{Brodlie:2001:RAI,
   author = {Ken Brodlie and Jason Wood},
   title = {Recent Advances in Volume Visualization},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {125-148},
   note = {{ISSN} 1067-7055},
   keywords = {scientific visualization, data visualization,
volume visualization, isosurfacing, slicing, volume rendering},
   annote = {In the past few years, there have been key advances
in the three main approaches to the visualization of volumetric
data: isosurfacing, slicing and volume rendering, which together
make up the field of volume visualization.
In this survey paper we set the scene by describing the
fundamental techniques for each of these approaches, using this
to motivate the range of advances which have evolved over the
past few years.
In isosurfacing, we see how the original marching cubes algorithm
has matured, with improvements in robustness, topological
consistency, accuracy and performance. In the performance area,
we look in detail at pre-processing steps which help identify
data which contributes to the particular isosurface required. In
slicing too, there are performance gains from identifying active
cells quickly.
In volume rendering, we describe the two main approaches of ray
casting and projection. Both approaches have evolved technically
over the past decade, and the holy grail of real-time volume
rendering has arguably been reached.
The aim of this review paper is to pull these developments
together in a coherent review of recent advances in volume
visualization. },
}
@article{Briere:2001:ARO,
   author = {Normand Bri{\`{e}}re and Pierre Poulin},
   title = {Adaptive Representation of Specular Light},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {149-162},
   note = {{ISSN} 1067-7055},
   keywords = {caustics, global illumination, ray tracing,
wavefront, beam, shaft},
   annote = {Caustics produce beautiful and intriguing
illumination patterns. However, their complex behavior makes them
difficult to simulate accurately in all but the simplest
configurations. To capture their appearance, we present an
adaptive approach based upon light beams. Exploiting the
coherence between the light rays forming a beam greatly reduces
the number of samples required for precise illumination
reconstruction. The beams characterize the light distribution due
to interactions with specular surfaces in {3D} space. They thus
allow for the treatment of illumination within single-scattering
participating media. A hierarchical structure enclosing the light
beams possesses inherent properties to detect efficiently all
beams reaching any {3D} point, to adapt itself according to
illumination effects in the final image, and to reduce memory
consumption via caching. },
}
@article{Nonato:2001:ANA,
   author = {L. Nonato and R. Minghim and M. C. F. Oliveira and
G. Tavares},
   title = {A Novel Approach for Delaunay {3D} Reconstruction with
a Comparative Analysis in the Light of Applications},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {161-171},
   note = {{ISSN} 1067-7055},
   annote = {This paper presents a novel algorithm for volumetric
reconstruction of objects from planar sections using Delaunay
triangulation, which solves the main problems posed to models
defined by reconstruction, particularly from the viewpoint of
producing meshes that are suitable for interaction and simulation
tasks. The requirements for these applications are discussed here
and the results of the method are presented. Additionally, it is
compared to another commonly used reconstruction algorithm based
on Delaunay triangulation, showing the advantages of the
reconstructions obtained by our technique. },
}
@article{Buehler:2001:LIE,
   author = {Katja B{\"{u}}hler},
   title = {Linear Interval Estimations for Parametric Objects
Theory and Application},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {The new concept of parametrized bounding volumes for
parametric objects is proposed to replace the common compact
bounding volumes like axis aligned bounding boxes and
parallelepipeds. Linear Interval Estimations (LIEs) are developed
as a realization of the discussed ideas. Two reliable methods for
the computation of LIEs are introduced based on a new
understanding of the use of affine arithmetics and a special
application of Taylor Models. The particular structure of LIEs
allows an effective intersection test of LIEs with rays, boxes
and other LIEs. The test gives besides of a possible location of
the intersection in object space information about affected parts
in the parameter spaces of the enclosed objects. A subdivision
algorithm for the intersection of two parametric surface patches
with remarkable experimental results is presented as a possible
application. },
}
@article{Lane:2001:RII ,
   author = {J. R. T. Lane and V. Lalioti},
   title = {Reflective Interaction in Virtual Environments},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 and metaphors
is directly linked to the interaction and tracking devices used
in their implementation. Users find that devices such as the data
glove, stylus or joystick can be expensive and cumbersome
especially for the inexperienced. A variety of approaches exist
that make use of computer vision for tracking gestures or for
achieving wireless interaction. Typically these approaches
involve the use of a two- camera pair, or a stereoscopic camera.
Our approach uses only one camera and one or more reflective
surfaces, to effectively and accurately calculate {3D} information.
The calibration time is minimal and it allows for a very flexible
positioning of the camera and reflecting surfaces. Wireless
interaction and natural interaction metaphors in the user's
physical space can be created using our method. The method can be
combined easily and effectively with projection-based systems as
well as with standard and stereoscopic monitors, or extended for
the use in augmented spaces. It is an inexpensive method that
uses commonly available hardware and therefore its application
areas as an interaction and tracking device, include games and
use of virtual environments in education. In this paper, we
describe the method and its use as an interaction device in two
applications, and conclude with a discussion on its advantages
and limitations. },
}
@article{Staadt:2001:JAP,
   author = {Oliver G. Staadt and Martin N{\"{a}}f and Edouard
Lamboray and Stephan W{\"{u}}rmlin},
   title = {{JAPE}: A Prototyping System for Collaborative Virtual
Environments},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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, yet powerful
test bed for application and algorithm development. These
components include a 3-D rendering toolkit, live video
acquisition, speech transmission, and the control of tracking and
interaction devices. To facilitate the simultaneous design of
applications and algorithms that take advantage of unique
features of new collaborative virtual environments, we provide
the developer with a flexible prototyping toolkit which emulates
the functionality of the final system. The applicability of {JAPE}
is demonstrated with several prototype applications and
algorithms. },
}
@article{Rushmeier:2001:RIA,
   author = {Holly Rushmeier},
   title = {Rendering: Input and Output},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 cameras and
scanners has influenced how we can obtain data needed for
rendering. Input for rendering ranges from sets of images to
complex geometric descriptions with detailed {BRDF} data. The
images that are rendered may be simply arrays of {RGB} images, or
they may be arrays with vectors or matrices of data defined for
each pixel.
The rendered images may not be intended for direct display, but
may be textures for geometries that are to be transmitted to be
rendered on another system. A broader range of parameters now
need to be taken into account to render images that are
perceptually consistent across displays that range from CAVEs to
personal digital assistants. This presentation will give an
overview of how new hardware and new applications have changed
traditional ideas of rendering input and output. },
}
@article{Teler:2001:SOC,
   author = {Eyal Teler and Dani Lischinski},
   title = {Streaming of Complex {3D} Scenes for Remote
Walkthroughs},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 to walk through a
remote {3D} scene, without ever having to download the entire scene
from the server. Our algorithm achieves this by selectively
transmitting only small parts of the scene and lower quality
representations of objects, based on the user's viewing
parameters and the available connection bandwidth. An online
optimization algorithm selects which object representations to
send, based on the integral of a benefit measure along the
predicted path of movement. The rendering quality at the client
depends on the available bandwidth, but practical navigation of
the scene is possible even when bandwidth is low. },
}
@article{Felkel:2001:IAC,
   author = {Petr Felkel and Mario Bruckschwaiger and Rainer
Wegenkittl},
   title = {Implementation and Complexity of the
Watershed-from-Markers Algorithm Computed as a Minimal Cost
Forest},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {The watershed algorithm belongs to classical
algorithms in mathematical morphology. Lotufo et al.1 published a
principle of the watershed computation by means of an iterative
forest transform (IFT), which computes a shortest path forest
from given markers. The algorithm itself was described for a {2D}
case (image) without a detailed discussion of its computation and
memory demands for real datasets.
As {IFT} cleverly solves the problem of plateaus and as it gives
precise results when thin objects have to be segmented, it is
obvious to use this algorithm for {3D} datasets taking in mind the
minimizing of a higher memory consumption for the {3D} case without
loosing low asymptotical time complexity of O(m + C) (and also
the real computation speed). The main goal of this paper is an
implementation of the {IFT} algorithm with a priority queue with
buckets and careful tuning of this implementation to reach as
minimal memory consumption as possible.
The paper presents five possible modifications and methods of
implementation of the {IFT} algorithm. All presented
implementations keep the time complexity of the standard priority
queue with buckets but the best one minimizes the costly memory
allocation and needs only 19-45% of memory for typical {3D} medical
imaging datasets.
Memory saving was reached by an {IFT} algorithm simplification,
which stores more elements in temporary structures but these
elements are simpler and thus need less memory.The best presented
modification allows segmentation of large {3D} medical datasets (up
to 512×512×680 voxels) with 12- or 16-bits per voxel on currently
available {PC} based workstations. },
}
@article{Breen:2001:3MB,
   author = {David E. Breen and Sean Mauch and Ross T. Whitaker
and Jia Mao},
   title = {{3D} Metamorphosis Between Different Types of Geometric
Models},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 that allows a user
to morph a number of geometric model types in a single animation.
We have developed techniques for converting several types of
geometric models (polygonal meshes, {CSG} models and {MRI} scans)
into distance volumes, the volumetric representation required by
our level set morphing approach. The combination of these two
capabilities allows a user to create a morphing sequence
regardless of the model type of the source and target objects,
freeing him/her to use whatever model type is appropriate for a
particular animation. },
}
@article{Nguyen:2001:RHQ,
   author = {Ky Giang Nguyen and Dietmar Saupe},
   title = {Rapid High Quality Compression of Volume Data for
Visualization},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {Volume data sets resulting from, e.g., computerized
tomography (CT) or magnetic resonance (MR) imaging modalities
require enormous storage capacity even at moderate resolution
levels. Such large files may require compression for processing
in {CPU} memory which, however, comes at the cost of decoding times
and some loss in reconstruction quality with respect to the
original data. For many typical volume visualization applications
(rendering of volume slices, subvolumes of interest, or
isosurfaces) only a part of the volume data needs to be decoded.
Thus, efficient compression techniques are needed that provide
random access and rapid decompression of arbitrary parts the
volume data. We propose a technique which is block based and
operates in the wavelet transformed domain. We report performance
results which compare favorably with previously published methods
yielding large reconstruction quality gains from about 6 to 12 dB
in {PSNR} for a 5123-volume extracted from the Visible Human data
set. In terms of compression our algorithm compressed the data 6
times as much as the previous state-of-the-art block based coder
for a given {PSNR} quality. },
}
@article{Kunimatsu:2001:FSA,
   author = {A. Kunimatsu and Y. Watanabe and H. Fujii and T.
Saito and K. Hiwada and T. Takahashi and H. Ueki},
   title = {Fast simulation and rendering techniques for fluid
objects},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {Movies with actions and light effects of fluid
objects are aesthetically pleasing and interesting. Until now,
the calculation costs of simulation and rendering of fluid
objects have been very high. Using a modern {PC} system and
appropriate methods, we achieved a time of 10-20 seconds per
frame for this application. Our system uses a full Navier-Stokes
equation solver with uniform Eulerian mesh, marching cube
isosurface techniques, Catmull-Clark subdivision surface
techniques, ray tracing techniques on each vertex and
conventional polygon base rendering by {HW} accelerator. In this
paper, we describe the components of our system and the reasons
for choosing them. By measuring {CPU} times of each process for
some movie scenes of fluid objects, we evaluate this system. We
consider what factors are important for creating movies of fluid
objects with short {TAT}. },
}
@article{Durikovic:2001:AOS,
   author = {Roman Durikovic},
   title = {Animation of Soap Bubble Dynamics, Cluster Formation
and Collision},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {What is happening when a soap bubble floats on the
air? How do bubbles coalesce to form beautiful three-dimensional
clusters? The physical-based model and animation described herein
provide the answers. This paper deals with a complete computer
simulation of soap bubbles from a dynamic perspective, which
should prove to be of great interest to physicists and
mathematicians. We discuss the dynamic formation of irregular
bubble clusters and how to animate bubbles. The resulting model
takes into account surface tension, film elasticity, and shape
variations due to gravity and external wind forces. },
}
@article{Harris:2001:RCR,
   author = {Mark J. Harris and Anselmo Lastra},
   title = {Real-Time Cloud Rendering},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {This paper presents a method for realistic real-time
rendering of clouds suitable for flight simulation and games. It
provides a cloud shading algorithm that approximates multiple
forward scattering in a preprocess, and first order anisotropic
scattering at runtime. Impostors are used to accelerate cloud
rendering by exploiting frame-to-frame coherence in an
interactive flight simulation. Impostors are shown to be
particularly well suited to clouds, even in circumstances under
which they cannot be applied to the rendering of polygonal
geometry. The method allows hundreds of clouds and hundreds of
thousands of particles to be rendered at high frame rates, and
improves interaction with clouds by reducing artifacts introduced
by direct particle rendering techniques. },
}
@article{Rushmeier:2001:HMC,
   author = {Holly Rushmeier and Laurent Balmelli and Fausto
Bernardini},
   title = {Horizon Map Capture},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {We present a method for computing horizon maps from
captured images of a bumpy surface. Horizon maps encode surface
self-shadowing effects, and can be used with bump or normals maps
to realistically render surfaces with small height perturbations.
The method does not rely on complete surface reconstruction, and
requires only eight captured images as input. In this paper we
discuss how shadow information is extrapolated from the eight
captured images to compute the horizon map. Our implementation
accounts for the noise and uncertainties in physically acquired
data. },
}
@article{Eckstein:2001:TMW,
   author = {Ilya Eckstein and Vitaly Surazhsky and Craig
Gotsman},
   title = {Texture Mapping with Hard Constraints},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {We show how to continuously map a texture onto a {3D}
triangle mesh when some of the mesh vertices are constrained to
have given (u, v) coordinates. This problem arises frequently in
interactive texture mapping applications and, to the best of our
knowledge, a complete and efficient solution is not available.
Our techniques always guarantee a solution by introducing extra
(Steiner) vertices in the triangulation if needed. We show how to
apply our methods to texture mapping in multi-resolution
scenarios and image warping and morphing. },
}
@article{Hecker:2001:WGW,
   author = {Chris Hecker},
   title = {Why Games Will Be the Preeminent Art Form of the 21st
Century},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 that would
allow artistic innovation. The same problems affected cinema
during its birth. During the early 20th century, film managed to
find its way from popular diversion to highly respected art form.
Will games follow the same course, or will they be stuck forever
in the ghetto of pop culture? What technological and artistic
changes need to occur in the medium for games to evolve beyond
merely shooting aliens and into an art form worthy of association
with painting, music, writing, and film? This talk will pose some
of those questions, if not attempt to answer them. },
}
@article{Iwakiri:2001:PRT,
   author = {Yuya Iwakiri and Toyohisa Kaneko},
   title = {PC-based Real-time Texture Painting on Real World
Objects},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {The problem of texture mapping on real world objects
has attracted attention recently. A work by Lensch et al.
addressed the problem of locating a camera position in the
celestial sphere and then mapping the acquired pictures on a real
world object. The entire process took a half hour to one hour to
map 10 to 15 pictures. In this paper, we propose a new innovative
algorithm to speed up the texture mapping or painting process in
real-time. We built a PC-based system using a commonly available
video card with a geometry engine. Mapping of a picture required
about 20 seconds. It is successful in giving an illusion to the
operator to paint a colorless real world object with a color
texture brush. },
}
@article{Bourguignon:2001:DFI,
   author = {David Bourguignon and Marie-Paule Cani and George
Drettakis},
   title = {Drawing for Illustration and Annotation in {3D}},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   keywords = {drawing, stroke-based illustration, interface},
   annote = {We present a system for sketching in {3D}, which
strives to preserve the degree of expression, imagination, and
simplicity of use achieved by {2D} drawing. Our system directly
uses user-drawn strokes to infer the sketches representing the
same scene from different viewpoints, rather than attempting to
reconstruct a {3D} model. This is achieved by interpreting strokes
as indications of a local surface silhouette or contour. Strokes
thus deform and disappear progressively as we move away from the
original viewpoint. They may be occluded by objects indicated by
other strokes, or, in contrast, be drawn above such objects. The
user draws on a plane which can be positioned explicitly or
relative to other objects or strokes in the sketch. Our system is
interactive, since we use fast algorithms and graphics hardware
for rendering. We present applications to education, design,
architecture and fashion, where {3D} sketches can be used alone or
as an annotation of an existing {3D} model. },
}
@article{Way:2001:TSO,
   author = {Der-Lor Way and Zen-Chung Shih},
   title = {The Synthesis of Rock Textures in Chinese Landscape
Painting},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {In Chinese landscape painting, rock textures portray
the orientation of mountains and contribute to the atmosphere.
Many landscape-painting skills are required according to the type
of rock. Landscape painting is the major theme of Chinese
painting. Over the centuries, masters of Chinese landscape
painting developed various texture strokes. Hemp-fiber and
axe-cut are two major types of texture strokes. A slightly
sinuous and seemingly broken line, the hemp-fiber stroke is used
for describing the gentle slopes of rock formations whereas the
axe-cut stroke best depicts hard, rocky surfaces. This paper
presents a novel method of synthesizing rock textures in Chinese
landscape painting, useful not only to artists who want to paint
interactively, but also in automated rendering of natural scenes.
The method proposed underwrites the complete painting process
after users have specified only the contour and parameters. },
}
@article{Kang:2001:TIT,
   author = {Hyung Woo Kang and Soon Hyoung Pyo and Ken-ichi
Anjyo and Sung Yong Shin},
   title = {Tour Into the Picture using a Vanishing Line and its
Extension to Panoramic Images},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   keywords = {Image-based modeling/rendering, projective
geometry, vanishing line, panoramic image},
   annote = {Tour into the picture (TIP) proposed by Horry et
al.is a method for generating a sequence of walk-through images
from a single reference picture (or image). By navigating a {3D}
scene model constructed from the picture, {TIP} produces convincing
3D effects. Assuming that the picture has one vanishing point,
they proposed the scene modeling scheme called spidery mesh.
However, this scheme has to go through major modification when
the picture contains multiple vanishing points or does not have
any well-defined vanishing point. Moreover, the spidery mesh is
hard to generalize for other types of images such as panoramic
images. In this paper, we propose a new scheme for {TIP} which is
based on a single vanishing line instead of a vanishing point.
Based on projective geometry, our scheme is simple and yet
general enough to address the problems faced with the previous
method. We also show that our scheme can be naturally extended to
a panoramic image. },
}
@article{Haber:2001:PGC,
   author = {J{\"{o}}rg Haber and Karol Myszkowski and Hitoshi
Yamauchi and Hans-Peter Seidel},
   title = {Perceptually Guided Corrective Splatting},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {One of the basic difficulties with interactive
walkthroughs is the high quality rendering of object surfaces
with non-diffuse light scattering characteristics. Since full ray
tracing at interactive rates is usually impossible, we render a
precomputed global illumination solution using graphics hardware
and use remaining computational power to correct the appearance
of non-diffuse objects on-the-fly. The question arises, how to
obtain the best image quality as perceived by a human observer
within a limited amount of time for each frame. We address this
problem by enforcing corrective computation for those non-diffuse
objects that are selected using a computational model of visual
attention. We consider both the saliency- and task-driven
selection of those objects and benefit from the fact that shading
artifacts of "unattended" objects are likely to remain unnoticed.
We use a hierarchical image-space sampling scheme to control ray
tracing and splat the generated point samples. The resulting
image converges progressively to a ray traced solution if the
viewing parameters remain unchanged. Moreover, we use a sample
cache to enhance visual appearance if the time budget for
correction has been too low for some frame. We check the validity
of the cached samples using a novel criterion suited for
non-diffuse surfaces and reproject valid samples into the current
view. },
}
@article{Wald:2001:IRW,
   author = {Ingo Wald and Philipp Slusallek and Carsten Benthin
and Markus Wagner},
   title = {Interactive Rendering with Coherent Ray Tracing},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {For almost two decades researchers have argued that
ray tracing will eventually become faster than the rasterization
technique that completely dominates todays graphics hardware.
However, this has not happened yet. Ray tracing is still
exclusively being used for off-line rendering of photorealistic
images and it is commonly believed that ray tracing is simply too
costly to ever challenge rasterization-based algorithms for
interactive use. However, there is hardly any scientific analysis
that supports either point of view. In particular there is no
evidence of where the crossover point might be, at which ray
tracing would eventually become faster, or if such a point does
exist at all.
This paper provides several contributions to this discussion: We
first present a highly optimized implementation of a ray tracer
that improves performance by more than an order of magnitude
compared to currently available ray tracers. The new algorithm
make better use of computational resources such as caches and
SIMD instructions and better exploits image and object space
coherence. Secondly, we show that this software implementation
can challenge and even outperform high-end graphics hardware in
interactive rendering performance for complex environments. We
also provide an brief overview of the benefits of ray tracing
over rasterization algorithms and point out the potential of
interactive ray tracing both in hardware and software. },
}
@article{Schirmacher:2001:OPO,
   author = {Hartmut Schirmacher and Li Ming and Hans-Peter
Seidel},
   title = {On-the-Fly Processing of Generalized Lumigraphs},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {We introduce a flexible and powerful concept for
reconstructing arbitrary views from multiple source images on the
fly. Our approach is based on a Lumigraph structure with
per-pixel depth values, and generalizes the classical two-plane
parameterized light fields and Lumigraphs. With our technique, it
is possible to render arbitrary views of time-varying,
non-diffuse scenes at interactive frame rates, and it allows
using any kind of sensor that yields images with dense depth
information. We demonstrate the flexibility and efficiency of our
approach through various examples. },
}
@article{Halper:2001:ACE,
   author = {Nicolas Halper and Ralf Helbing and Thomas
Strothotte},
   title = {A Camera Engine for Computer Games: Managing the
Trade-Off Between Constraint Satisfaction and Frame Coherence},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {Many computer games treat the user in the "1st
person" and bind the camera to his or her view. More
sophistication in a game can be achieved by enabling the camera
to leave the users' viewpoint. This, however, requires new
methods for automatic, dynamic camera control. In this paper we
present methods and tools for such camera control. We emphasize
guiding camera control by constraints; however, optimal
constraint satisfaction tends to lead to the camera jumping
around too much. Thus, we pay particular attention to a trade-off
between constraint satisfaction and frame coherence. We present a
new algorithm for dynamic consideration of the visibility of
objects which are deemed to be important in a given game context.
},
}
@article{Freudenberg:2001:WIF,
   author = {Bert Freudenberg and Maic Masuch and Thomas
Strothotte},
   title = {Walk-Through Illustrations: Frame-Coherent
Pen-and-Ink Style in a Game Engine},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {In this paper we show how a game engine designed to
generate photorealistic images can be extended to produce
non-photorealistic and hybrid renditions. We introduce new
hardware-based methods to accomplish pen-and-ink illustrations.
The combination of the highly optimized processing of a game
engine and the use of hardware for {NPR} algorithms yields
real-time animation of pen-and-ink illustrations.
The particular advance of this method is that it yields the first
real-time, frame-coherent pen-and-ink animations which maintain
both tone and texture. },
}
@article{Oshita:2001:ADM,
   author = {Masaki Oshita and Akifumi Makinouchi},
   title = {A Dynamic Motion Control Technique for Human-like
Articulated Figures},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {This paper presents a dynamic motion control
technique for human-like articulated figures in a physically
based character animation system. This method controls a figure
such that the figure tracks input motion specified by a user.
When environmental physical input such as an external force or a
collision impulse are applied to the figure, this method
generates dynamically changing motion in response to the physical
input. We have introduced comfort and balance control to compute
the angular acceleration of the figure's joints. Our algorithm
controls the several parts of a human-like articulated figure
separetely through the minimum number of degrees-of-freedom.
Using this approach, our algorithm simulates realistic human
motions at efficient computational cost. Unlike existing dynamic
simulation systems, our method assumes that input motion is
already realistic, and is aimed at dynamically changing the input
motion in real-time only when unexpected physical input is
applied to the figure. As such, our method works efficiently in
the framework of current computer games. },
}
@article{Gibson:2001:FIP,
   author = {Simon Gibson and Toby Howard and Roger Hubbold},
   title = {Flexible Image-Based Photometric Reconstruction using
Virtual Light Sources},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {Photometric reconstruction is the process of
estimating the illumination and surface reflectance properties of
an environment, given a geometric model of the scene and a set of
photographs of its surfaces. For mixed-reality applications, such
data is required if synthetic objects are to be correctly
illuminated or if synthetic light sources are to be used to
re-light the scene. Current methods of estimating such data are
limited in the practical situations in which they can be applied,
due to the fact that the geometric and radiometric models of the
scene which are provided by the user must be complete, and that
the position (and in some cases, intensity) of the light sources
must also be specified a-priori. In this paper, a novel algorithm
is presented which overcomes these constraints, and allows
photometric data to be reconstructed in less restricted
situations. This is achieved through the use of virtual light
sources which mimic the effect of direct illumination from
unknown luminaires, and indirect illumination reflected off
unknown geometry. The intensity of these virtual light sources
and the surface material properties are estimated using an
iterative algorithm which attempts to match calculated radiance
values to those observed in photographs. Results are presented
for both synthetic and real scenes that show the quality of the
reconstructed data and its use in off-line mixed-reality
applications. },
}
@article{Shacked:2001:ALD,
   author = {Ram Shacked and Dani Lischinski},
   title = {Automatic Lighting Design using a Perceptual Quality
Metric},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {Lighting has a crucial impact on the appearance of
3D objects and on the ability of an image to communicate
information about a {3D} scene to a human observer. This paper
presents a new automatic lighting design approach for
comprehensible rendering of {3D} objects. Given a geometric model
of a {3D} object or scene, the material properties of the surfaces
in the model, and the desired viewing parameters, our approach
automatically determines the values of various lighting
parameters by optimizing a perception-based image quality
objective function. This objective function is designed to
quantify the extent to which an image of a {3D} scene succeeds in
communicating scene information, such as the {3D} shapes of the
objects, fine geometric details, and the spatial relationships
between the objects.
Our results demonstrate that the proposed approach is an
effective lighting design tool, suitable for users without
expertise or knowledge in visual perception or in lighting
design. },
}
@article{Ershov:2001:RPA,
   author = {Sergey Ershov and Konstantin Kolchin and Karol
Myszkowski},
   title = {Rendering Pearlescent Appearance Based On
Paint-Composition Modelling},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {We describe a new approach to modelling pearlescent
paints based on decomposing paint layers into stacks of imaginary
thin sublayers. The sublayers are chosen so thin that multiple
scattering can be considered across different sublayers, while it
can be neglected within each of the sublayers. Based on this
assumption, an efficient recursive procedure of assembling the
layers is developed, which enables to compute the paint {BRDF} at
interactive speeds. Since the proposed paint model connects
fundamental optical properties of multi-layer pearlescent and
metallic paints with their microscopic structure, interactive
prediction of the paint appearance based on its composition
becomes possible. },
}
@article{Rose:2001:AIU,
   author = {Charles F. Rose {III} and Peter-Pike J. Sloan and
Michael F. Cohen},
   title = {Artist-Directed Inverse-Kinematics Using Radial Basis
Function Interpolation},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {One of the most common tasks in computer animation
is inverse-kinematics, or determining a joint configuration
required to place a particular part of an articulated character
at a particular location in global space. Inverse-kinematics is
required at design-time to assist artists using commercial {3D}
animation packages, for motion capture analysis, and for run-time
applications such as games.
We present an efficient inverse-kinematics methodology based on
the interpolation of example motions and positions. The technique
is demonstrated on a number of inverse-kinematics positioning
tasks for a human figure. In addition to simple positioning
tasks, the method provides complete motion sequences that satisfy
an inverse-kinematic goal. The interpolation at the heart of the
algorithm allows an artist's influence to play a major role in
ensuring that the system always generates plausible results. Due
to the lightweight nature of the algorithm, we can position a
character at extremely high frame rates, making the technique
useful for time-critical run-time applications such as games. },
}
@article{Kitamura:2001:ICA,
   author = {Yoshifumi Kitamura and Tomohiko Higashi and Takayuki
Iida and Fumio Kishino},
   title = {Interactive Computer Animation of Hand Gestures using
Status Estimation with Multiple Regression Analysis},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {This paper presents a method of interactively
generating natural hand gesture animation using reduced
dimensionality from multiple captured data sequences of finger
motions conducting specific tasks. This method is achieved by
introducing an estimation with multiple regression analysis. Even
when the skeletal structure of the user who inputs the motion is
different from that of the shape model in the computer, the
motion that a user imagines is generated. Experimental results
obtained from the interface applied to virtual object
manipulation showed that the proposed method generates animation
naturally, just as users would expect. This method enables us to
make input devices that require minimal user training and
computer calibration, and helps to make the user interface
intuitive and easy to use. },
}
@article{Vassilev:2001:FCA,
   author = {T. Vassilev and B. Spanlang and Y. Chrysanthou},
   title = {Fast Cloth Animation on Walking Avatars},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {This paper describes a fast technique for animating
clothing on walking humans. It exploits a mass-spring cloth model
but applies a new velocity directional modification approach to
overcome its super-elasticity. The algorithm for cloth-body
collision detection and response is based on image-space
interference tests, unlike the existing ones that use
object-space checks. The modern workstations' graphics hardware
is used not only to compute the depth maps of the body but also
to interpolate the body normal vectors and velocities of each
vertex. As a result the approach is very fast and makes it
possible to produce animation at a rate of three to four frames
per second. },
}
@article{Granier:2001:IUF,
   author = {Xavier Granier and George Drettakis},
   title = {Incremental Updates for Rapid Glossy Global
Illumination},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   keywords = {Global Illumination, Rapid/Interactive Updates,
Radiosity, Particle Tracing, Textures, Reconstruction},
   annote = {We present an integrated global illumination
algorithm including non-diffuse light transport which can handle
complex scenes and enables rapid incremental updates. We build on
a unified algorithm which uses hierarchical radiosity with
clustering and particle tracing for diffuse and non-diffuse
transport respectively. We present a new algorithm which chooses
between reconstructing specular effects such as caustics on the
diffuse radiosity mesh, or special purpose caustic textures, when
high frequencies are present. Algorithms are presented to choose
the resolution of these textures and to reconstruct the
high-frequency non-diffuse lighting effects. We use a dynamic
spatial data structure to restrict the number of particles
re-emitted during the local modifications of the scene. By
combining this incremental particle trace with a line-space
hierarchy for incremental update of diffuse illumination, we can
locally modify complex scenes rapidly. We also develop an
algorithm which, by permitting slight quality degradation during
motion, achieves quasi-interactive updates. We present an
implementation of our new method and its application to indoors
and outdoors scenes. },
}
@article{Serpaggi:2001:AAM,
   author = {Xavier Serpaggi and Bernard P{\'{e}}roche},
   title = {An Adaptive Method for Indirect Illumination Using
Light Vectors},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = { },
}
@article{Szirmay-Kalos:2001:GIA,
   author = {L{\'{a}}szl{\'{o}} Szirmay-Kalos and Ferenc Csonka
and Gy{\"{o}}rgy Antal},
   title = {Global Illumination as a Combination of Continuous
Random Walk and Finite-Element Based Iteration},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {The paper introduces a global illumination method
that combines continuous and finite-element approaches,
preserving the speed of finite-element based iteration and the
accuracy of continuous random walks. The basic idea is to
decompose the radiance function to a finite-element component
that is only a rough estimate and to a difference component that
is obtained by Monte-Carlo techniques. Iteration and random walk
are handled uniformly in the framework of stochastic iteration.
This uniform treatment allows the finite-element component to be
built up adaptively aiming at minimizing the Monte-Carlo
component. The method is also suited for interactive walkthrough
animation in glossy scenes since when the viewpoint changes, only
the small Monte-Carlo component needs to be recomputed. },
}
@article{Rocchini:2001:ALC,
   author = {C. Rocchini and Paulo Cignoni and C. Montani and P.
Pingi and Roberto Scopigno},
   title = {A low cost {3D} scanner based on structured light},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {Automatic {3D} acquisition devices (often called {3D}
scanners) allow to build highly accurate models of real {3D}
objects in a cost- and time-effective manner. We have
experimented this technology in a particular application context:
the acquisition of Cultural Heritage artefacts. Specific needs of
this domain are: medium-high accuracy, easy of use, affordable
cost of the scanning device, self-registered acquisition of shape
and color data, and finally operational safety for both the
operator and the scanned artefacts. According to these
requirements, we designed a low-cost {3D} scanner based on
structured light which adopts a new, versatile colored stripe
pattern approach. We present the scanner architecture, the
software technologies adopted, and the first results of its use
in a project regarding the {3D} acquisition of an archeological
statue. },
}
@article{Monzani:2001:IBA,
   author = {Jean-S{\'{e}}bastien Monzani and Angela Caicedo and
Daniel Thalmann},
   title = {Integrating Behavioural Animation Techniques},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   keywords = {behavioural animation and planning, virtual humans
animation, inter-agents communication},
   annote = {Our research focuses on animating autonomous virtual
humans which are able to take decisions by themselves. We
especially address in this paper the technical problem of
integrating altogether the physical simulation of agents
(represented as virtual humans in a {3D} environment) and their
behaviours and motivations, driven by a Beliefs, Desires and
Intentions architecture. We also explain how goals drive plans,
and how an agent can coherently handle concurrent tasks. },
}
@article{Hauth:2001:AHP,
   author = {Michael Hauth and Olaf Etzmuss},
   title = {A High Performance Solver for the Animation of
Deformable Objects using Advanced Numerical Methods},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {Physically based modelling of deformable objects has
become the most popular technique to model textiles, skin or
human tissue. The crucial problem in the animation of deformable
objects is the solution of the resulting differential equations.
Recently fast solutions have been presented. In this work we will
first give a theoretical analysis and then exploit special
properties of the system and advanced numerical techniques to
achieve further speed-ups of the simulations. Also, higher
accuracy, leading to higher quality animations, will be achieved
and an error bound is enforced. },
}
@article{Hadap:2001:MDH,
   author = {Sunil Hadap and Nadia Magnenat-Thalmann},
   title = {Modeling Dynamic Hair as a Continuum},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {In this paper we address the difficult problem of
hair dynamics, particularly hair-hair and hair-air interactions.
To model these interactions, we propose to consider hair volume
as a continuum. Subsequently, we treat the interaction dynamics
to be fluid dynamics. This proves to be a strong as well as
viable approach for an otherwise very complex phenomenon.
However, we retain the individual character of hair, which is
vital to visually realistic rendering of hair animation. For
that, we develop an elaborate model for stiffness and inertial
dynamics of individual hair strand. Being a reduced coordinate
formulation, the stiffness dynamics is numerically stable and
fast. We then unify the continuum interaction dynamics and the
individual hair's stiffness dynamics. },
}
@article{Reissell:2001:MSD,
   author = {L. M. Reissell and Dinesh K. Pai},
   title = {Modeling Stochastic Dynamical Systems for Interactive
Simulation},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {We present techniques for constructing approximate
stochastic models of complicated dynamical systems for
applications in interactive computer graphics. The models are
designed to produce realistic interaction at low cost.
We describe two kinds of stochastic models: continuous state
(ARX) models and discrete state (Markov chains) models. System
identi cation techniques are used for learning the input-output
dynamics automatically, from either measurements of a real system
or from an accurate simulation. The synthesis of behavior in this
manner is several orders of magnitude faster than physical
simulation.We demonstrate the techniques with two examples: (1)
the dynamics of candle ame in the wind, modeled using data from a
real candle and (2) the motion of a falling leaf, modeled using
data from a complex simulation. We have implemented an
interactive Java program which demonstrates real-time interaction
with a realistically behaving simulation of a cartoon candle ame.
The user makes the ame animation icker by blowing into a
microphone. },
}
@article{Wu:2001:ANF,
   author = {Xunlei Wu and Michael S. Downes and Tolga Goktekin
and Frank Tendick},
   title = {Adaptive Nonlinear Finite Elements for Deformable
Body Simulation Using Dynamic Progressive Meshes},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {Realistic behavior of deformable objects is
essential for many applications such as simulation for surgical
training. Existing techniques of deformable modeling for real
time simulation have either used approximate methods that are not
physically accurate or linear methods that do not produce
reasonable global behavior. Nonlinear finite element methods
(FEM) are globally accurate, but conventional {FEM} is not real
time. In this paper, we apply nonlinear {FEM} using mass lumping to
produce a diagonal mass matrix that allows real time computation.
Adaptive meshing is necessary to provide sufficient detail where
required while minimizing unnecessary computation. We propose a
scheme for mesh adaptation based on an extension of the
progressive mesh concept, which we call dynamic progressive
meshes. },
}
@article{Tanaka:2001:GSS,
   author = {Satoshi Tanaka and Akihiro Shibata and Hiroaki
Yamamoto and Hisakiyo Kotsuru},
   title = {Generalized Stochastic Sampling Method for
Visualization and Investigation of Implicit Surfaces},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {Recently we proposed the stochastic sampling method
(SSM), which can numerically generate sample points on
complicated implicit surfaces quickly and uniformly. In this
paper we generalize the method in two aspects: (1) We introduce
two kinds of boundary conditions, so that we can sample a finite
part of an open surface spreading infinitely. (2) We generalize
the stochastic differential equation used in the {SSM}, so that its
solutions can satisfy plural constraint conditions
simultaneously. The first generalization enables us to visualize
cut views of open surfaces. The second generalization enables us
to visualize intersections of static and moving implicit
surfaces, which leads to detailed investigation of intersections
and other interesting applications such as visualization of
contour maps. },
}
@article{Ohtake:2001:MOF,
   author = {Yutaka Ohtake and Alexander G. Belyaev},
   title = {Mesh Optimization for Polygonized Isosurfaces},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {In this paper, we propose a method for improvement
of isosurface polygonizations. Given an initial polygonization of
an isosurface, we introduce a mesh evolution process initialized
by the polygonization. The evolving mesh converges quickly to its
limit mesh which provides with a high quality approximation of
the isosurface even if the isosurface has sharp features,
boundary, complex topology. To analyze how close the evolving
mesh approaches its destined isosurface, we introduce error
estimators measuring the deviations of the mesh vertices from the
isosurface and mesh normals from the isosurface normals. A new
technique for mesh editing with isosurfaces is also proposed. In
particular, it can be used for creating carving effects. },
}
@article{Mora:2001:VOI,
   author = {B. Mora and J. P. Jessel and R. Caubet},
   title = {Visualization of Isosurfaces with Parametric Cubes},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   keywords = {isosurface, reconstruction filter, octree,
quantization},
   annote = {To render images from volume datasets, an
interpolation method also called reconstruction is needed. The
level of details of the resultant image closely depends on the
filter used for reconstruction. We propose here a new filter
producing C1 continue surfaces. The provided image quality is
better than current high-quality algorithms, like splatting or
trilinear raycasting, where tiny details are often eliminated. In
contrast with other studied high quality filters that are
practically unusable, our algorithm has been implemented
interactively on a modest platform thanks to an efficient
implementation using parametric cubes. We also demonstrate the
interest of a min-max octree in the visualization of isosurfaces
interactively thresholded. },
}
@article{Watanabe:2001:DOS,
   author = {Kouki Watanabe and Alexander G. Belyaev},
   title = {Detection of Salient Curvature Features on Polygonal
Surfaces},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {We develop an approach for stable detection of
perceptually salient curvature features on surfaces approximated
by dense triangle meshes. The approach explores an "area
degenerating" effect of the focal surface near its singularities
and combines together a new approximations of the mean and
Gaussian curvatures, nonlinear averaging of curvature maps,
histogram-based curvature extrema filtering, and an image
processing skeletonization procedure adapted for triangular
meshes. Finally we use perceptually significant curvature extrema
triangles to enhance the Garland-Heckbert mesh decimation method.
},
}
@article{Vorsatz:2001:FSR,
   author = {J. Vorsatz and C. R{\"{o}}ssl and Leif P. Kobbelt
and Hans-Peter Seidel},
   title = {Feature Sensitive Remeshing},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {Remeshing artifacts are a fundamental problem when
converting a given geometry into a triangle mesh. We propose a
new remeshing technique that is sensitive to features. First, the
resolution of the mesh is iteratively adapted by a global
restructuring process which additionally optimizes the
connectivity. Then a particle system approach evenly distributes
the vertices across the original geometry. To exactly find the
features we extend this relaxation procedure by an effective
mechanism to attract the vertices to feature edges. The
attracting force is imposed by means of a hierarchical curvature
field and does not require any thresholding parameters to
classify the features. },
}
@article{Botsch:2001:RFA,
   author = {Mario Botsch and Leif P. Kobbelt},
   title = {Resampling Feature and Blend Regions in Polygonal
Meshes for Surface Anti-Aliasing},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 points. The
quality of the reconstruction not only depends on the number and
density of the sample points but also on their alignment to sharp
and rounded features of the original geometry. Bad alignment can
lead to severe alias artifacts. In this paper we present a
sampling pattern for feature and blend regions which minimizes
these alias errors. We show how to improve the quality of a given
polygonal mesh model by resampling its feature and blend regions
within an interactive framework. We further demonstrate
sophisticated modeling operations that can be implemented based
on this resampling technique. },
}
@article{Wonka:2001:IV,
   author = {Peter Wonka and Michael Wimmer and Fran{\c{c}}ois X.
Sillion},
   title = {Instant Visibility},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 is valid for several
frames, by shrinking the occluders used in visibility
calculations by an adequate amount. These visibility calculations
can be performed on a visibility server, possibly a distinct
computer communicating with the display host over a local
network. The resulting system essentially combines the advantages
of online visibility processing and region-based visibility
calculations, allowing asynchronous processing of visibility and
display operations. We analyze two different types of
hardware-based point visibility algorithms and address the
problem of bounded calculation time which is the basis for true
real-time behavior. Our results show reliable, sustained 60 Hz
performance in a walkthrough with an urban environment of nearly
2 million polygons, and a terrain flyover. },
}
@article{Roth:2001:RTT,
   author = {S. H. Martin Roth and Patrick Diezi and Markus H.
Gross},
   title = {Ray Tracing Triangular B{\'{e}}zier Patches},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {We present a new approach to finding ray-patch
intersections with triangular Bernstein-B{\'{e}}zier patches of
arbitrary degree. This paper extends and complements on the short
presentation. Unlike a previous approach which was based on a
combination of hierarchical subdivision and a Newton-like
iteration scheme, this work adapts the concept of B{\'{e}}zier
clipping to the triangular domain.
The problem of reporting wrong intersections, inherent to the
original B{\'{e}}zier clipping algorithm, is investigated and
opposed to the triangular case. It turns out that reporting wrong
hits is very improbable, even close to impossible, in the
triangular set-up. A combination of B{\'{e}}zier clipping and a
simple hierarchy of nested bounding volumes offers a reliable and
accurate solution to the problem of ray tracing triangular
B{\'{e}}zier patches. },
}
@article{Brunet:2001:H3C,
   author = {Pere Brunet and Isabel Navazo and Jarek Rossignac
and Carlos Saona-V{\'{a}}zquez},
   title = {Hoops: {3D} Curves as Conservative Occluders for
Cell-Visibility},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 that are contained in
the umbra cast by a group of objects given an area light. In this
paper we prove that convexity requirements can be shifted from
the occluders to their umbra with no loss of efficiency, and use
this property to show how some special non-planar, non-convex
closed polylines that we call "hoops" can be used to compute
occlusion efficiently for objects that have no large interior
convex sets and were thus rejected by previous approaches. },
}
@article{Westermann:2001:RVD,
   author = {R{\"{u}}diger Westermann and Christof Rezk-Salama},
   title = {Real-Time Volume Deformations},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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, however, is
still a challenge and has not yet been addressed sufficiently.
Volumetric models, on the other hand, form an important class of
representation in many applications. In this paper we present a
novel approach to the real-time deformation of scalar volume data
sets taking advantage of hardware supported {3D} texture mapping.
In a prototype implementation a modeling environment has been
designed that allows for interactive manipulation of arbitrary
parts of volumetric objects. In this way, any desired shape can
be modeled and used subsequently in various applications. The
underlying algorithms have wide applicability and can be
exploited effectively for volume morphing and medical data
processing. },
}
@article{Csebfalvi:2001:FVO,
   author = {Bal{\'{a}}zs Cs{\'{e}}bfalvi and Lukas Mroz and
Helwig Hauser and Andreas K{\"{o}}nig and Eduard Gr{\"{o}}ller},
   title = {Fast Visualization of Object Contours by
Non-Photorealistic Volume Rendering},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   keywords = {interactive volume rendering, non-photorealistic
rendering, shear-warp projection},
   annote = {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 traditional
approaches such as direct volume rendering or iso-surface
rendering). Object contours, which usually are characterized by
locally high gradient values, are visualized regardless of their
density values. Cumbersome tuning of transfer functions, as
usually needed for setting up {DVR} views is avoided. Instead, a
small number of parameters is available to adjust the
non-photorealistic display. Based on the magnitude of local
gradient information as well as on the angle between viewing
direction and gradient vector, data values are mapped to visual
properties (color, opacity), which then are combined to form the
rendered image (MIP is proposed as the default compositing
stragtegy here). Due to the fast implementation of this
alternative rendering approach, it is possible to interactively
investigate the {3D} data, and quickly learn about internal
structures. Several further extensions of our new approach, such
as level lines are also presented in this paper. },
}
@article{Tricoche:2001:TTT,
   author = {X. Tricoche and G. Scheuermann and Hans Hagen},
   title = {Tensor Topology Tracking: A Visualization Method for
Time-Dependent {2D} Symmetric Tensor Fields},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 time-dependent
tensor fields. Basic notions of unsteady tensor topology are
discussed. Topological changes - known as bifurcations - are
precisely detected and identified by our method which permits an
accurate tracking of degenerate points and related structures. },
}
@article{Maillot:200:AUS,
   author = {J{\'{e}}r{\^{o}}me Maillot and Jos Stam},
   title = {A Unified Subdivision Scheme for Polygonal Modeling},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 of detail to meshes.
However, existing subdivision schemes have several undesirable
properties making them ill suited for polygonal modeling. In this
paper we propose a general set of subdivision rules which
provides users with more control over the subdivision process.
Most existing subdivision schemes are special cases. In
particular, we provide subdivision rules which blend
approximating spline based schemes with interpolatory ones. Also,
we generalize subdivision to allow any number of refinements to
be performed in a single step. },
}
@article{Alliez:2001:VCE,
   author = {Pierre Alliez and Mathieu Desbrun},
   title = {Valence-Driven Connectivity Encoding for {3D} Meshes},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 Gotsman, we design a new
valence-driven conquest for arbitrary meshes that always
guarantees smaller compression rates than the original method.
Furthermore, we provide a novel theoretical entropy study of our
technique, hinting the optimality of the valence-driven approach.
Finally, we demonstrate the practical efficiency of this approach
(in agreement with the theoretical prediction) on a series of
test meshes, resulting in the lowest compression ratios published
so far, for both irregular and regular meshes, small or large. },
}
@article{Boissonnat:2001:CSS,
   author = {Jean-Daniel Boissonnat and Fr{\'{e}}d{\'{e}}ric
Cazals},
   title = {Coarse-to-fine surface simplification with geometric
guarantees},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {Let {PC} be a {3D} point cloud and "epsilon" 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 "epsilon" from
a facet of S. (PCU and {PCL} respectively stand for Point Cloud
Used and Point Cloud Left.) We call this problem simplification
with geometric guarantees.
This paper presents a new framework to simplify with geometric
guarantees. The approach relies on two main ingredients. First an
oracle providing information on the surface being reconstructed
even though the triangulated surface itself has not been
computed. Second, a reconstruction algorithm providing
incremental updates of the reconstructed surface, as well as a
fast point-to-triangles distance computation. The oracle is used
to guess a subset of the point cloud from which a triangulated
surface is reconstructed. It relies on an implicit surface the
triangulated surface is an approximation of, and is therefore
available before the triangle mesh. The point-to-triangles
distance computation and the local updates are then invoked to
insert new vertices until the tolerance is met.
We also present a detailed experimental study which shows the
efficiency of the simplification process both in terms of
simplification rate and running time.
To the best of our knowledge, this algorithm is the first one
performing coarse-to-fine surface simplification with geometric
guarantees. },
}
@article{Ehmann:2001:AAF,
   author = {Stephan A. Ehmann},
   title = {Accurate and Fast Proximity Queries Between Polyhedra
Using Convex Surface Decomposition},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {Ming C. Lin},
   note = {{ISSN} 1067-7055},
   annote = {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 queries
include intersection detection, tolerance verification, exact and
approximate minimum distance computation, and (disjoint) contact
determination. Specialized data structures and algorithms have
often been designed to perform each type of query separately. We
present a unified approach to perform any of these queries
seamlessly for general, rigid polyhedral objects with boundary
representations which are orientable 2-manifolds. The proposed
method involves a hierarchical data structure built upon a
surface decomposition of the models. Furthermore, the incremental
query algorithm takes advantage of coherence between successive
frames. It has been applied to complex benchmarks and compares
very favorably with earlier algorithms and systems. },
}
@article{Ivanov:2001:SPA ,
   author = {D. Ivanov and Ye Kuzmin},
   title = {Spatial Patches - A Primitive for {3D} Model
Representation},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 well known, there
are just a few approaches to its efficient implementation. In
this paper we develop a technique that allows for efficient
representation and rendering of {3D} models by getting a new angle
on the displacement mapping concept. We introduce a new primitive
that is defined as the range image of a small part of the model's
surface; therefore, it is called a spatial patch. The whole model
is just a collection of patches with no connectivity information
between them. Such a representation can be directly acquired by
3D scanning machinery, and stored in a compact uniform form. It
also allows for efficient visualization, which is the major focus
of this paper. Thus, we present the logical structure of a
rendering unit based on conventional z-buffering, and discuss the
involved algorithms in detail. These algorithms benefit from
modern features of computing units for which we believe the
proposed technique can be used in a wide range of applications
dealing with real-life {3D} data. },
}
@article{Gross:2001:APT,
   author = {Markus Gross},
   title = {Are Points the Better Graphics Primitives?},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
   annote = {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 implicit surfaces allow
the creation of {3D} graphics models with increasingly complex
shape. In spite of these methods the triangle has survived over
decades as the king of graphics primitives meeting the right
balance between descriptive power and computational burden. As a
consequence, today's consumer graphics hardware is heavily
tailored for high performance triangle processing. In addition, a
new generation of geometry processing methods including
hierarchical representations, geometric filtering, or feature
detection fosters the concept of triangle meshes for graphics
modelling.
Unlike triangles, points have amazingly been neglected as a
graphics primitive. Although being included in APIs since many
years, it is only recently that point samples experience a
renaissance in computer graphics. Conceptually, points provide a
mere discretization of geometry without explicit storage of
topology. Thus, point samples reduce the representation to the
essentials needed for rendering and enable us to generate highly
optimized object representations. Although the loss of topology
poses great challenges for graphics processing, the latest
generation of algorithms features high performance rendering,
point/pixel shading, anisotropic texture mapping, and advanced
signal processing of point sampled geometry.
This talk will give an overview of how recent research results in
the processing of triangles and points are changing our
traditional way of thinking of surface representations in
computer graphics - and will discuss the question: Are Points the
Better Graphics Primitives? },
}

