@article{Wooten:1996:AOH,
   author = {Wayne L. Wooten and Jessica K. Hodgins},
   title = {Animation of Human Diving},
   volume = {15},
   number = {1},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {3-14},
   note = {{ISSN} 0167-7055},
   annote = {The motion of a human platform diver was simulated
using a dynamic model and a control system. The dynamic model
has 32 actuated degrees of freedom and dynamic parameters within
the range of those reported in the literature for humans. The
control system uses algorithms for balance, jumping, and
twisting to initiate the dive, sequences of desired values for
proportional-deritvative servos to perform the aerial portion of
the dive, and a state machine to sequence the actions throughout
the dive. The motion of the simulated diver closely resembles
video footage of dives performed by human athletes. The control
and simulation techniques presented in this paper are useful for
providing realistic motion for synthetic actors in computer
animations and virtual environments and may someday be useful
for analysis of sports performance. },
}
@article{Pfeifle:1996:FTB,
   author = {Ron Pfeifle and Hans-Peter Seidel},
   title = {Fitting Triangular B-Splines to Functional Scattered
Data},
   volume = {15},
   number = {1},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {15-24},
   note = {{ISSN} 0167-7055},
   keywords = {scattered data approximation, triangular
B-Splines, {DMS} splines, simplex splines, quadtrees},
   annote = {Scattered data is, by definition, irregularly
spaced. Uniform surface schemes are not well adapted to the
locally varying nature of such data. Conversely, Triangular
B-Spline surfaces are more flexible in that they can be built
over arbitrary triangulations and thus can be adapted to the
scattered data. This paper discusses the use of {DMS} spline
surfaces for approximation of scattered data. A method is
provided for automatically triangulating the domain containing
the points and generating basis functions over this
triangulation. A surface approximating the data is then found by
a combination of least squares and bending energy minimization.
This combination serves both to generate a smooth surface and to
accommodate for gaps in the data. Examples are presented which
demonstrate the effectiveness of the technique for mathematical,
geographical and other data sets. },
}
@article{Lamouret:1996:SIP,
   author = {Alexis Lamouret and Marie-Paule Gascuel},
   title = {Scripting Interactive Physically-Based Motions with
Relative Paths and Synchronization},
   volume = {15},
   number = {1},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {25-34},
   note = {{ISSN} 0167-7055},
   keywords = {animation, simulation, motion control,
collisions},
   annote = {This paper presents a novel approach for
facilitating the use of physically based models by animators.
The idea is to let the user guide motion at a high level of
control by giving approximate desired trajectories and
synchronization constraints between the objects over time, while
a simulation module computes the final motion, dealing with
collision detection and response, and enhancing realism. The
objects, which are either isolated or components of an
articulated structure, are guided through the specification of
key-positions and orientations, defined by coordinates that can
be fixed or relative to another object. The animation sequence
is scripted by specifying a graph of synchronization constraints
between objects over time. During the animation, objects
automatically regulate their speed in order to meet these
constraints. },
}
@article{McCool:1996:AEO,
   author = {Michael D. McCool},
   title = {Accelerated Evaluation of Box Splines via a Parallel
Inverse {FFT}},
   volume = {15},
   number = {1},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {35-46},
   note = {{ISSN} 0167-7055},
   keywords = {box spline evaluation, volume rendering, Fast
Fourier Transform, {FFT}, parallelism},
   annote = {Box splines are a multivariate extension of uniform
univariate B-splines. Direct evaluation of a box spline basis
function can be difficult, but they have a relatively simple
Fourier transform and can therefore be evaluated with an inverse
FFT. Symmetry, recursive evaluation of the coefficients, and
parallelization can be used to improve absolute performance. A
windowing function can also be used to reduce truncation
artifacts. We explore all these options in the context of a
high-performance parallel implementation. Our goal is the
provision of an empirical touchstone for the inverse {FFT}
evaluation of box spline basis functions,for eventual
application to forward projection (splat-based) volume
rendering. },
}
@article{Algorri:1996:SRF,
   author = {Maria-Elena Algorri and Francis Schmitt},
   title = {Surface Reconstruction from Unstructured {3D} Data},
   volume = {15},
   number = {1},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {47-60},
   note = {{ISSN} 0167-7055},
   keywords = {surface reconstruction, triangulation, deformable
models, visualization},
   annote = {Building {3D} models from unstructured data is a
problem that arises increasingly as new {3D} scanning technology
is able to produce large and complex databases of full {3D}
information. Huge efforts put into segmenting entire sets of {2D}
images demand robust tools that are then able to reconstruct any
arbitrary {3D} surface segmented from the images. In this paper we
propose an algorithmic methodology that automatically produces a
surface from a set of points in R3 about which we have no
topological knowledge. Our method uses a spatial decomposition
and a surface tracking algorithm to produce a rough
approximation S' of the unknown manifold S. The produced surface
\bfS' serves as a robust initialisation for a physically based
modeling technique that yields the fine details of S and so
improves the quality of the reconstruction. },
}
@article{Skala:1996:AEA,
   author = {V{\'{a}}clav Skala},
   title = {An Efficient Algorithm for Line Clipping by Convex
and Non-convex Polyhedra in E3},
   volume = {15},
   number = {1},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {61-68},
   note = {{ISSN} 0167-7055},
   keywords = {line clipping, convex polyhedron, non-convex
polyhedron, computer graphics, algorithm complexity, geometric
algorithms, algorithm analysis},
   annote = {A new algorithm for clipping lines against convex
polyhedron with O(N) complexity is given with modification for
non-convex polyhedron. The suggested algorithm is faster for
higher number of facets of the given polyhedron than the
traditional Cyrus-Beck's algorithm. Some principal results of
comparison of all algorithms are shown and give some ideas how
the proposed algorithm could be used effectively. },
}
@article{Grimsdale:1996:TLD,
   author = {R. L. Grimsdale and C. W. Chang},
   title = {The Layout Design Language: A Technique for
Generating Layout Plans},
   volume = {15},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {97-106},
   note = {{ISSN} 0167-7055},
   keywords = {{3D} model databases, urban layout plan, spatial
representation, shape grammar, knowledge based design system},
   annote = {The work described in this paper arose from a
requirement for a system to support the production of models for
training simulator visual systems and other vislialisation
applications. To reduce the labour involved in generating such
models, it was decided to develop a technique whereby models
could be generated by a high-level language. For these models
there is a requirement to generate 2-D plans showing, for
example, the locations of roads and buildings, subsequently 3-D
models of the buildings are placed at the defined locations. The
2-D plans can be created through the use of the Layout Design
Language (LD-Language). LD-Language has been formulated
particularly for designing urban area street plans. The
primitive elements of the LD-Language, plots, are assembled into
patterns which can be.further combined into a layout plan, with
some support provided by the system. The work reported has
successfully demonstrated that a complex layout plan can he
developed using this language. },
}
@article{Turner:1996:ELI,
   author = {Martin J. Turner and Neil E. Wiseman},
   title = {Efficient Lossless Image Contour Coding},
   volume = {15},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {107-118},
   note = {{ISSN} 0167-7055},
   annote = {A process is presented for converting a raster
image into a discrete set of plateaus or contours. A contour
coder has been developed which fully describes these contours
via their boundary descriptions in a compact and computationally
efficient manner, and is the basis for an image compression
method. An analysis of some of the possible edge coding schemes
is presented with both theoretical and practical conclusions.
Described is a detailed study of the problems encountered and
solutions chosen. },
}
@article{Callet:1996:PDF,
   author = {Patrick Callet},
   title = {Pertinent Data for Modelling Pigmented Materials in
Realistic Rendering},
   volume = {15},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {119-128},
   note = {{ISSN} 0167-7055},
   keywords = {rendering, physically-based modelling,
photorealism, image synthesis, metamerism, Melamed model,
Kubelka-Munk model, radiative transfer, scattering, powders,
paints, plastics, pigmented media},
   annote = {This article discusses the important problem of
determining pertinent data to describe a pigmented medium. The
first part deals with optical characteristics of pigments and
the general properties of binders and fillers. It also exposes
the limits and conditions of applicability of single scattering.
In the second part the connection between individual optical
properties, size, and form of particles is made with
phenomenological theories of multiple scattering in absorbing
media. Progressively, it appears that pertinent data in
realistic modelling are always in relation with true or
effective complex refractive indices and size parameters. },
}
@article{Rumpf:1996:FDA,
   author = {Martin Rumpf and Alfred Schmidt and Kunibert G.
Siebert},
   title = {Functions Defining Arbitrary Meshes - A Flexible
Interface between Numerical Data and Visualization},
   volume = {15},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {129-142},
   note = {{ISSN} 0167-7055},
   keywords = {arbitrary meshes, mixed elements, procedural
access},
   annote = {Most of the rendering tools in scientific
visualization are restricted to special data structures which
differ substantially from the data formats used in numerical
applications. Trying to close this gap, we present an interface
between data from numerical methods on general types of grids -
like cuboidal, prismatic, simplicial, parametric, mixed, or
hierarchical meshes - and general visualization routines. It is
based on a procedural approach managing a collection of
arbitrary elements and a set of functions describing each
element type. No mapping of (an in general enormous amount of)
numerical data onto new data structures is necessary; a user may
use his own data structures and only has to provide this small
set of procedures and functions. The visualization tools will
then use these routines to access (temporarily and locally) data
of interest, like information about a single element. Compared
with display routines on a specialized data structure, this
general interface does not produce much cpu overhead. },
}
@article{Bercovier:1996:EDM,
   author = {M. Bercovier and O. Volpin},
   title = {Energy Duality Methods for Piecewise B{\'{e}}zier
Curve Construction},
   volume = {15},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {143-154},
   note = {{ISSN} 0167-7055},
   keywords = {finite-element method, {FEM}, stiffness matrix,
piecewise B{\'{e}}zier curve, local refinement, computer-aided
geometric design, Lagrange multiplier, duality, minimization
under constraints},
   annote = {Piecewise B{\'{e}}zier Curves are constructed using
a minimization principle. Ck and GCk continuity is imposed by
linear constraints. The corresponding quadratic programming with
linear constraints problem is introduced and solved by duality
methods. Bordering matrices methods are implemented to deal with
local refinement (subdivision). The result is a versatile tool
for defining / editing contours made of piecewise B{\'{e}}zier
curves. },
}
@article{Grimstead:1996:ILL,
   author = {I. J. Grimstead and R. R. Martin},
   title = {Incremental Line Labelling for Sketch Input of Solid
Models},
   volume = {15},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {155-166},
   note = {{ISSN} 0167-7055},
   keywords = {sketch input, line labelling, reconstruction,
solid modelling},
   annote = {Designers need to transfer three-dimensional
objects from their minds via a two-dimensional interface into
the a solid modelling system. We propose a system where objects
are sketched interactively in two-dimensions and incrementally
line-labelled as the drawing progresses, as the preliminary
stage in constructing a solid model. Once the sketch is
complete, the line-labels are coupled with various inferred
constraints to enable us to generate a solid model. In this
paper we describe and evaluate a modification to existing line
labelling methods to allow them to work incrementally. In this
way, the labelling and region information can be built up as the
user sketches, rather than all at once at the end of the
sketching process, which reduces the delay before the final
solid model is built. },
}
@article{Zakai:1996:TMA,
   author = {Yaron Zakai and Ari Rappoport},
   title = {Three-Dimensional Modeling and Effects on Still
Images},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {3-10},
   note = {{ISSN} 1067-7055},
   keywords = {image manipulation, {3D} modeling from images,
special effects},
   annote = {Designers and creative artists use computer
graphics and image processing effects on still photographs in
application areas such as advertising, entertainment,
broadcasting and the arts. Most of the effects available in
reserach and commercial work are two-dimensional in nature, for
example image processing filters (blur, edge enhancement) and
creative effects (tiling, reflections). There is almost no usage
of information taken from the {3D} world in which the objects
appearing in the image are located. In this paper we present a
novel method for creating {3D} effets on photographs, or in
general on any image created by rendering a {3D} workd. The artist
interacts with the image using a set of intuitive direct
manipulation interface objects. These objects let the user
define a {3D} model, display it, and manipulate it in a {3D} space
which is correlated with that of the input image. The generated
model can be an arbitrarily complex {3D} polyhedron. Any texture,
including texture taken from the input photograph, can be mapped
into any of its faces and used for special effects. We discuss
and show examples for effects such as copy and paste, motion
blur, model editing and deformations, lighting effects, and
shadows. Proceedings of Eurographics '96. },
}
@article{Breen:1996:IOA,
   author = {David E. Breen and Ross T. Whitaker and Eric Rose
and Mihran Tuceryan},
   title = {Interactive Occlusion and Automatic Object Placement
for Augmented Reality},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {11-22},
   note = {{ISSN} 1067-7055},
   annote = {We present several techniques for producing two
visual and modeling effects in augmented reality. The first
effect involves interactively calculating the occlusions between
real and virtual objects. The second effect utilizes a collision
detection algorithm to automatically move dynamic virtual
objects until they come in contact with static real objects in
augmented reality, All of the techniques utilize calibrated data
derived from images of a real-world environment. Proceedings of
Eurographics '96. },
}
@article{Berger:1996:CCA,
   author = {M.-O. Berger and C. Chevrier and G. Simon},
   title = {Compositing Computer and Video Image Sequences:
Robust Algorithms for the Reconstruction of the Camera
Parameters},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {23-32},
   note = {{ISSN} 1067-7055},
   annote = {A augmented reality shows great promises in fields
where a simulation in situ would be impossible or too expensive.
When mixing synthetic and real objects in the same animated
sequence, we must be sure that the geometrical coherence as well
as the photometrical coherence is ensured. One major challenge
is to compute the camera viewpoint with sufficient accuracy to
ensure a satisfactory composition. We especially address this
point in this paper using computer vision techniques and robust
statistical methods. We prove that such techniques make it
possible to compute almost automatically the viewpoint for long
video sequences even for bad quality images in outdoor
environments. Significant results on the lighting simulation of
the bridges of Paris are shown. Proceedings of Eurographics '96.
},
}
@article{Beylot:1996:3IT,
   author = {P. Beylot and P. Gingins and P. Kalra and N.
Thalmann and W. Maurel and D. Thalmann and J. Fasel},
   title = {{3D} Interactive Topological Modeling using Visible
Human Dataset},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {33-44},
   note = {{ISSN} 1067-7055},
   keywords = {Visible Human Dataset, Topological Modeling,
Surface Reconstruction, Medical Imaging},
   annote = {Availability of Visible Human Dataset (VHD) has
provided numerous possibilities for its exploitation in both
medical applications and {3D} animation. In this paper, we present
our interactive tools which enable extraction of surfaces for
different organs, including bones, muscles, fascia, and skin,
from the {VHD}. The reconstructed surfaces then are used for
defining the inter-relationship of organs, a process we refer to
as topological modeling. A data base is constructed, which
encapsulates structural, topological, mechanical and other
relevant information about organs. A {3D} interactive tool enables
the building and editing of this data base. Such a data base can
later be used for different applications in fields such as
medicine, sports, education, and entertainment. Proceedings of
Eurographics '96. },
}
@article{Haley:1996:IVR,
   author = {Michael B. Haley and Edwin H. Blake},
   title = {Incremental Volume Rendering Using Hierarchical
Compression},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {45-56},
   note = {{ISSN} 1067-7055},
   keywords = {incremental, volume rendering, octree,
Shear-Warp},
   annote = {We present a new algorithm here for efficient
incremental rendering of volumetric datasets. The primary goal
of this algorithm is to give average workstations the ability to
efficiently render volume data received over relatively low
bandwidth network links in such a way that rapid user feedback
is maintained. Common limitations of workstation rendering of
volume data include: large-memory overheads, the requirement of
expensive rendering hardware, and high speed processing ability.
The rendering algorithm presented here overcomes these problems
by making use of the efficient Shear-Warp Factorisation method
which does not require specialised graphics hardware. However
the original Shear-Warp algorithm suffers from a high memory
overhead and does not provide for incremental rendering which is
required should rapid user feedback be maintained. Our algorithm
represents the volumetric data using a hierarchical data
structure which providesfor the incremental classfication and
rendering of volume data. This exploits the multiscale nature of
the octree data structure. The algorithm reduces the memory foot
print of the original Shear-Warp Factorisation algorithm by a
factor of more than two, while maintaining good rendering
performance. These factors make our octree algorithm more
suitable for implementation on average desktop workstations for
the purposes of interactive exploration of volume models over a
network. Results from tests using typical volume datasets will
be presented which demonstrate the ability of the algorithm to
achieve high rendering rates for both incremental rendering and
standard rendering while reducing the runtime memory
requirements. Proceedings of Eurographics '96. },
}
@article{Bro-Nielsen:1996:RVD,
   author = {Morten Bro-Nielsen and Stephane Cotin},
   title = {Real-time Volumetric Deformable Models for Surgery
Simulation using Finite Elements and Condensation},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {57-66},
   note = {{ISSN} 1067-7055},
   keywords = {Virtual Surgery, Real-Time Deformation, Solid
Volumetric Deformable Models, Virtual Reality, Finite Element
Models},
   annote = {This paper discusses the application of {3D} solid
volumetric Finite Element models to surgery simulation. In
particular it introduces three new ideas for solving the problem
of achieving real-time performance for these models. The
simulation system we have developed is described and we
demonstrate real-time deformation using the methods developed in
the paper. Proceedings of Eurographics '96. },
}
@article{Ronfard:1996:FAO,
   author = {R{\'{e}}mi Ronfard and Jarek Rossignac},
   title = {Full-range Approximation of Triangulated Polyhedra},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {67-76},
   note = {{ISSN} 1067-7055},
   keywords = {visualization, polyhedral surfaces, levels of
detail, region merging},
   annote = {We propose a new algorithm for automatically
computing approximations of a given polyhedral object at
different levels of details. The application for this algorithm
is the display of very complex scenes, where many objects are
seen with a range of varying levels of detail. Our approach is
similar to the region-merging method used for image
segmentation. We iteratively collapse edges, based on a measure
of the geometric deviation from the initial shape. When edges
are merged in the right order, this strategy produces a
continuum of valid approximations of the original objects, which
can be used for faster rendering at vastly different scales.
Proceedings of Eurographics '96. },
}
@article{Algorri:1996:MS,
   author = {Mar{\'{i}}a-Elena Algorri and Francis Schmitt},
   title = {Mesh Simplification},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {77-86},
   note = {{ISSN} 1067-7055},
   keywords = {mesh simplification, mesh decimation,.
triangulation, geometric modeling},
   annote = {Mesh simplification is an important stage after
surface reconstruction since the models produced can contain a
large number of polygons making them difficult to manipulate. In
this paper we preseat a mesh simplification algorithm to reduce
the number of vertices in a dense mesh of triangles. The
algorithm is based on edge operations that are performed in the
inside of independent clusters distributed over the entire mesh.
The clusters are well-characterized regions that can
successfully accept simplification operations. The
simplification operations produce only local transformations on
the mesh. This region-based, distributed approach permits to
easily track and control the changes in the triangulation and
avoids the appearance of particular cases that would require a
special handling. The algorithm uses two user-specified
parameters to guide the operations. These parameters allow
various simplification strategies that are illustrated on
several dense triangulations. Proceedings of Eurographics '96.
},
}
@article{Andujar:1996:AGO,
   author = {C. And{\'{u}}jar and D. Ayala and P. Brunet and R.
Joan-Arinyo and J. Sol{\'{e}}},
   title = {Automatic Generation of Multiresolution Boundary
Representations},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {87-96},
   note = {{ISSN} 1067-7055},
   keywords = {Geometric Modelling, multiresolution, Level of
Detail, Simplification Algorithms},
   annote = {The paper focuses on automatic simplification
algorithms for the generation of a multiresolution family of
solid models from an initial boundary representation of a
polyhedral solid. An algorithm for general polyhedra based on an
intermediate octree representation is proposed. Simplified
elements of the multiresolution family approximate the initial
solid within increasing tolerances. A discussion among different
octree-based simplification methods and the standard marching
cubes algorithm is presented. Proceedings of Eurographics '96.
},
}
@article{Buchanan:1996:SEW,
   author = {John W. Buchanan},
   title = {Special Effects with Half-toning},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {97-108},
   note = {{ISSN} 1067-7055},
   keywords = {Half-toning, non-photorealistic rendering,
graphic design},
   annote = {Half-toning is the process by which gray-scale
images are approximated with sets of black and white pixels. The
process works because our eyes perceive a local average, thus
half-toning seeks to approximate the local average. Ideally this
approximation should be accomplished without introducing
"undesirable" artifacts. In many situations the stylized display
of images is desired. Often this stylized display is
accomplished by the addition of semi-structured artifacts. In
current applications the designer processes the image using
tools provided by some image processing package. The resulting
image is then half-toned and printed. Half-toning these
processed images can reduce the visual impact of the special
effects that have been introduced in the image. In this paper we
show that the processes of controlled artifact introduction and
half-toning can successfully be combined. By combining these two
processes we ensure that the printed image is what the designer
intended. We present a brief overview of the current
error-diffusion half-toning techniques. We then propose several
ways in which artifacts can be introduced to the image. This
discussion is accompanied by a set of illustrative images. In
particular, we discuss the introduction of false edges and the
alteration of the scan pattern. We illustrate these techniques
with a variety of images. We conclude the paper with a
discussion on these new half-ioning methods for the generation
of binary gray-scale textures. In addition to showing how to
generate these binary gray-scale textures we also show how these
gray-scale textures can be used to half-tone images. Proceedings
of Eurographics '96. },
}
@article{Dobashi:1996:MFC,
   author = {Yoshinori Dobashi and Kazufumi Kaneda and Hideo
Yamashita and Tomoyuki Nishita},
   title = {Method for Calculation of Sky Light Luminance Aiming
at an Interactive Architectural Design},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {109-118},
   note = {{ISSN} 1067-7055},
   keywords = {realistic rendering, sky light, Fourier
expansion, vector quantization, glossy specular reflection},
   annote = {Recently, computer graphics are frequently used for
both architectural design and visual environmental assessment.
Using computer graphics, designers can easily compare the effect
of the natural light on their architectural designs under
various conditions, such as different times of day, seasons,
atmospheric conditions (clear or overcast sky) or building wall
materials. In traditional methods of calculating the luminance
due to sky light, however, all calculation must be performed
from scratch if such conditions undergo change. Therefore, to
compare the architectural designs under different conditions, a
great deal of time has to be spent on generating the images.
This paper proposes a new method of quickly generating images of
an outdoor scene, taking into account glossy specular
reflection, even if such conditions change. In this method,
luminance due to sky light is expressed by a series of basis
functions, and basis luminances corresponding to each basis
function are precalculated and stored in a compressed form in
the preprocess. Once the basis luminances are calculated, the
luminance due to sky light can be quickly calculated by the
weighted sum of the basis luminances. Several examples of an
architectural design demonstrate the usefulness of the proposed
method. Proceedings of Eurographics '96. },
}
@article{Karner:1996:AIB,
   author = {Konrad F. Karner and Heinz Mayer and Michael
Gervautz},
   title = {An Image based Measurement System for Anisotropic
Reflection},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {119-128},
   note = {{ISSN} 1067-7055},
   keywords = {photorealism, {BRDF}, reflectance, illumination,
surface properties, rendering, physically based},
   annote = {This paper introduces an image based method for
measuring bidirectional reflectance distribution functions
(BRDF). The measurement system uses a {CCD} camera connected to a
workstation to capture images from the material under
investigation. The evaluation of the {BRDF} is performed in an
image processing step, gathering {BRDF} values with a broad range
of incident and reflected angles, followed by a fitting process,
where these values are approximated by a chosen reflectance
model. Absolute {BRDF} values are obtained by the usage of a
diffuse reflectance standard. It is shown that the proposed
measurement system produces very reasonable results compared to
accurate measurements. Thus, it is an easy and cost efficient
way to measure material properties needed for physically based
rendering algorithms. Proceedings of Eurographics '96. },
}
@article{Ranjan:1996:MAI,
   author = {V. Ranjan and Alain Fournier},
   title = {Matching and Interpolation of Shapes using Unions of
Circles},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {129-142},
   note = {{ISSN} 1067-7055},
   keywords = {shape interpolation, registration, morphing,
unions of circles, shape distance},
   annote = {While the notion of shape of an object is very
intuitive, its precise definition is very elusive, and defining
a useful metric for the shape distance between objects is a
difficult endeavor. At the same time many successful techniques
have been developed which interpolate between two objects, so in
essence interpolate between shapes. We present here work which
uses a representation of objects as union of circles to define a
distance between two objects and to base a method to interpolate
between the two. This method can be used in a totally automatic
fashion (that is, without any user intervention), or users can
guide a pre-registration phase as well as a segmentation phase,
after which the matched segments are interpolated pair-wise. The
union of circles representation of the two objects is obtained
from the Delaunay triangulation of their boundary points. The
circles can be simplified to obtain smaller data sets. The
circles are then optimally matched according to a distance
metric between circles which is a function of their position,
size, and feature, that is, a local configuration of circles.
The interpolation between the two objects is then obtained by
interpolating between the matched pairs of circles (the
interpolations can be affine or non-affine). Examples with
simple and more complex objects show how the technique can give
results which correspond closely to the human notion of shape
interpolation. The interpolations shown include some between a
calf and a cow and between a cow and a giraffe. The examples
given are in two dimensions, but all the steps except the
segmentation have been implemented as well for three dimensional
objects. We also show the results of computation of distances
between the objects used in our examples. Proceedings of
Eurographics '96. },
}
@article{Galin:1996:BMB,
   author = {E. Galin and Samir Akkouche},
   title = {Blob Metamorphosis based on Minkowski Sums},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {143-154},
   note = {{ISSN} 1067-7055},
   keywords = {animation, blobs, implicit surfaces, Minkowski
sums, metamorphosis, skeletons, soft objects},
   annote = {This paper addresses the metamorphosis of soft
objects built from skeletons. We propose a new approach that may
be split into three steps. The first step consists in an
original splitting of the initial and the final shapes with a
view to creating a bijective graph of correspondence. In the
second step, we assume that the skeletons are convex polygonal
shapes, and thus take advantage of the properties of Minkowski
sums to characterize the skeletons of Intermediate shapes.
Eventually, we characterize the intermediate distance and field
functions; we describe a set of interpolation methods and
propose to use a restricted class of parametrized distance and
field functions so as to preserve coherence and speed-up
computations. We show that we can easily extend those results to
achieve a B{\'{e}}zier like metamorphosis where control points
are replaced by control soft objects; in this scope, we have
adapted existing accelerated techniques that build a
B{\'{e}}zier transformation from a set of convex polyhedra to
any kind of convex polygonal shapes. Eventually, we point out
that matching all components of the initial and the final shapes
generates amorphous intermediate shapes based on an overwhelming
number of intermediate sub-components. Thus, we propose
heuristics with a view to preserving coherence during the
transformation and accelerating computations. We have
implemented and tested our techniques in an experimental
ray-tracer. Proceedings of Eurographics '96. },
}
@article{Promayon:1996:PDC,
   author = {Emmanuel Promayon and P. Baconnier and Claude
Puech},
   title = {Physically-Based Deformations Constrained in
Displacements and Volume},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {155-164},
   note = {{ISSN} 1067-7055},
   keywords = {Dynamic simulation, constant volume,
physically-based modelling, constraint, deformable models, shape
memory, elasticity},
   annote = {This paper presents a method of constraining
physically-based deformable objects. In this method, an object
can be defined locally in terms of kinetic and dynamic (mass,
position, speed), and physical parameters (compressibility,
elasticity, motorfunctioning) . Several problems are solved:
constant volume deformation, displacement constraints (fixed or
moving required positions), and real object modelling. An object
is described by a set of mass points on its contour. The
evolution algorithm runs in two phases dealing successively with
forces and constraints (which are presented as reaction forces).
The main contribution of the method is the control of object
volumes during evolution. We define a function that explicitly
gives the inside volume of an object in order to use it as a
constraint. Thus, the volume can be kept exactly constant during
deformation without using an iterative process, in opposition to
lagrangian approaches. Some results are illustrated by examples
at the end of the paper. Proceedings of Eurographics '96. },
}
@article{Crespin:1996:ISO,
   author = {Beno{\^{i}}t Crespin and Carole Blanc and
Christophe Schlick},
   title = {Implicit Sweep Objects},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {165-174},
   note = {{ISSN} 1067-7055},
   annote = {Proceedings of Eurographics '96. },
}
@article{Greiner:1996:DDT,
   author = {G{\"{u}}nther Greiner and Joachim Loos and Wieger
Wesselink},
   title = {Data Dependent Thin Plate Energy and its Use in
Interactive Surface Modeling},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {175-186},
   note = {{ISSN} 1067-7055},
   keywords = {geometric modeling, spline surfaces, variational
approach, optimization techniques, interactive surface
modeling},
   annote = {When modeling spline surfaces of complex shape, one
has to deal with an overwhelming number of control points.
Modeling by direct manipulation of the control points is a
tedious task. In particular, it is very difficult to maintain a
generally pleasant looking surface shape. It becomes therefore
increasingly important to build tools that allow the designer to
specify only a few geometric constraints while automatically
determining the explicit representation of the surface. The
basic concept of such a tool is simple. In a first step one has
to somehow measure the "fairness" (=quality) of a surface. Once
this is achieved, an optimization process selects the one
surface with optimal fairness from all surfaces satisfying the
user specified geometric constraints. To measure the fairness,
thin plate energy functionals [deleted] are a good choice.
However, for interactive use these functionals are far too
complex. We will present appropriate approximations to these
functionals that allow an optimization nearly in real time. The
functionals are obtained by introducing reference surfaces thus
leading to data dependent, quadratic approximations to the exact
thin plate energy functionals. We apply the method to
interactive surface manipulations based on energy constraints.
Proceedings of Eurographics '96. },
}
@article{Higashi:1996:GOS,
   author = {Masatake Higashi and Hideo Tsutamori and Mamoru
Hosaka},
   title = {Generation of Smooth Surfaces by Controlling
Curvature Variation},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {187-196},
   note = {{ISSN} 1067-7055},
   keywords = {surface modelling, aesthetic shape, smooth
surface, curvature variation, evolute},
   annote = {To satisfy a designer's intention for constructing
aesthetic shapes such as automotive bodies, we propose a surface
generation method. In the surface design process, designers
determine shapes according to their great concern for the
reflected images of vehicle surroundings, shade lines and
highlight lines. Since reflection and shading are affected by
changes of surface normal, the curvature variation of the
surface, which represents the change of the surface normal,
should be smooth and distributed as designers want. The proposed
method controls curvature distribution directly by determining a
surface shape from an evolute, which is a locus of the curvature
center of the generatrix and moves along directrices to form the
surface. It first generates evolutes of boundary curves to be
generatrices as rational B{\'{e}}zier curves, then interpolates
their shapes with the B{\'{e}}zier polygons, and locates the
interpolated shape to the corresponding position of the
directrices. By applying this method we have confirmed that a
smooth shape is generated from four boundary curves. Proceedings
of Eurographics '96. },
}
@article{Turner:1996:HSV,
   author = {Russell Turner and Enrico Gobbetti and Ian
Soboroff},
   title = {Head-Tracked Stereo Viewing with Two-Handed {3D}
Interactionfor Animated Character Construction},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {197-206},
   note = {{ISSN} 1067-7055},
   keywords = {Interactive {3D} Graphics, Stereoscopic Display,
Head-Tracking, Two Hand Input, Virtual Tools, {3D} Character
Modeling, Animation Systems},
   annote = {In this paper, we demonstrate how a new interactive
3D desktop metaphor based on two-handed {3D} direct manipulation
registered with head-tracked stereo viewing can be applied to
the task of constructing animated characters. In our
configuration, a six degree-of-freedom head-tracker and
CrystalEyes shutter glasses are used to produce stereo images
that dynamically follow the user head motion. {3D} virtual objects
can be made to appear at a fixed location in physical space
which the user may view from different angles by moving his
head. To construct {3D} animated characters, the user interacts
with the simulated environment using both hands simultaneously:
the left hand, controlling a Spaceball, is used for {3D}
navigation and object movement, while the right hand, holding a
3D mouse, is used to manipulate through a virtual tool metaphor
the objects appearing in front of the screen. In this way, both
incremental and absolute interactive input techniques are
provided by the system. Hand-eye coordination is made possible
by registering virtual space exactly to physical space, allowing
a variety of complex {3D} tasks necessary for constructing {3D}
animated characters to be performed more easily and more rapidly
than is possible using traditional interactive techniques. The
system has been tested using both Polhemus Fastrak and Logitech
ultrasonic input devices for tracking the head and {3D} mouse.
Proceedings of Eurographics '96. },
}
@article{Madritsch:1996:CBO,
   author = {Franz Madritsch and Michael Gervautz},
   title = {CCD-Camera Based Optical Beacon Tracking for Virtual
and Augmented Reality},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {207-216},
   note = {{ISSN} 1067-7055},
   keywords = {optical tracking, input technology, beacon
tracking, virtual reality},
   annote = {We introduce a scheme for optical beacon tracking
using two CCD-cameras and {LED} beacons. Due to the sub-pixel
accuracy of the beacon detection algorithm a very high precision
can be achieved so that the tracking method is suitablefor
augmented reality applications. We describe the assemblv of the
equipment needed for the whole tracking system, the behavior of
LED-beacons, and how three beacons can be combined to form a
6-DOF tracker. A report on our accuracy evaluation and its
results are given. Furthermore we describe two application
prototypes in which the tracker was incorporated and tested.
Proceedings of Eurographics '96. },
}
@article{Munch:1996:ICF,
   author = {Stefan M{\"{u}}nch and Martin Stangenberg},
   title = {Intelligent Control for Haptic Displays},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {217-226},
   note = {{ISSN} 1067-7055},
   keywords = {Multimodal interaction, haptic output; user
modelling; human-computer interaction},
   annote = {Usually, a mouse is used for input activities only,
whereas output from the computer is sent via the monitor and one
or two loudspeakers. But why not use the mouse for output, too?
For instance, if it would be possible to predict the next
interaction object the user wants to click on, a mouse with a
mechanical brake could stop the cursor movement at the desired
position. This kind of aid is especially attractive for small
targets like resize handles of windows or small buttons. In this
paper, we present an approach for the integration of haptic
feedback in everyday graphical user interfaces. We use a
specialized mouse which is able to apply simple haptic
information to the user's hand and index finger. A multi-agent
system has been designed which "observes" the user in order to
predict the next interaction object and launch haptic feedback,
thus supporting positioning actions u@ith the mouse. Although
primarily designed in order to provide "intelligent" haptic
feedback, the system can be combined with other output
modalities as well, due to its modular and flexible
architecture. Proceedings of Eurographics '96. },
}
@article{Schaufler:1996:ATD,
   author = {Gernot Schaufler and Wolfgang St{\"{u}}rzlinger},
   title = {A Three Dimensional Image Cache for Virtual
Reality},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {227-236},
   note = {{ISSN} 1067-7055},
   keywords = {viewing algorithms, geometric algorithms, object
hierarchies, virtual reality},
   annote = {Despite recent advances in rendering hardware,
large and complex virtual environments cannot be displayed with
a sufficiently highframe rate, because of limitations in the
available rendering performance. This paper presents a new
approach of software accelerated rendering which draws from the
concepts of impostors, hierarchical scene subdivision and levels
of detail. So far software optimization in real-time rendering
has merely considered individual objects. This work is actually
optimizing the rendering of the whole virtual environment by
implementing a three dimensional image cache. It speeds up
rendering for large portions of the scene by exploiting the
coherence inherent in any smooth frame sequence. The
implementation of the three dimensional image cache is discussed
and the savings in rendering load achievable on a suitable
hardware platform are presented. Proceedings of Eurographics
'96. },
}
@article{Orti:1996:RFD,
   author = {Rachel Orti and St{\'{e}}phane Rivi{\'{e}}re and
Fr{\'{e}}do Durand and Claude Puech},
   title = {Radiosity for Dynamic Scenes in Flatland with the
Visibility Complex},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {237-248},
   note = {{ISSN} 1067-7055},
   keywords = {global illumination, radiosity, discontinuity
mesh, form factor, visibility, dynamic environments},
   annote = {The radiosity method is particularly suitable for
global illumination calculations in static environments.
Nonetheless, recent applications of image synthesis such as
architectural simulation or lighting design require the ability
to modify environments. Previous methods have attempted to deal
with dynamic environments (environments where the geometry, the
material properties, etc., can change) but still suffer some
limitations in the case of moving objects. One of the main
problems remaining is the efficient and accurate detection of
which form factors must really be recomputed, since their
calculation is the most time-consuming part of the radiosity
method. To correctly understand and solve this problem, we start
with a method in {2D} for polygonal scenes rising the visibility
complex. It is a powerful data structure representing the
visibility relationships between objects in the plane. We have
developed and implemented an algorithm which uses this structure
to efficiently compute the discontinuity mesh and the form
factors for static scenes. We also propose an extension to our
algorithm to efficiently update only the modified form factors
when an object is moving. This approach enhances our
understanding and will hopefully lead to efficient solutions in
3D. Proceedings of Eurographics '96. },
}
@article{Sudarsky:1996:OVA,
   author = {Oded Sudarsky and Craig Gotsman},
   title = {Output-Sensitive Visibility Algorithms for Dynamic
Scenes with Applications to Virtual Reality},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {249-258},
   note = {{ISSN} 1067-7055},
   keywords = {visibility culling, output-sensitive hidden
surface removal, virtual reality, distributed multi-user virtual
environments, client-server design},
   annote = {An output-sensitive visibility algorithm is one
whose runtime is proportional to the number of visible graphic
primitives in a scene model - not to the total number of
primitives, which can be much greater. The known practical
output-sensitive visibility algorithms are suitable only for
static scenes, because they include a heavy preprocessing stage
that constructs a spatial data structure which relies on the
model objects' positions. Any changes to the scene geometry
might cause significant modifications to this data structure. We
show how these algorithms may be adapted to dynamic scenes. Two
main ideas are used: first, update the spatial data structure to
reflect the dynamic objects' current positions: make this update
efficient by restricting it to a small part of the data
structure. Second, use temporal bounding volumes (TBVS) to avoid
having to consider every dynamic object in each frame. The
combination of these techniques yields efficient,
output-sensitive visibility algorithms for scenes with multiple
dynamic objects. The performance of our methods is shown to be
significantly better than previous output-sensitive algorithms,
intendedfor static scenes. TBVs can be adapted to applications
where no prior knowledge of the objects' trajectories is
available, such as virtual reality (VR), simulations etc.
Furthermore, they save updates of the scene model itself notjust
of the auxiliary data structure used by the visibility
algorithm. They can therefore be used to greatly reduce the
communications overhead in client-server {VR} systems, as well as
in general distributed virtual environments. Proceedings of
Eurographics '96. },
}
@article{Shamir:1996:EOT,
   author = {Ariel Shamir and Ari Rappoport},
   title = {Extraction of Typographic Elements from Outline
Representations of Fonts},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {259-268},
   note = {{ISSN} 1067-7055},
   keywords = {Digital typography, outline fonts, typographic
elements, hinting, Parametric typographic representations},
   annote = {Digital typefaces for computer graphics and
multimedia applications should be capable of supporting
operations such as font variations, transformations,
deformations and blending. A powerful implementation of such
operations must rely on the inherent typographic attributes of
the typeface. However, even today's most advanced typeface
representations support only geometric outline representations
and basic font variations. In this paper we discuss high-level
typeface representations which we term Parametric Typographic
Representations (PTRs). We present an algorithm for
automatically extracting typographic elements of typefaces from
their outline representation, which is an essential initial step
in converting typefaces from outline representations to PTRs.
The extracted typographic elements include serifs, bars, stems,
slants, bows, arcs, curve stems and curve bars. Most notable is
the treatment of serifs, which are represented by
finite-automata. The algorithm only needs to learn a serif type
once, and is then capable of automatically recognizing it in
different typefaces. We show an application of a {PTR} for
automatic high-quality hinting of fonts, which is one of the
most important stages in digital font production. Our system was
used to generate hints for dozens of thousands of Kanji, Roman,
and Hebrew Characters. Proceedings of Eurographics '96. },
}
@article{Zair:1996:FMU,
   author = {Chems Eddine Zair and Eric Tosan},
   title = {Fractal Modeling using Free Form Techniques},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {269-278},
   note = {{ISSN} 1067-7055},
   keywords = {Fractals, Iterative Function Systems, Subdivision
matrices, B{\'{e}}zier curves, Free form techniques, Attractors,
Deformations},
   annote = {{IFS} models have become a powerful tool for the
construction of fractal sets. They offer a straight-forward way
to generate complex, self-similar figures as attractors.
However, they present the fundamental disadvantage of providing
little control over the global form of the attractor. In
contrast, free form techniques give a high control over smooth
man-made objects with the use of a set of control points. In
this paper, we present a new approach of fractal modeling which
is based on {IFS} theory. We shall use free form techniques to
give a practical and efficient way to build controlled fracial
attractors. The resulting effect consists on the ability to
deform a fractal shape interactively into the desired shape, in
the same way as parametric forms (B{\'{e}}zier, splines).
Proceedings of Eurographics '96. },
}
@article{Poulet:1996:MMS,
   author = {Fran{\c{c}}ois Poulet and Michel Lucas},
   title = {Modelling Megalithic Sites},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {279-288},
   note = {{ISSN} 1067-7055},
   keywords = {Megalithic sites, Description vocabulary, Plain
language, Voxels},
   annote = {In this paper, we present the M{\'{e}}gaFormes
project which deals with the modelling of megalithic sites. The
goal is to enable virtual visits of megalithic sites and to help
archaeologists in picturing the evolution of a monument.. A
megalithic site is made of a set of elements that can be:
fogous, dolmens, chamber tombs, stone alignments or circles. The
description of such a site is done in two stages : during the
first stage, a draft of the site is drawn, each stone being
represented by its bounding box. The second stage allows the
user to describe the content of the boxes (the stones). To
describe fogous and chamber tombs, basic models of these
monuments are used. These basic types are simplified
representations of the monunients (walls only). The models can
be modified by changing the dimensions and locations of the
walls and by cutting the initial walls into individual stones.
The definition of stone alignments or circles calls for the use
of a one-dimensional position vocabulary (along simple geometric
primitives or curves). The different elements (alignments,
circles, fogous, and chamber tombs) are then combined to obtain
the draft of the site. A two-dimensional vocabulary allowing to
position the elements in the site is used. The paper is
illustrated with examples obtained with the developed software.
Proceedings of Eurographics '96. },
}
@article{Smets-Solanes:1996:VFB,
   author = {Jean-Paul Smets-Solanes},
   title = {Vector Field Based Texture Mapping ofanimated
Implicit Objects},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {289-300},
   note = {{ISSN} 1067-7055},
   keywords = {texture, mapping, rendering, metaball, implicit
surface, implicit object, animation, deformation, simulation,
vector field, virtual skin, gliding, sticking},
   annote = {This paper shows that an adequate use of vector
fields can solve most inconsistencies related to texture mapping
that appear in current animation and rendering systems based on
implicit objects. The method used is based on the concept of a
virtual skin. A skin with its own texture mapping is spread over
an implicit object and is constrained to stick to the
deformation of the implicit object. A vector field is used to
compute the relationship between the motion of the skin and the
deformation of the object. Visual and implementation issues are
discussed with respect to typical applications of implicit
objects in computer graphics. Proceedings of Eurographics '96.
},
}
@article{Hutchinson:1996:SGS,
   author = {Dave Hutchinson and F. Lin and Terry Hewitt},
   title = {Surface Graph Sketching},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {301-310},
   note = {{ISSN} 1067-7055},
   keywords = {Geometric Modelling, {NURBS}, Patterning, Surface
Graph Sketching, Texturing, Trimming},
   annote = {The production of patterns and designs upon
surfaces has received only limited attention, with texturing
techniques being accepted as adequate. Texturing, however, can
be a very unsatisfactory and clumsy method of producing complex
and accurate designs upon a surface. even more so with surfaces
such as {NURBS} where a texture may appear very much distorted
when mapped to a surface. This paper introduces a new approach
called surface graph sketching which draws upon ideas from
planar graph sketching for the construction of complex curve
networks across parametrically defined surfaces. Surface curves
can be created by a number of methods and stored in the
parameter space of the surface thereby allowing intricate and
more importantly accurate surface designs to be created. Regions
of the surface may be assigned a property such as colour or
texture, or cut away to produce holes. Surface graph sketching
has a number of applications, in the design of trimming curves,
surface patterning and texture map definitions. Proceedings of
Eurographics '96. },
}
@article{Ghazanfarpour:1996:GO3,
   author = {Djamchid Ghazanfarpour and Jean-Michel Dischler},
   title = {Generation of {3D} Texture Using Multiple {2D} Models
Analysis},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {311-324},
   note = {{ISSN} 1067-7055},
   keywords = {Texturing, automatic {3D} texture generation,
spectral analysis, antialiasing},
   annote = {Solid (3D) texturing is commonly used in computer
graphics for producing more realistic images. It is often more
attractive than the conventional {2D} texture mapping but remains
more complex on some points. Its major difficulty concerns the
generation of {3D} texture in a general and efficient way. The
well-known traditional procedural methods use generally a
simplified mathematical model of a natural texture. No reliable
way for the choice of the mathematical model parameters, which
characterise directly the produced {3D} texture, is given.
Therefore, {3D} texture generation becomes a more or less
experimental process with these methods. Our recently published
method for an automatic {3D} texture generation avoids this
problem by the use of the spectral analysis of one {2D} model
texture. The resulting {3D} texture is of good quality but one
open problem remains: the aspect of the produced texture cannot
be fully controlled over the entire {3D} space by only one {2D}
spectral analysis. This may be considered as a serious
limitation for some kinds of textures representing important
variations in any direction. In this paper we present a new and
more powerful analytical approach for an automatic {3D} texture
generation. Contrarily to our previous method, this new approach
is not exclusively based on the spectral analysis of only one {2D}
model It uses two or three {2D} models corresponding to different
slices of a {3D} texture block, so, the aspect of the produced {3D}
texture can be controlled more efficiently over the entire {3D}
space. In addition, a more efficient {3D} texture antialiasing,
well adapted to this new method is presented. Proceedings of
Eurographics '96. },
}
@article{Bouatouch:1996:COH,
   author = {Kadi Bouatouch and S. N. Pattanaik and Eric
Zeghers},
   title = {Computation of Higher Order Illumination with a
Non-Deterministic Approach},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {327-338},
   note = {{ISSN} 1067-7055},
   keywords = {Radiance equation, Potential equation,
Adjointness, Monte Carlo quadrature, Random Walk, Particle
Tracing, Weighted Function Approximation, Multiwavelet,
push/pull operation},
   annote = {In spite of the number of efforts made by the
computer graphics researchers, till today the computation of
view-independent global illumination in an environment
containing non-diffusely reflecting objects is a non-resolved
problem. In general, non-deterministic techniques seem to be
capable of solving this problem. In this article we propose one
such non-deterministic method which will permit such calculation
by using a combined technique of higher order function
approximation and particle tracing. We have used multi-wavelets
as basis functions and have calculated the illumination function
approximation coefficients by exploiting the adjointness between
the radiance equation and the potential equation. Proceedings of
Eurographics '96. },
}
@article{Hughes:1996:SOG,
   author = {Merlin Hughes and Anselmo A. Lastra and Edward
Saxe},
   title = {Simplification of Global-Illumination Meshes},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {339-346},
   note = {{ISSN} 1067-7055},
   annote = {We present a method for simplifying the meshes
produced as solutions to global illumination problems, reducing
geometric complexity while retaining the perceived image
fidelity. The method has been applied to produce meshes of
linearly, quadratically and cubically colour-interpolated
triangles. The goal of our work is to permit interactive
rendering of more complex global illumination solutions through
the application of simplification algorithms as well as the use
of more powerful rendering primitives. Proceedings of
Eurographics '96. },
}
@article{Ouhyoung:1996:RRO,
   author = {Ming Ouhyoung and Yung-Yu Chuang and Rung-Huei
Liang},
   title = {Reusable Radiosity Objects},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {347-356},
   note = {{ISSN} 1067-7055},
   keywords = {Anisotropic visibility, clustering, hierarchical
radiosity, visibility error},
   annote = {Because of the view independence and photo
realistic image generation in a diffuse environment, radiosity
is suitable for an interactive walkthrough system. The drawback
of radiosity is that it is time-consuming in form factor
estimation, and furthermore, inserting, deleting or moving an
object makes the whole costly rendering process repeat itself.
To solve this problem, we encapsulate necessary information for
form factor calculation and visibility estimation in each
object, which is called a reusable radiosity object. An object
is definied as a cluster or clusters of triangles. Whenever a
scene updates, the radiosity algorithm looks tip the prestored
information in each object, thus speeding itself up by two
orders of magnitude. Besides, solution time based on cluster
representatives is linear to the number of objects since each
object is reusable, encapsulated with preprocessed data in every
level of hierarchy. We also analyze the unregarded error on
visibility estimation and propose a statistically optimal
adaptive algorithm to maintain the same error for each link.
Proceedings of Eurographics '96. },
}
@article{Faure:1996:AEA,
   author = {Fran{\c{c}}ois Faure},
   title = {An Energy-Based Approach for Contact Force
Computation},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {357-366},
   note = {{ISSN} 1067-7055},
   keywords = {contact forces, friction, dynamics},
   annote = {A new approach for computing resting contact forces
between solids is presented, which handles both static and
sliding friction, while avoiding the problems arising from
previous approaches. Each iteration provides values for all
unknowns and needs a constant computation time. The first
iteration is a global dynamic solution involving inertia and
external forces. The subsequent iterations consist of global
redistributions of energy through the solids in order to
restrict the values within correct bounds, leading to a
progressive refinement of the solution. Tfiis allows the
termination of the computation when a user-defined level
ofprecision is reached. Convergence is proven in the
frictionless case. The method is concise and is easily usable in
a motion control system. It was implemented and tested on some
examples involving simultaneously static and sliding friction
along with motion control. Proceedings of Eurographics '96. },
}
@article{Laako:1996:ICM,
   author = {Timo Laako and Martti M{\"{a}}ntyl{\"{a}}},
   title = {Incremental Constraint Modelling in a Feature
Modelling System},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {367-376},
   note = {{ISSN} 1067-7055},
   keywords = {Constraints, local propagation, feature
modelling, geometric modelling},
   annote = {The techniques of constraint propagation have
recently been successfully applied to feature-based design.
Because of their speed, constraint propagation methods allow
incremental design and rapid local modifications of the part.
However, cyclic constraints cause serious problems to current
constraint propagation algorithms. Variational geometric design
systems can, in principle, manage these cases. Unfortunately,
this typically requires complete re-evaluation of the underlying
set of constraint equations, making the method unsuitable for
interactive use. The proposed system aims to localize the
problem of constraint solving and maintenance. The constraint
graph of the part or assembly is divided into several
independent partial graphs, subsystems. Afterwards, each
subsystem is handled separately using a selected constraint
solving technique for the subsystem. Proceedings of Eurographics
'96. },
}
@article{Preston:1996:ICA,
   author = {Martin Preston and Terry Hewitt},
   title = {Integrating Computer Animation and Multimedia},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {377-386},
   note = {{ISSN} 1067-7055},
   keywords = {Multimedia, Computer Animation, Keyframing},
   annote = {Multimedia provides an immensely powerful tool for
the dissemination of both information and entertainment. Current
multimedia presentations consist of synchronised excerpts of
media (such as sound, video \& text) which are coordinated by an
author to ensure a clear narrative is presented to the audience.
However each of the segments of the presentation consist of
previously recorded footage, only the timing and synchronisation
are dynamically constructed. The next logical advance for such
systems is therefore to include the capability of generating
material "on-the-fly" in response to the actions of the
audience. This paper describes a mechanism for using computer
animation to generate this interactive material. Unlike previous
animation techniques the approach presented here is suitable for
use in constructing a storyline which the author can control,
but the user can influence. In order to allow such techniques to
be used we also present a multimedia authoring \& playback
system which incorporates interactive animation with existing
media. Proceedings of Eurographics '96. },
}
@article{Barequet:1996:BAH,
   author = {Gill Barequet and Bernard Chazelle and Leonidas J.
Guibas and Joseph S. B. Mitchell and Ayellet Tal},
   title = {{BOXTREE}: A Hierarchical Representation for Surfaces
in {3D}},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {387-396},
   note = {{ISSN} 1067-7055},
   keywords = {collision detection, hierarchical data
structures, ray shooting},
   annote = {We introduce the boxtree, a versatile data
structure for representing triangulated or meshed surfaces in
3D. A boxtree is a hierarchical structure of nested boxes that
supports efficient ray tracing and collision detection. It is
simple and robust, and requires minimal space. In situations
where storage is at a premium, boxtrees (are effective
alternatives to octrees and {BSP} trees. They are also more
flexible and efficient than R-trees, and nearly as simple to
implement. Proceedings of Eurographics '96. },
}
@article{Oliva:1996:3RO,
   author = {J.-M. Oliva and M. Perrin and S. Coquillart},
   title = {{3D} Reconstruction of Complex Polyhedral Shapes from
Contours using a Simplified Generalized Voronoi Diagram},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {397-408},
   note = {{ISSN} 1067-7055},
   keywords = {{3D}, reconstruction, interpolation, simplified
generalised Voronoi diagrams, skeleton, bisector network,
cross-sectional contours},
   annote = {We are interested in modelling the surface of very
irregular objects known through a few planar polygonal
cross-sections. This problem is considered difficult when severe
topology and morphology variations appear between neighbouring
cross-sections (multi-branching, holes, disconnected areas).
Only few methods deal with this problem in a systematic way. The
paper describes an original method allowing to build, in a fully
automatic and systematic way, an external surface with a valid
topology in any case. It moreover allows to adjust details of
the reconstructed surface in view of the morphologies and
topologies of the various initial cross-sectional contours. At
first, a global correspondence is operated between each couple
of adjacent cross-sections by extracting polygonal areas of
difference. Next steps are based on the computation in each area
of difference of the bisector network, a well-defined simplified
generalised Voronoi diagram. This structure is used both for
connecting initial contour points and for interpolating new
intermediate portions of contours. It depends on the complexity
of initial {2D} shapes. Interpolation stage is then recursively
operated until a satisfactory surface has been obtained or until
a maximum number of new intermediate cross-sectional contours
have been built. The valid final surface is directly obtained by
concatenating all the tiling areas of difference without need of
any post processing step. The processing of several real data
related to geological bodies or human organs has proved that the
described method allows detailed modelling of irregular objects
with verv performing {CPU} times. The reconstruction appears
insensitive to severe variations of the object shape, including
apparitions of holes or disconnections. Proceedings of
Eurographics '96. },
}
@article{Kobbelt:1996:ISO,
   author = {Leif Kobbelt},
   title = {Interpolatory Subdivision on Open Quadrilateral Nets
with Arbitrary Topology},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {409-420},
   note = {{ISSN} 1067-7055},
   keywords = {Surface modeling, interpolatory subdivision,
Adaptive mesh-refinement},
   annote = {A simple interpolatory subdivision scheme for
quadrilateral nets with arbitrary topology is presented which
generates C1 surfaces in the limit. The scheme satisfies
important requirements for practical applications in (computer
qraphics and engineering. These requirements include the
necessity to qenerate smooth surfaces with local creases and
cusps. The scheme can be applied to open nets in which case it
generates boundary curves that allow a CO-join of several
subdivision patches. Due to the local support of the scheme,
adaptive refinement. Strategies can be applied. We present a
simple device to preserve the consistency of such adoptively
refined nets. Proceedings of Eurographics '96. },
}
@article{Schmalstieg:1996:DGT,
   author = {Dieter Schmalstieg and Michael Gervautz},
   title = {Demand-Driven Geometry Transmission for Distributed
Virtual Environments},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {421-431},
   note = {{ISSN} 1067-7055},
   keywords = {virtual reality, distributed graphics, multi-user
applications, levels of detail},
   annote = {We present a strategy for rendering in distributed
virtual environments. A geometry database is maintained by a
server, while users invoke individual clients to interact with
the environment. Instead of downloading a complete copy of the
geometry data, the data is distributed on demand, thus gaining
significant savings in network bandwidth. Our strategy combines
several techniques, including levels of detail, progressive
refinement and graceful degradation to deliver the data "just in
time" over the network to the rendering process. The method
allows operate on a tight resource budget, which important if
attempting to use low cost systems for virtual reality
applications. Proceedings of Eurographics '96. },
}
@article{Encarnacao:1996:APF,
   author = {L. Miguel En{\c{c}}arnac{\~{a}}o and J{\"{u}}rgen
Fechter and Thomas Grunert and Wolfgang Stra{\ss}er},
   title = {A Platform for User-Tailored Interaction Development
in {2D}, {3D}, and {VR}},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {432-441},
   note = {{ISSN} 1067-7055},
   keywords = {Development environment, user-tailored
interaction development, {2D} interface, {3D} interface, {VR}
interface, user-interface adaptation, hypermedia help,
interaction objects, object communication, medical application
system for diagnosis},
   annote = {The discussion on the advantages and
disadvantagesof {2D}, {3D}, and {VR} interfaces and their
applicability to different types of systems, users, and
information led to a series ofstand-alone implementations that
lack the possibility of realizing an integrated approach. The
acceptance of the different interaction techniques will depend
on their success in practical applications, i.e. with systems
that are used by different users for different purposes. Since
this acceptance is especially hard to achieve in
computer-critical environments, such as medicine, we developed a
software environment that allows for the development,
integration, and user-centered evaluation of existing and new
interaction techniques for their use in medical applications.
This environment is equipped with an innovative message-passing
functionality that provides the communication to and among
application objects in {2D}, {3D}, and {VR}. Furthermore, the
environment contains a component for user-adapted interaction
and system support at runtime. Proceedings of Eurographics '96.
},
}
@article{Haase:1996:SOV,
   author = {Helmut Haase},
   title = {Symbiosis of Virtual Reality and Scientific
Visualization System},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   month = {August}, year = {1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {442-451},
   note = {{ISSN} 1067-7055},
   keywords = {Virtual Reality, Scientific Visualization,
Immersive Exploration,Realtime Interaction, Inter-Process
Communication, Software Architecture},
   annote = {This paper describes a concept for the symbiosis of
a virtual reality system and a system for scientific
visualization, as well as an implementation (called ISVAS-VR) to
evaluate the concept. The idea is to preserve the strengths of
both systems in order to help scientists in analyzing their data
by means of the joint synergy of both approaches. Motivation for
this work is given along with a description of the two
individual systems (ISVAS and Virtual Design). Possible
communication schemes are discussed and the communication
techniques which were utilized in the implementation are
presented, namely shared memory and pipes. Finally, interaction
of the user with the compound system is described and a number
of application examples are given. Proceedings of Eurographics
'96. },
}
@article{Reddy:1996:SPP,
   author = {M. Reddy},
   title = {{SCROOGE}: Perceptually-Driven Polygon Reduction},
   volume = {15},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {191-203},
   note = {{ISSN} 0167-7055},
   keywords = {polygon reduction, level of detail, visual
perception, human visual system},
   annote = {Many real-time {3D} graphics renderers represent each
object as a collection of simple polygons. The complexity of
this polygon structure is of practical relevance because it can
manifestly affect the performance of the graphics system. It is
therefore commonplace to.find techniques to reduce the polygonal
complexity of a model with the ultimate aim of improving the
interactivity of the application. In the past, many of these
schemes have not been concerned with the perceptual side-effects
of this reduction and as a result a number of visual
incongruities are often perceivable when these
correspondingly-reduced representations are employed. As an
attempt to circumvent these problems, this paper presents a
methodology for reducing the polygonal complexity of a model,
whilst retaining a degree of perceptual predictability. This
allows the visual consequences of the degradation to be
quantified and accurately modelled. },
}
@article{Banerjee:1996:TEE,
   author = {Raja P. K. Banerjee and Jarek R. Rossignac},
   title = {Topologically Exact Evaluation of Polyhedra Defined
in {CSG} with Loose Primitives},
   volume = {15},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {205-217},
   note = {{ISSN} 0167-7055},
   keywords = {constructive solid geometry, {CSG}, half-spaces,
loose primitives, polyhedra, robust boundary evaluation, solid
modeling},
   annote = {Floating point round-off causes erroneous and
inconsistent decisions in geometric modelling algorithms. These
errors lead to the generation of topologically invalid boundary
models for {CSG} objects and significantly reduce the reliability
of {CAD} applications. Previously known methods that guarantee
topological consistency by relying on arbitrary precision
rational arithmetic or on symbol-manipulation techniques are too
expensive for practical purposes. This paper presents a new
solution which takes as input a "fixed precision" regularized
Boolean combination of linear half-spaces and produces a
polyhedral boundary model that has the exact topology of the
corresponding solid. Each half-space is represented by four
homogeneous coefficients in fixed precision format La bits for
the three direction cosines and Ld bits.for the constant term,
i.e. the distance from the origin). Exact answers to all
topological and ordering questions are computed using a fixed
length, 3 La + Ld + 2 bits, integer format. This new guaranteed
tight limit on the number of bits necessary for performing
intermediate calculations is achieved by expressing all of the
topological decisions based on geometric computations in terms
qf the signs of 4 by 4 determinants of the input coefficients.
The coordinates of intersection vertices are not required for
making the correct topological decisions and hence vertices and
lines are represented implicitly in terms of planes. },
}
@article{Daniel:1996:UAC,
   author = {M. Daniel},
   title = {Using a Convex Pyramid to Bound Surface Normal
Vectors},
   volume = {15},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {219-227},
   note = {{ISSN} 0167-7055},
   keywords = {surface modelling, normal vectors, pyramid
construction and intersection},
   annote = {Determining a tight hounding volume of all the
surface normal vectors is of interest in surface modelling
especially for intersection problems, in order to detect closed
intersection curves. It is also important to determine quickly,
whether two such volumes intersect. This paper addresses both
problems through the introduction qf a pyramid with a convex
planar base. For intersection problems, a different method has
been proposed by M. Hohmeyer. The various solutions are
discussed and compared. },
}
@article{Kochhar:1996:AUO,
   author = {Sandeep Kochhar and Jim Hall},
   title = {A Unified, Object-Oriented Graphics System and
Software Architecture for Visualising {CAD}/CAM Presentations},
   volume = {15},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {229-248},
   note = {{ISSN} 0167-7055},
   keywords = {computer-aided design, object-oriented graphics,
future graphics software architectures, graphical design and
modelling, user interaction},
   annote = {Most object-oriented graphics systems (OOGS) either
support general purpose graphics capabilities (drawing editors,
ray tracing, etc.), or have targeted specific areas of computer
graphics, for example, interface building, animation, and
visualisation. However, the key concept in {CAD}/CAM graphics
systems is that of presentations - pictures that convey
information about products or parts of products. {CAD}/CAM
graphics systems that create and manipulate presentations have
specific graphical requirements that have not been addressed by
existing {OOGS}. These requirements include the support of {CAD}/CAM
concepts such as drawings, views and view-specific graphics, and
layers, and the ability to allow external geometric modelers to
be linked into the presentation. We describe an object-oriented
presentation architecture that allows the application to
describe the structure of the {CAD}/CAM presentation. This
architecture provides a unified interface to drawings, views,
layers and entities, and allows linkage to models created with
an external geometric modeler, while isolating applications from
details of the underlying traditional graphics rendering
systems. It is our hope that this architecture provide the
foundation for the architecture of next generation {OOGS}. We also
present an implementation of this architecture and compare it to
other {OOGS}. },
}
@article{Wiegand:1996:IRO,
   author = {T. F. Wiegand},
   title = {Interactive Rendering of {CSG} Models},
   volume = {15},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {249-261},
   note = {{ISSN} 0167-7055},
   annote = {We describe a {CSG} rendering algorithm that requires
no evaluation of the {CSG} tree beyond normalization and pruning.
It renders directly from the normalized {CSG} tree and primitives
described (to the graphics system) by their.facetted boundaries.
It behaves correctly in the presence of user defined, "near" and
"far" clipping planes. It has been implemented on standard
graphics workstations using Iris {GL} and OpenGL graphics
libraries. Modestly sized models can be evaluated and rendered
at interactive (less than a second per frame) speeds. We have
combined the algorithm with an existing B-rep based modeller to
provide interactive rendering of incremental updates to large
models. },
}
@article{Figueiredo:1996:AEO,
   author = {Luiz Henrique de Figueiredo and Jorge Stolfi},
   title = {Adaptive Enumeration of Implicit Surfaces with
Affine Arithmetic},
   volume = {15},
   number = {5},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {287-296},
   note = {{ISSN} 0167-7055},
   keywords = {cellular models, interval arithmetic, affine
arithmetic, rendering, implicit surfaces},
   annote = {We discuss adaptive enumeration and rendering
methods for implicit surfaces, using octrees computed with
affine arithmetic, a new tool for range analysis. Affine
arithmetic is similar to standard interval arithmetic, but takes
into account correlations between operands and sub-formulas,
generally providing much tighter bounds for the computed
quantities. The resulting octrees are accordingly much smaller,
and the rendering faster. },
}
@article{Gibson:1996:EHR,
   author = {S. Gibson and R. J. Hubbold},
   title = {Efficient Hierarchical Refinement and Clustering for
Radiosity in Complex Environments},
   volume = {15},
   number = {5},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {297-310},
   note = {{ISSN} 0167-7055},
   keywords = {radiosity, hierarchical radiosity, error bounds,
clustering},
   annote = {Generating accurate radiosity solutions of very
complex environments is a time-consuming problem. We present a
rapid hierarchical algorithm that enables such solutions to be
computed quickly and efficiently. Firstly, a new technique for
bouncing the error in the transfer of radiosity between surfaces
is discussed, incorporating bounds on form factors, visibility,
irradiance, and reflectance over textured surfaces. This
technique is then applied to the problem of bounding radiosity
transfer between clusters of surfaces, leading to a fast,
practical clustering algorithm that builds on the previous work
of Sillion. Volumes are used to represent clusters of small
surfaces, but unlike previous algorithms, the orientations of
surfaces inside each cluster are accounted for in both the error
bound and radiosity transfer. This enables an accurate solution
to be generated very efficiently, and results are presented
demonstrating the performance of the algorithm on a variety of
complex models, one containing almost a quarter of a million
initial surfaces. },
}
@article{Jones:1996:TPO,
   author = {Mark W. Jones},
   title = {The Production of Volume Data from Triangular Meshes
Using Voxelisation},
   volume = {15},
   number = {5},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {311-318},
   note = {{ISSN} 0167-7055},
   keywords = {voxelisation, volume data, polygonal meshes,
volume visualisation, volume morphing, rendering, ray-tracing},
   annote = {Voxelisation is the term given to the process of
converting data from one source type into a three dimensional
volume of data values. The techniques known collectively as
volume visualisation can then be applied to the data in order to
produce a graphical representation of the object. This paper
gives a practical approach to the voxelisation of data in the
form of triangular meshes, and demonstrates the use of the
method on various datasets. Visualisation is achieved by a
method also described in the paper. },
}
@article{Desbrun:1996:ASO,
   author = {Mathieu Desbrun and Nicolas Tsingos and Marie-Paule
Gascuel},
   title = {Adaptive Sampling of Implicit Surfaces for
Interactive Modelling and Animation},
   volume = {15},
   number = {5},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {319-325},
   note = {{ISSN} 0167-7055},
   keywords = {implicit surfaces, sampling, interactive
visualization},
   annote = {This paper presents a new adaptive sampling method
for implicit surfaces that can be used in both interactive
modelling and animation. The algorithm samples implicit objects
composed of blending primitives and efficiently maintains this
sampling over time, even when their topology changes (during
fractures and fusions). It provides two complementary modes of
immediate visualization: displaying "scales" lying on the
surface, or a "primitive-wise" polygonization. The sampling
method efficiently avoids unwanted blending between different
parts of an object. Moreover, it can be used for partitioning an
implicit surface into local bounding boxes that will accelerate
collision detection during animation and ray intersections
during final rendering. },
}
@article{Velho:1996:ACO,
   author = {Luiz Velho and Jonas Gomes},
   title = {Approximate Conversion of Parametric to Implicit
Surfaces},
   volume = {15},
   number = {5},
   journal = {Computer Graphics Forum},
   year = {1996},
   pages = {327-337},
   note = {{ISSN} 0167-7055},
   keywords = {parametric surface, implicit surface, wavelets,
conversion},
   annote = {In this paper we present a.framework for the
approximate conversion of parametric to implicit surfaces. It
takes as input a parametric description and generates a
pieceivise analytic implicit representation. The conversion
process consists of three steps: 1) the parametric surface is
rasterized into a volumetric characteristic funciton. 2) this
binary function is converted into a volume array corresponding
to samples of a smooth implicit function. 3) this volumetric
representation is converted into a multiscale B-spline model.
This method is based on wavelet analysis and synthesis
techniques and is very general. It can convert to implicit form
any geometric object that is suitable for discretization into a
characteristic function. },
}
