@article{Nielsen:1995:LCU,
   author = {H.-P. Nielsen},
   title = {Line Clipping Using Semi-Homogeneous Coordinates},
   volume = {14 },
   number = {1},
   journal = {Computer Graphics Forum},
   month = {January}, year = {1995},
   pages = {3-16},
}
@article{Narayanaswami:1995:EPG,
   author = {C. Narayanaswami},
   title = {Efficient Parallel Gouraud Shading and Linear
Interpolation over Triangles},
   volume = {14 },
   number = {1},
   journal = {Computer Graphics Forum},
   month = {January}, year = {1995},
   pages = {17-24},
}
@article{Elber:1995:SAN,
   author = {Gershon Elber},
   title = {Symbolic and Numeric Computation in Curve
Interrogation},
   volume = {14 },
   number = {1},
   journal = {Computer Graphics Forum},
   month = {January}, year = {1995},
   pages = {25-34},
}
@article{Arad:1995:IWU,
   author = {N. Arad and D. Reisfeld},
   title = {Image Warping Using Few Anchor Points and Radial
Functions},
   volume = {14 },
   number = {1},
   journal = {Computer Graphics Forum},
   month = {January}, year = {1995},
   pages = {35-46},
}
@article{Fiume:1995:IPP,
   author = {Eugene Fiume},
   title = {Isometric Piecewise Polynomial Curves},
   volume = {14 },
   number = {1},
   journal = {Computer Graphics Forum},
   month = {January}, year = {1995},
   pages = {47-58},
}
@article{Aref:1995:AAF,
   author = {W. G. Aref and H. Samet},
   title = {An Algorithm for Perspective Viewing of Objects
Represented by Octrees},
   volume = {14 },
   number = {1},
   journal = {Computer Graphics Forum},
   month = {January}, year = {1995},
   pages = {59-66},
}
@article{Steed:1995:3IW,
   author = {A. Steed and M. Slater},
   title = {{3D} Interaction with the Desktop Bat},
   volume = {14 },
   number = {2},
   journal = {Computer Graphics Forum},
   month = {March}, year = {1995},
   pages = {97-104},
}
@article{Palmer:1995:CDF,
   author = {I. J. Palmer and R. L. Grimsdale},
   title = {Collision Detection for Animation using
Sphere-Trees},
   volume = {14 },
   number = {2},
   journal = {Computer Graphics Forum},
   month = {March}, year = {1995},
   pages = {105-116},
}
@article{Patel:1995:CII,
   author = {M. Patel},
   title = {Colouration Issues in Computer Generated Facial
Animation},
   volume = {14 },
   number = {2},
   journal = {Computer Graphics Forum},
   month = {March}, year = {1995},
   pages = {117-126},
}
@article{Roell:1995:FGO,
   author = {S. R{\"{o}}ll and A. Haase and M. von Kienlin},
   title = {Fast Generation of Leakproof Surfaces from
Well-Defined Objects by a Modified Marching Cubes Algorithm},
   volume = {14 },
   number = {2},
   journal = {Computer Graphics Forum},
   month = {March}, year = {1995},
   pages = {127-138},
}
@article{Zemcik:1995:OCT,
   author = {P. Zemcik and A. Chalmers},
   title = {Optimised {CSG} Tree Evaluation for Space
Subdivision},
   volume = {14 },
   number = {2},
   journal = {Computer Graphics Forum},
   month = {March}, year = {1995},
   pages = {139-146},
}
@article{Nehlig:1995:FAQ,
   author = {P. W. Nehlig and J.-P. Reveill{\'{e}}s},
   title = {Fractals and Quasi-Affine Transformations},
   volume = {14 },
   number = {2},
   journal = {Computer Graphics Forum},
   month = {March}, year = {1995},
   pages = {147-157},
}
@article{Ahlers:1995:DAR,
   author = {Klaus H. Ahlers and Andr{\'{e}} Kramer and David E.
Breen and Pierre-Yves Chevalier and Chris Crampton and Eric Rose
and Mihran Tuceryan and Ross T. Whitaker and Douglas Greer},
   title = {Distributed Augmented Reality for Collaborative
Design Applications},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {3-14},
   note = {{ISSN} 1067-7055},
   keywords = {augmented reality, {CSCW}, computer-aided design,
user interface separation, distribution, group communication,
interaction},
   annote = {This paper presents a system for constructing
collaborative design applications based on distributed augmented
reality. Augmented reality interfaces are a natural method for
presenting computer-based design by merging graphics with a view
of the real world. Distribution enableq users at remote sites to
collaborate on design tasks. The users interactively control
their local view, try out design options, and communicate design
proposal. They share virtual graphical objects that substitute
for real objects which are not yet physically created or are not
yet placed into the real design environment. We describe the
underlying augmented reality system and in particular how it has
been extended in order to support multi-user collaboration. The
construction of distributed augmented reality applications is
made easier by a separation of interface, interaction and
distribution issues. An interior design application is used as
an example to demonstrate the advantages of our approach.
Proceedings of Eurographics '95. },
}
@article{Whitaker:1995:OCF,
   author = {Ross T. Whitaker and Chris Crampton and David E.
Breen and Mihran Tuceryan and Eric Rose},
   title = {Object Calibration for Augmented Reality},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {15-28},
   note = {{ISSN} 1067-7055},
   annote = {Augmented reality involves the use of models and
their associated renderings to supplement information in a real
scene. In order for this information to be relevant or
meaningful, the models must be positioned and displayed in such
a way that they align with their corresponding real objects. For
practical reasons this alignment cannot be known a priori, and
cannot be hard-wired into a system. Instead a simple, reliable
alignment or calibration process is performed so that computer
models can be accurately registered with their real-life
counterparts. We describe the design and implementation of such
a process and we show how it can be used to create convincing
interactions between real and virtual objects. Proceedings of
Eurographics '95. },
}
@article{Mazuryk:1995:TPA,
   author = {Tomasz Mazuryk and Michael Gervautz},
   title = {Two-Step Prediction and Image Deflectionfor Exact
Head Tracking in Virtual Environments},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {29-42},
   note = {{ISSN} 1067-7055},
   keywords = {virtual reality, head tracking, Kalman filtering,
image deflection},
   annote = {Time lag and image jittering are the main reasons
for destroying the feeling of reality in most virtual
environments. They cause motion sickness because human beings
are simply not used to unrealistically generated feedback. This
paper proposes advanced software methods that greatly reduce
these unwanted effects: a new improved two-step prediction
methodfor better head tracking, an image deflection technique to
reduce remaining error and a new software configuration that
allows the full use of available hardware capabilities. Our
improved prediction technique reduces prediction error by 50% in
comparison to standard methods. The image deflection allows to
extend the prediction distance by 100% while keeping the error
below a tolerable level. Proceedings of Eurographics '95. },
}
@article{King:1995:SCA,
   author = {Mike King},
   title = {Syntax Channelling and Other Issues affecting
Innovation in the Graphical User Interface},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {43-54},
   note = {{ISSN} 1067-7055},
   keywords = {graphical user interface, graphics applications,
Microsoft Windows, syntax, interaction modes, dragging, upper
limb disorder, {3D} graphics},
   annote = {Does the modern commercial Graphical User Interface
constrain the developer ofgraphics applications into certain
interaction styles? This paper looks at the Microsoft Windows
environment as an example, with particular reference to the
question of interaction modes, screen real-estate and visual
appearance. The concept of syntax channelling is introduced to
help analyse the problem of modality, and the question of
button-down versus button-up dragging is debated in the context
of a range of commercial applications, and possible
consequencesfor upper limb disorder. A Windows application
developed by the author involving the implementation of a
variety of innovative interfacing techniques is presented
Proceedings of Eurographics '95. },
}
@article{Duke:1995:RAG,
   author = {D. J. Duke},
   title = {Reasoning About Gestural Interaction},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {55-66},
   note = {{ISSN} 1067-7055},
   keywords = {interaction, human factors, cognition, formal
methods, gesture},
   annote = {Many of the reported developments in the design of
virtual spaces or visualisation systems are based on
improvements in technology, either physical devices or
algorithms for achieving realistic renderings within real-time
constraints. While this experimental approach produces a wealth
of empirical results, it operates largely without a sound
underlying theory that can be used to design systems that will
effectively support users in real-world domains. One of the main
problems is that these sophisticated technologies rely on, but
rarely assess, the cognitive abilities of the user. This paper
introduces a new approach to modelling human-system interaction.
A syndetic model combines a formal expression of system
behaviour with an approximate representation of cognitive
resources to allow reasoning about the flow and utilisation of
information within the combined system. The power of the
approach to provide insight into novel interaction techniques is
illustrated by developing a syndetic model of a gesture-driven
user interface. Proceedings of Eurographics '95. },
}
@article{Liang:1995:ARC,
   author = {Rung-Huei Liang and Ming Ouhyoung},
   title = {A Real-time Continuous Alphabetic Sign Language to
Speech Conversion {VR} System},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {67-76},
   note = {{ISSN} 1067-7055},
   keywords = {gesture recognition, virtual reality
applications},
   annote = {Many ways of communications are used between human
and computer, while using gesture is considered to be one of the
most natural way in a virtual reality system. Because of its
intuitiveness and its capability of helping the hearing
inipaired or speaking impaired, we develop a gesture recognition
system. Considering the world-wide use of {ASL} (American Sign
Language), this system focuses on the recognition ofa continuous
flow of alphabets in {ASL} to spell a word folloived by the speech
synthesis, and adopts a simple and efficient windowed template
matching recognition strategy to achieve the goal of a real-time
and continuous recognition. In addition to the abduction and the
flex information in a gesture, we introduce a concept of
contact-point into our system to solve the intrinsic ambiguities
of some gestures in {ASL}. Five tact switches, served as
contact-points and sensed by an analogue to digital board, are
sewn on a glove cover to enhance the functions of a traditional
data glove. Proceedings of Eurographics '95. },
}
@article{Johnstone:1995:ARM,
   author = {John K. Johnstone and James P. Williams},
   title = {A Rational Model of the Surface Swept by a Curve},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {77-88},
   note = {{ISSN} 1067-7055},
   keywords = {geometric modeling, swept surface, B{\'{e}}zier
surface, interpolation, quaternion},
   annote = {This paper shows how to construct a rational
B{\'{e}}zier model of a swept surface that interpolates N frames
(i. e., N position/orientation pairs) of a fixed rational space
curve c(s) and maintains the shape of the curve at all
intermediate points of the sweep. Thus, the surface models an
exact sweep of the curve, consistent with the given data. The
primary novelty of the method is that this exact modeling of the
sweep is achieved without sacrificing a rational representation
for the surface. Through a simple extension, we also allow the
sweeping curve to change its size through the sweep. The
position, Orientation, and size of the sweeping curve can change
with arbitrary continuity (we use C2 continuity in this paper).
Our interpolation between frames has the classical properties of
B{\'{e}}zier interpolation, such as the convex hull property and
linear precision. This swept surface is a useful primitive for
geometric design. It encompasses the surface of revolution and
extruded surface, but extends them to arbitrary sweeps. It is a
useful modeling primitive for robotics and {CAD}/CAM, using frames
generated automatically by a moving robot or tool. Proceedings
of Eurographics '95. },
}
@article{Pfeifle:1995:STB,
   author = {Ron Pfeifle and Hans-Peter Seidel},
   title = {Spherical Triangular B-Splines with Application to
Data Fitting},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {89-96},
   note = {{ISSN} 1067-7055},
   keywords = {spherical basis functions, {DMS} splines,
triangular B-splines, scattered data fitting, affine
coordinates},
   annote = {Triangular B-splines surfaces are a tool for
representing arbitrary piecewise polynomial surfaces over planar
triangulations, while automatically maintaining continuity
properties across patch boundaries. Recently, Alfeld et al. [1]
introduced the concept of spherical barycentric coordinates
which allowed them to rmulate Bernstein-B{\'{e}}zier polynomials
over the sphere. In this paper we use the concept of spherical
barycentric coordinates to develop a similar formulation for
triangular B-splines, which we call spherical triangular
B-splines. These splines defined over spherical triangulations
share the same continuity properties and similar evaluation
algorithms with their planar counterparts, but possess none of
the annoying degeneracies found when trying to represent closed
surfaces using planar parametric surfaces. We also present an
example showing the use of these splines for approximating
spherical scattered data. Proceedings of Eurographics '95. },
}
@article{Veltkamp:1995:M3C,
   author = {Remco C. Veltkamp and Wieger Wesselink},
   title = {Modeling {3D} Curves of Minimal Energy},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {97-110},
   note = {{ISSN} 1067-7055},
   keywords = {curve design, minimal energy, variational
modeling},
   annote = {Modeling a curve through minimizing its energy
yields an overall smooth curve. A common way to model shape
features is to perform the minimization subject to a number of
interpolation constraints. This way of modeling is attractive
because the designer is not bothered with the precise
representation of the curve (e.g. control points). However,
local shape specification by means of interpolation constraints
is very limited. On the other hand, local deformation by
repositioning control points is powerful but very laborious, and
destroys the minimal energy property. In this paper, deform
operators are introduced for {3D} curve modeling that have
built-in energy terms that have an intuitive effect. These
operators allow local shape modification and do justice to the
energy minimization way of modeling. Proceedings of Eurographics
'95. },
}
@article{Hesser:1995:TAF,
   author = {J{\"{u}}rgen Hesser and Reinhard M{\"{a}}nner and
G{\"{u}}nter Knittel and Wolfgang Stra{\ss}er and Hanspeter
Pfister and Arie Kaufman},
   title = {Three Architectures for Volume Rendering},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {111-122},
   note = {{ISSN} 1067-7055},
   keywords = {scientific visualization, volume rendering,
ray-casting, graphics hardware architecture},
   annote = {Volume rendering is a key technique in scientific
visualization that lends itself to significant exploitable
parallelism. The high computational demands of real-time volume
rendering and continued technological advances in the area of
VLSI give impetus to the development of special-purpose volume
rendering architectures. This paper presents and characterizes
three recently developed volume rendering engines which are
based on the ray-casting method. A taxonomy of the algorithmic
variants of ray-casting and details of each ray-casting
architecture are discussed. The paper then compares the machine
features and provides an outlook on future developments in the
area of volume rendering hardware. Proceedings of Eurographics
'95. },
}
@article{Cohen-Or:1995:AIA,
   author = {Daniel Cohen-Or and Shachar Fleishman},
   title = {An Incremental Alignment Algorithm for Parallel
Volume Rendering},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {123-134},
   note = {{ISSN} 1067-7055},
   keywords = {volume rendering, parallel algorithms, parallel
rendering, distributed memory, ray casting},
   annote = {This paper introduces a data distribution scheme
and an alignment algorithm for parallel volume rendering. The
algorithm performs a single wrap-around shear transformation
which requires only a regular inter-processor communication
pattern. The alignment can be implemented incrementally
consisting of short distance shifts, thus significantly reducing
the communication overhead. The alignment process is a
non-destructive transformation, consisting of a single
non-scaling shear operation. This is a unique feature which
provides the basis for the incremental algorithm. Proceedings of
Eurographics '95. },
}
@article{Hintum:1995:AMC,
   author = {J. E. A. van Hintum and G. J. Reynolds},
   title = {A Multimedia Constraint System (or: do we have it
MADE)},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {135-148},
   note = {{ISSN} 1067-7055},
   keywords = {constraints, constraint programming, object
oriented programming, multimedia programming},
   annote = {The {MADE} constraint system provides excellent
opportunities to introduce constraints in a multimedia
application. Multimedia applications are not only a good place
to experiment with constraint systems; constraints in a
multimedia environment are almost indispensable. Due to the
overwhelming amount of data and the number of relations between
several parts of this data, multimedia applications almost
demand the support of a constraint management system. The {MADE}
constraint system combines the object oriented programming
paradigm, inherited from the mC++ language, the Declarative
constraint programming paradigm and the special requirements
imposed upon the constraint system by the multimedia
environment. Among other things, the {MADE} constraint system
provides parallel satisfaction techniques; several constraints
may be solved simultaneously and this satisfaction process is
performed in parallel with the application. This not only
reduces the time needed to solve the constraints, it also allows
the multimedia application to proceed with its presentation
while (beneath the surface) the onstraints are maintained. This
not only holds for the parts of the presentation that are not
constrained at all, but also for those parts that are.
Furthermore, the constraint system is transparent to the
multimedia application; no special coding or preparation of the
objects in the application is necessary. Constraints can be
added later to the application without much work. Besides that,
it is also possible to add and remove constraints at runtime;
objects may be constrained for only a period of the time the
application is running. Proceedings of Eurographics '95. },
}
@article{Haindl:1995:TMH,
   author = {Michal Haindl and B{\`{e}}hr de Ruiter},
   title = {The {MADE} Help System},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {149-158},
   note = {{ISSN} 1067-7055},
   keywords = {help, {WWW} browser, object monitoring},
   annote = {{MADE} is the acronym for the {ESPRIT} project 6307,
whose aim is to develop an object oriented multimedia
application development environment. As part of this project the
MADE help system is designed to be a Distributed hypermedia
system with additional support for run-time object monitoring
and contextual help. Proceedings of Eurographics '95. },
}
@article{Burton:1995:TDA,
   author = {Ed Burton},
   title = {Thoughtful Drawings: A Computational Model of the
Cognitive Nature of Children's Drawing},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {159-170},
   note = {{ISSN} 1067-7055},
   keywords = {children's drawing, experience, perception,
representation, generalisation, feedback},
   annote = {An interpretation of children's drawing is
presented that is based on active perception of the world and
the construction of an equivalent self contained two-dimensional
world. This model is implemented in a computer program called
Rose (Representation Of Spatial Experience). Inspired by the
drawings of young children, Rose simulates the perception of the
general form and structure of three-dimensional computer models
and constructs equivalent childlike two-dimensional
representations from them. Rose serves to illustrate the
plausibility of the constructive process as a model for real
children's drawing and in addition serves as an alternative
approach to traditional computer graphic rendering. Proceedings
of Eurographics '95. },
}
@article{Cohen-Or:1995:VAD,
   author = {Daniel Cohen-Or and Amit Shaked},
   title = {Visibility and Dead-Zones in Digital Terrain Maps},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {171-180},
   note = {{ISSN} 1067-7055},
   keywords = {digital terrain maps, {GIS}, terrain modeling,
discrete lines, visibility maps},
   annote = {The problem of detecting the visible and hidden
areas of a topographic surface from a given viewpoint Is well
known, and has applications in {GIS} and other fields. The
computational geometry literature is rich with solutions based
on a polygonal representation of the surface. This work
confronts the problem by working directly on the Digital
Elevation Map which represents the terrain surface. We present
an algorithm that processes discrete lines of sight from the
viewpoint to the surface perimeter, and tests the unit-sized
terrain elements along the discrete cross-sections defined by
these lines. The algorithm is very efficient, performing 0(n)
testing operations, consisting of a few additions and no more
than one multiplication each, where n is the number of the
terrain elements in the map. Proceedings of Eurographics '95. },
}
@article{Takahashi:1995:AFE,
   author = {Shigeo Takahashi and Tetsuya Ikeda and Yoshihisa
Shinagawa and Tosiyasu L. Kunii and Minoru Ueda},
   title = {Algorithms for Extracting Correct Critical Points
and Constructing Topological Graphs from Discrete Geographical
Elevation Data},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {181-192},
   note = {{ISSN} 1067-7055},
   keywords = {geographical information systems, discrete
elevation data, topological integrity, Euler formula, critical
points, ridge and ravine lines, surface network, Reeb graph},
   annote = {Researchers in the fields of computer graphics and
geographical information systems (GIS) have extensively studied
the methods of extracting terrain features such as peaks. pits,
passes, ridges, and ravines from discrete elevation data. The
existing techniques, however, do not guarantee the topological
integrity of the extracted features because of their heuristic
operations, which results in spurious features. Furthermore,
there have been no algorithms for constructing topological
graphs such as the surface network and the Reeb graph from the
extracted peaks, pits, and passes. This paper presents new
algorithms for extracting features and constructing the
topological graphs using the features. Our algorithms enable us
to extract correct terrain features; i.e., our method extracts
the critical points that satisfy the Euler formula, which
represents the topological invariaant of smooth surfaces. This
paper also provides an algorithm that converts the surface
network to the Reeb graph for representing contour changes with
respect to the height. The discrete elevation data used in this
paper is a set of sample points on a terrain surface. Examples
are presented to show that the algorithms also appeal to our
visual cognition. Proceedings of Eurographics '95. },
}
@article{Busch:1995:MOF,
   author = {Christoph Busch and Michael Eberle},
   title = {Morphological Operations for Color-Coded Images},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {193-204},
   note = {{ISSN} 1067-7055},
   keywords = {image analysis, morphological operations,
color-coded images, dilation, erosion, opening, closing,
bridging, tunneling.},
   annote = {The subject of this paper is the semantically based
postprocessing of color-coded images such as classification
results. We outline why the classical definition of mathematical
morphology suffers if it is usedforprocessing of coded image
data. Therefore we provide an extension for morphological
operations such as dilation, erosion, opening, and closing. With
a new understanding of morphology we introduce bridging and
tunneling as further combinations of dilation and erosion. The
extensions are applied to medical image data, where the semantic
rules stem from basic anatomical knowledge. Proceedings of
Eurographics '95. },
}
@article{Tanaka:1995:FSA,
   author = {Toshimitsu Tanaka and Tokiichiro Takahashi},
   title = {Fast Shadowing Algorithm for Linear Light Sources},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {205-216},
   note = {{ISSN} 1067-7055},
   keywords = {shadowing, linear light, space segmentation,
ray-oriented buffer, analytic rendering},
   annote = {This paper presents a fast shadowing algorithm for
linear light sources that uses a ray-orientedb uffer. Space
segmentation by the buffer guarantees that if a point is
included in a subspace, all light rays toward the point are also
contained in the subspace. Each cell of the buffer stores a list
of objects that lie within or intersect the subspace allocated
to the cell. Therefore, candidate objects, those that may cast
shadows onto a point, are determined by referring to the cell
where the point is mapped. In addition, whether each candidate
object actually casts shadows or not is tested with the
bounding-volume of the shadow space to reduce the number of
objects subjected to expensive light clipping. The
bounding-volumes are also stored in the buffer. For efficiently
generating the ray-oriented buffer, we present the cylindrical
scan-conversion algorithm. The algorithm preconverts
objects'surfaces to trapezia to decrease the light clipping
cost, then connects the trapezia to the buffer cells. Due to the
above improvements, our algorithm achieves over 10 times faster
shadow generation compared to the conventional methods.
Experimental results confirm that our method can generate
realistic images with soft shadows in a few minutes. Proceedings
of Eurographics '95. },
}
@article{Bao:1995:SWC,
   author = {Hujun Bao and Jianguo Ying and Qunsheng Peng},
   title = {Shading with Curve Light Sources},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {217-228},
   note = {{ISSN} 1067-7055},
   keywords = {local shading models, curve light sources,
shadows},
   annote = {A new shading model for curve light sources is
presented. It accounts for both diffuse reflection and specular
reflection of the illuminated surface. By regarding a linear
light source as a directional quadrilateral light source with
very small width, a simple formula is derived first for
calculating the diffuse reflection component due to the
illumination of the linear segment. The diffuse reflection of
the surface by direct illumination of a curve light is then
evaluated by approximating the curve light with a series of
linear segments. The specular reflection component due to a
curve light source is represented by an integration taking
Phong's specular model as the kernel and evaluated by summing
the contributions from the linear segments. Finally, an
efficient shadow detection algorithm for curve light sources is
proposed. The images rendered with the shading model are very
photo-realistic. Proceedings of Eurographics '95. },
}
@article{Dobashi:1995:AQR,
   author = {Yoshinori Dobashi and Kazufumi Kaneda and Hideki
Nakatani and Hideo Yamashita},
   title = {A Quick Rendering Method Using Basis Functionsfor
Interactive Lighting Design},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {229-240},
   note = {{ISSN} 1067-7055},
   keywords = {luminous intensity distribution, spherical
harmonic functions, interactive lighting design, fast rendering,
interreflective environment},
   annote = {When designing interior lighting effects, it is
desirable to compare a variety of lighting designs involving
different lighting devices and directions of light. It is,
however, time-consuming to generate images with many different
lighting parameters, taking interreflection into account,
because all luminances must be calculated and recalculated. This
makes it difficult to design lighting effects interactively. To
address this problem, this paper proposes a method of quickly
generating images of a given scene illustrating an
inteffeflective environment illuminated by sources with
arbitrary luminous intensity distributions. In the proposed
method, the luminous intensity ditribution is expressed with
basis functions. The proposed method uses a series of spherical
harmonic functions as basis functions, and calculates in advance
each intensity on surfaces lit by the light sources whose
luminous intensity distribution are the same as the spherical
harmonic functions. The proposed method makes it possible to
generate images so quickly that we can change the luminous
intensity distribution interactively. Combining the proposed
method with an interactive walk-through that employs intensity
mapping, an interactive system for lighting design is
implemented. The usefulness of the proposed method is
demonstrated by its application to interactive lighting design,
where many images are generated by altering lighting devices
and/or direction of light. Proceedings of Eurographics '95. },
}
@article{Balaguer:1995:S3A,
   author = {Jean-Francis Balaguer and Enrico Gobbetti},
   title = {Sketching {3D} Animations},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {241-258},
   note = {{ISSN} 1067-7055},
   keywords = {data reduction, {3D} animation, {3D} interaction,
performance-driven animation},
   annote = {We are interested in providing animators with a
general-purpose tool allowing them to create animations using
straight-ahead actions as well as pose-to-pose techniques. Our
approach seeks to bring the expressiveness of real-time motion
capture systems into a general-purpose multi-track system
running on a graphics workstation. We emphasize the use of
high-bandwidth interaction with {3D} objects together with
specific data reduction techniques for the automatic
construction of editable representations of interactively
sketched continuous parameter evolution. In this paper, we
concentrate on providing a solution to the problem of applying
data reduction techniques in an animation context. The
requirements that must be fulfilled by the data reduction
algorithm are analyzed. From the Lyche and M{\o}orken knot
removal strategy, we derive an incremental algorithm that
computes a B-spline approximation to the original curve by
considering only a small piece of the total curve at any time.
This algorithm allows the processing of the user's captured
motion in parallel with its specification, and guarantees
constant latency time and memory needs for input motions
composed of any number of samples. After showing the results
obtained by applying our incremental algorithm to {3D} animation
paths, we describe an integrated environment to visually
construct {3D} animations, where all interaction is done directly
in three dimensions. Bv recording the effects of user's
manipulations and taking into account the temporal aspect of the
interaction, straight-ahead animations can be defined. Our
algorithm is automatically applied to continuous parameter
evolution in order to obtain editable representations. The paper
concludes with a presentation of future work. Proceedings of
Eurographics '95. },
}
@article{Bandi:1995:AAS,
   author = {Srikanth Bandi and Daniel Thalmann},
   title = {An Adaptive Spatial Subdivision of the Object Space
for Fast Collision Detection of Animated Rigid Bodies},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {259-270},
   note = {{ISSN} 1067-7055},
   keywords = {collision detection, bounding box, octree
structure, digital differential analyzer, {DDA}},
   annote = {Collision detection tests between objects dominate
run time simulation of rigid body animation. Traditionally,
hierarchical bounding box tests are used to minimize collision
detection time. But the bounding boxes do not take shapes of the
objects into account which results in a large number of
collision detection tests. We propose an adaptive spatial
subdivision of the object space based on octree structure to
rectify this problem. We also present a techniquefor efficiently
updating this structure periodically during the simulation.
Proceedings of Eurographics '95. },
}
@article{Snibbe:1995:ADM,
   author = {Scott Sona Snibbe},
   title = {A Direct Manipulation Interface for {3D} Computer
Animation},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {271-284},
   note = {{ISSN} 1067-7055},
   keywords = {animation, interaction techniques, splines},
   annote = {We present a new set of interface techniques for
visualizing and editing animation directly in a single
three-dimensional scene. Motion is edited using
direct-manipulation tools which satisfy high-level goals such as
"reach this point at this time" or "go faster at this moment."
These tools can be applied over an arbitrary temporal range and
maintain arbitrary degrees of spatial and temporal continuity.
We separate spatial and temporal control of position by using
two curves for each animated object: the motion path which
describes the {3D} spatial path along which an object travels, and
the motion graph, a function describing the distance traveled ng
this curve over time. Our direct-manipulation tools are
implemented using displacement functions, a straightforward and
scalable technique for satisfying motion constraints by
composition of the displacement function with the motion graph
and motion path. This paper will focus on applying displacement
functions to positional change. However, the techniques
presented are applicable to the animation of orientation, color,
or any other attribute that varies over time. Proceedings of
Eurographics '95. },
}
@article{Yu:1995:MBR,
   author = {Yizhou Yu and Qunsheng Peng},
   title = {Multiresolution B-spline Radiosity},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {285-298},
   note = {{ISSN} 1067-7055},
   keywords = {radiosity, wavelet, B-spline},
   annote = {This paper introduces a kind of new wavelet
radiosity method called multiresolution B-spline radiosity,
which uses B-splines of different scales to represent radiosity
distribution functions. A set of techniques and algorithms, such
as function extrapolation, adaptive quadrature, scale adjustment
and octree, are proposed to implement it. This method sets up
hierarchical structures on surfaces, keeps radiosity
distribution continuous at element boundaries, does not need
postprocessing, and does not prevent the use of any surface
whose parameter domain is rectilinear. Proceedings of
Eurographics '95. },
}
@article{Arques:1995:ANR,
   author = {Didier Arques and Sylvain Michelin},
   title = {A New Radiosity Approach for Regular Objects:
Application to Ruled Surfaces},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {299-310},
   note = {{ISSN} 1067-7055},
   keywords = {computer graphics, radiosity, form factor, ruled
surface},
   annote = {This paper introduces a new approach in the
radiosity method. The main principle applied here, is the
improvement of form factor computation by the knowledge of the
model properties. More precisely, if surfaces describing a scene
are "regular," the values of the form factor and its
"derivatives" between any patch B and a patch A intervening in
the meshing of a given surface, enable us to evaluate (with a
required precision) the form factors values between B and the
neighboring patches of A. We will also show that the
mathematical relation we have obtained, 1) is especially
efficient with ruled surfaces, 2) significantly decreases the
computation time, 3) is well-adapted to refinement or
subdivision techniques and 4) gives us an interesting variety of
surfaces. Calculation times are equivalent to those obtained
with a projective method (hemi-cube for example) but with an
efficient control of the generated errors. Proceedings of
Eurographics '95. },
}
@article{Slusallek:1995:UPR,
   author = {Philipp Slusallek and Thomas Pflaum and Hans-Peter
Seidel},
   title = {Using Procedural RenderMan Shaders for Global
Illumination},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {311-324},
   note = {{ISSN} 1067-7055},
   annote = {Global illumination techniques like radiosity or
Monte-Carlo ray-tracing are becoming standard features of
rendering systems. However, there is currently no accepted
interface format which supports an appropriate physically-based
scene description. In this paper we present extensions to the
well-known RenderMan interface, which allow for a physically
based scene description and support advanced global illumination
techniques. Special emphasis has been laid on the support for
procedural descriptions of rejection and emission by RenderMan
surface shaders. So far, they could not be used with most global
illumination algorithms. The extensions have been implemented in
a physically-based rendering system and are illustrated with
examples. Proceedings of Eurographics '95. },
}
@article{Noser:1995:SVA,
   author = {Hansrudi Noser and Daniel Thalmann},
   title = {Synthetic Vision and Audition for Digital Actors},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {325-336},
   note = {{ISSN} 1067-7055},
   keywords = {synthetic vision, audition, sound rendering,
virtual reality},
   annote = {We present an overview of some principles of
synthetic vision and audition for digital autonomous actors in
virtual worlds. After a short review of the state-of-the-art we
focus on some aspects of synthetic vision and virtual world
constraints. Then, we present a simple real time structured
sound renderer. This sound renderer is ised as audition channel
for synthetic and real actors and synchronized sound track
generatorfor video film productions. Proceedings of Eurographics
'95. },
}
@article{Boulic:1995:THE,
   author = {R. Boulic and T. Capin and Z. Huang and P. Kalra
and B. Linterrnann and N. Magnenat-Thalmann and L. Moccozet and
T. Molet and 1. Pandzic and K. Saar and A. Schmitt and J. Shen
and D. Thalmann},
   title = {The {HUMANOID} Environment for Interactive Animation
of Multiple Deformable Human Characters},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {337-348},
   note = {{ISSN} 1067-7055},
   keywords = {articulated figure modeling, animated
deformation, collision detection, parallelization},
   annote = {We describe the {HUMANOID} environment dedicated to
human modeling and animation for general multimedia, {VR}, and {CAD}
applications integrating virtual humans. We present the design
of the system and the integration of the various features:
generic modeling of a large class of entities with the {BODY} data
structure, realistic skin deformation for body and hands, facial
animation, collision detection, integrated motion control and
parallelization of computation intensive tasks. Proceedings of
Eurographics '95. },
}
@article{Benford:1995:VAV,
   author = {Steve Benford and Dave Snowdon and Chris Greenhalgh
and Rob Ingram and Ian Knox and Chris Brown},
   title = {{VR-VIBE}: A Virtual Environment for Co-operative
Information Retrieval},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {349-360},
   note = {{ISSN} 1067-7055},
   keywords = {{VR}, {CSCW}, information visualization, multi-user,
DIVE, browsing},
   annote = {We present a virtual reality application called
VR-VIBE which is intended to support the co-operative browsing
and filtering of large document stores. {VR-VIBE} extends a
visualisation approach proposed in a previous two dimensional
system called {VIBE} into three dimensions, allowing more
information to be visualised at one time and supporting more
powerful styles of interaction. The essence of {VR-VIBE} is that
multiple users can explore the results of applying several
simultaneous queries to a corpus of documents. By arranging the
queries into a spatial framework, the system shows the relative
attraction of each document to each query by its spatial
position and also shows the absolute relevance of each document
to all of the queries. Users may then navigate the space, select
individual documents, control the display according to a dynamic
relevance threshold and dynamically drag the queries to new
positions to see the effect on the document space. Co-operative
browsing is supported by directly embodying users and providing
them with the ability to interact over live audio connections
and to attach brief textual annotations to individual documents.
Finally, we conclude with some initial observations gleaned from
our experience of constructing {VR-VIBE} and using it in the
laboratory setting. Proceedings of Eurographics '95. },
}
@article{Reeth:1995:R3V,
   author = {F. Van Reeth and K. Coninx and S. De Backer and E.
Flerackers},
   title = {Realizing {3D} Visual Programming Environments within
a Virtual Environment},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {361-370},
   note = {{ISSN} 1067-7055},
   keywords = {visual programming, virtual environments, user
interfacing},
   annote = {In the visual programming community, many
interesting graphical metaphors have been reported upon for
representing computer programs graphically. Most of them have a
2D or 2.5D appearance on the screen in order to reflect the
inherent multi-dimensionality of the programming constructs
being represented. By going into a three-dimensional
representation, this reflection can go a step further. With ever
increasing {3D} graphics rendering capabilities on today's
computers, it moreover becomes feasible to extend the
dimensionality of the program (and data structure) depiction. We
follow this approach by realizing {3D} graphical programming
techniques within {CAEL}, our interactive Computer Animation
Environment Language. The paper elucidates how several concepts,
traditionally found within the Virtual Environments area, can be
utilized in the realization of three-dimensional Programming
Environments. Proceedings of Eurographics '95. },
}
@article{Cazals:1995:FCA,
   author = {Fr{\'{e}}d{\'{e}}ric Cazals and George Drettakis
and Claude Puech},
   title = {Filtering, Clustering and Hierarchy Construction: a
New Solution for Ray-Tracing Complex Scenes},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {371-382},
   note = {{ISSN} 1067-7055},
   annote = {Data structures that handle very complex scenes
(hundreds of thousands of objects) have in the past either been
laboriously built by hand, or have required the determination of
unintuitive parameter values by the user It is often the case
that an incorrect choice of these parameters can result in
greedy memory requirements or severely degraded performance. As
a remedy to this problem we propose a new data structure which
is fully automatic since it does not require the user to
determine any input parameters. The structure is built by first
filtering the input objects by size, subsequently applying a
clustering step to objects of the same size andfinally building
a hierarchy of uniform grids (HUG). We then show that this data
structure can be efficiently constructed. The implementation of
the {HUG} shows that the new structure is stable since it's memory
requirements grow linearly with the size of the scene, and that
it presents a satisfactory compromise between memory usage and
computational efficiency. A detailed comparison with previous
data structures is also presented in the results. Proceedings of
Eurographics '95. },
}
@article{Stolte:1995:DRO,
   author = {Nilo Stolte and Ren{\'{e}} Caubet},
   title = {Discrete Ray-Tracing of Huge Voxel Spaces},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {383-394},
   note = {{ISSN} 1067-7055},
   keywords = {ray tracing, discrete ray tracing, raster ray
tracing, octree, three-dimensional {DDA}, voxel},
   annote = {The quality of images produced by Discrete
Ray-Tracing voxel spaces is highly dependent on 3d grid
resolution. The huge amount of memory needed to store such grids
often discards discrete Ray-Tracing as a practical visualization
algorithm. The use of an octree can drastically change this when
most of space is empty, as such is the case in most scenes.
Although the memory problem can be bypassed using the octree,
the performance problem still remains. A known fact is that the
performance of discrete traversal is optimal for quite low
resolutions. This problem can be easily solved by dividing the
task in two steps, working in two low resolutions instead of
just one high resolution, thus taking advantage of optimal times
in both steps. This is possible thanks to the octree property of
representing the same scene in several different resolutions.
This article presents a two step Discrete Ray-Tracing method
using an octree and shows, by comparing it with the single step
version, that a substantial gain in performance is achieved.
Proceedings of Eurographics '95. },
}
@article{Maruya:1995:GAT,
   author = {Makoto Maruya},
   title = {Generating a Texture Map from Object-Surface Texture
Data},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {397-406},
   note = {{ISSN} 1067-7055},
   keywords = {range scanning, mesh simplification, texture map
creation},
   annote = {A number of {3D} digitizing methods, including
stereopsis, are capable of measuring not only an object's shape
but also its surface texture. Measured shape data can be
expressed as a polyhedron whose faces are triangular, and
object-surface texture data can be represented in the form of
color data for each of the vertices of the various triangles.
The ability to apply object-surface texture data directly to the
creation of computer graphics images has been severely limited
by the extreme difliculty of expressing such texture data in the
image from which conventional texture mapping proceeds (commonly
referred to as a texture map). Proposed here is a method that
generates a texture map from object-surface texture data. First,
the method reduces the number of triangles in the polyhedron
while preserving essentially all the color data that it
originally contained. Next, it arranges the triangles in the
simplified triangle mesh onto a plane, and generates a texture
map from this arrangement. This method preserves the full
texture of an object, no matter how complex its shape, an
advantage over the conventional cylindrical texture
representation approach. Furthermore, since essentially all
color data has been retained, the reduction in the number of
triangles does not produce any significant reduction in the
texture-realism of the object image produced. Proceedings of
Eurographics '95. },
}
@article{Dai:1995:SFT,
   author = {Wen-Kai Dai and Zen-Chung Shih and Ruei-Chuan
Chang},
   title = {Synthesizing Feather Textures in Galliformes},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {407-420},
   note = {{ISSN} 1067-7055},
   keywords = {texture, texture mapping, texture synthesis,
Newton's method, iteration, dynamical system},
   annote = {The texture of feather is one of the most
fascinating, complicated, and beautiful texture patterns in
nature. In this paper, we propose a new and effective texture
generation approach that uses the traits of iteration behavior
to synthesize the textures of Galliformes feathers
realistically. We also propose an interactive feather modeling
approach which provides a close connection between the user's
intuition and the resulting branching pattern. In texturing the
feather structure, we use an object-space mapping technique.
Experimental results are presented to show the effectiveness of
our method. Proceedings of Eurographics '95. },
}
@article{Cai:1995:ROS,
   author = {Wenli Cai and Tianzhou Chen and Jiaoying Shi},
   title = {Rendering of Surface and Volume Details in Volume
Data},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {421-430},
   note = {{ISSN} 1067-7055},
   keywords = {volume rendering, volume illumination model, ray
casting algorithm},
   annote = {Aiming at the detail rendering in volume data, a
new volume illumination model, called Composed Scattering Model
(CSM), is presented. In order to enhance different details in
volume data, scattering intensity is decomposed into volume
scattering intensity and surface scattering intensity with
different weight functions. According to the Gauss probability
distribution of gray and gradient of data, we propose an
accurate method to detect the materials in a voxel, called
composed segmentation. In addition, we discuss the principle of
constructing these weight functions based on the operators
defined in composed segmentation. {CSM} can generate images
containing more details than most popular volume rendering
models. This model has been applied to the direct volume
rendering of {3D} data sets obtained by {CT} and {MRI}. The resultant
images show not only rich details but also clear boundary
surfaces. {CSM} is demonstrated as an accurate volume rendering
model suited for detail enhancement in volume data sets.
Proceedings of Eurographics '95. },
}
@article{Lippert:1995:FWB,
   author = {L. Lippert and M. H. Gross},
   title = {Fast Wavelet Based Volume Rendering by Accumulation
of Transparent Texture Maps},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {431-444},
   note = {{ISSN} 1067-7055},
   keywords = {volume rendering, intensity integration, wavelet
transform, projection slice theorem, texture mapping,
accumulation buffering, fourier transform},
   annote = {In the following paper, a new method for fast and
accurate volume intensity and color integration is elaborated,
which employs wavelet decompositions and texture mapping. At
this point, it comprises and unifies the advantages of recently
introduced Fourier domain volume rendering techniques and
wavelet based volume rendering. Specifically, the method
computes analytic solutions of the ray intensity integral
through a single wavelet by slicing its Fourier transform and by
backprojecting it into the spatial domain. The resulting slices
can be considered as {RGB} textures where R, G and B account for
the decomposed volume color function. Due to the similarity of
the basis functions, the computation of the texture map has to
be figured out only once for each {3D} mother wavelet. Hence, the
final volume rendering procedure turns out to be a superposition
of self-similar, transparent and colored textures, which is
supported by modem hardware accumulation buffers. Linear shading
and attenuation can be introduced by modifications of the
wavelet's Fourier transform. The main advantages of this method
are the provision of accurate solutions and quantification of
error bounds, the absence of any expensive prefiltering and the
independence of the computational costs from the image
resolution. Furthermore, any required discretization, such as
the resolution of the basis textures is defined within the
computational framework of the wavelet transform. The method is
not restricted to a specific type of wavelet unless is provides
an analytic Fourier description, such as any B-spline wavelets
do. Proceedings of Eurographics '95. },
}
@article{Mencl:1995:AGA,
   author = {Robert Mencl},
   title = {A Graph-Based Approach to Surface Reconstruction},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {445-456},
   note = {{ISSN} 1067-7055},
   keywords = {surface reconstruction, triangulation, scattered
data, Euclidean minimum spanning tree, surface description
graph},
   annote = {A new approach to the reconstruction of a surface
from an unorganized set of points in space is presented. The
point set may for example be obtained with a laser scanner or a
manual digitizing tool, and is the only source of information
about the shape of the acquired object. The basic idea is to
calculate the Euclidean minimum spanning tree (EMST) of the
given points. The {EMST} is then augmented to the so-called
surface description graph (SDG). Finally the wire frame defined
by the {SDG} are filled with triangles. The advantage of our
approach is that also highly non-convex and even disconnected
surfaces are reconstructed quite reliably. This is demonstrated
for a variety of data sets. Proceedings of Eurographics '95. },
}
@article{Bittar:1995:ARO,
   author = {Eric Bittar and Nicolas Tsingos and Marie-Paule
Gascuel},
   title = {Automatic Reconstruction of Unstructured {3D} Data:
Combining Medial Axis and Implicit Surfaces},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {457-468},
   note = {{ISSN} 1067-7055},
   keywords = {shape reconstruction, implicit surfaces, medial
axis},
   annote = {This paper presents a new method that combines a
medial axis and implicit surfaces in order to reconstruct a {3D}
solid from an unstructured set of points qcattered on the
object's qurface. The representation produced is based on
iso-surfaces generated by skeletons, and is a particularly
compact way of defining a smooth free-form solid. The method is
based on the minimization of an energy representing a "distance"
between the set of data points and the iso-surface, resembling
previous research. Initialisation, however, is more robust and
efficient since there is computation of the medial axis of the
set of points. Instead of subdividing existing skeletons in
order to refine the object's surface, a new reconstruction
algorithm progressively selects skeleton-points from the
pre-computed medial axis using an heuristic principle based on a
"local energy" criterion. This drastically speeds up the
reconstruction process. Moreover, using the medial axis allows
reconstruction of objects with complex topology and geometry,
like objects that have holes and branches or that are composed
of several connected components. This process is fully
automatic. The method has been successfully applied to both
synthetic and real data. Proceedings of Eurographics '95. },
}
@article{Kolb:1995:FSR,
   author = {Andreas Kolb and Helmut Pottmann and Hans-Peter
Seidel},
   title = {Fair Surface Reconstruction Using Quadratic
Functionals},
   volume = {14},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1995},
   editor = {Frits Post and Martin G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {469-480},
   note = {{ISSN} 1067-7055},
   annote = {An algorithm for surface reconstruction from a
polyhedron with arbitrary topology consisting of triangular
faces is presented. The first vaxiant of the algorithm
constructs a curve network consisting of cubic B{\'{e}}zier
curves meeting with tangent plane continuity at the vertices.
This curve network is extended to a smooth surface by replacing
each of the networks facets with a split patch consisting of
three triangular B{\'{e}}zier patches. The remaining degrees of
freedom of the curve network and the split patches axe
determined by minimizing a quadratic functional. This
optimization process works either for the curve network and the
split patches separately or in one simultaneous step. The second
variant of our algorithm is based on the construction of an
optimized curve network with higher continuity. Examples
demonstrate the quality of the different methods. Proceedings of
Eurographics '95. },
}
@article{Savchenko:1995:FRO,
   author = {V. V. Savchenko and A. A. Pasko and O. G. Okunev
and T. L. Kunii},
   title = {Function Representation of Solids Reconstructed from
Scattered Surface Points and Contours},
   volume = {14 },
   number = {4},
   journal = {Computer Graphics Forum},
   month = {October}, year = {1995},
   pages = {181-188},
}
@article{Keates:1995:IRT,
   author = {M. J. Keates and R. J. Hubbold},
   title = {Interactive Ray Tracing on a Virtual Shared-Memory
Parallel Computer},
   volume = {14 },
   number = {4},
   journal = {Computer Graphics Forum},
   month = {October}, year = {1995},
   pages = {189-202},
}
@article{Dischler:1995:AGB,
   author = {J-.M. Dischler and D. Ghazanfarpour},
   title = {A Geometrical Based Method for Highly Complex
Structured Textures Generation},
   volume = {14 },
   number = {4},
   journal = {Computer Graphics Forum},
   month = {October}, year = {1995},
   pages = {203-216},
}
@article{Morer:1995:OOA,
   author = {P. Morer and A. M. Garcia-Alonso and J. Flaquer},
   title = {Optimization of a Priority List Algorithm for 3-D
Rendering of Buildings},
   volume = {14 },
   number = {4},
   journal = {Computer Graphics Forum},
   month = {October}, year = {1995},
   pages = {217-228},
}
@article{Lau:1995:TCB,
   author = {W. H. Lau and N. Wiseman},
   title = {The Compositing Buffer: A Flexible Method for Image
Generation and Image Editing},
   volume = {14 },
   number = {4},
   journal = {Computer Graphics Forum},
   month = {October}, year = {1995},
   pages = {229-238},
}
@article{Logie:1995:IDM,
   author = {J. R. Logie and J. W. Patterson},
   title = {Inverse Displacement Mapping in the General Case},
   volume = {14 },
   number = {5},
   journal = {Computer Graphics Forum},
   month = {December}, year = {1995},
   pages = {261-273},
}
@article{Kuzmin:1995:BLG,
   author = {Y. P. Kuzmin},
   title = {Bresenham's Line Generation Algorithm with Built-in
Clipping},
   volume = {14 },
   number = {5},
   journal = {Computer Graphics Forum},
   month = {December}, year = {1995},
   pages = {275-280},
}
@article{Juan-Arinyo:1995:DEO,
   author = {R. Juan-Arinyo},
   title = {Domain Extension of Isothetic Polyhedra with Minimal
CSG Representation},
   volume = {14 },
   number = {5},
   journal = {Computer Graphics Forum},
   month = {December}, year = {1995},
   pages = {281-293},
}
