@article{DeNeve:2000:AAC,
   author = {P. De Neve and K. Denecker and W. Philips and I.
Lemahieu},
   title = {An Advanced Color Representation for Lossy
Compression of {CMYK} Prepress Images},
   volume = {19},
   number = {1},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {March},
   publisher = {Blackwell Publishers},
   pages = {3-12},
   note = {{ISSN} 1067-7055},
}
@article{Stamminger:2000:EGG,
      author = {Marc Stamminger and Annette Scheel and Xavier
      Granier and Frederic Perez-Cazorla and George Drettakis and
      Fran{\c{c}}ois X. Sillion},
         title = {Efficient Glossy Global Illumination with Interactive
      Viewing},
         volume = {19},
         number = {1},
         journal = {Computer Graphics Forum},
         year = {2000},
         month = {March},
         publisher = {Blackwell Publishers},
         pages = {13-25},
         note = {{ISSN} 1067-7055},
     }
@article{Sousa:2000:OMO,
   author = {Mario Costa Sousa and John W. Buchanan},
   title = {Observational Models of Graphite Pencil Materials},
   volume = {19},
   number = {1},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {March},
   publisher = {Blackwell Publishers},
   pages = {27-49},
   note = {{ISSN} 1067-7055},
}
@article{Veryovka:2000:TDM,
   author = {Oleg Veryovka and John W. Buchanan},
   title = {Texture-based Dither Matrices},
   volume = {19},
   number = {1},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {March},
   publisher = {Blackwell Publishers},
   pages = {51-64},
   note = {{ISSN} 1067-7055},
}
@article{Choi:2000:GIO,
   author = {Min-Hyung Choi and James F. Cremer},
   title = {Geometrically-Aware Interactive Object Manipulation},
   volume = {19},
   number = {1},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {March},
   publisher = {Blackwell Publishers},
   pages = {65-76},
   note = {{ISSN} 1067-7055},
}
@article{Lee:2000:GA3,
   author = {WonSook Lee and Jin Gu and Nadia Magnenat-Thalmann},
   title = {Generating Animatable {3D} Virtual Humans from
Photographs},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Monzani:2000:UAI,
   author = {Jean-S{\'{e}}bastien Monzani and Paolo Baerlocher
and Ronan Boulic and Daniel Thalmann},
   title = {Using an Intermediate Skeleton and Inverse Kinematics
for Motion Retargeting},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Rudolf:2000:MTM,
   author = {Marcin J. Rudolf and Jacek Raczkowski},
   title = {Modeling the Motion of Dense Smoke in the Wind
Field},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Jobard:2000:UFV,
   author = {Bruno Jobard and Wilfrid Lefer},
   title = {Unsteady Flow Visualization by Animating
Evenly-Spaced Streamlines},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Deussen:2000:FPA,
   author = {Oliver Deussen and Stefan Hiller and Cornelius van
Overveld and Thomas Strothotte},
   title = {Floating Points: A Method for Computing Stipple
Drawings},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Mizuno:2000:AGO,
   author = {S. Mizuno and T. Kasaura and T. Okouchi and S.
Yamamoto and M. Okada and J. Toriwaki},
   title = {Automatic Generation of Virtual Woodblocks and
Multicolor Woodblock Printing},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Havran:2000:LRS,
   author = {V. Havran and J. Bittner},
   title = {{LCTS}: Ray Shooting using Longest Common Traversal
Sequences},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Thomas:2000:MVC,
   author = {Gwenola Thomas and St{\'{e}}phane Donikian},
   title = {Modelling virtual cities dedicated to behavioural
animation },
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Smith:2000:BVE,
   author = {Shamus P. Smith and David J. Duke},
   title = {Binding Virtual Environments to Toolkit
Capabilities},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Zeleznik:2000:SCB,
   author = {Bob Zeleznik and Loring Holden and Michael Capps and
Howard Abrams and Tim Miller},
   title = {Scene-Graph-As-Bus: Collaboration between
Heterogeneous Stand-alone 3-D Graphical Applications},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Cuny:2000:ANA,
   author = {Fran{\c{c}}ois Cuny and Laurent Alonso and Nicolas
Holzschuch},
   title = {A Novel Approach Makes Higher Order Wavelets Really
Efficient for Radiosity},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Chang:2000:PPF,
   author = {Yao-Xun Chang and Zen-Chung Shih},
   title = {Physically-Based Patination for Underground Objects},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Tarini:2000:RTA,
   author = {M. Tarini and P. Cignoni and C. Rocchini and Roberto
Scopigno},
   title = {Real Time, Accurate, Multi-Featured Rendering of Bump
Mapped Surfaces},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Labsik:2000:I3S,
   author = {U. Labsik and G. Greiner},
   title = {Interpolatory sqrt(3)-Subdivision},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{El-Sana:2000:EMV,
   author = {Jihad El-Sana and Yi-Jen Chiang},
   title = {External Memory View-Dependent Simplification},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Muller:2000:SST,
   author = {Kerstin M{\"{u}}ller and Sven Havemann},
   title = {Subdivision Surface Tesselation on the Fly using a
versatile Mesh Data Structure},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Bimber:2000:ARW,
   author = {Oliver Bimber and L. Miguel Encarna{\c{c}}{\'{a}}o
and Dieter Schmalstieg},
   title = {Augmented Reality with Back-Projection Systems using
Transflective Surfaces},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Faconti:2000:HCF,
   author = {G. Faconti and M. Massink and M. Bordegoni and F. De
Angelis and S. Booth},
   title = {Haptic Cues for Image Disambiguation},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Min:2000:PAM,
   author = {Patrick Min and Thomas Funkhouser},
   title = {Priority-Driven Acoustic Modeling for Virtual
Environments},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Kim:2000:RMW,
   author = {Tae-hoon Kim and Jehee Lee and Sung Yong Shin},
   title = {Robust Motion Watermarking based on Multiresolution
Analysis},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Benedens:2000:TBD,
   author = {Oliver Benedens and Christoph Busch},
   title = {Towards Blind Detection of Robust Watermarks in
Polygonal Models},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Dafner:2000:CSF,
   author = {Revital Dafner and Daniel Cohen-Or and Yossi
Matias},
   title = {Context-based Space Filling Curves},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Nebel:2000:RCA,
   author = {Jean-Christophe Nebel},
   title = {Realistic Collision Avoidance of Upper Limbs Based on
Neuroscience Models},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {219-228},
   note = {{ISSN} 1067-7055},
}
@article{Baciu:2000:TIG,
   author = {George Baciu and Sai Keung Wong},
   title = {The Impulse Graph: A New Dynamic Structure For Global
Collisions},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {229-238},
   note = {{ISSN} 1067-7055},
}
@article{Dingliana:2000:GDO,
   author = {John Dingliana and Carol O'Sullivan},
   title = {Graceful Degradation of Collision Handling in
Physically Based Animation},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {239-248},
   note = {{ISSN} 1067-7055},
}
@article{Kobbelt:2000:MSD,
   author = {Leif P. Kobbelt and Thilo Bareuther and Hans-Peter
Seidel},
   title = {Multiresolution Shape Deformations for Meshes with
Dynamic Vertex Connectivity},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {249-260},
   note = {{ISSN} 1067-7055},
}
@article{Du:2000:DMA,
   author = {Haixia Du and Hong Qin},
   title = {Direct Manipulation and Interactive Sculpting of {PDE}
Surfaces},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {261-270},
   note = {{ISSN} 1067-7055},
}
@article{Ganovelli:2000:AMM,
   author = {Fabio Ganovelli and Paolo Cignoni and Claudio
Montani and Roberto Scopigno},
   title = {A Multiresolution Model for Soft Objects Supporting
Interactive Cuts and Lacerations},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {271-282},
   note = {{ISSN} 1067-7055},
}
@article{Ivanov:2000:CDA,
   author = {Denis V. Ivanov and Yevgeniy P. Kuzmin},
   title = {Color Distribution - A New Approach to Texture
Compression},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {283-290},
   note = {{ISSN} 1067-7055},
}
@article{Iehl:2000:AAS,
   author = {Jean Claude Iehl and Bernard P{\'{e}}roche},
   title = {An Adaptive Spectral Rendering with a Perceptual
Control},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {291-300},
   note = {{ISSN} 1067-7055},
}
@article{Scheel:2000:TRF,
   author = {A. Scheel and M. Stamminger and Hans-Peter Seidel},
   title = {Tone Reproduction for Interactive Walkthroughs},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {301-312},
   note = {{ISSN} 1067-7055},
}
@article{Frohlich:2000:IOM,
   author = {Torsten Fr{\"{o}}hlich and Marcus Roth},
   title = {Integration of Multidimensional Interaction Devices
in Real-Time Computer Graphics Applications},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {313-320},
   note = {{ISSN} 1067-7055},
}
@article{Yoon:2000:WRR,
   author = {I. Yoon and U. Neumann},
   title = {Web-Based Remote Rendering with {IBRAC} (Image-Based
Rendering Acceleration and Compression)},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {321-330},
   note = {{ISSN} 1067-7055},
}
@article{Li:2000:VDM,
   author = {Xiangyang Li and Dongming Lu and Yunhe Pan},
   title = {Virtual Dunhuang Mural Restoration System in
Collaborative Network Environment},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {331-340},
   note = {{ISSN} 1067-7055},
}
@article{Mroz:2000:IHM,
   author = {Lukas Mroz and Helwig Hauser and Eduard
Gr{\"{o}}ller},
   title = {Interactive High-Quality Maximum Intensity
Projection},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {341-350},
   note = {{ISSN} 1067-7055},
}
@article{Neumann:2000:GEI,
   author = {L{\'{a}}szl{\'{o}} Neumann and Bal{\'{a}}zs
Cs{\'{e}}bfalvi and Andreas K{\"{o}}nig and Eduard
Gr{\"{o}}ller},
   title = {Gradient Estimation in Volume Data using {4D} Linear
Regression},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {351-358},
   note = {{ISSN} 1067-7055},
}
@article{Dong:2000:FVR,
   author = {Feng Dong and Meleagros Krokos and Gordon
Clapworthy},
   title = {Fast Volume Rendering and Data Classification Using
Multiresolution in Min-Max Octrees},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {359-368},
   note = {{ISSN} 1067-7055},
}
@article{Gaiani:2000:RTC,
   author = {Marco Gaiani and Marcello Balzani and Federico
Uccelli},
   title = {Reshaping the Coliseum in Rome: An Integrated Data
Capture and Modeling Method at Heritage Sites},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {369-378},
   note = {{ISSN} 1067-7055},
}
@article{Cai:2000:CVS,
   author = {Wenli Cai and Stefan Walter and Grigorios Karangelis
and Georgios Sakas},
   title = {Collaborative Virtual Simulation Environment for
Radiotherapy Treatment Planning},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {379-390},
   note = {{ISSN} 1067-7055},
}
@article{Bebie:2000:AV3,
   author = {T. Bebie and H. Bieri},
   title = {A Video-Based 3D-Reconstruction of Soccer Games},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {391-400},
   note = {{ISSN} 1067-7055},
}
@article{Lao:2000:VAT,
   author = {Zhiqiang Lao and Ling Li},
   title = {Video-based Approach to Human Animation},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {401-410},
   note = {{ISSN} 1067-7055},
}
@article{Alexa:2000:RAB,
   author = {Marc Alexa and Wolfgang M{\"{u}}ller},
   title = {Representing Animations by Principal Components},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {411-418},
   note = {{ISSN} 1067-7055},
}
@article{Froumentin:2000:AVR,
   author = {Max Froumentin and Fr{\'{e}}d{\'{e}}ric Labrosse and
Philip J. Willis},
   title = {A Vector-based Representation for Image Warping},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {419-426},
   note = {{ISSN} 1067-7055},
}
@article{Maillot:2000:RTL,
   author = {Jerome Maillot},
   title = {Real Time Local Approximation of Deformations using
Rotations},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {427-436},
   note = {{ISSN} 1067-7055},
}
@article{Tak:2000:MBF,
   author = {Seyoon Tak and Oh-young Song and Hyeong-Seok Ko},
   title = {Motion Balance Filtering},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {437-446},
   note = {{ISSN} 1067-7055},
}
@article{Ashraf:2000:GCM,
   author = {G. Ashraf and K. C. Wong},
   title = {Generating Consistent Motion Transition via Decoupled
Framespace Interpolation},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Attene:2000:ASR,
   author = {Marco Attene and Michela Spagnuolo},
   title = {Automatic surface reconstruction from point sets in
space},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Gopiy:2000:SRB,
   author = {M. Gopiy and S. Krishnan and C. T. Silva},
   title = {Surface Reconstruction based on Lower Dimensional
Localized Delaunay Triangulation},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Kobbelt:2000:AIA,
   author = {Leif P. Kobbelt and Mario Botsch},
   title = {An Interactive Approach to Point Cloud
Triangulation},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {479-487},
   note = {{ISSN} 1067-7055},
}
@article{Jimenez:2000:EAF,
   author = {W. F. H. Jim{\'{e}}nez and C. Esperan{\c{c}}a and A.
A. F. Oliveira},
   title = {Efficient Algorithms for Computing Conservative
Portal Visibility Information},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {489-498},
   note = {{ISSN} 1067-7055},
}
@article{Andujar:2000:IOC,
   author = {Carlos And{\'{u}}jar and Carlos Saona-V{\'{a}}zquez
and Isabel Navazo and Pere Brunet},
   title = {Integrating Occlusion Culling and Levels of Detail
through Hardly-Visible Sets},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {499-506},
   note = {{ISSN} 1067-7055},
}
@article{Bernardini:2000:DDO,
   author = {Fausto Bernardini and James T. Klosowski and Jihad
El-Sana},
   title = {Directional Discretized Occluders for Accelerated
Occlusion Culling},
   volume = {19},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {August},
   publisher = {Blackwell Publishers},
   pages = {507-516},
   note = {{ISSN} 1067-7055},
}
@article{Velho:2000:VR4,
   author = {Luiz Velho and Jonas Gomes},
   title = {Variable Resolution 4-k Meshes: Concepts and
Applications},
   volume = {19},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {December},
   publisher = {Blackwell Publishers},
   pages = {195-212},
   note = {{ISSN} 1067-7055},
}
@article{Mueller:2000:ACO,
   author = {Gordon M{\"{u}}ller and Stephan Sch{\"{a}}fer and
Dieter W. Fellner},
   title = {Automatic Creation of Object Hierarchies for
Radiosity Clustering},
   volume = {19},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {December},
   publisher = {Blackwell Publishers},
   pages = {213-221},
   note = {{ISSN} 1067-7055},
}
@article{Klassen:2000:FJ,
   author = {R. Victor Klassen},
   title = {Filtered Jitter},
   volume = {19},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {December},
   publisher = {Blackwell Publishers},
   pages = {223-230},
   note = {{ISSN} 1067-7055},
}
@article{Emering:2000:VTO,
   author = {Luc Emering and Ronan Boulic and Tom Molet and
Daniel Thalmann},
   title = {Versatile Tuning of Humanoid Agent Activity},
   volume = {19},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {December},
   publisher = {Blackwell Publishers},
   pages = {231-242},
   note = {{ISSN} 1067-7055},
}
@article{Schneider:2000:AHA,
   author = {Uwe Schneider},
   title = {A Hybrid Approach for Stroke-Based Letterform
Composition Including Outline-Based Methods},
   volume = {19},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {December},
   publisher = {Blackwell Publishers},
   pages = {243-256},
   note = {{ISSN} 1067-7055},
}
@article{Galin:2000:MTB,
   author = {Eric Galin and Antoine Leclercq and Samir Akkouche},
   title = {Morphing the BlobTree},
   volume = {19},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {December},
   publisher = {Blackwell Publishers},
   pages = {257-270},
   note = {{ISSN} 1067-7055},
}
@article{May:2000:PPA,
   author = {Jon May},
   title = {Perceptual Principles and Computer Graphics},
   volume = {19},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {December},
   publisher = {Blackwell Publishers},
   pages = {271-279},
   note = {{ISSN} 1067-7055},
}
@article{Chen:2000:CVG,
   author = {Min Chen and John V. Tucker},
   title = {Constructive Volume Geometry},
   volume = {19},
   number = {4},
   journal = {Computer Graphics Forum},
   year = {2000},
   month = {December},
   publisher = {Blackwell Publishers},
   pages = {281-293},
   note = {{ISSN} 1067-7055},
}
@article{Akkouche:2001:AIS,
   author = {Samir Akkouche and Eric Galin},
   title = {Adaptive Implicit Surface Polygonization Using
Marching Triangles},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {67-80},
   note = {{ISSN} 1067-7055},
}
@article{Smith:2001:FAC,
   author = {Jeffrey Smith and Andrew Witkin and David Baraff},
   title = {Fast and Controllable Simulation of the Shattering of
Brittle Objects},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {81-91},
   note = {{ISSN} 1067-7055},
}
@article{Isenburg:2001:TSC,
   author = {Martin Isenburg},
   title = {Triangle Strip Compression},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {91-101},
   note = {{ISSN} 1067-7055},
}
@article{Thuermer:2001:SNV,
   author = {Grit Th{\"{u}}rmer},
   title = {Smoothing Normal Vectors on Discrete Surfaces While
Preserving Slope Discontinuities},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {103-113},
   note = {{ISSN} 1067-7055},
}
@article{Liu:2001:CFF,
   author = {Xinguo Liu and Hujun Bao and PhengAnn Heng and
TienTsin Wong and Qunsheng Peng},
   title = {Constrained Fairing for Meshes},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {115-124},
   note = {{ISSN} 1067-7055},
}
@article{Brodlie:2001:RAI,
   author = {Ken Brodlie and Jason Wood},
   title = {Recent Advances in Volume Visualization},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {125-148},
   note = {{ISSN} 1067-7055},
}
@article{Briere:2001:ARO,
   author = {Normand Bri{\`{e}}re and Pierre Poulin},
   title = {Adaptive Representation of Specular Light},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {149-162},
   note = {{ISSN} 1067-7055},
}
@article{Nonato:2001:ANA,
   author = {L. Nonato and R. Minghim and M. C. F. Oliveira and
G. Tavares},
   title = {A Novel Approach for Delaunay {3D} Reconstruction with
a Comparative Analysis in the Light of Applications},
   volume = {20},
   number = {2},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {161-171},
   note = {{ISSN} 1067-7055},
}
@article{Buehler:2001:LIE,
   author = {Katja B{\"{u}}hler},
   title = {Linear Interval Estimations for Parametric Objects
Theory and Application},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Lane:2001:RII ,
   author = {J. R. T. Lane and V. Lalioti},
   title = {Reflective Interaction in Virtual Environments},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Staadt:2001:JAP,
   author = {Oliver G. Staadt and Martin N{\"{a}}f and Edouard
Lamboray and Stephan W{\"{u}}rmlin},
   title = {{JAPE}: A Prototyping System for Collaborative Virtual
Environments},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Rushmeier:2001:RIA,
   author = {Holly Rushmeier},
   title = {Rendering: Input and Output},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Teler:2001:SOC,
   author = {Eyal Teler and Dani Lischinski},
   title = {Streaming of Complex {3D} Scenes for Remote
Walkthroughs},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Felkel:2001:IAC,
   author = {Petr Felkel and Mario Bruckschwaiger and Rainer
Wegenkittl},
   title = {Implementation and Complexity of the
Watershed-from-Markers Algorithm Computed as a Minimal Cost
Forest},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Breen:2001:3MB,
   author = {David E. Breen and Sean Mauch and Ross T. Whitaker
and Jia Mao},
   title = {{3D} Metamorphosis Between Different Types of Geometric
Models},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Nguyen:2001:RHQ,
   author = {Ky Giang Nguyen and Dietmar Saupe},
   title = {Rapid High Quality Compression of Volume Data for
Visualization},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Kunimatsu:2001:FSA,
   author = {A. Kunimatsu and Y. Watanabe and H. Fujii and T.
Saito and K. Hiwada and T. Takahashi and H. Ueki},
   title = {Fast simulation and rendering techniques for fluid
objects},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Durikovic:2001:AOS,
   author = {Roman Durikovic},
   title = {Animation of Soap Bubble Dynamics, Cluster Formation
and Collision},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Harris:2001:RCR,
   author = {Mark J. Harris and Anselmo Lastra},
   title = {Real-Time Cloud Rendering},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Rushmeier:2001:HMC,
   author = {Holly Rushmeier and Laurent Balmelli and Fausto
Bernardini},
   title = {Horizon Map Capture},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Eckstein:2001:TMW,
   author = {Ilya Eckstein and Vitaly Surazhsky and Craig
Gotsman},
   title = {Texture Mapping with Hard Constraints},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Hecker:2001:WGW,
   author = {Chris Hecker},
   title = {Why Games Will Be the Preeminent Art Form of the 21st
Century},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Iwakiri:2001:PRT,
   author = {Yuya Iwakiri and Toyohisa Kaneko},
   title = {PC-based Real-time Texture Painting on Real World
Objects},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Bourguignon:2001:DFI,
   author = {David Bourguignon and Marie-Paule Cani and George
Drettakis},
   title = {Drawing for Illustration and Annotation in {3D}},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Way:2001:TSO,
   author = {Der-Lor Way and Zen-Chung Shih},
   title = {The Synthesis of Rock Textures in Chinese Landscape
Painting},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Kang:2001:TIT,
   author = {Hyung Woo Kang and Soon Hyoung Pyo and Ken-ichi
Anjyo and Sung Yong Shin},
   title = {Tour Into the Picture using a Vanishing Line and its
Extension to Panoramic Images},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Haber:2001:PGC,
   author = {J{\"{o}}rg Haber and Karol Myszkowski and Hitoshi
Yamauchi and Hans-Peter Seidel},
   title = {Perceptually Guided Corrective Splatting},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Wald:2001:IRW,
   author = {Ingo Wald and Philipp Slusallek and Carsten Benthin
and Markus Wagner},
   title = {Interactive Rendering with Coherent Ray Tracing},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Schirmacher:2001:OPO,
   author = {Hartmut Schirmacher and Li Ming and Hans-Peter
Seidel},
   title = {On-the-Fly Processing of Generalized Lumigraphs},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Halper:2001:ACE,
   author = {Nicolas Halper and Ralf Helbing and Thomas
Strothotte},
   title = {A Camera Engine for Computer Games: Managing the
Trade-Off Between Constraint Satisfaction and Frame Coherence},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Freudenberg:2001:WIF,
   author = {Bert Freudenberg and Maic Masuch and Thomas
Strothotte},
   title = {Walk-Through Illustrations: Frame-Coherent
Pen-and-Ink Style in a Game Engine},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Oshita:2001:ADM,
   author = {Masaki Oshita and Akifumi Makinouchi},
   title = {A Dynamic Motion Control Technique for Human-like
Articulated Figures},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Gibson:2001:FIP,
   author = {Simon Gibson and Toby Howard and Roger Hubbold},
   title = {Flexible Image-Based Photometric Reconstruction using
Virtual Light Sources},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Shacked:2001:ALD,
   author = {Ram Shacked and Dani Lischinski},
   title = {Automatic Lighting Design using a Perceptual Quality
Metric},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Ershov:2001:RPA,
   author = {Sergey Ershov and Konstantin Kolchin and Karol
Myszkowski},
   title = {Rendering Pearlescent Appearance Based On
Paint-Composition Modelling},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Rose:2001:AIU,
   author = {Charles F. Rose {III} and Peter-Pike J. Sloan and
Michael F. Cohen},
   title = {Artist-Directed Inverse-Kinematics Using Radial Basis
Function Interpolation},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Kitamura:2001:ICA,
   author = {Yoshifumi Kitamura and Tomohiko Higashi and Takayuki
Iida and Fumio Kishino},
   title = {Interactive Computer Animation of Hand Gestures using
Status Estimation with Multiple Regression Analysis},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Vassilev:2001:FCA,
   author = {T. Vassilev and B. Spanlang and Y. Chrysanthou},
   title = {Fast Cloth Animation on Walking Avatars},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Granier:2001:IUF,
   author = {Xavier Granier and George Drettakis},
   title = {Incremental Updates for Rapid Glossy Global
Illumination},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Serpaggi:2001:AAM,
   author = {Xavier Serpaggi and Bernard P{\'{e}}roche},
   title = {An Adaptive Method for Indirect Illumination Using
Light Vectors},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Szirmay-Kalos:2001:GIA,
   author = {L{\'{a}}szl{\'{o}} Szirmay-Kalos and Ferenc Csonka
and Gy{\"{o}}rgy Antal},
   title = {Global Illumination as a Combination of Continuous
Random Walk and Finite-Element Based Iteration},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Rocchini:2001:ALC,
   author = {C. Rocchini and Paulo Cignoni and C. Montani and P.
Pingi and Roberto Scopigno},
   title = {A low cost {3D} scanner based on structured light},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Monzani:2001:IBA,
   author = {Jean-S{\'{e}}bastien Monzani and Angela Caicedo and
Daniel Thalmann},
   title = {Integrating Behavioural Animation Techniques},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Hauth:2001:AHP,
   author = {Michael Hauth and Olaf Etzmuss},
   title = {A High Performance Solver for the Animation of
Deformable Objects using Advanced Numerical Methods},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Hadap:2001:MDH,
   author = {Sunil Hadap and Nadia Magnenat-Thalmann},
   title = {Modeling Dynamic Hair as a Continuum},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Reissell:2001:MSD,
   author = {L. M. Reissell and Dinesh K. Pai},
   title = {Modeling Stochastic Dynamical Systems for Interactive
Simulation},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Wu:2001:ANF,
   author = {Xunlei Wu and Michael S. Downes and Tolga Goktekin
and Frank Tendick},
   title = {Adaptive Nonlinear Finite Elements for Deformable
Body Simulation Using Dynamic Progressive Meshes},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Tanaka:2001:GSS,
   author = {Satoshi Tanaka and Akihiro Shibata and Hiroaki
Yamamoto and Hisakiyo Kotsuru},
   title = {Generalized Stochastic Sampling Method for
Visualization and Investigation of Implicit Surfaces},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Ohtake:2001:MOF,
   author = {Yutaka Ohtake and Alexander G. Belyaev},
   title = {Mesh Optimization for Polygonized Isosurfaces},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Mora:2001:VOI,
   author = {B. Mora and J. P. Jessel and R. Caubet},
   title = {Visualization of Isosurfaces with Parametric Cubes},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Watanabe:2001:DOS,
   author = {Kouki Watanabe and Alexander G. Belyaev},
   title = {Detection of Salient Curvature Features on Polygonal
Surfaces},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Vorsatz:2001:FSR,
   author = {J. Vorsatz and C. R{\"{o}}ssl and Leif P. Kobbelt
and Hans-Peter Seidel},
   title = {Feature Sensitive Remeshing},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Botsch:2001:RFA,
   author = {Mario Botsch and Leif P. Kobbelt},
   title = {Resampling Feature and Blend Regions in Polygonal
Meshes for Surface Anti-Aliasing},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Wonka:2001:IV,
   author = {Peter Wonka and Michael Wimmer and Fran{\c{c}}ois X.
Sillion},
   title = {Instant Visibility},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Roth:2001:RTT,
   author = {S. H. Martin Roth and Patrick Diezi and Markus H.
Gross},
   title = {Ray Tracing Triangular B{\'{e}}zier Patches},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Brunet:2001:H3C,
   author = {Pere Brunet and Isabel Navazo and Jarek Rossignac
and Carlos Saona-V{\'{a}}zquez},
   title = {Hoops: {3D} Curves as Conservative Occluders for
Cell-Visibility},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Westermann:2001:RVD,
   author = {R{\"{u}}diger Westermann and Christof Rezk-Salama},
   title = {Real-Time Volume Deformations},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Csebfalvi:2001:FVO,
   author = {Bal{\'{a}}zs Cs{\'{e}}bfalvi and Lukas Mroz and
Helwig Hauser and Andreas K{\"{o}}nig and Eduard Gr{\"{o}}ller},
   title = {Fast Visualization of Object Contours by
Non-Photorealistic Volume Rendering},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Tricoche:2001:TTT,
   author = {X. Tricoche and G. Scheuermann and Hans Hagen},
   title = {Tensor Topology Tracking: A Visualization Method for
Time-Dependent {2D} Symmetric Tensor Fields},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Maillot:200:AUS,
   author = {J{\'{e}}r{\^{o}}me Maillot and Jos Stam},
   title = {A Unified Subdivision Scheme for Polygonal Modeling},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Alliez:2001:VCE,
   author = {Pierre Alliez and Mathieu Desbrun},
   title = {Valence-Driven Connectivity Encoding for {3D} Meshes},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Boissonnat:2001:CSS,
   author = {Jean-Daniel Boissonnat and Fr{\'{e}}d{\'{e}}ric
Cazals},
   title = {Coarse-to-fine surface simplification with geometric
guarantees},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Ehmann:2001:AAF,
   author = {Stephan A. Ehmann},
   title = {Accurate and Fast Proximity Queries Between Polyhedra
Using Convex Surface Decomposition},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   pages = {Ming C. Lin},
   note = {{ISSN} 1067-7055},
}
@article{Ivanov:2001:SPA ,
   author = {D. Ivanov and Ye Kuzmin},
   title = {Spatial Patches - A Primitive for {3D} Model
Representation},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}
@article{Gross:2001:APT,
   author = {Markus Gross},
   title = {Are Points the Better Graphics Primitives?},
   volume = {20},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {2001},
   publisher = {Blackwell Publishers},
   note = {{ISSN} 1067-7055},
}

@article{Denecker:2002:PEL,
author = {Denecker,K. and De Neve,P. and Van Assche,S.  and Van de Walle1,R.  and Lemahieu,I. and Philips,W.},
title = {Psychovisual Evaluation of Lossy {CMYK} Image Compression for Printing Applications},
journal = {Computer Graphics Forum},
volume = {21},
number = {1},
pages = {5-5},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue1/*.pdf},
abstract = { In the digital prepress workflow, images are represented in the {CMYK} colour space. Lossy image compression alleviates the need for high storage and bandwidth capacities, resulting from the high spatial and tonal resolution. After the image has been printed on paper, the introduced visual quality loss should not be noticeable to a human observer. Since visual image quality depends on the compression algorithm both quantitatively and qualitatively, and since no visual image quality models incorporating the end-to-end image reproduction process are satisfactory, an experimental comparison is the only viable way to quantify subjective image quality. This paper presents the results from an intensive psychovisual study based on a two-alternative forced-choice approach involving 164 people, with expert and non-expert observers distinguished. The primary goal is to evaluate two previously published adaptations of {JPEG} to {CMYK} images, and to determine a visually lossless compression ratio threshold for typical printing applications. The improvements are based on tonal decorrelation and overlapping block transforms. Results on three typical prepress test images indicate that the proposed adaptations are useful and that for the investigated printing configuration, compression ratios up to 20 can be used safely.  }}}
@article{Theisel:2002:EIM,
author = {Theisel,Holger},
title = {Exact Isosurfaces for Marching Cubes},
journal = {Computer Graphics Forum},
volume = {21},
number = {1},
pages = {19-19},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue1/560.pdf},
abstract = { In this paper we study the exact contours of a piecewise trilinear scalar field. We show how to represent these contours exactly as trimmed surfaces of triangular rational cubic Bezier patches. As part of this, we introduce an extension of the marching cubes algorithm which gives a topologically exact triangular approximation of the contours for any case. Finally, we modify the exact contours to be globally  G1 continuous without changing their topologies. We test the algorithm on both theoretical and practical data sets.  }}}
@article{Zhang:2002:ACC,
author = {Zhang,Dongliang and Yuen,Matthew},
title = {A Coherence-based Collision Detection Method for Dressed Human Simulation},
journal = {Computer Graphics Forum},
volume = {21},
number = {1},
pages = {33-33},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue1/561.pdf},
abstract = { In this paper, paper we present a coherence-based method to detect collisions between the garment and human model for dressed human simulations. Based on the property of coherence, collisions can be rapidly detected by tracking the movement of the most likely geometric elements to collide. The voxel technique is employed to quickly identify the potential collision region. Experimental results show that our method is very efficient.  }}}
@article{Duce:2002:W2D,
author = {Duce,David and Herman,Ivan and Hopgood,Bob},
title = {Web {2D} Graphics File Formats},
journal = {Computer Graphics Forum},
volume = {21},
number = {1},
pages = {43-43},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue1/562.pdf},
abstract = { The earliest Web browsers focussed on the display of textual information. When graphics were added, essentially only image graphics and image file formats were supported. For a significant range of applications, image graphics has severe limitations, for example in terms of file size, download time and inability to interact with and modify the graphics client-side. Vector graphics may be more appropriate in these cases, and this has become possible through the introduction of the WebCGM and Scalable Vector Graphics (SVG) formats, both of which are open standards, the former from {ISO}/IEC and {W3C} and the latter from {W3C}. This paper reviews the background to Web graphics, presents the WebCGM file format, and gives a more detailed exposition of the most recent format, {SVG}. The paper concludes with reflections on the current state of this area and future prospects.  }}}
@article{Adabala:2002:TFR,
author = {Adabala,Neeharika and Manohar,Swami},
title = {Techniques for Realistic Visualization of Fluids: A Survey},
journal = {Computer Graphics Forum},
volume = {21},
number = {1},
pages = {65-65},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue1/563.pdf},
abstract = { Visualization of fluids has wide applications in science, engineering and entertainment. Various methodologies of visualizing fluids have evolved which emphasize on capturing different aspects of the fluids accurately. In this survey the existing methods for realistic visualization of fluids are reviewed. The approaches are classified based on the key concept they rely on for fluid modeling. This classification allows for easy selection of the method to be adopted for visualization given an application. It also enables identification of alternative techniques for fluid modeling.  }}
@article{Surazhsky:2002:ASR,
author = {Surazhsky,Tatiana and Elber,Gershon},
title = {Artistic Surface Rendering Using Layout of Text},
journal = {Computer Graphics Forum},
volume = {21},
number = {2},
pages = {99-99},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue2/568.pdf},
abstract = { An artistic rendering method of free-form surfaces with the aid of half-toned text that is laid-out on the given surface is presented. The layout of the text is computed using symbolic composition of the free-form parametric surface  S(u, v)  with cubic or linear Bezier curve segments  C(t) = {cu (t), cv (t)} , comprising the outline of the text symbols. Once the layout is constructed on the surface, a shading process is applied to the text, affecting the width of the symbols as well as their color, according to some shader function. The shader function depends on the surface orientation and the view direction as well as the color and the direction or position of the light source.  }}
@article{Fei:2002:AAS,
author = {Fei,Guangzheng and Cai,Kangying and Guo,Baining and Wu,Enhua},
title = {An Adaptive Sampling Scheme for Out-of-Core Simplification},
journal = {Computer Graphics Forum},
volume = {21},
number = {2},
pages = {111-111},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue2/569.pdf},
abstract = { Current out-of-core simplification algorithms can efficiently simplify large models that are too complex to be loaded in to the main memory at one time. However, these algorithms do not preserve surface details well since adaptive sampling, a typical strategy for detail preservation, remains to be an open issue for out-of-core simplification. In this paper, we present an adaptive sampling scheme, called the balanced retriangulation (BR), for out-of-core simplification. A key idea behind {BR} is that we can use Garland's quadric error matrix to analyze the global distribution of surface details. Based on this analysis, a local retriangulation achieves adaptive sampling by restoring detailed areas with cell split operations while further simplifying smooth areas with edge collapse operations. For a given triangle budget, {BR} preserves surface details significantly better than uniform sampling algorithms such as uniform clustering. Like uniform clustering, our algorithm has linear running time and small memory requirement.  }}
@article{Samavati:2002:MSH,
author = {Samavati,Faramarz and Mahdavi-Amiri,Nezam and Bartels,Richard},
title = {Multiresolution Surfaces having Arbitrary Topologies by a Reverse Doo Subdivision Method},
journal = {Computer Graphics Forum},
volume = {21},
number = {2},
pages = {121-121},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue2/570.pdf},
abstract = { We have shown how to construct multiresolution structures for reversing subdivision rules using global least squares models (Samavati and Bartels, Computer Graphics Forum, 18(2):97-119, June 1999). As a result, semiorthogonal wavelet systems have also been generated. To construct a multiresolution surface of an arbitrary topology, however, biorthogonal wavelets are needed. In Bartels and Samavati (Journal of Computational and Applied Mathematics, 119:29-67, 2000) we introduced local least squares models for reversing subdivision rules to construct multiresolution curves and tensor product surfaces, noticing that the resulting wavelets were biorthogonal (under an induced inner product). Here, we construct multiresolution surfaces of arbitrary topologies by locally reversing the Doo subdivision scheme. In a Doo subdivision, a coarse surface is converted into a fine one by the contraction of coarse faces and the addition of new adjoining faces. We propose a novel reversing process to convert a fine surface into a coarse one plus an error. The conversion has the property that the subdivision of the resulting coarse surface is locally closest to the original fine surface, in the least squares sense, for two important face geometries. In this process, we first find those faces of the fine surface which might have been produced by the contraction of a coarse face in a Doo subdivision scheme. Then, we expand these faces. Since the expanded faces are not necessarily joined properly, several candidates are usually at hand for a single vertex of the coarse surface. To identify the set of candidates corresponding to a vertex, we construct a graph in such a way that any set of candidates corresponds to a connected component. The connected components can easily be identified by a depth first search traversal of the graph. Finally, vertices of the coarse surface are set to be the average of their corresponding candidates, and this is shown to be equivalent to local least squares approximation for regular arrangements of triangular and quadrilateral faces.  }}
@article{Bogomjakov:2002:URS,
author = {Bogomjakov,A. and Gotsman,C.},
title = {Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes},
journal = {Computer Graphics Forum},
volume = {21},
number = {2},
pages = {137-137},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue2/571.pdf},
abstract = { We present methods to generate rendering sequences for triangle meshes which preserve mesh locality as much as possible. This is useful for maximizing vertex reuse when rendering the mesh using a {FIFO} vertex buffer, such as those available in modern {3D} graphics hardware. The sequences are universal in the sense that they perform well for all sizes of vertex buffers, and generalize to progressive meshes. This has been verified experimentally.  }}
@article{Bernardini:2002:T3D,
author = {Bernardini,Fausto and Rushmeier,Holly},
title = {The {3D} Model Acquisition Pipeline},
journal = {Computer Graphics Forum},
volume = {21},
number = {2},
pages = {149-149},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue2/572.pdf},
abstract = { Three-dimensional (3D) image acquisition systems are rapidly becoming more affordable, especially systems based on commodity electronic cameras. At the same time, personal computers with graphics hardware capable of displaying complex {3D} models are also becoming inexpensive enough to be available to a large population. As a result, there is potentially an opportunity to consider new virtual reality applications as diverse as cultural heritage and retail sales that will allow people to view realistic {3D} objects on home computers.   Although there are many physical techniques for acquiring {3D} data-including laser scanners, structured light and time-of-flight-there is a basic pipeline of operations for taking the acquired data and producing a usable numerical model. We look at the fundamental problems of range image registration, line-of-sight errors, mesh integration, surface detail and color, and texture mapping. In the area of registration we consider both the problems of finding an initial global alignment using manual and automatic means, and refining this alignment with variations of the Iterative Closest Point methods. To account for scanner line-of-sight errors we compare several averaging approaches. In the area of mesh integration, that is finding a single mesh joining the data from all scans, we compare various methods for computing interpolating and approximating surfaces. We then look at various ways in which surface properties such as color (more properly, spectral reflectance) can be extracted from acquired imagery. Finally, we examine techniques for producing a final model representation that can be efficiently rendered using graphics hardware.  }}
@article{Alexa:2002:RAI,
author = {Alexa,Marc},
title = {Recent Advances in Mesh Morphing},
journal = {Computer Graphics Forum},
volume = {21},
number = {2},
pages = {173-173},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue2/573.pdf},
abstract = { Meshes have become a widespread and popular representation of models in computer graphics. Morphing techniques aim at transforming a given source shape into a target shape. Morphing techniques have various applications ranging from special effects in television and movies to medical imaging and scientific visualization. Not surprisingly, morphing techniques for meshes have received a lot of interest lately.   This work sums up recent developments in the area of mesh morphing. It presents a consistent framework to classify and compare various techniques approaching the same underlying problems from different angles.  }}
@article{Howard:2002:BR,
author = {Howard,Toby},
title = {Book Reviews},
journal = {Computer Graphics Forum},
volume = {21},
number = {2},
pages = {197-197},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue2/576.pdf}}

@article{Allison:2002:ERMM,
key = {Eurographics Workshop on Multimedia 2002},
title = {6th Eurographics Workshop on Multimedia. Manchester, {UK}, 8-9 September, 2001},
journal = {Computer Graphics Forum},
volume = {21},
number = {2},
pages = {203-203},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue2/577.pdf}}

@article{Allison:2002:ERPGV,
key = {Eurographics Workshop on Parallel Graphics and Visualization 2002},
title = {3rd Eurographics Workshop on Parallel Graphics and Visualization. Girona, Spain, 28-29 September, 2000},
journal = {Computer Graphics Forum},
volume = {21},
number = {2},
pages = {204-204},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue2/577.pdf}}

@article{Allison:2002:RW,
key = {Eurographics Workshop on Rendering 2002},
title = {12th Eurographics Workshop on Rendering. London, {UK}, 25-27 June, 2001},
journal = {Computer Graphics Forum},
volume = {21},
number = {2},
pages = {205-205},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue2/577.pdf}}
@article{Terzopoulos:2002:AAA,
author = {Terzopoulos,Demetri},
title = {Artificial Animals and Humans: From Physics to Intelligence},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {xvii-xvii},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/*.pdf},
abstract = { Abstract  The confluence of virtual reality and artificial life, an emerging discipline that spans the computational and biological sciences, has yielded synthetic worlds inhabited by realistic, artificial flora and fauna. Artificial animals are complex synthetic organisms that possess functional biomechanical bodies, sensors, and brains with locomotion, perception, behavior, learning, and cognition centers. Artificial humans and other animals are of interest in computer graphics because they are self-animating characters that dramatically advance the state of the art of production animation and interactive game technologies. More broadly, these biomimetic autonomous agents in their realistic virtual worlds also foster deeper, computationally oriented insights into natural living systems. }}
@article{Ertl:2002:IVW,
author = {Ertl,Thomas},
title = {Interactive Visualization with Programmable Graphics Hardware},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {xviii-xviii},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/*.pdf},
abstract = { Abstract  One of the main scientific goals of visualization is the development of algorithms and appropriate data models which facilitate interactive visual analysis and direct manipulation of the increasingly large data sets which result from simulations running on massive parallel computer systems, from measurements employing fast high-resolution sensors, or from large databases and hierarchical information spaces.  This task can only be achieved with the optimization of all stages of the visualization pipeline: filtering, compression, and feature extraction of the raw data sets, adaptive visualization mappings which allow the users to choose between speed and accuracy, and exploiting new graphics hardware features for fast and high-quality rendering. The recent introduction of advanced programmability in widely available graphics hardware has already led to impressive progress in the area of volume visualization. However, besides the acceleration of the final rendering, flexible graphics hardware is increasingly being used also for the mapping and filtering stages of the visualization pipeline, thus giving rise to new levels of interactivity in visualization applications. The talk will present recent results of applying programmable graphics hardware in various visualization algorithms covering volume data, flow data, terrains, {NPR} rendering, and distributed and remote applications. }}
@article{Scopigno:2002:3DS,
author = {Scopigno,Roberto},
title = {{3D} Scanning Technology: Capabilities and Issues},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {xix-xix},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/*.pdf},
abstract = { Abstract  The recent evolution of graphics technology makes it possible to manage very complex models on inexpensive platforms. These impressive rendering capabilities should be paired with detailed and accurate digital models. The construction of high quality {3D} models is made easier by the increasing diffusion of automatic {3D} measuring devices (often called {3D} scanners). These allow to build highly accurate models of real {3D} objects in a cost- and time-effective manner. The talk will present the capabilities of this technology focusing mainly on a particular application context: the acquisition of Cultural Heritage artifacts. The peculiar requirements of this domain (high accuracy in the acquisition of both shape and surface appearance, expected low cost and easiness of use of the tools) make it a perfect application example. This talk aims also at presenting and discussing the main issues in the acquisition of accurate {3D} models, together with some limitations of current hardware and software tools. Some examples of the results of current projects will be shown. }}
@article{Desbrun:2002:IPO,
author = {Desbrun,Mathieu and Meyer,Mark and Alliez,Pierre},
title = {Intrinsic Parameterizations of Surface Meshes},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {209-209},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF580.pdf},
abstract = { Abstract  Parameterization of discrete surfaces is a fundamental and widely-used operation in graphics, required, for instance, for texture mapping or remeshing. As {3D} data becomes more and more detailed, there is an increased need for fast and robust techniques to automatically compute least-distorted parameterizations of large meshes. In this paper, we present new theoretical and practical results on the parameterization of triangulated surface patches. Given a few desirable properties such as rotation and translation invariance, we show that the only admissible parameterizations form a two-dimensional set and each parameterization in this set can be computed using a simple, sparse, linear system. Since these parameterizations minimize the distortion of different intrinsic measures of the original mesh, we call them Intrinsic Parameterizations. In addition to this partial theoretical analysis, we propose robust, efficient and tunable tools to obtain least-distorted parameterizations automatically. In particular, we give details on a novel, fast technique to provide an optimal mapping without fixing the boundary positions, thus providing a unique Natural Intrinsic Parameterization. Other techniques based on this parameterization family, designed to ease the rapid design of parameterizations, are also proposed. }}
@article{Shlafman:2002:MOP,
author = {Shlafman,Shymon and Tal,Ayellet and Katz,Sagi},
title = {Metamorphosis of Polyhedral Surfaces using Decomposition},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {219-219},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper105},
abstract = { Abstract  This paper describes an algorithm for morphing polyhedral surfaces based on their decompositions into patches. The given surfaces need neither be genus-zero nor two-manifolds. We present a new algorithm for decomposing surfaces into patches. We also present a new projection scheme that handles topologically cylinder-like polyhedral surfaces. We show how these two new techniques can be used within a general framework and result with morph sequences that maintain the distinctive features of the input models.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.5 [Computational Geometry and Object Modeling]: Boundary representations I.3.7 [Three-Dimensional Graphics and Realism]: Animation }}
@article{Lee:2002:GSF,
author = {Lee,Y. and Lee,S.},
title = {Geometric Snakes for Triangular Meshes},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {229-229},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF582.pdf},
abstract = { Abstract  Feature detection is important in various mesh processing techniques, such as mesh editing, mesh morphing, mesh compression, and mesh signal processing. In spite of much research in computer vision, automatic feature detection even for images still remains a difficult problem. To avoid this difficulty, semi-automatic or interactive techniques for image feature detection have been investigated. In this paper, we propose a geometric snake as an interactive tool for feature detection on a {3D} triangular mesh. A geometric snake is an extension of an image snake, which is an active contour model that slithers from its initial position specified by the user to a nearby feature while minimizing an energy functional. To constrain the movement of a geometric snake onto the surface of a mesh, we use the parameterization of the surrounding region of a geometric snake. Although the definition of a feature may vary among applications, we use the normal changes of faces to detect features on a mesh. Experimental results demonstrate that geometric snakes can successfully capture nearby features from user-specified initial positions. }}
@article{Martin:2002:F3D,
author = {Martin,D. and Fekete,J.D. and Torres,J. C.},
title = {Flattening {3D} objects using silhouettes},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {239-239},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper12},
abstract = { Abstract  An important research area in non-photorealistic rendering is the obtention of silhouettes. There are many methods to do this using {3D} models and raster structures, but these are limited in their ability to create stylised silhouettes while maintaining complete flexibility. These limitations do not exist in illustration, as each element is plane and the interaction between them can be eliminated by locating each one in a different layer. This is the approach presented in this paper: a {3D} model is flattened into plane elements ordered in space, which allows the silhouettes to be drawn with total flexibility.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Line and Curve Generation }}
@article{Isenberg:2002:SSA,
author = {Isenberg,Tobias and Halper,Nick and Strothotte,Thomas},
title = {Stylizing Silhouettes at Interactive Rates: From Silhouette Edges to Silhouette Strokes},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {249-249},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper196},
abstract = { Abstract  A way to create effective stylized line drawings is to draw strokes that start and stop at visible portions along the silhouette of an object to be portrayed. In computer graphics to date, algorithms to extract silhouette edges are many, although putting these edges into a form such that stylized strokes may be applied to them has not been greatly covered, so that existing methods are either time-consuming or presented vaguely. In this paper, we introduce an algorithm that takes a set of silhouette edges originating from polygonal meshes and efficiently computes the visible parts of the edges before connecting them to form long smooth silhouette strokes to which stylization algorithms may be effectively applied. Features of our algorithm that gain efficiency and accuracy over existing methods is that we directly exploit the analytic connectivity information of the mesh in combination with the availablez-bufferinformation during rendering, and filter artifacts in connected edges during the process to improve the visual quality of strokes after stylization.  Categories and Subject Descriptors (according to {ACM} CCS):  1.3.3 [Computer Graphics]: Picture/Image Generation-Line and curve generation  1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Hidden line/surface removal }}
@article{Takahashi:2002:MSP,
author = {Takahashi,Shigeo and Ohta,Naoya and Nakamura,Hiroko and Takeshima,Yuriko and Fujishiro,Issei},
title = {Modeling Surperspective Projection of Landscapes for Geographical Guide-Map Generation},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {259-259},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper111},
abstract = { It is still challenging to generate hand-drawn pictures because they differ from ordinary photographs in that they are often drawn as seen from multiple viewpoints. This paper presents a new approach for modeling such surperspective projection based on shape deformation techniques. Specifically, surperspective landscape images for guide-maps are generated from {3D} geographical elevation data. Our method first partitions a target geographical surface into feature areas to provide designers with landmarks suitable for editing. The system takes as input {2D} visual effects, which are converted to {3D} geometric constraints for geographical surface deformation. Using ordinary perspective projection, the deformed shape is then transformed into a target guide-map image where each landmark enjoys its own vista points. An algorithm for calculating such {2D} visual effects semi-automatically from the geographical shape features is also considered. }}
@article{Ar:2002:DSO,
author = {Ar,Sigal and Montag,Gil and Tal,Ayellet},
title = {Deferred, Self-Organizing {BSP} Trees},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {269-269},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF586.pdf},
abstract = { Abstract  bsptrees and {KD} trees are fundamental data structures for collision detection in walkthrough environments. A basic issue in the construction of these hierarchical data structures is the choice of cutting planes. Rather than base these choices solely on the properties of the scene, we propose using information about how the tree is used in order to determine its structure. We demonstrate how this leads to the creation ofbsptrees that are small, do not require much preprocessing time, and respond very efficiently to sequences of collision queries.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling I.3.6 [Computer Graphics]: Graphics data structures and data types, Interaction techniques I.3.7 [Computer Graphics]: Virtual reality }}
@article{Redon:2002:FCC,
author = {Redon,Stephane and Kheddar,Abderrahmane and Coquillart,Sabine},
title = {Fast Continuous Collision Detection between Rigid Bodies},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {279-279},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper304},
abstract = { Abstract  This paper introduces a fast continuous collision detection technique for polyhedral rigid bodies. As opposed to most collision detection techniques, the computation of the first contact time between two objects is inherently part of the algorithm. The method can thus robustly prevent objects interpenetrations or collisions misses, even when objects are thin or have large velocities. The method is valid for general objects (polygon soups), handles multiple moving objects and acyclic articulated bodies, and is efficient in low and high coherency situations. Moreover, the method can be used to speed up existent continuous collision detection methods for parametric or implicit rigid surfaces. The collision detection algorithms have been successfully coupled to a real-time dynamics simulator. Various experiments are conducted that show the method's ability to produce high-quality interaction (precise objects positioning for example) between models up to tens of thousands of triangles, which couldn't have been performed with previous continuous methods.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.7 [Computer Graphics]: Animation - Virtual Reality }}
@article{Marchand:2002:VVS,
author = {Marchand,Eric and Chaumette,Francois},
title = {Virtual Visual Servoing: a framework for real-time augmented reality},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {289-289},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper199},
abstract = { Abstract  This paper presents a framework to achieve real-time augmented reality applications. We propose a framework based on the visual servoing approach well known in robotics. We consider pose or viewpoint computation as a similar problem to visual servoing. It allows one to take advantage of all the research that has been carried out in this domain in the past. The proposed method features simplicity, accuracy, efficiency, and scalability wrt. to the camera model as well as wrt. the features extracted from the image. We illustrate the efficiency of our approach on augmented reality applications with various real image sequences. }}
@article{Xu:2002:ASM,
author = {Xu,Songhua and Tang,Min and Lau,Francis and Pan,Yunhe},
title = {A Solid Model Based Virtual Hairy Brush},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {299-299},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF589.pdf},
abstract = { Abstract  We present the detailed modeling of the hairy brush used typically in Chinese calligraphy. The complex model, which includes also a model for the ink and the paper, covers the various stages of the brush going through a calligraphy process. The model relies on the concept of writing primitives, which are the smallest units of hair clusters, to reduce the load on the simulation. Each such primitive is constructed through the general sweeping operation in {CAD} and described by a {NURBS} surface. The writing primitives dynamically adjust themselves during the virtual writing process, leaving an imprint on the virtual paper as they move. The behavior of the brush is an aggregation of the behavior of all the writing primitives. A software system based on the model has been built and tested. Samples of imitation artwork from using the system were obtained and found to be nearly indistinguishable from the real artwork.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.6 [Methodology and Techniques]: Interaction techniques I.3.5 [Computational Geometry and Object Modeling]: Physically based modeling I.3.4 [Graphics Utilities]: Paint systems }}
@article{Winnemoller:2002:GAT,
author = {Winnemoller,Holger and Bangay,Shaun},
title = {Geometric Approximations Towards Free Specular Comic Shading},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {309-309},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper115},
abstract = { Abstract  We extend the standard solution to comic rendering with a comic-style specular component. To minimise the computational overhead associated with this extension, we introduce two optimising approximations; the perspective correction angle and the vertex face-orientation measure. Both of these optimisations are generally applicable, but they are especially well suited for applications where a physically correct lighting simulation is not required. Using our optimisations we achieve performances comparable to the standard solution. As our approximations favour large models, we even outperform the standard approach for models consisting of 10,000 triangles or more, which we can render exceeding 40 frames per second, including the specular component.  Categories and Subject Descriptors (according to {ACM} CSS): I.3.3 [Computer Graphics] Picture/Image Generation: Display algorithms; I.3.7 [Computer Graphics] Three-Dimensional Graphics and Realism: Color, shading, shadowing, and texture; I.4.3 [Image Processing and Computer Vision] Enhancements: Geometric Correction. }}
@article{Diepstraten:2002:TII,
author = {Diepstraten,J. and Weiskopf,D. and Ertl,T.},
title = {Transparency in Interactive Technical Illustrations},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {317-317},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF591.pdf},
abstract = { Abstract  This paper describes how technical illustrations containing opaque and non-opaque objects can be automatically generated. Traditional methods to show transparency in manual drawings are evaluated to extract a small and effective set of rules for computer-based rendering of technical illustrations, leading to a novel view-dependent transparency model. We propose a hardware-accelerated depth sorting algorithm in image-space which specifically meets the requirements of our transparency model. In this way, real-time rendering of semi-transparent technical illustrations is achieved. Finally, it is described how our approach can be combined with other methods in the field of non-photorealistic rendering in order to enhance the visual perception of technical illustrations.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing and texture }}
@article{Cordier:2002:RTA,
author = {Cordier,Frederic and Magnenat-Thalmann,Nadia},
title = {Real-time Animation of Dressed Virtual Humans},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {327-327},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper60},
abstract = { Abstract  In this paper, we describe a method for cloth animation in real-time. The algorithm works in a hybrid manner exploiting the merits of both the physical-based and geometric deformations. It makes use of predetermined conditions between the cloth and the body model, avoiding complex collision detection and physical deformations wherever possible. Garments are segmented into pieces that are simulated by various algorithms, depending on how they are laid on the body surface and whether they stick or flow on it. Tests show that the method is well suited to fully dressed virtual human models, achieving real-time performance compared to ordinary cloth-simulations. }}
@article{Oore:2002:LPM,
author = {Oore,Sageev and Terzopoulos,Demetri and Hinton,Geoffrey},
title = {Local Physical Models for Interactive Character Animation},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {337-337},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper318},
abstract = { Abstract  Our goal is to design and build a tool for the creation of expressive character animation. Virtual puppetry, also known as performance animation, is a technique in which the user interactively controls a character's motion. In this paper we introduce local physical models for performance animation and describe how they can augment an existing kinematic method to achieve very effective animation control. These models approximate specific physically-generated aspects of a character's motion. They automate certain behaviours, while still letting the user override such motion via a PD-controller if he so desires. Furthermore, they can be tuned to ignore certain undesirable effects, such as the risk of having a character fall over, by ignoring corresponding components of the force. Although local physical models are a quite simple approximation to real physical behaviour, we show that they are extremely useful for interactive character control, and contribute positively to the expressiveness of the character's motion. In this paper, we develop such models at the knees and ankles of an interactively-animated {3D} anthropomorphic character, and demonstrate a resulting animation. This approach can be applied in a straight-forward way to other joints.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism, Interaction Techniques }}
@article{Pai:2002:SIS,
author = {Pai,Dinesh K.},
title = {{STRANDS}: Interactive Simulation of Thin Solids using Cosserat Models},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {347-347},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF594.pdf},
abstract = { Abstract  Strandsare thin elastic solids that are visually well approximated as smooth curves, and yet possess essential physical behaviors characteristic of solid objects such as twisting. Common examples in computer graphics include: sutures, catheters, and tendons in surgical simulation; hairs, ropes, and vegetation in animation. Physical models based on spring meshes or {3D} finite elements for such thin solids are either inaccurate or inefficient for interactive simulation. In this paper we show that models based on the Cosserat theory of elastic rods are very well suited for interactive simulation of these objects. The physical model reduces to a system of spatial ordinary differential equations that can be solved efficiently for typical boundary conditions. The model handles the important geometric non-linearity due to large changes in shape. We introduce Cosserat-type physical models, describe efficient numerical methods for interactive simulation of these models, and implementation results. }}
@article{Scheib:2002:EFA,
author = {Scheib,Vincent and Haber,Jorg and Lin,Ming C. and Seidel,Hans-Peter},
title = {Efficient Fitting and Rendering of Large Scattered Data Sets Using Subdivision Surfaces},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {353-353},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF595.pdf},
abstract = { Abstract  We present a method to efficiently construct and render a smooth surface for approximation of large functional scattered data. Using a subdivision surface framework and techniques from terrain rendering, the resulting surface can be explored from any viewpoint while maintaining high surface fairness and interactive frame rates. We show the approximation error to be sufficiently small for several large data sets. Our system allows for adaptive simplification and provides continuous levels of detail, taking into account the local variation and distribution of the data.  Categories and Subject Descriptors (according to {ACM} CCS): G.1.2 [Approximation]: Approximation of surfaces, Least squares approximation, Piecewise polynomial approximation; I.3.3 [Picture/Image Generation]: Display algorithms, Viewing algorithms; I.3.5 [Computational Geometry and Object Modeling]: Surface representation. }}
@article{Giesen:2002:SRB,
author = {Giesen,Joachim and John,Matthias},
title = {Surface reconstruction based on a dynamical system},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {363-363},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF596.pdf},
abstract = { Abstract  We present an efficient algorithm that computes a manifold triangular mesh from a set of unorganized sample points in . The algorithm builds on the observation made by several researchers that the Gabriel graph of the sample points provides a good surface description. However, this surface description is only one-dimensional. We associate the edges of the Gabriel graph with index 1 critical points of a dynamical system induced by the sample points. Exploiting also the information contained in the critical points of index 2 provides a two-dimensional surface description which can be easily turned into a manifold. }}
@article{Ohbuchi:2002:AFD,
author = {Ohbuchi,1Ryutarou and Mukaiyama,1Akio and Takahashi,2Shigeo},
title = {A Frequency-Domain Approach to Watermarking {3D} Shapes},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {373-373},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF597.pdf},
abstract = { Abstract  This paper presents a robust watermarking algorithm with informed detection for {3D} polygonal meshes. The algorithm is based on our previous algorithm [22] that employs mesh-spectral analysis to modify mesh shapes in their transformed domain. This paper presents extensions to our previous algorithm so that (1) much larger meshes can be watermarked within a reasonable time, and that (2) the watermark is robust against connectivity alteration (e.g., mesh simplification), and that (3) the watermark is robust against attacks that combine similarity transformation with such other attacks as cropping, mesh simplification, and smoothing. Experiment showed that our new watermarks are resistant against mesh simplification and remeshing combined with resection, similarity transformation, and other operations.. }}
@article{Lee:2002:AAA,
author = {Lee,Haeyoung and Alliez,Pierre and Desbrun,Mathieu},
title = {Angle-Analyzer: A Triangle-Quad Mesh Codec},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {383-383},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF598.pdf},
abstract = { Abstract  We present Angle-Analyzer, a new single-rate compression algorithm for triangle-quad hybrid meshes. Using a carefully-designed geometry-driven mesh traversal and an efficient encoding of intrinsic mesh properties, Angle-Analyzer produces compression ratios 40% better in connectivity and 20% better in geometry than the leading Touma and Gotsman technique for the same level of geometric distortion. The simplicity and performance of this new technique is demonstrated, and we provide extensive comparative tests to contrast our results with the current state-of-the-art techniques.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Surface mesh compression, connectivity coding, geometry coding. }}
@article{Walter:2002:UPT,
author = {Walter,Bruce and Pattanaik,Sumanta N. and Greenberg,Donald P.},
title = {Using Perceptual Texture Masking for Efficient Image Synthesis},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {393-393},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF599.pdf},
abstract = { Abstract  Texture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or lighting. This ability can be used to substantially accelerate rendering by eliminating computations when the resulting errors will be perceptually insignificant.  Our new method precomputes the masking ability of textures using aspects of the {JPEG} image compression standard. This extra information is stored as threshold elevation factors in the texture's mip-map and interpolated at image generation time as part of the normal texture lookup process. Any algorithm which uses error tolerances or visibility thresholds can then take advantage of texture masking. Applications to adaptive shadow testing, irradiance caching, and path tracing are demonstrated.  Unlike prior methods, our approach does not require that initial images be computed before masking can be exploited and incurs only negligible runtime computational overhead. Thus, it is much easier to integrate with existing rendering systems for both static and dynamic scenes and yields computational savings even when only small amounts of texture masking are present.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing, and texture }}
@article{Dischler:2002:TP,
author = {Dischler,J.-M. and Maritaud,K. and Levy*,B. and Ghazanfarpour,D.},
title = {Texture Particles},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {401-401},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF600.pdf},
abstract = { Abstract  This paper presents an analytical extension of texture synthesis techniques based on the distribution of elementary texture components. Our approach is similar to the bombing, cellular, macrostructured and lapped textures techniques, but provides the user with more control on both the texture analysis and synthesis phases. Therefore, high quality results can be obtained for a large number of structured or stochastic textures (bricks, marble, lawn, etc.). The analysis consists in decomposing textures into elementary components - that we call ``texture particles'' - and for which we analyze their specific spatial arrangements. The synthesis then consists in recomposing similar textures directly on arbitrary surfaces by taking into account the previously computed arrangements, extended to {3D} surfaces. Compared to ``pixel-based'' analysis and synthesis methods, which have been recently generalized to arbitrary surfaces, our approach has three major advantages: (1) it is fast, which allows the user to interactively control the synthesis process. This further allows us to propose a large number of tools, granting a high degree of artistic freedom to the user. (2) It avoids the visual deterioration of the texture components by preserving their shapes as well as their spatial arrangements. (3) The texture particles can be not only images, but also {3D} geometric elements, which extends significantly the domain of application. }}
@article{Balmelli:2002:SOT,
author = {Balmelli,Laurent and Taubin,Gabriel and Bernardini,Fausto},
title = {Space-Optimized Texture Maps},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {411-411},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper297},
abstract = { Abstract  Texture mapping is a common operation to increase the realism of three-dimensional meshes at low cost. We propose a new texture optimization algorithm based on the reduction of the physical space allotted to the texture image. Our algorithm optimizes the use of texture space by computing a warping function for the image and new texture coordinates. Neither the mesh geometry nor its connectivity are modified by the optimization. Our method uniformly distributes frequency content of the image in the spatial domain. In other words, the image is stretched in high frequency areas, whereas low frequency regions are shrunk. We also take into account distortions introduced by the mapping onto the model geometry in this process. The resulting image can be resampled at lower rate while preserving its original details. The unwarping is performed by the texture mapping function. Hence, the space-optimized texture is stored as-is in texture memory and is fully supported by current graphics hardware. We present several examples showing that our method significantly decreases texture memory usage without noticeable loss in visual quality. }}
@article{Kim:2002:PTM,
author = {Kim,Dongho and Hahn,James K.},
title = {Projective Texture Mapping with Full Panorama},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {421-421},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF602.pdf},
abstract = { Abstract  Projective texture mapping is used to project a texture map onto scene geometry. It has been used in many applications, since it eliminates the assignment of fixed texture coordinates and provides a good method of representing synthetic images or photographs in image-based rendering. But conventional projective texture mapping has limitations in the field of view and the degree of navigation because only simple rectangular texture maps can be used.  In this work, we propose the concept of panoramic projective texture mapping (PPTM). It projects cubic or cylindrical panorama onto the scene geometry. With this scheme, any polygonal geometry can receive the projection of a panoramic texture map, without using fixed texture coordinates or modeling many projective texture mapping. For fast real-time rendering, a hardware-based rendering method is also presented. Applications of {PPTM} include panorama viewer similar to QuicktimeVR and navigation in the panoramic scene, which can be created by image-based modeling techniques.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Viewing Algorithms; I.3.7 [Computer Graphics]: Color, Shading, Shadowing, and Texture }}
@article{Ayasse:2002:SOD,
author = {Ayasse,Jorg and Muller,Heinrich},
title = {Sculpturing on Discrete Displacement Fields},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {431-431},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF603.pdf},
abstract = { Abstract  A displacement field can be defined by a vector field and a height field on an orientable surfaceS, describing the direction and the amount of displacement to be applied toSin order to get a surface represented by the displacement field.Stogether with the vector field can also be considered as a representation of a volume by a ``surface crust''. The crust allows the application of sculpturing operations for designing detailed structure. For conventional height fields over the plane, sculpturing can be reduced to the task of finding the minimum or maximum of the height values of a surface and the height values stored. Over the plane, depth-buffering with parallel projection has been used for calculation. For displacement fields over curved surfaces the projection is more complicated. In this contribution, an efficient solution is presented for displacement fields over triangular meshes. The central task is to insert a triangle in space into the curved depth-buffer represented by the displacement field.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.5 [Computational Geometry and Object Modeling]: Curve, surface, solid, and object representations }}
@article{Winter:2002:ISV,
author = {Winter,Andrew S. and Chen,Min},
title = {Image-Swept Volumes},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {441-441},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF604.pdf},
abstract = { Abstract  Many graphical objects can be represented by swept volumes (including its subset - generalised cylinders) by sweeping {2D} or {3D} templates along {3D} trajectories. In this paper, we present a new approach for constructing swept volumes using image templates. We utilise scalar fields as our underlying data type, and employ volume ray casting techniques for rendering swept volumes in their original sweeping specifications as well as in their voxelised approximations. In addition to some simple image-swept volumes, we also treat multi-channel image templates, video templates, generalised sweeps, and self-intersecting trajectories. This approach enables us to model swept volumes with heterogeneous interiors and amorphous effects. It also facilitates the use of constructive volume geometry for creating complex scenes in both modelling and rendering space. }}
@article{Pascucci:2002:SGS,
author = {Pascucci,V.},
title = {Slow Growing Subdivision (SGS) in Any Dimension: Towards Removing the Curse of Dimensionality},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {451-451},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF605.pdf},
abstract = { Abstract  In recent years subdivision methods have been one of the most successful techniques applied to the multi-resolution representation and visualization of surface meshes. Extension these techniques to the volumetric case would enable their use in a broad class of applications including solid modeling, scientific visualization and mesh generation. Unfortunately, major challenges remain unsolved both in the generalization of the combinatorial structure of the refinement procedure and in the analysis of the smoothness of the limit mesh.  In this paper we mainly tackle the first part of the problem introducing a subdivision scheme that generalizes to {3D} and higher dimensional meshes without the excessive vertex proliferation typical of tensor-product refinements. The main four qualities of our subdivision procedure are: (i) the rate of refinement does not grow with the dimension of the mesh, (ii) adaptive refinement of the mesh is possible without introducing special temporary cell decompositions, (iii) the cells of the base meshes can have virtually unrestricted topology, and (iv) ``sharp'' features of different dimensions can be incorporated naturally.  We use a narrow averaging mask that is applied to the vertices of the mesh and/or to eventual functions defined on the mesh. The general study of the limit smoothness of the approach requires new analysis techniques that are beyond the scope of this paper.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.5 [Computer Graphics]: Curve, surface, solid, and object representations. Volumetric meshes, recursive subdivision methods. }}
@article{Ren:2002:OSE,
author = {Ren,Liu and Pfister,Hanspeter and Zwicker,Matthias},
title = {Object Space {EWA} Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {461-461},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF606.pdf},
abstract = { Abstract  Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of point-sampled {3D} objects. {EWA} surface splatting renders water-tight surfaces of complex point models with high quality, anisotropic texture filtering. In this paper we introduce a new multi-pass approach to perform {EWA} surface splatting on modern {PC} graphics hardware, called object space {EWA} splatting. We derive an object space formulation of the {EWA} filter, which is amenable for acceleration by conventional triangle-based graphics hardware. We describe how to implement the object space {EWA} filter using a two pass rendering algorithm. In the first rendering pass, visibility splatting is performed by shifting opaque surfel polygons backward along the viewing rays, while in the second rendering pass view-dependent {EWA} prefiltering is performed by deforming texture mapped surfel polygons. We use texture mapping and alpha blending to facilitate the splatting process. We implement our algorithm using programmable vertex and pixel shaders, fully exploiting the capabilities of today's graphics processing units (GPUs). Our implementation renders up to 3 million points per second on recent {PC} graphics hardware, an order of magnitude more than a pure software implementation of screen space {EWA} surface splatting.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Display Algorithms }}
@article{Hidalgo:2002:HGI,
author = {Hidalgo,Eduardo and Hubbold,Roger J.},
title = {Hybrid Geometric - Image Based Rendering},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {471-471},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper74},
abstract = { Abstract  We present a Hybrid Geometric-Image Based Rendering (HGIBR) system for displaying very complex geometrical models at interactive frame rates. Our approach replaces distant geometry with a combination of image-based representations and geometry, while rendering nearby objects from geometry. Reference images are computed on demand, which means that no pre-processing, or additional storage are necessary. We present results for a massive model of a whole offshore gas platform, to demonstrate that interactive frame rates can be maintained using the {HGIBR} approach. Our implementation runs on a pair of PCs, using commodity graphics hardware for fast {3D} warping. }}
@article{Wand:2002;MRR,
author = {Wand,M. and Strasser,W.},
title = {Multi-Resolution Rendering of Complex Animated Scenes},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {483-483},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper99},
abstract = { Abstract  We present a novel multi-resolution point sample rendering algorithm for keyframe animations. The algorithm accepts triangle meshes of arbitrary topology as input which are animated by specifying different sets of vertices at keyframe positions. A multi-resolution representation consisting of prefiltered point samples and triangles is built to represent the animated mesh at different levels of detail. We introduce a novel sampling and stratification algorithm to efficiently generate suitable point sample sets for moving triangle meshes. Experimental results demonstrate that the new data structure can be used to render highly complex keyframe animations like crowd scenes in real-time.  Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture / Image Generation - Display Algorithms; I.3.6 [Computer Graphics]: Methodology and Techniques - Graphics data structures and data types; G.3 [Mathematics of Computing]: Probability and Statistics - Probabilistic algorithms. }}
@article{Cobzas:2002:DTF,
author = {Cobzas,Dana and Yerex,Keith and Jagersand,Martin},
title = {Dynamic Textures for Image-based Rendering of Fine-Scale {3D} Structure and Animation of Non-rigid Motion},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {493-493},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper311},
abstract = { Abstract  The problem of capturing real world scenes and then accurately rendering them is particularly difficult for fine-scale {3D} structure. Similarly, it is difficult to capture, model and animate non-rigid motion. We present a method where small image changes are captured as a time varying (dynamic) texture. In particular, a coarse geometry is obtained from a sample set of images using structure from motion. This geometry is then used to subdivide the scene and to extract approximately stabilized texture patches. The residual statistical variability in the texture patches is captured using a {PCA} basis of spatial filters. The filters coefficients are parameterized in camera pose and object motion. To render new poses and motions, new texture patches are synthesized by modulating the texture basis. The texture is then warped back onto the coarse geometry. We demonstrate how the texture modulation and projective homography-based warps can be achieved in real-time using hardware accelerated OpenGL. Experiments comparing dynamic texture modulation to standard texturing are presented for objects with complex geometry (a flower) and non-rigid motion (human arm motion capturing the non-rigidities in the joints, and creasing of the shirt).  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Image Based Rendering }}
@article{Matsuoka:2002:ROP,
author = {Matsuoka,H. and Takeuchi,T. and Kitazawa,H. and Onozawa,A.},
title = {Representation of Pseudo Inter-reflection and Transparency by Considering Characteristics of Human Vision},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {503-503},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF700.pdf},
abstract = { Abstract  We have succeeded in developing a quick and fully automated system that can generate photo-realistic {3D} {CG} data based on a real object. A major factor in this success comes from our findings through psychophysical experiments that human observers do not have an accurate idea of what should be actually reflected as inter-reflections on the surface of an object. Taking advantage of this characteristic of human vision, we propose a new inter-reflection representation technique in which inter-reflections are simulated by allowing the same quantity of reflection components as there are in the background to pass through the object. Since inter-reflection and transparency are calculated by the same algorithm, our system can capture {3D} {CG} data from various real objects having a strong inter-reflection, such as plastic and porcelain items or translucent glass and acrylic resin objects. The synthetic images from the {3D} {CG} data generated with this pseudo inter-reflection and transparency look very natural. In addition, the {3D} {CG} data and synthetic images are produced quickly at a lower cost. }}
@article{Lee:2002:AIO,
author = {Lee,Sung Chun and Jung,Soon Ki and Nevatia,Ram},
title = {Automatic Integration of Facade Textures into {3D} Building Models with a Projective Geometry Based Line Clustering},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {511-511},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF701.pdf},
abstract = { Abstract  Visualization of city scenes is important for many applications including entertainment and urban mission planning. Models covering wide areas can be efficiently constructed from aerial images. However, only roof details are visible from aerial views; ground views are needed to provide details of the building facades for high quality 'fly-through' visualization or simulation applications. We present an automatic method of integrating facade textures from ground view images into {3D} building models for urban site modeling. We first segment the input image into building facade regions using a hybrid feature extraction method, which combines global feature extraction with Hough transform on an adaptively tessellated Gaussian Sphere and local region segmentation. We estimate the external camera parameters by using the corner points of the extracted facade regions to integrate the facade textures into the {3D} building models. We validate our approach with a set of experiments on some urban sites.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Modeling packages }}
@article{Wang:2002:ISR,
author = {Wang,Jianning and Oliveira,Manuel M.},
title = {Improved Scene Reconstruction from Range Images},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {521-521},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper53},
abstract = { Abstract  The modeling of real scenes is a complex and challenging task for which the use of laser rangefinders is one of the most promising approaches. Unfortunately, in many situations, it is not possible or practical to guarantee appropriate sampling of all surfaces in the scene. For example, occlusions and accessibility limitations to certain regions of the scene may cause some areas not to be visible by the scanner, resulting in incomplete or incorrectly reconstructed models. This paper describes a pipeline and a system implementation for improving model reconstruction from incomplete information available from range images.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism, Virtual Reality }}
@article{Kelemen:2002:ASA,
author = {Kelemen,Csaba and Szirmay-Kalos,Laszlo and Antal,Gyorgy and Csonka,Ferenc},
title = {A Simple and Robust Mutation Strategy for the Metropolis Light Transport Algorithm},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {531-531},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper50},
abstract = { Abstract  This paper presents a new mutation strategy for the Metropolis light transport algorithm, which works in the unit cube of pseudo-random numbers instead of mutating in the path space. This transformation makes the integrand have lower variation and thus increases the acceptance probability of the mutated samples. Higher acceptance ratio, in turn, reduces the correlation of the samples, which increases the speed of convergence. We use both local mutations that choose a new random sample in the neighborhood of the previous one, and global mutations that make ``large steps'', and find the samples independently. Local mutations smooth out the result, while global mutations guarantee the ergodicity of the process. Due to the fact that samples are generated independently in large steps, this method can also be considered as a combination of the Metropolis algorithm with a classical random walk. If we use multiple importance sampling for this combination, the combined method will be as good at bright regions as the Metropolis algorithm and at dark regions as random walks. The resulting scheme is robust, efficient, but most importantly, is easy to implement and to combine with an arbitrary random-walk algorithm. }}
@article{Hey:2002:ARE,
author = {Hey,Heinrich and Purgathofer,Werner},
title = {Advanced Radiance Estimation For Photon Map Global Illumination},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {541-541},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF704.pdf},
abstract = { Abstract  We present a new method to compute radiance in photon map based global illumination simulation for polygonal scenes with general bidirectional scattering distribution functions (BSDFs). Our new radiance estimation uses the actual geometry in the neighborhood of the illuminated point, and does not assume that the nearest neighbor photons lie in the same plane as the point, nor that they are distributed in a circular area around that point. This allows us to achieve accurate indirect illumination by direct visualization of the photon map - which is especially important for the simulation of caustics(LS+DS*Epaths) - even in the vicinity of edges and corners of objects, and on surfaces with differently oriented small geometric details. }}
@article{Scheel:2002:GBF,
author = {Scheel,Annette and Stamminger,Marc and Seidel,Hans-Peter},
title = {Grid Based Final Gather for Radiosity on Complex Clustered Scenes},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {547-547},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF705.pdf},
abstract = { Abstract  Radiosity methods handle large scenes and complex objects using clustering techniques. To reconstruct a high quality image, usually a second very time consuming final gather pass is applied which exactly recomputes the last light transport before reaching the eye. We propose a new final gather technique which is especially suited for scenes with fine polygonal geometry. In such scenes, substantial parts of the incident illumination vary only smoothly across the surfaces and can be reconstructed on a much coarser structure. We therefore propose a final gather reconstruction based on an object-independent {3D} grid. The illumination of each sender is investigated separately: If it varies smoothly across a grid cell, it is interpolated between the vertices of the grid cell, or recomputed exactly, otherwise. We further reduce the number of required samples using view-dependent optimizations. So complex objects with a very detailed structure-plants are good example here-exhibit strong masking effects, which can be exploited by our method. Finally, the estimation of penumbra screen sizes can be used to further reduce costly visibility reevaluations.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Copmuter Graphics]: Picture/Image generation I.3.7 [Copmuter Graphics]: Three-Dimensional Graphics and Realism }}
@article{Kollig:2002:EMS,
author = {Kollig,Thomas and Keller,Alexander},
title = {Efficient Multidimensional Sampling},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {557-557},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF706.pdf},
abstract = { Abstract  Image synthesis often requires the Monte Carlo estimation of integrals. Based on a generalized concept of stratification we present an efficient sampling scheme that consistently outperforms previous techniques. This is achieved by assembling sampling patterns that are stratified in the sense of jittered sampling and N-rooks sampling at the same time. The faster convergence and improved anti-aliasing are demonstrated by numerical experiments.  Categories and Subject Descriptors (according to {ACM} CCS): G.3 [Probability and Statistics]: Probabilistic Algorithms (including Monte Carlo); I.3.2 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism. }}
@article{Streit:2002:ABP,
author = {Streit,L. and Heidrich,W.},
title = {A Biologically-Parameterized Feather Model},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {565-565},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper301},
abstract = { Abstract  Feathers, unlike other cutaneous appendages such as hair, fur, or scales have a definite structure. Variation in feather structure creates a wide range of resulting appearances. Collectively, feather structure determines the appearance of the feather coat, which can largely affect the resulting look of a feathered object (bird). In this paper we define the structure of individual feathers using a parameterization based on biological structure and substructures of actual feathers. We show that our parameterization can generate a large variety of feathers at multiple levels of detail and provide an initial step to semi-automatically generating a wide range of feather coats. his is achieved by specifying an intuitive interpolation between different structures and ages of feathers. }}
@article{Daubert:2002:HBV,
author = {Daubert,Katja and Seidel,Hans-Peter},
title = {Hardware-Based Volumetric Knit-Wear},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {575-575},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF708.pdf},
abstract = { Abstract  We present a hardware-based, volumetric approach for rendering knit wear at very interactive rates. A single stitch is represented by a volumetric texture with each voxel storing the main direction of the strands of yarn inside it. We render the knit wear in layers using an approximation of the Banks model. Our hardware implementation allows specular and diffuse material properties to change from one voxel to the next. This enables us to represent yarn made up of different components or render garments with complicated color patterns. Furthermore, our approach can handle self-shadowing of the stitches, and can easily be adapted to also include view-independent scattering. The resulting shader lends itself naturally to mip-mapping, and requires no reordering of the base geometry, making it versatile and easy to use.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Hardware Applications Volumetric Textures }}
@article{Karpenko:2002:FFS,
author = {Karpenko,Olga and Hughes,John F. and Raskar,Ramesh},
title = {Free-form sketching with variational implicit surfaces},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {585-585},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/paper163},
abstract = { Abstract  With the advent of sketch-based methods for shape construction, there's a new degree of power available in the rapid creation of approximate shapes. Sketch [Zeleznik, 1996] showed how a gesture-based modeler could be used to simplify conventional CSG-like shape creation. Teddy [Igarashi, 1999] extended this to more free-form models, getting much of its power from its ``inflation'' operation (which converted a simple closed curve in the plane into a {3D} shape whose silhouette, from the current point of view, was that curve on the view plane) and from an elegant collection of gestures for attaching additional parts to a shape, cutting a shape, and deforming it.  But despite the powerful collection of tools in Teddy, the underlying polygonal representation of shapes intrudes on the results in many places. In this paper, we discuss our preliminary efforts at using variational implicit surfaces [Turk, 2000] as a representation in a free-form modeler. We also discuss the implementation of several operations within this context, and a collection of user-interaction elements that work well together to make modeling interesting hierarchies simple. These include ``stroke inflation'' via implicit functions, blob-merging, automatic hierarchy construction, and local surface modification via silhouette oversketching. We demonstrate our results by creating several models.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.5 [Computer Graphics]: Modeling packages I.3.6 [Computer Graphics]: Interaction techniques }}
@article{Theisel:2002:D2D,
author = {Theisel,H.},
title = {Designing {2D} Vector Fields of Arbitrary Topology},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {595-595},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF710.pdf},
abstract = { Abstract  We introduce a scheme of control polygons to design topological skeletons for vector fields of arbitrary topology. Based on this we construct piecewise linear vector fields of exactly the topology specified by the control polygons. This way a controlled construction of vector fields of any topology is possible. Finally we apply this method for topology-preserving compression of vector fields consisting of a simple topology. }}
@article{Bordoloi:2002:HAI,
author = {Bordoloi,Udeepta and Shen,Han-Wei},
title = {Hardware Accelerated Interactive Vector Field Visualization: A level of detail approach},
journal = {Computer Graphics Forum},
volume = {21},
number = {3},
pages = {605-605},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue3/CGF711.pdf},
abstract = { Abstract  This paper presents an interactive global visualization technique for dense vector fields using levels of detail. We introduce a novel scheme which combines an error-controlled hierarchical approach and hardware acceleration to produce high resolution visualizations at interactive rates. Users can control the trade-off between computation time and image quality, producing visualizations amenable for situations ranging from high frame-rate previewing to accurate analysis. Use of hardware texture mapping allows the user to interactively zoom in and explore the data, and also to configure various texture parameters to change the look and feel of the visualization. We are able to achieve sub-second rates for dense LIC-like visualizations with resolutions in the order of a million pixels for data of similar dimensions.  Categories and Subject Descriptors (according to {ACM} CCS): I.3 [Computer Graphics]: Applications }}
@article{Bronsvoort:2002:FMV,
author = {Bronsvoort,Willem F. and Bidarra,Rafael and Noort,Alex},
title = {Feature Model Visualization},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {661-661},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf624.pdf},
abstract = { Abstract  Feature modelling is now the predominant way of modelling products. Feature visualization is an important aspecthere that can still be considerably improved. In this paper, an integrated way of visualizing feature models ispresented, using new techniques for both the geometry and the structure of models. For the geometry of featuremodels, techniques are presented to visualize a selected subset of form features in a way that clearly distinguishesthem from the rest of the model, as well as functional information such as closure faces of subtractive form features.For the structure of features models, techniques are presented to visualize several types of graphs. The differentvisualization techniques are used in an integrated way. Implementation of some of the techniques requires a non-manifoldrepresentation of the geometry of the feature model. This representation, and some other implementationaspects, are briefly described. Throughout the paper, numerous examples of images of feature models are givenwhich show that the new visualization techniques can indeed improve the effectiveness of feature modelling.  {ACM} {CSS}: I.3.7 Three-Dimensional Graphics and Realism-visible line/surface algorithms, J.6 Computer-AidedEngineering-feature modelling }}
@article{Reinders:2002:VTA,
author = {Reinders,Freek and Sadarjoen,I. Ari and Vrolijk,Benjamin and Post,Frits H.},
title = {Vortex Tracking and Visualisation in a Flow Past a Tapered Cylinder},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {675-675},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf625.pdf},
abstract = { Abstract  In this paper we explore a novel combined application of two of our existing visualisation techniques to thetracking of {3D} vortex tubes in an unsteady flow. The applied techniques are the winding-angle vortex extractiontechnique based on streamline geometry, and the attribute-based feature tracking technique. We have applied theseto the well-known case of an unsteady {3D} flow past a tapered cylinder.  First, {2D} vortices are detected in a number of horizontal slices for each time step, by means of the winding-anglevortex extraction method. For each {2D} vortex a number of attributes are calculated and stored. These vorticesare visualised by a special type of ellipse icons, showing the position, shape and rotational direction and speed ineach slice.  Next, for each time step, {3D} vortex tubes are constructed from the {2D} vortices by applying the feature trackingprocedure in a spatial dimension to connect the corresponding vortices in adjacent slices. The result is a graphattribute set with the {2D} vortex attributes in the nodes and the spatial correspondences as edges.  Finally, the {3D} vortex tubes are tracked in time using the same tracking procedure, for finding the correspondingtubes in successive time steps. The result is a description of the evolution of the {3D} vortices. An interactive, time-dependentvisualisation is generated using the temporal correspondences of each vortex tube. This analysis revealsa number of interesting patterns.  {ACM} {CSS}: I.3.8 Computer Graphics-Applications }}
@article{Huang:2002:AAF,
author = {Huang,Y. Q. and Liu,Y. K.},
title = {An algorithm for line clipping against a polygon based on shearing transformation},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {683-683},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf626.pdf},
abstract = { Abstract  Line clipping against a polygon is widely used in computer graphics such as the hidden line problem. A newline-clipping algorithm against a general polygon is presented in this paper. The basic idea of this algorithm is tochange the line to be clipped into a horizontal line by shearing transformation. Then each edge of the polygonalwindow is transformed by a shearing transformation with the same parameters as those used to the line. Eachedge of the polygon is processed against a horizontal line, which makes the clipping process simpler. The result inthis paper shows that less calculation is needed for the new algorithm with a higher speed compared to existingalgorithms. }}
@article{Hisada:2002:ASB,
author = {Hisada,Masayuki and Belyaev,Alexander G. and Kunii,Tosiyasu L.},
title = {A Skeleton-based Approach for Detection of Perceptually Salient Features on Polygonal Surfaces},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {689-689},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf627.pdf},
abstract = { Abstract  The paper presents a skeleton-based approach for robust detection of perceptually salient shape features. Given ashape approximated by a polygonal surface, its skeleton is extracted using a three-dimensional Voronoi diagramtechnique proposed recently by Amenta et al. [3]. Shape creases, ridges and ravines, are detected as curvescorresponding to skeletal edges. Salient shape regions are extracted via skeleton decomposition into patches.The approach explores the singularity theory for ridge and ravine detection, combines several filtering methodsfor skeleton denoising and for selecting perceptually important ridges and ravines, and uses a topological analysisof the skeleton for detection of salient shape regions.  {ACM} {CSS}: I.3.5 Computational Geometry and Object Modeling }}
@article{Iwasaki:2002:AEM,
author = {Iwasaki,Kei and Dobashi,Yoshinori and Nishita,Tomoyuki},
title = {An Efficient Method for Rendering Underwater Optical Effects Using Graphics Hardware},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {701-701},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf628.pdf},
abstract = { Abstract  The display of realistic natural scenes is one of the most important research areas in computer graphics. Therendering of water is one of the essential components. This paper proposes an efficient method for renderingimages of scenes within water. For underwater scenery, the shafts of light and caustics are attractive and importantelements. However, computing these effects is difficult and time-consuming since light refracts when passingthrough waves. To address the problem, our method makes use of graphics hardware to accelerate the computation.Our method displays the shafts of light by accumulating the intensities of streaks of light by using hardware colorblending functions. Making use of a Z-buffer and a stencil buffer accelerates the rendering of caustics. Moreover,by using a shadow mapping technique, our method can display shafts of light and caustics taking account ofshadows due to objects.  {ACM} {CSS}: I. 3.1 Computer Graphics-Hardware Architecture, I. 3.7 Computer Graphics-Three-DimensionalGraphics and Realism }}
@article{McNeill:2002:ASD,
author = {McNeill,M.D.J. and Sayers,H. and Wilson,S. and Mc Kevitt,P.},
title = {A Spoken Dialogue System for Navigation in Non-Immersive Virtual Environments},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {713-713},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf629.pdf},
abstract = { Abstract  Navigation is the process by which people control their movement in virtual environments and is a corefunctional requirement for all virtual environment (VE) applications. Users require the ability to move, controllingorientation, direction of movement and speed, in order to achieve a particular goal within a {VE}. Navigation israrely the end point in itself (which is typically interaction with the visual representations of data) but applicationsoften place a high demand on navigation skills, which in turn means that a high level of support for navigationis required from the application. On desktop systems navigation in non-immersive systems is usually supportedthrough the usual hardware devices of mouse and keyboard. Previous work by the authors shows that many usersexperience frustration when trying to perform even simple navigation tasks - users complain about getting lost,becoming disorientated and finding the interface `difficult to use'. In this paper we report on work in progressin exploiting natural language processing (NLP) technology to support navigation in non-immersive virtualenvironments. A multi-modal system has been developed which supports a range of high-level (spoken) navigationcommands and indications are that spoken dialogue interaction is an effective alternative to mouse and keyboardinteraction for many tasks. We conclude that multi-modal interaction, combining technologies such as {NLP} withmouse and keyboard may offer the most effective interaction with VEs and identify a number of areas where furtherwork is necessary.  {ACM} {CSS}: I.3.6 Computer Graphics Methodology and Techniques-Interaction and Techniques, I.3.7 Three-DimensionalGraphics and Realism-Virtual Reality, I.2.7 Natural Language Processing-Speech Recognitionand Synthesis }}
@article{O'Hara:2002:HIF,
author = {O'Hara,Noel},
title = {Hierarchical Impostors for the Flocking Algorithm in {3D}},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {723-723},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf630.pdf},
abstract = { Abstract  The availability of powerful and affordable {3D} {PC} graphics boards has made the rendering of rich immersiveenvironments possible at interactive speeds. The scene update rate and the appropriate behaviour of objects withinthe world are central to this immersive feeling. This paper is concerned with the behaviour computations involvedin the flocking algorithm, which has been used extensively to emulate the flocking behaviour of creatures found innature. The main contribution of this paper is a new method for hierarchically combining portions of the flocksinto groups to reduce the cost of the behavioural computation, allowing far larger flocks to be updated in real-timein the world.  {ACM} {CSS}: I.3.7 Three-Dimensional Graphics and Realism-Animation }}
@article{OSullivan:2002:LOD,
author = {O'Sullivan,C. and Cassell,J. and Vilhjalmsson,H. and Dingliana,J. and Dobbyn,S. and McNamee,B. and Peters,C. and Giang,T.},
title = {Levels of Detail for Crowds and Groups},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {733-733},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf631.pdf},
abstract = { Abstract  Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. Approaches that reduce the complexity of motions generated have also been proposed. In this paper, we describe ongoing development of a framework for Adaptive Level Of Detail for Human Animation (ALOHA), which incorporates levels of detail for not only geometry and motion, but also includes a complexity gradient for natural behaviour, both conversational and social.  {ACM} {CSS}: I.3.7 Three-Dimensional Graphics and Realism-Animation }}
@article{Peters:2002:SVA,
author = {Peters,C. and O'Sullivan,C.},
title = {Synthetic Vision and Memory for Autonomous Virtual Humans},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {743-743},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf632.pdf},
abstract = { Abstract  A memory model based on ``stage theory'', an influential concept of memory from the field of cognitive psychology,is presented for application to autonomous virtual humans. The virtual human senses external stimuli througha synthetic vision system. The vision system incorporates multiple modes of vision in order to accommodate aperceptual attention approach. The memory model is used to store perceived and attended object information atdifferent stages in a filtering process. The methods outlined in this paper have applications in any area wheresimulation-based agents are used: training, entertainment, ergonomics and military simulations to name but afew.  {ACM} {CSS}: I. 3.7 Computer Graphics--Virtual reality }}
@article{Tecchia:2002:VCI,
author = {Tecchia,Franco and Loscos,Celine and Chrysanthou,Yiorgos},
title = {Visualizing Crowds in Real-Time},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {753-753},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf633.pdf},
abstract = { Abstract  Real-time crowd visualization has recently attracted quite an interest from the graphics community and, asinteractive applications become even more complex, there is a natural demand for new and unexplored applicationscenarios. However, the interactive simulation of complex environments populated by large numbers of virtualcharacters is a composite problem which poses serious difficulties even on modern computer hardware. In thispaper we look at methods to deal with various aspects of crowd visualization, ranging from collision detectionand behaviour modeling to fast rendering with shadows and quality shading. These methods make extensive useof current graphics hardware capabilities with the aim of providing scalability without compromising run-timespeed. Results from a system employing these techniques seem to suggest that simulations of reasonably complexenvironments populated with thousands of animated characters are possible in real-time.  {ACM} {CSS}: I.3.7 Three-Dimensional Graphics and Realism-Animation }}
@article{Ulicny:2002:TIR,
author = {Ulicny,Branislav and Thalmann,Daniel},
title = {Towards Interactive Real-Time Crowd Behavior Simulation},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {767-767},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf634.pdf},
abstract = { Abstract  While virtual crowds are becoming common in non-real-time applications, the real-time domain is still relativelyunexplored. In this paper we discuss the challenges involved in creating such simulations, especially the needto efficiently manage variety. We introduce the concept of levels of variety. Then we present our work oncrowd behaviour simulation aimed at interactive real-time applications such as computer games or virtualenvironments. We define a modular behavioural architecture of a multi-agent system allowing autonomous andscripted behaviour of agents supporting variety. Finally we show applications of our system in a virtual realitytraining system and a virtual heritage reconstruction.  {ACM} {CSS}: I.3.7 Three-Dimensional Graphics and Realism-Animation, I.2.11 Distributed ArtificialIntelligence-Multi-agent systems }}
@article{Herman:2002:SVG,
author = {Herman,Ivan and Dardailler,Daniel},
title = {{SVG} Linearization and Accessibility},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {777-777},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf635.pdf},
abstract = { Abstract  The usage of {SVG} (Scaleable Vector Graphics) creates new possibilities as well as new challenges for theaccessibility of Web sites. This paper presents a metadata vocabulary to describe the information content ofan {SVG} file geared towards accessibility. When used with a suitable tool, this metadata description can helpin generating a textual (``linear'') version of the content, which can be used for users with disabilities or withnon-visual devices.  Although this paper concentrates on {SVG}, i.e. on graphics on the Web, the metadata approach and vocabularypresented below can be applied in relation to other technologies, too. Indeed, accessibility issues have a muchwider significance, and have an effect on areas like {CAD}, cartography, or information visualization. Hence, theexperiences of the work presented below may also be useful for practitioners in other areas.  {ACM} {CSS}: I.3.4 Graphics Utilities-Graphics Packages, I.3.6 Methodology and Techniques-Graphics datastructures and data types, Standards, K.4.2 Social Issues-Assistive technologies for persons with disabilities }}
@article{Cecconi:2002:AZI,
author = {Cecconi,Alesandro and Galanda,Martin},
title = {Adaptive Zooming in Web Cartography},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {787-787},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf636.pdf},
abstract = { Abstract  Beyond any doubt much of the current web mapping and web {GIS} applications lack cartographic quality. Thereasons aren't only the technical limitations related to Internet delivery, but also the neglect of one of the maincartographic principles of digital mapping, namely adaptive zooming. Adaptive zooming describes the adjustmentof a map, its contents and the symbolization to target scale in consequence of a zooming operation. The approachdescribed in this paper proposes the combination of two commonly known concepts: on the one hand levelsof detail (LoD) for those object classes, that require high computational cost for the automated generalizationprocess (e.g. buildings, road network); on the other hand an on-the-fly generalization for those object classeswhich can be generalized by less complex methods and algorithms (e.g. rivers, lakes). Realizing such interactiveand dynamic concept for web mapping requires the use of vector based visualization tools. The data format bestmeeting the criteria is the {W3C} standard Scalable Vector Graphics (SVG). Thus, it has been used to implementthe presented ideas in a prototype application for topographic web mapping based on the landscape modelVECTOR25 of the Swiss Federal Office of Topography. }}
@article{Surazhsky:2002:ERR,
author = {Surazhsky,Tatiana and Elber,Gershon},
title = {Erratum: Artistic Surface Rendering Using Layout of Text},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {801-801},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf637.pdf}}

@article{Scheel:2002:EGCONF,
author = {Scheel,Annette},
title = {Eurographics 2002},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {803-803},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf638.pdf}}

@article{Laycock:2002:SIG,
author = {Laycock,Stephen D. and Laycock,Robert G.},
title = {Siggraph 2002},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {805-805},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf638.pdf}}

@article{Isern:2002:EG2002,
author = {Isern,Jordi Regincos},
title = {Eurographics Spain 11th Conference},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {807-807},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf638.pdf}}

@article{OSullivan:2002:EGIreland,
author = {O'Sullivan,Carol},
title = {Eurographics Ireland 2002 Workshop},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {808-808},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf638.pdf}}

@article{Bordegoni:2002:EGItaly,
author = {Bordegoni,Monica},
title = {Eurographics Italy 1st Conference},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {810-810},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf638.pdf}}

@article{Marcos:2002:CG,
author = {Marcos,Aderito and Brunet,Pere and Jorge,Joaquim and Regincos,Jordi},
title = {1st Ibero-American Symposium in Computer Graphics},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {811-811},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf638.pdf}}

@article{Debevec:2002:RW,
author = {Debevec,Paul and Gibson,Simon},
title = {13th Eurographics Workshop on Rendering},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {813-813},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf638.pdf}}

@article{Max:2002:3DPVT,
author = {Max,Nelson},
title = {First International Symposium on {3DPVT} 2002},
journal = {Computer Graphics Forum},
volume = {21},
number = {4},
pages = {814-814},
year = {2002},
URL = {http://www.eg.org/EG/CGF/volume21/issue4/cgf638.pdf}}

@article{Masso:2003:AHH,
author = {Masso,J. P. Molina and Lopez,P. Gonzalez},
title = {Automatic Hybrid Hierarchy Creation: a Cost-model Based Approach},
journal = {Computer Graphics Forum},
volume = {22},
number = {1},
pages = {5-5},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue1/22005.pdf},
abstract = { Abstract  While using hierarchical search structures has been proved as one of the most efficient acceleration techniques when rendering complex scenes, automatic creation of appropriate hierarchies is not solved yet. Well-known algorithms for automatic creation of bounding volume hierarchies are not enough. Higher performance is achieved by introducing spatial uniform subdivision, although algorithms proposed up to now are not truly automatic, as they need some parameters to be adjusted. In this paper we present a full-automatic hierarchy creation scheme that structures the scene in a hybrid way, combining bounding volumes and voxel grids in the same tree, selecting the search structure that best fits to each scene region. It uses no parameters at all. This efficient proposal relies on a new cost model that estimates the goodness of a hybrid hierarchy if used for rendering the scene.  {ACM} {CSS}: I.3.7 Computer Graphics-Three-Dimensional Graphics and Realism }}
@article{Kim:2003:TPS,
author = {Kim,Ku-Jin and Lee,In-Kwon},
title = {The Perspective Silhouette of a Canal Surface},
journal = {Computer Graphics Forum},
volume = {22},
number = {1},
pages = {15-15},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue1/22015.pdf},
abstract = { Abstract  We present an efficient and robust algorithm for parameterizing the perspective silhouette of a canal surface and detecting each connected component of the silhouette. A canal surface is the envelope of a moving sphere with varying radius, defined by the trajectoryC(t)of its center and a radius functionr(t). This moving sphere,S(t), touches the canal surface at a characteristic circleK(t). We decompose the canal surface into a set of characteristic circles, compute the silhouette points on each characteristic circle, and then parameterize the silhouette curve. The perspective silhouette of the sphereS(t)from a given viewpoint consists of a circleQ(t); by identifying the values oftat whichK(t)andQ(t)touch, we can find all the connected components of the silhouette curve of the canal surface.  {ACM} {CSS}: I.3.7 Computer Graphics-Three Dimensional Graphics and Realism }}
@article{Barthe:2003:TDP,
author = {Barthe,L. and Dodgson,N. A. and Sabin,M. A. and Wyvill,B. and Gaildrat,V.},
title = {Two-dimensional Potential Fields for Advanced Implicit Modeling Operators},
journal = {Computer Graphics Forum},
volume = {22},
number = {1},
pages = {23-23},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue1/22023.pdf},
abstract = { Abstract  Current methods for building models using implicit volume techniques present problems defining accurate and controllable blend shapes between implicit primitives. We present new methods to extend the freedom and controllability of implicit volume modeling. The main idea is to use a free-form curve to define the profile of the blend region between implicit primitives.  The use of a free-form implicit curve, controlled point-by-point in the Euclidean user space, allows us to group boolean composition operators with sharp transitions or smooth free-form transitions in a single modeling metaphor. This idea is generalized for the creation, sculpting and manipulation of volume objects, while providing the user with simplicity, controllability and freedom in implicit modeling.  {ACM} {CSS}: I.3.5 Computational Gemoetry and Object Modeling-Curve, surface, solid, and object representations }}
@article{Southern:2003:CAC,
author = {Southern,Richard and Gain,James},
title = {Creation and Control of Real-time Continuous Level of Detail on Programmable Graphics Hardware},
journal = {Computer Graphics Forum},
volume = {22},
number = {1},
pages = {35-35},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue1/22035.pdf},
abstract = { Abstract  Continuity in level of detail sequences is essential in hiding visual artefacts that occur when switching between discrete levels of detail. However, construction and implementation of these sequences is prohibitively complex. We present a new structure, the g-mesh, which greatly simplifies the implementation of continuous level of detail in large scenes. We also introduce a novel greedy predictive level of detail control system suited to the g-mesh. Finally we achieve a dramatic improvement in the rendering of morphing sequences by exploiting current graphics hardware.  {ACM} {CSS}: I.3.5 Computational Geometry and Object Modeling-Geometric Transformations, Object Hierarchies, I.3.6 Methodology and Techniques-Graphics Data Structures }}
@article{Ruttkay:2003:EDA,
author = {Ruttkay,Zsofia and Noot,Han and ten Hagen,Paul},
title = {Emotion Disc and Emotion Squares: Tools to Explore the Facial Expression Space},
journal = {Computer Graphics Forum},
volume = {22},
number = {1},
pages = {49-49},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue1/22049.pdf},
abstract = { Abstract  In the paper we present two novel interactive tools, Emotion Disc and Emotion Squares, to explore the facial expression space. They map navigation in a two-dimensional circle, by the first tool, or in two two-dimensional squares, by the second tool, to the high-dimensional parameter space of facial expressions, by using a small number of predefined reference expressions. They can be used as exploration tools by researchers, or as control devices by end-users to put expressions on the face of embodied agents or avatars in applications like games, telepresence and education. }}
@article{Damez:2003:SOT,
author = {Damez,Cyrille and Dmitriev,Kirill and Myszkowski,Karol},
title = {State of the Art in Global Illumination for Interactive Applications and High-quality Animations},
journal = {Computer Graphics Forum},
volume = {22},
number = {1},
pages = {55-55},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue1/22055.pdf},
abstract = { Abstract  Global illumination algorithms are regarded as computationally intensive. This cost is a practical problem when producing animations or when interactions with complex models are required. Several algorithms have been proposed to address this issue. Roughly, two families of methods can be distinguished. The first one aims at providing interactive feedback for lighting design applications. The second one gives higher priority to the quality of results, and therefore relies on offline computations. Recently, impressive advances have been made in both categories. In this report, we present a survey and classification of the most up-to-date of these methods.  {ACM} {CSS}: I.3.7 Computer Graphics-Three-Dimensional Graphics and Realism }}
@article{Stam:2003:QTS,
author = {Stam,Jos and Loop,Charles},
title = {Quad/Triangle Subdivision},
journal = {Computer Graphics Forum},
volume = {22},
number = {1},
pages = {79-79},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue1/22079.pdf},
abstract = { Abstract  In this paper we introduce a new subdivision operator that unifies triangular and quadrilateral subdivision schemes. Designers often want the added flexibility of having both quads and triangles in their models. It is also well known that triangle meshes generate poor limit surfaces when using a quad scheme, while quad-only meshes behave poorly with triangular schemes. Our new scheme is a generalization of the well known Catmull-Clark and Loop subdivision algorithms. We show that our surfaces areC1everywhere and provide a proof that it is impossible to construct such aC2scheme at the quad/triangle boundary. However, we provide rules that produce surfaces with bounded curvature at the regular quad/triangle boundary and provide optimal masks that minimize the curvature divergence elsewhere. We demonstrate the visual quality of our surfaces with several examples.  {ACM} {CSS}: I.3.5 Computer Graphics-Curve, surface, solid, and object representations }}
@article{Nasri:2003:IAU,
author = {Nasri,Ahmed H.},
title = {Interpolating an Unlimited Number of Curves Meeting at Extraordinary Points on Subdivision Surfaces},
journal = {Computer Graphics Forum},
volume = {22},
number = {1},
pages = {87-87},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue1/22087.pdf},
abstract = { Abstract  Interpolating curves by subdivision surfaces is one of the major constraints that is partially addressed in the literature. So far, no more than two intersecting curves can be interpolated by a subdivision surface such as Doo-Sabin or Catmull-Clark surfaces. One approach that has been used in both of theses surfaces is the polygonal complex approach where a curve can be defined by a control mesh rather than a control polygon. Such a definition allows a curve to carry with it cross derivative information which can be naturally embodied in the mesh of a subdivision surface. This paper extends the use of this approach to interpolate an unlimited number of curves meeting at an extraordinary point on a subdivision surface. At that point, the curves can all meet with eitherC0orC1continuity, yet still have common tangent plane. A straight forward application is the generation of subdivision surfaces through 3-regular meshes of curves for which an easy interface can be used. }}
@article{Gotsman:2003:OTO,
author = {Gotsman,Craig},
title = {On the Optimality of Valence-based Connectivity Coding},
journal = {Computer Graphics Forum},
volume = {22},
number = {1},
pages = {99-99},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue1/22099.pdf},
abstract = { Abstract  We show that the average entropy of the distribution of valences in valence sequences for the class of manifold {3D} triangle meshes and the class of manifold {3D} polygon meshes is strictly less than the entropy of these classes themselves. This implies that, apart from a valence sequence, another essential piece of information is needed for valence-based connectivity coding of manifold {3D} meshes. Since there is no upper bound on the size of this extra piece of information, the result implies that the question of optimality of valence-based connectivity coding is still open. }}
@article{Platis:2003:PHF,
author = {Platis,Nikos and Theoharis,Theoharis},
title = {Progressive Hulls for Intersection Applications},
journal = {Computer Graphics Forum},
volume = {22},
number = {2},
pages = {107-107},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue2/22107.pdf},
abstract = { Abstract  Progressive meshes are an established tool for triangle mesh simplification. By suitably adapting the simplification process, progressive hulls can be generated which enclose the original mesh in gradually simpler, nested meshes. We couple progressive hulls with a selective refinement framework and use them in applications involving intersection queries on the mesh. We demonstrate that selectively refinable progressive hulls considerably speed up intersection queries by efficiently locating intersection points on the mesh. Concerning the progressive hull construction, we propose a new formula for assigning edge collapse priorities that significantly accelerates the simplification process, and enhance the existing algorithm with several conditions aimed at producing higher quality hulls. Using progressive hulls has the added advantage that they can be used instead of the enclosed object when a lower resolution of display can be tolerated, thus speeding up the rendering process.  {ACM} {CSS}: I.3.3 Computer Graphics-Picture/Image Generation, I.3.5 Computer Graphics-Computational Geometry and Object Modeling, I.3.7 Computer Graphics-Three-Dimensional Graphics and Realism }}
@article{Laycock:2003:RDA,
author = {Laycock,S. D. and Day,A. M.},
title = {Recent Developments and Applications of Haptic Devices},
journal = {Computer Graphics Forum},
volume = {22},
number = {2},
pages = {117-117},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue2/22117.pdf},
abstract = { Abstract  Over recent years a variety of haptic feedback devices have been developed and are being used in a number of important applications. They range from joysticks used in the entertainment industry to specialised devices used in medical applications. This paper will describe the recent developments of these devices and show how they have been applied. It also examines how haptic feedback has been combined with visual display devices, such as virtual reality walls and workbenches, in order to improve the immersive experience.  {ACM} {CSS}: H.5.2 Information Interfaces and Presentation-Haptic I/O; I.3.8 Computer Graphics-Applications; I.6 Simulation and Modelling-Applications }}
@article{Kipfer:2003:LEP,
author = {Kipfer,Peter and Reck,Frank and Greiner,Gunther},
title = {Local Exact Particle Tracing on Unstructured Grids},
journal = {Computer Graphics Forum},
volume = {22},
number = {2},
pages = {133-133},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue2/22133.pdf},
abstract = { Abstract  For analyzing and interpreting results of flow simulations, particle tracing is a well established visualization method. In addition, it is a preliminary step for more advanced techniques such as line integral convolution. For interactive exploration of large data sets, a very efficient and reliable particle tracing method is needed. For wind channel experiments or flight simulations, large unstructured computational grids have become common practice. Traditional approachs, based on numerical integration methods of ordinary differential equations however fail to deliver sufficiently accurate path calculation at the speed required for interactive use. In this paper we extend the local exact approach of Nielson and Jung in such a way that it can be used for interactive particle tracing in large data sets of steady flow simulation experiments. This will be achieved by sophisticated preprocessing using additional memory. For further visual enhancement of the streamline we construct an implicitly defined smooth Bezier curve that is used for ray tracing. This allows us to visualize additional scalar values of the simulation as attributes to the trajectory and enables the display of high-quality smooth curves without creating any visualization geometry and providing a good impression of the spatial situation at the same time.  {ACM} {CSS}: I.3.3 Computer Graphics-Line and curve generation; I .3.7 Computer Graphics-Raytracing; G.1.2 Numerical Analysis-Spline and piecewise polynomial approximation }}
@article{Hsu:2003:TSM,
author = {Hsu,P.-C. and Lee,C.},
title = {The Scale Method for Blending Operations in Functionally-Based Constructive Geometry},
journal = {Computer Graphics Forum},
volume = {22},
number = {2},
pages = {143-143},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue2/22143.pdf},
abstract = { Abstract  This paper presents a scale method for developing high dimensional scale functions to blend implicitly defined objects. Scale functions are differentiable on the entire domain except the origin, provide blending range control, and behave like Min/Max operators everywhere, so even a successive composition of blending operations containing overlapped blending regions can be generated smoothly. Because the scale method is a generalized method, implicit or parametric curves, such as cubic Bezier curves, rational conic curves, and implicit conics and hyper-ellipsoids, can be used to develop scale functions. As a result, it can enhance the flexibility of generating the implicitly blending surfaces in Ricci's constructive geometry, soft objects modeling, and implicit sweep objects.  {ACM} {CSS}: I.3.5 Computer Graphics-Computational Geometry and Object Modeling - Curve, surface, solid and object representations }}
@article{Zhang:2003:EMO,
author = {Zhang,Yu and Prakash,Edmond C. and Sung,Eric},
title = {Efficient Modeling of An Anatomy-Based Face and Fast {3D} Facial Expression Synthesis},
journal = {Computer Graphics Forum},
volume = {22},
number = {2},
pages = {159-159},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue2/22159.pdf},
abstract = { Abstract  This paper presents new methods for efficient modeling and animation of an hierarchical facial model that conforms to the human face anatomy for realistic and fast {3D} facial expression synthesis. The facial model has a skin-muscle-skull structure. The deformable skin model directly simulates the nonlinear visco-elastic behavior of soft tissue and effectively prevents model collapse. The construction of facial muscles is achieved by using an efficient muscle mapping approach. Based on a cylindrical projection of the texture-mapped facial surface and wire-frame skin and skull meshes, this approach ensures different muscles to be located at the anatomically correct positions between the skin and skull layers. For computational efficiency, we devise an adaptive simulation algorithm which uses either a semi-implicit integration scheme or a quasi-static solver to compute the relaxation by traversing the designed data structures in a breadth-first order. The algorithm runs in real-time and has successfully synthesized realistic facial expressions.  {ACM} {CSS}: I.3.5 Computer Graphics: Computational Geometry and Object Modelling-physically based modelling; I.3.7 Computer Graphics: Three-Dimensional Graphics and Realism-animation; }}
@article{Figueiredo:2003:APC,
author = {Henrique de Figueiredo,Luiz and Stolfi,Jorge and Velho,Luiz},
title = {Approximating Parametric Curves With Strip Trees Using Affine Arithmetic},
journal = {Computer Graphics Forum},
volume = {22},
number = {2},
pages = {171-171},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue2/22171.pdf},
abstract = { Abstract  We show how to use affine arithmetic to represent a parametric curve with a strip tree. The required bounding rectangles for pieces of the curve are computed by exploiting the linear correlation information given by affine arithmetic. As an application, we show how to compute approximate distance fields for parametric curves.  {ACM} {CSS}: I.3.3 Computer Graphics-Curve, surface, solid, and object representations, G.1.2 Numerical Analysis-Approximation of surfaces and contours, G.1.0 Numerical Analysis-Interval arithmetic }}
@article{Wurmlin:2003:3DV,
author = {Wurmlin,Stephan and Lamboray,Edouard and Staadt,Oliver G. and Gross,Markus H.},
title = {{3D} Video Recorder: a System for Recording and Playing Free-Viewpoint Video},
journal = {Computer Graphics Forum},
volume = {22},
number = {2},
pages = {181-181},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue2/22181.pdf},
abstract = { Abstract  We present the {3D} Video Recorder, a system capable of recording, processing, and playing three-dimensional video from multiple points of view. We first record {2D} video streams from several synchronized digital video cameras and store pre-processed images to disk. An off-line processing stage converts these images into a time-varying {3D} hierarchical point-based data structure and stores this {3D} video to disk. We show how we can trade-off {3D} video quality with processing performance and devise efficient compression and coding schemes for our novel {3D} video representation. A typical sequence is encoded at less than 7 Mbps at a frame rate of 8.5 frames per second. The {3D} video player decodes and renders {3D} videos from hard-disk in real-time, providing interaction features known from common video cassette recorders, like variable-speed forward and reverse, and slow motion. {3D} video playback can be enhanced with novel {3D} video effects such as freeze-and-rotate and arbitrary scaling. The player builds upon point-based rendering techniques and is thus capable of rendering high-quality images in real-time. Finally, we demonstrate the {3D} Video Recorder on multiple real-life video sequences.  {ACM} {CSS}: I.3.2 Computer Graphics-Graphics Systems, I.3.5 Computer Graphics-Computational Geometry and Object Modelling, I.3.7 Computer Graphics-Three-Dimensional Graphics and Realism }}
@article{Lensch:2003:IRO,
author = {Lensch,Hendrik P.A. and Goesele,Michael and Bekaert,Philippe and Kautz,Jan and Magnor,Marcus A. and Lang,Jochen and Seidel,Hans-Peter},
title = {Interactive Rendering of Translucent Objects},
journal = {Computer Graphics Forum},
volume = {22},
number = {2},
pages = {195-195},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue2/22195.pdf},
abstract = { Abstract  This paper presents a rendering method for translucent objects, in which viewpoint and illumination can be modified at interactive rates. In a preprocessing step, the impulse response to incoming light impinging at each surface point is computed and stored in two different ways: The local effect on close-by surface points is modeled as a per-texel filter kernel that is applied to a texture map representing the incident illumination. The global response (i.e. light shining through the object) is stored as vertex-to-vertex throughput factors for the triangle mesh of the object. During rendering, the illumination map for the object is computed according to the current lighting situation and then filtered by the precomputed kernels. The illumination map is also used to derive the incident illumination on the vertices which is distributed via the vertex-to-vertex throughput factors to the other vertices. The final image is obtained by combining the local and global response. We demonstrate the performance of our method for several models.  {ACM} {CSS}:I.3.7 Computer Graphics-Three-Dimensional Graphics and Realism Color Radiosity }}
@article{Yang:2003:RTC,
author = {Yang,Ruigang and Welch,Greg and Bishop,Gary},
title = {Real-Time Consensus-Based Scene Reconstruction Using Commodity Graphics Hardware},
journal = {Computer Graphics Forum},
volume = {22},
number = {2},
pages = {207-207},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue2/22207.pdf},
abstract = { Abstract  We present a novel use of commodity graphics hardware that effectively combines a plane-sweeping algorithm with view synthesis for real-time, online {3D} scene acquisition and view synthesis. Using real-time imagery from a few calibrated cameras, our method can generate new images from nearby viewpoints, estimate a dense depth map from the current viewpoint, or create a textured triangular mesh. We can do each of these without any prior geometric information or requiring any user interaction, in real time and online. The heart of our method is to use programmable Pixel Shader technology to square intensity differences between reference image pixels, and then to choose final colors (or depths) that correspond to the minimum difference, i.e. the most consistent color. In this paper we describe the method, place it in the context of related work in computer graphics and computer vision, and present some results.  {ACM} {CSS}: I.3.3 Computer Graphics-Bitmap and framebuffer operations, I.4.8 Image Processing and Computer Vision-Depth cues, Stereo }}
@article{Reinhard:2003:FEW,
author = {Reinhard,Erik},
title = {Fourth Eurographics Workshop on Parallel Graphics and Visualisation},
journal = {Computer Graphics Forum},
volume = {22},
number = {2},
pages = {218-218},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue2/22218.pdf}}
@article{Bajaj:2003:VFM,
author = {Bajaj,Chandrajit},
title = {Volumetric Filtering, Modeling and Visualization for Nano-Medicine},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {xvii-xvii},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/cgf_666.pdf},
abstract = { Abstract  The {3D} structures of individual proteins or small complexes, such as most of the Protein Data Bank entries, are still unable to yield the ''full picture'' of a functional biological complex. The study of large macromolecular complexes, such as viruses, ion channels, the ribosome and other macromolecular machines of various types, offer more complete structural and functional description of the nano-machinery of life.  In addition to x-ray crystallography. {NMR} spectroscopy, electron cryomicroscopy (cryoEM) imaging of single particles, and in-vivo molecular tomographic imaging has become indispensable at revealing the structures of large macromolecular complexes at subnanometer resolutions.  In this talk, I shall describe some of the recent computational advances in filtering, modeling, analysis and visualization, that have propelled structure determination by cryoEM and tomographic imaging, to steadily increasing accuracy. }}
@article{Kobbelt:2003:FSR,
author = {Kobbelt,Leif},
title = {Freeform Shape Representations for Efficient Geometry Processing},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {xviii-xviii},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/cgf_667.pdf},
abstract = { Abstract  The most important concepts for the handling and storage of freeform shapes in geometry processing applications are parametric representations and volumetric representations. Both have their specific advantages and drawbacks. While the algebraic complexity of volumetric representations is independent from the shape complexity, the domain of a parametric representation usually has to have the same structure as the surface itself (which sometimes makes it necessary to update the domain when the surface is modified).  On the other hand, the topology of a parametrically defined surface can be controlled explicitly while in a volumetric representation, the surface topology can change accidentally during deformation. A volumetric representation reduces distance queries or inside/outside tests to mere function evaluations but the geodesic neighborhood relation between surface points is difficult to resolve. As a consequence, it seems promising to combine parametric and volumetric representations to effectively exploit both advantages.  In this talk, a number of projects are presented and discussed in which such a combination leads to efficient and numerically stable algorithms for the solution of various geometry processing tasks. Applications include global error control for mesh decimation and smoothing, topology control for level-set surfaces, and shape modeling with unstructured point clouds. }}
@article{Purgathofer:2003:OII,
author = {Purgathofer,Werner},
title = {Open Issues in Photo-realistic Rendering},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {xix-xix},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/cgf_668.pdf},
abstract = { Abstract  For more than two decades Computer graphics researchers have tried to achieve photo-realism in their images as reliable as possible, mainly by simulating the physical laws of light and adding one effect after the other. The recent years have brought a change of efforts towards real-time methods, easy-to-use systems, integration with vision, modelling tools and the like. The quality of images is mostly accepted as sufficient for real world applications, but where are we really? There are still numerous problems to be solved, and there is notable progress in these areas. No question, the plug-in philosophy of some commercial products has enabled several of these new techniques to be distributed quite fast. But unfortunately, many other of these developments happen in isolated systems for the pure purpose of publication, and never make it into commercial software. This presentation wants to make people more aware of such activities, and evaluate the steps we still have to go towards perfect photo-realism.  The talk will start with an attempt to give a brief overview of the rendering history, highlighting the main research directions at different times. It will explain the driving forces of the developments, which are complexity, speed, and accuracy, and maybe also expression in recent years. Solved and unsolved areas are examined, and compared to practically solved but theoretically incomplete topics such as translucency, tone mapping, light source and {BTF} descriptions, and error metrics for image quality evaluation. The difference lies mainly in the difference between believable, correct, and predictive images. Also, for really realistic images modelling complexity is still an issue. Finally, some recent work on polarization and fluorescence is presented. }}
@article{Chen:2003:OVS,
author = {Chen,Ding-Yun and Tian,Xiao-Pei and Shen,Yu-Te and Ouhyoung,Ming},
title = {On Visual Similarity Based {3D} Model Retrieval},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {223-223},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper278.pdf},
abstract = { Abstract  A large number of {3D} models are created and available on the Web, since more and more {3D} modelling anddigitizing tools are developed for ever increasing applications. The techniques for content-based {3D} model retrievalthen become necessary. In this paper, a visual similarity-based {3D} model retrieval system is proposed.This approach measures the similarity among {3D} models by visual similarity, and the main idea is that if two 3Dmodels are similar, they also look similar from all viewing angles. Therefore, one hundred orthogonal projectionsof an object, excluding symmetry, are encoded both by Zernike moments and Fourier descriptors as features forlater retrieval. The visual similarity-based approach is robust against similarity transformation, noise, model degeneracyetc., and provides 42%, 94% and 25% better performance (precision-recall evaluation diagram) thanthree other competing approaches: (1) the spherical harmonics approach developed by Funkhouser et al., (2) theMPEG-7 Shape {3D} descriptors, and (3) the {MPEG-7} Multiple View Descriptor. The proposed system is on the Webfor practical trial use ( http://3d.csie.ntu.edu.tw ), and the database contains more than 10,000 publicly available3D models collected from {WWW} pages. Furthermore, a user friendly interface is provided to retrieve {3D} modelsby drawing {2D} shapes. The retrieval is fast enough on a server with Pentium {IV} 2.4 GHz {CPU}, and it takes about2 seconds and 0.1 seconds for querying directly by a {3D} model and by hand drawn {2D} shapes, respectively.  Categories and Subject Descriptors (according to {ACM} CCS): H.3.1 [Information Storage and Retrieval]: Indexing Methods }}
@article{Hsu:2003:FFF,
author = {Hsu,P. C. and Lee,C.},
title = {Field Functions for Blending Range Controls on Soft Objects},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {233-233},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper146.pdf},
abstract = { Abstract  This paper proposes new field functions that have adjustable inner radius and outer radius of influence. Incorporatingthe proposed field functions with soft object modeling, soft blending, Ricci's super-ellipsoid blends, Perlin'sset operations, and R-functions, etc. can have blending range controls by adjusting the inner and the outer radiiof influence of given field functions. As a result, the sizes of the resulting blending surfaces on soft objects willnot be restricted by the sizes of the blended primitive soft objects and can be enlarged and shrunk freely withoutdeforming the overall shapes of blended primitive soft objects. In addition, a small soft object can have a largeblending region, and a large one can have a small blending region  Categories and Subject Descriptors (according to {ACM} CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling - Curve, surface, solid and object representations }}
@article{Qin:2003:FPR,
author = {Qin,Xueying and Nakamae,Eihachiro and Tadamura,Katsumi and Nagai,Yasuo},
title = {Fast Photo-Realistic Rendering of Trees in Daylight},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {243-243},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper250.pdf},
abstract = { Abstract  We propose a fast approach for photo-realistic rendering of trees under various kinds of daylight, which is particularlyuseful for the environmental assessment of landscapes. In our approach the {3D} tree models are transformedto a quasi-3D tree database registering geometrical and shading information of tree surfaces, i.e. their normalvectors, relative depth, and shadowing of direct sunlight and skylight, by using a combination of {2D} buffers.Thus the rendering speed of quasi-3D trees depends on their display sizes only, regardless of the complexity oftheir original {3D} tree models. By utilizing a two-step shadowing algorithm, our proposed method can create highquality forest scenes illuminated by both sunlight and skylight at a low cost. It can generate both umbrae andpenumbrae on a tree cast by other trees and any other objects such as buildings or clouds. Transparency, specularreflection and inter-reflection of leaves, which influence the delicate shading effects of trees, can also be simulatedwith verisimilitude.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.7 [Computer Graphics]: Three dimensional Graphics and Realism }}
@article{Hong:2003:AOB,
author = {Hong,Jeong-Mo and Kim,Chang-Hun},
title = {Animation of Bubbles in Liquid},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {253-253},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper261},
abstract = { Abstract  We present a new fluid animation technique in which liquid and gas interact with each other, using the exampleof bubbles rising in water. In contrast to previous studies which only focused on one fluid, our system considersboth the liquid and the gas simultaneously. In addition to the flowing motion, the interactions between liquid andgas cause buoyancy, surface tension, deformation and movement of the bubbles. For the natural manipulationof topological changes and the removal of the numerical diffusion, we combine the volume-of-fluid method andthe front-tracking method developed in the field of computational fluid dynamics. Our minimum-stress surfacetension method enables this complementary combination. The interfaces are constructed using the marching cubesalgorithm. Optical effects are rendered using vertex shader techniques.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.7 [Computer Graphics]: Animation }}
@article{Pritchard:2003:CMC,
author = {Pritchard,D. and Heidrich,W.},
title = {Cloth Motion Capture},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {263-263},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper252.pdf},
abstract = { Abstract  Recent years have seen an increased interest in motion capture systems. Current systems, however, are limitedto only a few degrees of freedom, so that effectively only the motion of linked rigid bodies can be acquired. Wepresent a system for the capture of deformable surfaces, most notably moving cloth, including both geometry andparameterisation. We recover geometry using stereo correspondence, and use the Scale Invariant Feature Transform(SIFT) to identify an arbitrary pattern printed on the cloth, even in the presence of fast motion. We describea novel seed-and-grow approach to adapt the {SIFT} algorithm to deformable geometry. Finally, we interpolatefeature points to parameterise the complete geometry.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.5 [Computer Graphics]: Physically based modelingI.4.8 [Image Processing and Computer Vision]: Scene analysis }}
@article{Bischoff:2003:SVT,
author = {Bischoff,Stephan and Kobbelt,Leif},
title = {Sub-Voxel Topology Control for Level-Set Surfaces},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {273-273},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper369.pdf},
abstract = { Active contour models are an efficient, accurate, and robust tool for the segmentation of {2D} and {3D} image data.In particular, geometric deformable models (GDM) that represent an active contour as the level set of an implicitfunction have proven to be very effective. GDMs, however, do not provide any topology control, i.e. contours maymerge or split arbitrarily and hence change the genus of the reconstructed surface. This behavior is inadequate insettings like the segmentation of organic tissue or other objects whose genus is known beforehand. In this paperwe describe a novel method to overcome this limitation while still preserving the favorable properties of the GDMsetup. We achieve this by adding (sparse) topological information to the volume representation at locations whereit is necessary to locally resolve topological ambiguities. Since the sparse topology information is attached to theedges of the voxel grid, we can reconstruct the interfaces where the deformable surface touches itself at sub-voxelaccuracy. We also demonstrate the efficiency and robustness of our method. }}
@article{Pauly:2003:MSF,
author = {Pauly,Mark and Keiser,Richard and Gross,Markus},
title = {Multi-scale Feature Extraction on Point-Sampled Surfaces},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {281-281},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper289.pdf},
abstract = { Abstract  We present a new technique for extracting line-type features on point-sampled geometry. Given an unstructuredpoint cloud as input, our method first applies principal component analysis on local neighborhoods toclassify points according to the likelihood that they belong to a feature. Using hysteresis thresholding, we thencompute a minimum spanning graph as an initial approximation of the feature lines. To smooth out the featureswhile maintaining a close connection to the underlying surface, we use an adaptation of active contour models.Central to our method is a multi-scale classification operator that allows feature analysis at multiplescales, using the size of the local neighborhoods as a discrete scale parameter. This significantly improves thereliability of the detection phase and makes our method more robust in the presence of noise. To illustrate theusefulness of our method, we have implemented a non-photorealistic point renderer to visualize point-sampledsurfaces as line drawings of their extracted feature curves. }}
@article{Navazo:2003:STC,
author = {Navazo,I. and Rossignac,J. and Jou,J. and  Shariff,R.},
title = {ShieldTester: Cell-to-Cell Visibility Test for Surface Occluders},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {291-291},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper171.pdf},
abstract = { Abstract  We present a novel Cell-To-Cell Visibility (C2CV) algorithm, which given two polyhedra, AandBand a connectedand oriented manifold triangle mesh, S offers a simple, fast and conservative test for detecting when A and B areoccluded from each other by S. Previously disclosed {C2CV} algorithms either relied on costly occlusion fusion orwere restricted to convex or "apparently convex" occluders, which makes them inappropriate for scenes wherepotential occluders are arbitrary triangulated surfaces, such as the body of a car or a portion of a terrain. Thesimplicity of our {C2CV} algorithm, named ShieldTester, stems from a new Occlusion Theorem, introduced herewhich permits to establish occlusion by computing the intersection of S with a single ray from a vertex ofAtoa vertex ofB. ShieldTester may be used to establish that pairs of cells in a subdivision of space are hidden fromeach other by a relatively large surface occluder, so that when the viewer is in one cell, the objects in the othercell need not be displayed.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Computational Geometryand Object Modeling: Occlussion Culling, Visibility Test, Triangle Meshes }}
@article{Haumont:2003:VCA,
author = {Haumont,D. and Debeir,O. and Sillion,F.},
title = {Volumetric cell-and-portal generation},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {303-303},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper237.pdf},
abstract = { Abstract  We present an algorithm to generate a cell-and-portal decomposition of general indoor scenes. The method is an adaptation of the {3D} watershed transform, computed on a distance-to-geometry sampled field. The watershed is processed using a flooding analogy in the distance field space. Flooding originates from local minima, each minimum producing a region. Portals are built as needed to avoid the merging of regions during their growth. As a result, the cell-and-portal decomposition is closely linked to the structure of the models. In a building, the algorithm finds all the rooms, doors and windows. To restrict the memory load, a hierarchical implementation of the algorithm is presented. We also explain how to handle possible model degeneracies -such as cracks, holes and interpenetrating geometries- using a pre-voxelisation step. The hierarchical algorithm, preceded when necessary by the pre-voxelisation, was tested on a large range of models. We show that it is able to deal with classical architectural models, as well as cave-like environments and large mixed indoor/outdoor scenes. Thanks to the intermediate distance field representation, the algorithm can be used regardless of the way the model is represented: it deals with parametric curves, implicit surfaces, volumetric data and polygon soups in a unified way. }}
@article{Kallmann:2003:PCF,
author = {Kallmann,Marcelo and Aubel,Amaury and Abaci,Tolga and Thalmann,Daniel},
title = {Planning Collision-Free Reaching Motions for Interactive Object Manipulation and Grasping},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {313-313},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper222},
abstract = { Abstract  We present new techniques that use motion planning algorithms based on probabilistic roadmaps to control 22 degrees of freedom (DOFs) of human-like characters in interactive applications. Our main purpose is the automatic synthesis of collision-free reaching motions for both arms, with automatic column control and leg flexion. Generated motions are collision-free, in equilibrium, and respect articulation range limits. In order to deal with the high (22) dimension of our configuration space, we bias the random distribution of configurations to favor postures most useful for reaching and grasping. In addition, extensions are presented in order to interactively generate object manipulation sequences: a probabilistic inverse kinematics solver for proposing goal postures matching pre-designed grasps; dynamic update of roadmaps when obstacles change position; online planning of object location transfer; and an automatic stepping control to enlarge the character's reachable space. This is, to our knowledge, the first time probabilistic planning techniques are used to automatically generate collision-free reaching motions involving the entire body of a human-like character at interactive frame rates.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism }}
@article{Niederberger:2003:HAH,
author = {Niederberger,C. and Gross,M.},
title = {Hierarchical and Heterogenous Reactive Agents for Real-Time Applications},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {323-323},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper288},
abstract = { Abstract  We present a generic concept for autonomous agents with reactive behavior based on situation recognition in real-time environments. Our approach facilitates behavior development through specialization of existing behavior types or weighted multiple inheritance in order to create new types. Additionally, the system allows for the simultaneous generation of hierarchical and semi-individual group organizations using specification and recursive or modulo-based patterns. Our framework is designed to support the creation of large numbers of secondary characters with individual and group behavior in simulation environments such as game engines. The engine allows for the specification of a maximal time-per-run in order to guarantee a minimal and constant frame-rate. We demonstrate the usefulness of our approach by various examples with up to hundreds of individuals.   Categories and Subject Descriptors (according to {ACM} CCS): 1.2.11 [Distributed Artificial Intelligence]: Multiagent systems, I.6.7 [Simulation Support Systems]: Environments }}
@article{Theisel:2003:C2D,
author = {Theisel,H. and Rossl,Ch. and Seidel,H.-P.},
title = {Compression of {2D} Vector Fields Under Guaranteed Topology Preservation},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {333-333},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper109.pdf},
abstract = { Abstract  In this paper we introduce a new compression technique for {2D} vector fields which preserves the complete topology, i.e., the critical points and the connectivity of the separatrices. As the theoretical foundation of the algorithm, we show in a theorem that for local modifications of a vector field, it is possible to decide entirely by a local analysis whether or not the global topology is preserved. This result is applied in a compression algorithm which is based on a repeated local modification of the vector field - namely a repeated edge collapse of the underlying piecewise linear domain. We apply the compression technique to a number of data sets with a complex topology and obtain significantly improved compression ratios in comparison to pre-existing topology-preserving techniques. }}
@article{Ibarria:2003:OOC,
author = {Ibarria,Lawrence and Lindstrom,Peter and Rossignac,Jarek and Szymczak,Andrzej},
title = {Out-of-core compression and decompression of large n-dimensional scalar fields},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {343-343},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper211.pdf},
abstract = { Abstract  We present a simple method for compressing very large and regularly sampled scalar fields. Our method is particularlyattractive when the entire data set does not fit in memory and when the sampling rate is high relative to thefeature size of the scalar field in all dimensions. Although we report results foranddata sets, the proposedapproach may be applied to higher dimensions. The method is based on the new Lorenzo predictor, introducedhere, which estimates the value of the scalar field at each sample from the values at processed neighbors. The predictedvalues are exact when the n-dimensional scalar field is an implicit polynomial of degreen- 1 . Surprisingly,when the residuals (differences between the actual and predicted values) are encoded using arithmetic coding,the proposed method often outperforms wavelet compression in anLoosense. The proposed approach may beused both for lossy and lossless compression and is well suited for out-of-core compression and decompression,because a trivial implementation, which sweeps through the data set reading it once, requires maintaining only asmall buffer in core memory, whose size barely exceeds a single (n-1)-dimensional slice of the data.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.5 [Computer Graphics]: Compression, scalar fields,out-of-core. }}
@article{Bar-Joseph:2003:HCB,
author = {Bar-Joseph,Ziv and Cohen-Or,Daniel},
title = {Hierarchical Context-based Pixel Ordering},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {349-349},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper288},
abstract = { Abstract  We present a context-based scanning algorithm which reorders the input image using a hierarchical representationof the image. Our algorithm optimally orders (permutes) the leaves corresponding to the pixels, by minimizing thesum of distances between neighboring pixels. The reordering results in an improved autocorrelation betweennearby pixels which leads to a smoother image. This allows us, for the first time, to improve image compressionrates using context-based scans. The results presented in this paper greatly improve upon previous work in bothcompression rate and running time.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.5 [Computer Graphics]: Computational Geometryand Object Modeling I.3.6 [Computer Graphics]: Methodology and Techniques }}
@article{Duke:2003:RAA,
author = {Duke,D.J. and Barnard,P.J. and Halper,N. and Mellin,M.},
title = {Rendering and Affect},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {359-359},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper322.pdf},
abstract = { Abstract  Previous studies at the intersection between rendering and psychology have concentrated on issues such as realismand acuity. Although such results have been useful in informing development of realistic rendering techniques,studies have shown that the interpretation of images is influenced by factors that have little to do with realism. Inthis paper, we summarize a series of experiments, the most recent of which are reported in a separate paper, thatinvestigate affective (emotive) qualities of images. These demonstrate significant effects that can be utilized withininteractive graphics, particularly via non-photorealistic rendering (NPR). We explain how the interpretation ofthese results requires a high-level model of cognitive information processing, and use such a model to account forrecent empirical results on rendering and judgement.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.m [Computer Graphics]: Miscellaneous }}
@article{Sousa:2003:PID,
author = {Sousa,Mario Costa and Foster,Kevin and Wyvill,Brian and Samavati,Faramarz},
title = {Precise Ink Drawing of {3D} Models},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {369-369},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper116},
abstract = { Abstract  Drawings made with precise pen strokes accurately reveal the geometric forms that give subjects their characteristicshape. We present a system for non-photorealistic rendering of precise drawing strokes over dense 3Dtriangle meshes with arbitrary topology. During an automatic pre-process, we construct an extended version ofthe edge-buffer data structure to allow the calculation of shape measures at each mesh edge, by adapting numericalmethods used in geomorphology. At runtime, feature edges related to shape measures are extracted andrendered as strokes with varying thickness and pen marking styles. Stroke thickness is automatically adjusted byconsidering surface curvature. Pen marking styles and visual effects of ink distribution are both controlled by theuser. We demonstrate precise drawing strokes over complex meshes revealing a variety of shape characteristics. }}
@article{Sousa:2003:AFG,
author = {Sousa,Mario Costa and Prusinkiewicz,Przemyslaw},
title = {A Few Good Lines: Suggestive Drawing of {3D} Models},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {381-381},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper160.pdf},
abstract = { Abstract  We present a method for rendering {3D} models in the traditionalline-drawing style used in artistic and scientificillustrations. The goal is to suggest the {3D} shape of the objectsusing a small number of lines drawn with carefullychosen line qualities. The system combines several known techniquesinto a simple yet effective non-photorealisticline renderer. Feature edges related to the outline and interiorof a given {3D} mesh are extracted, segmented, andsmoothed, yielding chains of lines with varying path, length, thickness,gaps, and enclosures. The paper includessample renderings obtained for a variety of models. }}
@article{Takahashi:2003:RAO,
author = {Takahashi,Tsunemi and Fujii,Hiroko and Kunimatsu,Atsushi and Hiwada,Kazuhiro and Saito,Takahiro and Tanaka,Ken and Ueki,Heihachi},
title = {Realistic Animation of Fluid with Splash and Foam},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {391-391},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper127},
abstract = { Abstract  In this paper we describe a method for modeling and rendering dynamic behavior of fluids withsplashes and foam. A particle system is built into a fluid simulation system to represent an ocean wavecresting and spraying over another object. We use the Cubic Interpolated Propagation (CIP) method asthe fluid solver. The {CIP} method can solve liquid and gas together in the framework of fluid dynamicsand has high accuracy in the case of relatively coarse grids. This enables us to simulate the fluids in ashort time and describe the motion of splashes in the air that is associated with the liquid motion well.The foam floating on the water also can be described using the particle system. We integrate the rigidbody simulation with the fluid and particle system to create sophisticated scenes including splashes andfoam. We construct state change rules that are used with the particle system. This controls the generation,vanishing and transition rule of splashes and foam. The transition rule makes the seamless connection betweena splash and foam. We employed a fast volume rendering method with scattering effect for particles.One of the important features of our method is the combination of fast simulation and rendering techniques,which provides dynamic and realistic scenes in a short time. }}
@article{Premzoe:2003:PBS,
author = {Premzoe,Simon and Tasdizen,Tolga and Bigler,James and Lefohn,Aaron and Whitaker,Ross T.},
title = {Particle-Based Simulation of Fluids},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {401-401},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper396.pdf},
abstract = { Abstract  Due to our familiarity with how fluids move and interact, as well as their complexity, plausible animation of fluidsremains a challenging problem. We present a particle interaction method for simulating fluids. The underlyingequations of fluid motion are discretized using moving particles and their interactions. The method allows simulationand modeling of mixing fluids with different physical properties, fluid interactions with stationary objects, andfluids that exhibit significant interface breakup and fragmentation. The gridless computational method is suitedfor medium scale problems since computational elements exist only where needed. The method fits well into thecurrent user interaction paradigm and allows easy user control over the desired fluid motion. }}
@article{Bando:2003:AHW,
author = {Bando,Yosuke and Chen,Bing-Yu and Nishita,Tomoyuki},
title = {Animating Hair with Loosely Connected Particles},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {411-411},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper140},
abstract = { Abstract  This paper presents a practical approach to the animation of hair at an interactive frame rate. In our approach,we model the hair as a set of particles that serve as sampling points for the volume of the hair, which covers thewhole region where hair is present. The dynamics of the hair, including hair-hair interactions, is simulated usingthe interacting particles. The novelty of this approach is that, as opposed to the traditional way of modeling hair,we release the particles from tight structures that are usually used to represent hair strands or clusters. Therefore,by making the connections between the particles loose while maintaining their overall stiffness, the hair can bedynamically split and merged during lateral motion without losing its lengthwise coherence.  Categories and Subject Descriptions (according to {ACM} CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism, I.3.3 [Computer Graphics]: Picture/Image Generation }}
@article{Drago:2003:ALM,
author = {Drago,F. and Myszkowski,K. and Annen,T. and Chiba,N.},
title = {Adaptive Logarithmic Mapping For Displaying High Contrast Scenes},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {419-419},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper187.pdf},
abstract = { Abstract  We propose a fast, high quality tone mapping technique to display high contrast images on devices with limited dynamicrange of luminance values. The method is based on logarithmic compression of luminance values, imitatingthe human response to light. A bias power function is introduced to adaptively vary logarithmic bases, resultingin good preservation of details and contrast. To improve contrast in dark areas, changes to the gamma correctionprocedure are proposed. Our adaptive logarithmic mapping technique is capable of producing perceptually tunedimages with high dynamic content and works at interactive speed. We demonstrate a successful application of ourtone mapping technique with a high dynamic range video player enabling to adjust optimal viewing conditions forany kind of display while taking into account user preference concerning brightness, contrast compression, anddetail reproduction.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Image Processing and Computer Vision]: Image Representation }}
@article{GavilanRuiz:2003:ICU,
author = {Gavilan Ruiz,David and Takahashi,Hiroki and Nakajima,Masayuki},
title = {Image Categorization using Color Blobs in a Mobile Environment},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {427-427},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper302.pdf},
abstract = { Abstract  This paper generalizes the basic idea of blobs in preattentive perception using color information. This is usedas the base of a basic classification of low resolution pictures taken with mobile phones. This classification, theblob-like representation of the image and other information in user's context, such as {GPS} information, can beused in the presented framework as the basis of a new graphical interface for {HCI} (Human Computer Interaction).Similar systems whether they work with global properties of the image, which leads to inaccurate results, or withcomplex segmentation process that fails to capture expected objects in the scene. Most of those systems do notpay attention on other information involved in the creation of the image, such as time or location. We describe asystem which uses geographical information associated with a picture in a mobile phone terminal, and with a fastsegmentation based on color categorization. }}
@article{Brabec:2003:SVO,
author = {Brabec,Stefan and Seidel,Hans-Peter},
title = {Shadow Volumes on Programmable Graphics Hardware},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {433-433},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper228.pdf},
abstract = { Abstract  One of the best choices for fast, high quality shadows is the shadow volume algorithm. However, for real timeapplications the extraction of silhouette edges can significantly burden the {CPU}, especially with highly tessellatedinput geometry or when complex geometry shaders are applied.  In this paper we show how this last, expensive part of the shadow volume method can be implemented on programmablegraphics hardware. This way, the originally hybrid shadow volumes algorithm can now be reformulatedas a purely hardware-accelerated approach.  The benefits of this implementation is not only the increase in speed. Firstly, all computations now run on thesame hardware resulting in consistent precision within all steps of the algorithm. Secondly, programmable vertextransformations are no longer problematic when applied to shadow casting objects.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.1 [Computer Graphics]: Hardware Architecture;I.3.3 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three-Dimensional Graphicsand Realism }}
@article{Denny:2003:SGO,
author = {Denny,Markus},
title = {Solving Geometric Optimization Problems using Graphics Hardware},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {441-441},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper292.pdf},
abstract = { Abstract  We show how to use graphics hardware for tackling optimization problems arising in the field of computationalgeometry. We exemplarily discuss three problems, where combinatorial algorithms are inefficient or hard to implement.Given a set S of n point in the plane, the first two problems are to determine the smallest homotheticscaling of a star shaped polygon P enclosing S and to find the largest empty homothetic scaling of P completelycontained inside an arbitrary polygonal region. Pixel-exact solutions for both problems are computed in real-time.The third problem is a facility location problem and more difficult to solve. Given the Voronoi diagram VoD(S) ofthe n points, we try to position another point p in the plane, such that the resulting Voronoi region of p has maximalarea. As far as we know there exists no traditional solution for this problem for which we present pixel-exactsolutions.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.5 [Computer Graphics]: Geometric algorithms,languages, and systems I.3.3 [Computer Graphics]: Display algorithms }}
@article{Guthe:2003:ATA,
author = {Guthe,M. and Klein,R.},
title = {Automatic texture atlas generation from trimmed {NURBS} models},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {453-453},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper123.pdf},
abstract = { Abstract  A Texture Atlas is a two dimensional representation of a {3D} model usable for paint systems or as a sewing pattern.The field of texture atlas generation from polygonal models has been well exploited in the recent years. The developedalgorithms work on piecewise linear surface representations, but not on parametric surfaces like {NURBS},that are still the main surface representation in {CAD} systems. If a texture atlas is generated from a triangulatedNURBS model, the result cannot be edited further in a {CAD} system, since the separation into charts is not basedon the separate {NURBS} patches of the original model. We present a method for automatic generation of a textureatlas directly from trimmed {NURBS} models, while preserving the original {NURBS} representation. The resultingtexture atlas is build of several charts, each consisting of the original {NURBS} patches sewn together.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Picture/Image Generation;I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling; I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism - Color, Shading and Texture; J.6 [Computer-aided Engineering]: Computer-aideddesign (CAD) }}
@article{Suykens:2003:IRW,
author = {Suykens,Frank and Berge,Karl and Lagae,Ares and Dutre,Philip},
title = {Interactive Rendering with Bidirectional Texture Functions},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {463-463},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper374.pdf},
abstract = { Abstract  We propose a new technique for efficiently rendering bidirectional texture functions (BTFs). A {6D} {BTF} describesthe appearance of a material as a texture that depends on the lighting and viewing directions. As such, a BTFaccommodates self-shadowing, interreflection, and masking effects of a complex material without needing anexplicit representation of the small scale geometry. Our method represents the {BTF} as a set of spatially varyingapparent BRDFs, that each encode the reflectance field of a single pixel in the {BTF}. Each apparent {BRDF} isdecomposed into a product of three or more two-dimensional positive factors using a novel factorization technique,which we call chained matrix factorization (CMF). The proposed factorization technique is fully automatic andsuitable for both BRDFs and apparent BRDFs (which typically exhibit off-specular peaks and non-reciprocity).The main benefit of {CMF} is that it delivers factors well suited for the limited dynamic range of conventionaltexture maps. After factorization, an efficient representation of the {BTF} is obtained by clustering the factors intoa compact set of {2D} textures. With this compact representation, BTFs can be rendered on recent consumer levelhardware with arbitrary viewing and lighting directions at interactive rates.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism }}
@article{Lensch:2003:PSO,
author = {Lensch,Hendrik P.A. and Lang,Jochen and Sa,Asla M. and Seidel,Hans-Peter},
title = {Planned Sampling of Spatially Varying BRDFs},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {473-473},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper317.pdf},
abstract = { Abstract  Measuring reflection properties of a {3D} object involves capturing images for numerous viewing and lightingdirections. We present a method to select advantageous measurement directions based on analyzing the estimationof the bi-directional reflectance distribution function (BRDF). The selected directions minimize the uncertaintyin the estimated parameters of the {BRDF}. As a result, few measurements suffice to produce models that describethe reflectance behavior well. Moreover, the uncertainty measure can be computed fast on modern graphics cardsby exploiting their capability to render into a floating-point frame buffer. This forms the basis of an acquisitionplanner capable of guiding experts and non-experts alike through the {BRDF} acquisition process. We demonstratethat spatially varying reflection properties can be captured more efficiently for real-world applications using ouracquisition planner.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism Virtual Reality I.4.1 [Computer Vision]: Digitization and Image Capture, Reflectance }}
@article{Botsch:2003:MSR,
author = {Botsch,Mario and Kobbelt,Leif},
title = {Multiresolution Surface Representation Based on Displacement Volumes},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {483-483},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper363.pdf},
abstract = { Abstract  We propose a new representation for multiresolution models which uses volume elements enclosed between thedifferent resolution levels to encode the detail information. Keeping these displacement volumes locally constantduring a deformation of the base surface leads to a natural behaviour of the detail features. The correspondingreconstruction operator can be implemented efficiently by a hierarchical iterative relaxation scheme, providingclose to interactive response times for moderately complex models.  Based on this representation we implement a multiresolution editing tool for irregular polygon meshes that allowsthe designer to freely edit the base surface of a multiresolution model without having to care about self-intersectionsin the respective detailed surface. We demonstrate the effectiveness and robustness of the reconstructionby several examples with real-world data. }}
@article{Chiang:2003:PSO,
author = {Chiang,Yi-Jen and Lu,Xiang},
title = {Progressive Simplification of Tetrahedral Meshes Preserving All Isosurface Topologies},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {493-493},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper141.pdf},
abstract = { Abstract  In this paper, we propose a novel technique for constructing multiple levels of a tetrahedral volume dataset whilepreserving the topologies of all isosurfaces embedded in the data. Our simplification technique has two majorphases. In the segmentation phase, we segment the volume data into topological-equivalence regions, that is, thesub-volumes within each of which all isosurfaces have the same topology. In the simplification phase, we simplifyeach topological-equivalence region independently, one by one, by collapsing edges from the smallest to the largesterrors (within the user-specified error tolerance, for a given error metrics), and ensure that we do not collapseedges that may cause an isosurface-topology change. We also avoid creating a tetrahedral cell of negative volume(i.e., avoid the fold-over problem). In this way, we guarantee to preserve all isosurface topologies in the entiresimplification process, with a controlled geometric error bound. Our method also involves several additionalnovel ideas, including using the Morse theory and the implicit fully augmented contour tree, identifying typesof edges that are not allowed to be collapsed, and developing efficient techniques to avoid many unnecessary orexpensive checkings, all in an integrated manner. The experiments show that all the resulting isosurfaces preservethe topologies, and have good accuracies in their geometric shapes. Moreover, we obtain nice data-reductionrates, with competitively fast running times. }}
@article{Cignoni:2003:BDAM,
author = {Cignoni,P. and Ganovelli,F. and Gobbetti,E. and Marton,F. and Ponchio,F. and Scopigno,R.},
title = {{BDAM} Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {505-505},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper166},
abstract = { Abstract  This paper describes an efficient technique for out-of-core rendering and management of large textured terrainsurfaces. The technique, called Batched Dynamic Adaptive Meshes (BDAM), is based on a paired tree structure:a tiled quadtree for texture data and a pair of bintrees of small triangular patches for the geometry. These smallpatches are TINs and are constructed and optimized off-line with high quality simplification and tristrippingalgorithms. Hierarchical view frustum culling and view-dependent texture and geometry refinement is performedat each frame through a stateless traversal algorithm. Thanks to the batched {CPU}/GPU communication model,the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware.Both preprocessing and rendering exploit out-of-core techniques to be fully scalable and to manage large terraindatasets.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Picture and Image Generation;I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism. }}
@article{Hiller:2003:BSM,
author = {Hiller,Stefan and Hellwig,Heino and Deussen,Oliver},
title = {Beyond Stippling - Methods for Distributing Objects on the Plane},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {515-515},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper385.pdf},
abstract = { Abstract  Conventionally, stippling is an effective technique for representing surfaces in pen-and-ink. We present new efficientmethods for stipple drawings by computer. In contrast to already existing techniques, arbitrary shapes canbe used in place of dots. An extension of Lloyd's Method enables us to position small objects on a plane in a visuallypleasing form. This allows us to generate new illustration styles. Similar methods can be used for positioningobjects in other applications. }}
@article{Diepstraten:2003:ICI,
author = {Diepstraten,J. and Weiskopf,D. and Ertl,T.},
title = {Interactive Cutaway Illustrations},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {523-523},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper112},
abstract = { Abstract  In this paper we discuss different approaches to generate cutaway illustrations. The purpose of such a drawingis to allow the viewer to have a look into an otherwise solid opaque object. Traditional methods to draw thesekinds of illustrations are evaluated to extract a small and effective set of rules for a computer-based renderingof cutaway illustrations. We show that our approaches are not limited to a specific rendering style but can besuccessfully combined with a great variety of well-known artistic or technical illustration techniques. All methodsof this paper make use of modern graphics hardware functionality to achieve interactive frame rates. }}
@article{Xu:2003:ADF,
author = {Xu,Songhua and Lau,Francis C.M. and Tang,Feng and Pan,Yunhe},
title = {Advanced Design for a Realistic Virtual Brush},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {533-533},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper120.pdf},
abstract = { Abstract  This paper proposes a novel algorithmic framework for an advanced virtual brush to be used in interactive digitalpainting. The framework comprises the following components: a geometry model of the brush using a hierarchicalrepresentation that leads to substantial savings in every step of the painting process; fast online brush motionsimulation assisted by offline calibration that guarantees an accurate and stable simulation of the brush's dynamicbehavior; a new pigment model based on a diffusion process of random molecules that considers delicateand complex pigment behavior at dipping time as well as during painting; and a user-adaptation component thatenables the system to cater for the personal painting habits of different users. A prototype system has been implementedbased on this framework. Compared with other virtual brushes, this new system is designed to presenta realistic brush in the sense that the system accurately and stably simulates the complex painting functionalityof a running brush, and therefore is capable of creating high-quality digital paintings with minute aesthetic detailsthat can rival the real artwork. The advanced features also give rise to a high degree of expressiveness ofthe virtual brush that the user can comfortably manipulate.  http://www.csis.hku.hk/songhuale-brush/  providessupplementary materials for this paper.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.6 [Methodology and Techniques]: Interactiontechniques; I.3.5 [Computational Geometry and Object Modeling]: Physically based modeling; I.3.4 [GraphicsUtilities]: Paint systems; }}
@article{Christensen:2003:RDA,
author = {Christensen,Per H. and Laur,David M. and Fong,Julia and Wooten,Wayne L. and Batali,Dana},
title = {Ray Differentials and Multiresolution Geometry Caching for Distribution Ray Tracing in Complex Scenes},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {543-543},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper249.pdf},
abstract = { Abstract  When rendering only directly visible objects, ray tracing a few levels of specular reflection from large, low-curvaturesurfaces, and ray tracing shadows from point-like light sources, the accessed geometry is coherentand a geometry cache performs well. But in many other cases, the accessed geometry is incoherent and a standardgeometry cache performs poorly: ray tracing of specular reflection from highly curved surfaces, tracing rays thatare many reflection levels deep, and distribution ray tracing for wide glossy reflection, global illumination, widesoft shadows, and ambient occlusion. Fortunately, less geometric accuracy is necessary in the incoherent cases.This observation can be formalized by looking at the ray differentials for different types of scattering: coherentrays have small differentials, while incoherent rays have large differentials. We utilize this observation to obtainefficient multiresolution caching of geometry and textures (including displacement maps) for classic and distributionray tracing in complex scenes. We use an existing multiresolution caching scheme (originally developed forscanline rendering) for textures and displacement maps, and introduce a multiresolution geometry caching schemefor tessellated surfaces. The multiresolution geometry caching scheme makes it possible to efficiently render scenesthat, if fully tessellated, would use 100 times more memory than the geometry cache size. }}
@article{Mueller:2003:ART,
author = {Muller,Kerstin and Techmann,Torsten and Fellner,Dieter},
title = {Adaptive Ray Tracing of Subdivision Surfaces},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {553-553},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper175.pdf},
abstract = { Abstract  Subdivision Surfaces as well as (interactive) ray tracing have become an important issue in computer graphics.But ray tracing of subdivision surfaces has received only little attention. We present a new approach for raytracing of subdivision surfaces. The algorithm uses a projection of the ray onto the surface and works mainly intwo dimensions along this projection. While proceeding from patch to patch, we examine the bounding volume oftheir borders: the lower the distance between ray and subdivision surface, the more refinement steps are adaptivelyapplied to the surface but only along the projection of the ray. The adaptive refinement of a patch is controlled bycurvature, size, its membership to the silhouette, and its potential contribution to the light transport. The algorithmis simple and mainly consists of elementary geometric computations. Hence it is fast and easy to implementwithout the need for elaborate preprocessing. The algorithm is robust in the sense that it deals with all features ofsubdivision surfaces like creases and corners.  Categories and Subject Descripters (according to {ACM} CCS): I.3.7 [Computer Graphics]: Raytracing }}
@article{Gobbetti:2003:HHO,
author = {Gobbetti,Enrico and Spano,Leonardo and Agus,Marco},
title = {Hierarchical Higher Order Face Cluster Radiosity for Global Illumination Walkthroughs of Complex Non-Diffuse Environments},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {563-563},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper102},
abstract = { Abstract  We present an algorithm for simulating global illumination in scenes composed of highly tessellated objects withdiffuse or moderately glossy reflectance. The solution method is a higher order extension of the face cluster radiositytechnique. It combines face clustering, multiresolution visibility, vector radiosity, and higher order baseswith a modified progressive shooting iteration to rapidly produce visually continuous solutions with limited memoryrequirements. The output of the method is a vector irradiance map that partitions input models into areaswhere global illumination is well approximated using the selected basis. The programming capabilities of moderncommodity graphics architectures are exploited to render illuminated models directly from the vector irradiancemap, exploiting hardware acceleration for approximating view dependent illumination during interactive walkthroughs.Using this algorithm, visually compelling global illumination solutions for scenes of over one millioninput polygons can be computed in minutes and examined interactively on common graphics personal computers.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Picture and Image Generation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism. }}
@article{EversSenne:2003:IBI,
author = {Evers-Senne,J.-F. and Koch,R.},
title = {Image Based Interactive Rendering with View Dependent Geometry},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {573-573},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper220.pdf},
abstract = { Abstract  In this paper we present a novel approach for interactive rendering of virtual views from real image sequences.Combining the concepts of light fields, depth-compensated image warping and view dependent texture mapping,this plenoptic modeling approach can handle large and complex scenes. A portable, handheld multi-camera systemhas been developed that allows to record multiple image streams by simply walking around the scene. Theseimage streams are automatically calibrated and depth maps for all views are generated as input to the renderingstage. For rendering a view dependent warping surface is constructed on the fly and depth-compensated imageinterpolation is applied with view-dependent texture mapping. Rendering quality is scalable to allow fast previewand to achieve high-end quality with the same approach. The system can handle large and geometrically complexscenes with hundreds of real images at interactive rates.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.3 [Computer Graphics]: Viewing algorithms, I.4.1[Image Processing and Computer Vision]: Digitization and Image Capture, I.4.8 [Image Processing and ComputerVision]: Scene Analysis }}
@article{Tarrin:2003:TSH,
author = {Tarrin,N. and Coquillart,S. and Hasegawa,S. and Bouguila,L. and Sato,M.},
title = {The Stringed Haptic Workbench: a New Haptic Workbench Solution},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {583-583},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper225.pdf},
abstract = { Abstract  The workbench is an interesting semi-immersive configuration for interactive tasks. However, haptic feedback, i.e.force and tactile feedback, is one important cue which is missing. To the authors' knowledge, the sole proposedsolution consists in installing an arm force feedback device on one-screen workbenches. This solution, however,has several drawbacks. The arm can perturb the stereoscopic display, cross virtual objects or hide parts of thevisualization space. Furthermore, the interaction space is limited by the size of the arm, which may also damagethe screen or perturb the electromagnetic tracking system. Some of these difficulties may even be worth with a two-screenworkbench. This paper discusses an alternative solution, which consists in integrating a stringed hapticdevice on a workbench. This approach is less invasive, more flexible and well-suited to a two-screen workbench. }}
@article{Boudon:2003:IDO,
author = {Boudon,Frederic and Prusinkiewicz,Przemyslaw and Federl,Pavol and Godin,Christophe and Karwowski,Radoslaw},
title = {Interactive Design of Bonsai Tree Models},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {591-591},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper391},
abstract = { Abstract  Because of their complexity, plant models used in computer graphics are commonly created with proceduralmethods. A difficult problem is the user control of these models: a small number of parameters is insufficient tospecify plant characteristics in detail, while large numbers of parameters are tedious to manipulate and difficultto comprehend. To address this problem, we propose a method for managing parameters involved in plant modelmanipulation. Specifically, we introduce decomposition graphs as multiscale representations of plant structuresand present interactive tools for designing trees that operate on decomposition graphs. The supported operationsinclude browsing of the parameter space, editing of generalized parameters (scalars, functions, and branchingsystem silhouettes), and the definition of dependencies between parameters. We illustrate our method by creatingmodels of bonsai trees.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.6 [Computer Graphics]: Methodology and Techniques }}
@article{Iwasaki:2003:AFR,
author = {Iwasaki,Kei and Dobashi,Yoshinori and Nishita,Tomoyuki},
title = {A Fast Rendering Method for Refractive and Reflective Caustics Due to Water Surfaces},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {601-601},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper215},
abstract = { Abstract  In order to synthesize realistic images of scenes that include water surfaces, the rendering of optical effectscaused by waves on the water surface, such as caustics and reflection, is necessary. However, rendering causticsis quite complex and time-consuming. In recent years, the performance of graphics hardware has made significantprogress. This fact encourages researchers to study the acceleration of realistic image synthesis. We present herea method for the fast rendering of refractive and reflective caustics due to water surfaces. In the proposed method,an object is expressed by a set of texture mapped slices. We calculate the intensities of the caustics on the objectby using the slices and store the intensities as textures. This makes it possible to render caustics at interactive rateby using graphics hardware. Moreover, we render objects that are reflected and refracted due to the water surfaceby using reflection/refraction mapping of these slices.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.1 [Computer Graphics]: Hardware Architecture I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism }}
@article{Wand:2003:RTC,
author = {Wand,M. and Strasser,W.},
title = {Real-Time Caustics},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {611-611},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper202},
abstract = { Abstract  We present a new algorithm to render caustics. The algorithm discretizes the specular surfaces into samplepoints. Each of the sample points is treated as a pinhole camera that projects an image of the incoming lightonto the diffuse receiver surfaces. Anti-aliasing is performed by considering the local surface curvature at thesample points to filter the projected images. The algorithm can be implemented using programmable texturemapping hardware. It allows to render caustics in fully dynamic scenes in real-time on current {PC} hardware.  Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation - Display Algorithms;I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism }}
@article{Benthin:2003:ASA,
author = {Benthin,Carsten and Wald,Ingo and Slusallek,Philipp},
title = {A Scalable Approach to Interactive Global Illumination},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {621-621},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper305.pdf},
abstract = { Abstract  The addition of global illumination can dramatically increase the realism achievable when rendering virtual environments.In particular with interactive applications we expect the environment to reflect changes in the scenedue to global lighting effects instead of it being just a static backdrop. However, a sufficiently fast and accuratecomputation of global illumination at interactive rates has been difficult even with recent approaches based onrealtime ray tracing.  In this paper we present a highly scalable approach to interactive global illumination. It fully recomputes a high-qualitysolution for each frame and thus offers immediate feedback even for dynamic scenes, achieving more than20 fps for simple scenes. Compared to previous systems we increased the raw performance by a factor of up toeight and removed the bottlenecks that were limiting scalability. The system now scales linearly in quality andavailable computing resources, tested with up to 48 CPUs in a commodity PC-cluster. Due to its logarithmicscaling property with respect to scene complexity it even supports lighting simulation in complex scenes with morethan 50 million triangles. This scalability allows applications to perform flexible performance trade-offs. We alsoargue that the realism achievable through interactive global illumination will make it a standard feature of future3D graphics systems once the required computing resources are readily available. }}
@article{Kshirsagar:2003:VBS,
author = {Kshirsagar,Sumedha and Magnenat-Thalmann,Nadia},
title = {Visyllable Based Speech Animation},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {631-631},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper108},
abstract = { Abstract  Visemes are visual counterpart of phonemes. Traditionally, the speech animation of {3D} synthetic faces involvesextraction of visemes from input speech followed by the application of co-articulation rules to generate realisticanimation. In this paper, we take a novel approach for speech animation - using visyllables, the visual counterpartof syllables. The approach results into a concatenative visyllable based speech animation system. The key contributionof this paper lies in two main areas. Firstly, we define a set of visyllable units for spoken English along withthe associated phonological rules for valid syllables. Based on these rules, we have implemented a syllabificationalgorithm that allows segmentation of a given phoneme stream into syllables and subsequently visyllables. Secondly,we have recorded the database of visyllables using a facial motion capture system. The recorded visyllableunits are post-processed semi-automatically to ensure continuity at the vowel boundaries of the visyllables. We defineeach visyllable in terms of the Facial Movement Parameters (FMP). The FMPs are obtained as a result of thestatistical analysis of the facial motion capture data. The FMPs allow a compact representation of the visyllables.Further, the FMPs also facilitate the formulation of rules for boundary matching and smoothing after concatenatingthe visyllables units. Ours is the first visyllable based speech animation system. The proposed technique iseasy to implement, effective for real-time as well as non real-time applications and results into realistic speechanimation.  Categories and Subject Descriptors (according to {ACM} CCS): 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism }}
@article{Blanz:2003:RFI,
author = {Blanz,V. and Basso,C. and Poggio,T. and Vetter,T.},
title = {Reanimating Faces in Images and Video},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {641-641},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper241},
abstract = { Abstract  This paper presents a method for photo-realistic animation that can be applied to any face shown in a single imageor a video. The technique does not require example data of the person's mouth movements, and the image to beanimated is not restricted in pose or illumination. Video reanimation allows for head rotations and speech in theoriginal sequence, but neither of these motions is required.  In order to animate novel faces, the system transfers mouth movements and expressions across individuals, basedon a common representation of different faces and facial expressions in a vector space of {3D} shapes and textures.This space is computed from {3D} scans of neutral faces, and scans of facial expressions.  The {3D} model's versatility with respect to pose and illumination is conveyed to photo-realistic image and videoprocessing by a framework of analysis and synthesis algorithms: The system automatically estimates {3D} shape andall relevant rendering parameters, such as pose, from single images. In video, head pose and mouth movements aretracked automatically. Reanimated with new mouth movements, the {3D} face is rendered into the original images.  Categories and Subject Descriptors (according to {ACM} CCS): I.3.7 [Computer Graphics]: Animation }}
@article{Rieger:2003:NUO,
author = {Rieger,Thomas and Braun,Norbert},
title = {Narrative Use of Sign Language by a Virtual Character for the Hearing Impaired},
journal = {Computer Graphics Forum},
volume = {22},
number = {3},
pages = {651-651},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue3/paper326.pdf},
abstract = { Abstract  This paper describes the concept and control of a 3d virtual character system with facial expressions and gesturesas a conversational user interface with narrative expressiveness for the hearing impaired. The gestures and facialexpressions are based on morphing techniques. The system allows the generation of sign language and mouthmotion in real time from text at the level of lip reading quality. The concept of Narrative Extended Speech Acts(NESA) is introduced, based on Interactive Storytelling techniques and the concepts of Narrative Conflict andSuspense Progression. We define a choice of annotation tags to be used with NESAs. We use the NESAs to classifyconversation fragments and to enhance computer generated sign language. We note, how the sign language gesturesare generated and show the possibilities for editing sign language gestures. Furthermore, we give details onhow the NESAs are mapped to gestures. We show the possibilities of controlling the virtual character's behaviourand gestures in a human-oriented way and provide an outlook on future work.  Categories and Subject Descriptors (according to {ACM} CCS): 1.3.6 [Computer Graphics]: Methodology and Techniques }}
@article{Patow:2003:ASO,
author = {G. Patow and X. Pueyo},
title = {A Survey of Inverse Rendering Problems },
journal = {Computer Graphics Forum},
volume = {22},
number = {4},
pages = {},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue4/22663.pdf},
abstract = { }}

@article{Vazquez:2003:AVS,
author = {P.-P. Vazquez and M. Feixas and M. Sbert and W. Heidrich
},
title = {Automatic View Selection Using Viewpoint Entropy and its Applications to Image-based Modelling },
journal = {Computer Graphics Forum},
volume = {22},
number = {4},
pages = {},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue4/22689.pdf},
abstract = { }}

@article{Claustres:2003:BRDF,
author = {L. Claustres and M. Paulin and Y. Boucher},
title = {{BRDF} Measurement Modelling using Wavelets for Efficient Path Tracing 
},
journal = {Computer Graphics Forum},
volume = {22},
number = {4},
pages = {},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue4/22701.pdf},
abstract = { }}

@article{Li:2003:SOM,
author = {Y. Li and K. Brodlie},
title = {Soft Object Modelling with Generalised ChainMail - Extending the Boundaries of Web-based Graphics },
journal = {Computer Graphics Forum},
volume = {22},
number = {4},
pages = {},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue4/22717.pdf},
abstract = { }}

@article{Schregle:2003:BCF,
author = {R. Schregle},
title = {Bias Compensation for Photon Maps },
journal = {Computer Graphics Forum},
volume = {22},
number = {4},
pages = {},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue4/22729.pdf},
abstract = { }}

@article{Balsys:2003:RTS,
author = {R. J. Balsys and K. G. Suffern},
title = {Ray Tracing Surfaces with Contours },
journal = {Computer Graphics Forum},
volume = {22},
number = {4},
pages = {},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue4/22743.pdf},
abstract = { }}

@article{Hasenfratz:2003:ASO,
author = {J.-M. Hasenfratz and M. Lapierre and N. Holzschuch and F. Sillion
},
title = {A Survey of Real-time Soft Shadows Algorithms},
journal = {Computer Graphics Forum},
volume = {22},
number = {4},
pages = {},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue4/22753.pdf},
abstract = { }}

@article{Post:2003:TSO,
author = {F. H. Post and B. Vrolijk and H. Hauser and R. S. Laramee and H. Doleisch
},
title = {The State of the Art in Flow Visualisation: Feature Extraction and Tracking },
journal = {Computer Graphics Forum},
volume = {22},
number = {4},
pages = {},
year = {2003},
URL = {http://www.eg.org/EG/CGF/volume22/issue4/22775.pdf},
abstract = { }}
@article{CGFv23i1pp001-011:2004,
 author = {V. Vinayagamoorthy and M. Garau and A. Steed and M. Slater},
 title = {{An Eye Gaze Model for Dyadic Interaction in an Immersive Virtual Environment: Practice and Experience}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {1},
 abstract = {This paper describes a behavioural model used to simulate realistic eye-gaze behaviour and body animations for avatars representing participants in a shared immersive virtual environment (IVE). The model was used in a study designed to explore the impact of avatar realism on the perceived quality of communication within a negotiation scenario. Our eye-gaze model was based on data and studies carried out on the behaviour of eye-gaze during face-to-face communication. The technical features of the model are reported here. Information about the motivation behind the study, experimental procedures and a full analysis of the results obtained are given in [17].},
 year = {2004},
 pages = {1-11},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue1/v23i1pp001-011.pdf}
}
@article{CGFv23i1pp013-023:2004,
 author = {D. Borro and A. Garci­a-Alonso and L. Matey},
 title = {{Approximation of Optimal Voxel Size for Collision Detection in Maintainability Simulations within Massive Virtual Environments}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {1},
 abstract = {This paper describes a Collision Method for massive virtual environments composed of millions of triangles. It has been applied in the aeronautics industry for maintainability simulations using virtual aircraft engine mock-ups. The method performs well and has a good interactive frame rate even when it is used for computing force feedback with haptic devices. Space sorting problems chiefly related to voxel techniques, such as memory requirements and optimal voxel size, have been solved. We use advanced memory structures and hashing techniques. To find the optimal voxel size, several analytical solutions have been proposed and compared. These solutions are based on the performance cost function of the algorithm used. Experiments have been undertaken to verify these analytical solutions.},
 year = {2004},
 pages = {13-23},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue1/v23i1pp013-023.pdf}
}
@article{CGFv23i1pp025-041:2004,
 author = {C. Vilbrandt and G. Pasko and A. Pasko and P.-A. Fayolle and T. Vilbrandt and J. R. Goodwin and J. M. Goodwin and T. L. Kunii},
 title = {{Cultural Heritage Preservation Using Constructive Shape Modeling}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {1},
 abstract = {Issues of digital preservation of shapes and internal structures of historical cultural objects are discussed. An overview of existing approaches to digital preservation related to shape modeling is presented and corresponding problems are considered. We propose a new digital preservation paradigm based on both constructive modeling reflecting the logical structure of the objects and open standards and procedures. Constructive Solid Geometry (CSG) and Function Representation (FRep) are examined and practically applied as mathematical representations producing compressed yet precise data structures, thus providing inter-operability between current and future computer platforms crucial to archiving. Examples of CSG reconstruction of historical temples and FRep modeling of traditional lacquer ware are given. We examine the application of fitting of a parameterized FRep model to a cloud of data points as a step towards automation of the modeling process. Virtual venues for public access to cultural heritage objects including real time interactive simulation of cultural heritage sites over the Web are discussed and illustrated.},
 year = {2004},
 pages = {25-41},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue1/v23i1pp025-041.pdf}
}
@article{CGFv23i1pp043-053:2004,
 author = {F. Castro and M. Sbert and L. Neumann},
 title = {{Fast Multipath Radiosity using Hierarchical Subscenes}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {1},
 abstract = {This paper presents an efficient acceleration technique for the global line radiosity Multipath method. In this approach, the scene is subdivided in a hierarchy of box bounded subscenes, the boxes subdivided in a grid of virtual patches which store angular information. A new recursive (according to the hierarchy of subscenes) function allows to execute the Multipath algorithm at different levels of the hierarchy. A speed up factor up to 3â4 has been obtained on some of the tested scenes.},
 year = {2004},
 pages = {43-53},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue1/v23i1pp043-053.pdf}
}
@article{CGFv23i1pp055-069:2004,
 author = {Q. Li and D. Wills and R. Phillips and W. J. Viant and J. G. Griffiths and J. Ward},
 title = {{Implicit Fitting Using Radial Basis Functions with Ellipsoid Constraint}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {1},
 abstract = {Implicit planar curve and surface fitting to a set of scattered points plays an important role in solving a wide variety of problems occurring in computer graphics modelling, computer graphics animation, and computer assisted surgery. The fitted implicit surfaces can be either algebraic or non-algebraic. The main problem with most algebraic surface fitting algorithms is that the surface fitted to a given data set is often unbounded, multiple sheeted, and disconnected when a high degree polynomial is used, whereas a low degree polynomial is too simple to represent general shapes. Recently, there has been increasing interest in non-algebraic implicit surface fitting. In these techniques, one popular way of representing an implicit surface has been the use of radial basis functions. This type of implicit surface can represent various shapes to a high level of accuracy. In this paper, we present an implicit surface fitting algorithm using radial basis functions with an ellipsoid constraint. This method does not need to build interior and exterior layers for the given data set or to use information on surface normal but still can fit the data accurately. Furthermore, the fitted shape can still capture the main features of the object when the data sets are extremely sparse. The algorithm involves solving a simple general eigen-system and a computation of the inverse or psedo-inverse of a matrix, which is straightforward to implement.},
 year = {2004},
 pages = {55-69},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue1/v23i1pp055-069.pdf}
}
@article{CGFv23i1pp071-083:2004,
 author = {Chiew-Lan Tai and Hongxin Zhang and Jacky Chun-Kin Fong},
 title = {{Prototype Modeling from Sketched Silhouettes based on Convolution Surfaces}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {1},
 abstract = {This paper presents a hybrid method for creating three-dimensional shapes by sketching silhouette curves. Given a silhouette curve, we approximate its medial axis as a set of line segments, and convolve a linearly weighted kernel along each segment. By summing the fields of all segments, an analytical convolution surface is obtained. The resulting generic shape has circular cross-section, but can be conveniently modified via sketched profile or shape parameters of a spatial transform. New components can be similarly designed by sketching on different projection planes. The convolution surface model lends itself to smooth merging between the overlapping components. Our method overcomes several limitations of previous sketched-based systems, including designing objects of arbitrary genus, objects with semi-sharp features, and the ability to easily generate variants of shapes.},
 year = {2004},
 pages = {71-83},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue1/v23i1pp071-083.pdf}
}
@article{CGFv23i1pp085-112:2004,
 author = {Jan Kautz},
 title = {{Hardware Lighting and Shading: a Survey}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {1},
 abstract = {Traditionally, hardware rasterizers only support the Phong lighting model in combination with Gouraud shading using point light sources. However, the Phong lighting model is strictly empirical and physically implausible. Gouraud shading also tends to undersample the highlight unless a highly tesselated surface is used. Hence, higher-quality hardware accelerated lighting and shading has gained much interest in the recent five years. The research on hardware lighting and shading is two-fold. On the one hand, better lighting models for local illumination (assuming point light sources but evaluated per pixel) were demonstrated to be amenable to hardware implementation. On the other hand, recent research has demonstrated that even area lights, represented as environment maps, can be combined with complex lighting models. In both areas, many articles have been published, making it hard to decide which algorithm is well-suited for which application. This state-of-the-art report will review all relevent articles in both areas, and list advantages and disadvantages of each algorithm.},
 year = {2004},
 pages = {85-112},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue1/v23i1pp085-112.pdf}
}
@article{CGFv23i2pp129-141:2004,
 author = {Cyrille Damez and Nicolas Holzschuch and Francois X. Sillion},
 title = {{Space-Time Hierarchical Radiosity with Clustering and Higher-Order Wavelets}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {2},
 abstract = {We address in this paper the issue of computing diffuse global illumination solutions for animation sequences. The principal difficulties lie in the computational complexity of global illumination, emphasized by the movement of objects and the large number of frames to compute, as well as the potential for creating temporal discontinuities in the illumination, a particularly noticeable artifact. We demonstrate how space-time hierarchical radiosity, i.e. the application to the time dimension of a hierarchical decomposition algorithm, can be effectively used to obtain smooth animations: first by proposing the integration of spatial clustering in a space-time hierarchy; second, by using a higher-order wavelet basis adapted for the temporal dimension. The resulting algorithm is capable of creating time-dependent radiosity solutions efficiently.},
 year = {2004},
 pages = {129-141},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue2/v23i2pp129-141.pdf}
}
@article{CGFv23i2pp143-155:2004,
 author = {A. Formella and K. M{\"u}ller},
 title = {{A Viewpoint-Dependent Approach to Ray Trace Free-Form Surfaces}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {2},
 abstract = {For convincing realistic scenes objects with free-form surfaces are essential. Especially for photorealistic rendering pure polygonal models are often not sufficient. We present a new kind of algorithm to render free-form surfaces in a rendering system based on ray tracing. We describe a triangular patch as usual by its three points and normal vectors, but base the intersection calculation as well on the viewpoint of the camera (or, in general, on the ray itself). Hence, the shape of the object depends to some extent on the sampling rays. However, the resulting differences of, for instance, the shape of the silhouette to the shape of the corresponding shadow is usually not perceived by the observer of the rendered image. Because we perform a direct computation without a tessellation process, the resulting surface, its shadows, and its reflections appear smooth independent of the distance to the camera. Furthermore, the memory consumption depends only linearly on the number of input triangles. Special features like creases, T-vertices, and darts are also well supported. The computed uv-coordinates provide a direct means for texture mapping whose visual appearance improves significantly compared to triangle meshes of the same resolution.},
 year = {2004},
 pages = {143-155},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue2/v23i2pp143-155.pdf}
}
@article{CGFv23i2pp157-166:2004,
 author = {F. Hurtado and M. Noy and J.-M. Robert and V. Sacristan and S. Skiena},
 title = {{Visualizing Objects with Mirrors}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {2},
 abstract = {We present an automatic camera and mirrors placement method for visualizing 3D scenes such that complete and nonredundant visibility is guaranteed, as well as highest image resolution. We provide algorithms and geometries for optimal object-independent mirrors and viewpoint placement for all objects in a specific class. We also briefly consider object-dependent algorithmic problems, where mirrors and viewpoints are positioned as a function of the object.},
 year = {2004},
 pages = {157-166},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue2/v23i2pp157-166.pdf}
}
@article{CGFv23i2pp167-172:2004,
 author = {Y. K. Liu and B. Zalik and H. Yang},
 title = {{An Integer One-Pass Algorithm for Voxel Traversal}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {2},
 abstract = {Voxel traversing along a line in a uniformly divided voxel space is frequently needed in different applications of computer graphics. The paper presents a new integer one-pass algorithm for this problem. In 2D, the proposed approach is based on a modification of the well-known Bresenham algorithm. The algorithm is then extended in 3D where a special case may occur. It is characterized by a simple discriminator. A derivation for this discriminator given in the paper confirms that all calculations can be realized using only integer arithmetic. In this way, the accumulation of rounding errors is completely eliminated, and a robust and compact implementation can be easily achieved. One of the main advantages of the proposed algorithm is that it visits 1â3 voxels during each iteration thus assuring its efficiency. The algorithm has been compared with other algorithms for voxel traversing by measuring spent CPU time. For comparison, Cleary & Wyvill's, Amanatides & Woo's, and Code-based algorithm have been used. The proposed algorithm is faster than the referenced algorithms.},
 year = {2004},
 pages = {167-172},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue2/v23i2pp167-172.pdf}
}
@article{CGFv23i2pp173-187:2004,
 author = {D. Strnad and N. Guid},
 title = {{Modeling Trees with Hypertextures}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {2},
 abstract = {In the paper, a new method for modelling trees at medium detail is presented. The method is based on a volumetric representation of trees, generated by an iterated function system (IFS). Alleviating the modeling restrictions of fractal techniques, extensions to the standard IFS are introduced. Practical aspects of modeling and rendering of trees, such as data structures and bounding volumes, are discussed. The advantages of the new method are described at the end together with some results.},
 year = {2004},
 pages = {173-187},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue2/v23i2pp173-187.pdf}
}
@article{CGFv23i2pp189-201:2004,
 author = {Dan Su and Philip Willis},
 title = {{Image Interpolation by Pixel-Level Data-Dependent Triangulation}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {2},
 abstract = {We present a novel image interpolation algorithm. The algorithm can be used in arbitrary resolution enhancement, arbitrary rotation and other applications of still images in continuous space. High-resolution images are interpolated from the pixel-level data-dependent triangulation of lower-resolution images. It is simpler than other methods and is adaptable to a variety of image manipulations. Experimental results show that the new âmesh imageâ algorithm is as fast as the bilinear interpolation method. We assess the interpolated images' quality visually and also by the MSE measure which shows our method generates results comparable in quality to slower established methods. We also implement our method in graphics card hardware using OpenGL which leads to real-time high-quality image reconstruction. These features give it the potential to be used in gaming and image-processing applications.},
 year = {2004},
 pages = {189-201},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue2/v23i2pp189-201.pdf}
}
@article{CGFv23i2pp203-221:2004,
 author = {Robert S. Laramee and Helwig Hauser and Helmut Doleisch and Benjamin Vrolijk and Frits H. Post and Daniel Weiskopf},
 title = {{The State of the Art in Flow Visualization: Dense and Texture-Based Techniques}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {2},
 abstract = {Flow visualization has been a very attractive component of scientific visualization research for a long time. Usually very large multivariate datasets require processing. These datasets often consist of a large number of sample locations and several time steps. The steadily increasing performance of computers has recently become a driving factor for a reemergence in flow visualization research, especially in texture-based techniques. In this paper, dense, texture-based flow visualization techniques are discussed. This class of techniques attempts to provide a complete, dense representation of the flow field with high spatio-temporal coherency. An attempt of categorizing closely related solutions is incorporated and presented. Fundamentals are shortly addressed as well as advantages and disadvantages of the methods.},
 year = {2004},
 pages = {203-221},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue2/v23i2pp203-221.pdf}
}
@article{CGFv23i2pp223-251:2004,
 author = {K. W. Brodlie and D. A. Duce and J. R. Gallop and J. P. R. B. Walton and J. D. Wood},
 title = {{Distributed and Collaborative Visualization}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {2},
 abstract = {Visualization is a powerful tool for analyzing data and presenting results in science, engineering and medicine. This paper reviews ways in which it can be used in distributed and/or collaborative environments. Distributed visualization addresses a number of resource allocation problems, including the location of processing close to data for the minimization of data traffic. The advent of the Grid Computing paradigm and the link to Web Services provides fresh challenges and opportunities for distributed visualization-including the close coupling of simulations and visualizations in a steering environment. Recent developments in collaboration have seen the growth of specialized facilities (such as Access Grid) which have supplemented traditional desktop video conferencing using the Internet and multicast communications. Collaboration allows multiple users-possibly at remote sites-to take part in the visualization process at levels which range from the viewing of images to the shared control of the visualization methods. In this review, we present a model framework for distributed and collaborative visualization and assess a selection of visualization systems and frameworks for their use in a distributed or collaborative environment. We also discuss some examples of enabling technology and review recent work from research projects in this field.},
 year = {2004},
 pages = {223-251},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue2/v23i2pp223-251.pdf}
}
@article{CGFv23i3pp268-268:2004,
 author = {Henry Fuchs},
 title = {{Immersive Integration of Physical and Virtual Environments}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {We envision future work and play environments in which the user's computing interface is more closely integrated with the physical surroundings than today's conventional computer display screens and keyboards.We are working toward realizable versions of such environments, in which multiple video projectors and digital cameras enable every visible surface to be both measured in 3D and used for display. If the 3D surface positions were transmitted to a distant location, they may also enable distant collaborations to become more like working in adjacent offices connected by large windows. With collaborators at the University of Pennsylvania, Brown University, Advanced Network and Services, and the Pittsburgh Supercomputing Center, we at Chapel Hill have been working to bring these ideas to reality. In one system, depth maps are calculated from streams of video images and the resulting 3D surface points are displayed to the user in head-tracked stereo. Among the applications we are pursuing for this tele-presence technology, is advanced training for trauma surgeons by immersive replay of recorded procedures. Other applications display onto physical objects, to allow more natural interaction with them ``painting'' a dollhouse, for example. More generally, we hope to demonstrate that the principal interface of a future computing environment need not be limited to a screen the size of one or two sheets of paper. Just as a useful physical environment is all around us, so too can the increasingly ubiquitous computing environment be all around us -integrated seamlessly with our physical surroundings.},
 year = {2004},
 pages = {268--268},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp268-268.pdf}
}
@article{CGFv23i3pp269-269:2004,
 author = {Mathieu Desbrun},
 title = {{Applied Geometry:Discrete Differential Calculus for Graphics}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Geometry has been extensively studied for centuries, almost exclusively from a differential point of view. However, with the advent of the digital age, the interest directed to smooth surfaces has now partially shifted due to the growing importance of discrete geometry. From 3D surfaces in graphics to higher dimensional manifolds in mechanics, computational sciences must deal with sampled geometric data on a daily basis-hence our interest in Applied Geometry.In this talk we cover different aspects of Applied Geometry. First, we discuss the problem of Shape Approximation, where an initial surface is accurately discretized (i.e., remeshed) using anisotropic elements through error minimization. Second, once we have a discrete geometry to work with, we briefly show how to develop a full- blown discrete calculus on such discrete manifolds, allowing us to manipulate functions, vector fields, or even tensors while preserving the fundamental structures and invariants of the differential case. We will emphasize the applicability of our discrete variational approach to geometry by showing results on surface parameterization, smoothing, and remeshing, as well as virtual actors and thin-shell simulation.Joint work with: Pierre Alliez (INRIA), David Cohen-Steiner (Duke U.), Eitan Grinspun (NYU), Anil Hirani (Caltech), Jerrold E. Marsden (Caltech), Mark Meyer (Pixar), Fred Pighin (USC), Peter SchrĂ¶der (Caltech), Yiying Tong (USC).},
 year = {2004},
 pages = {269--269},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp269-269.pdf}
}
@article{CGFv23i3pp270-270:2004,
 author = {Philip Dutre},
 title = {{Image-based Relighting, and Computer Vision}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Image-based techniques have become very popular over the past couple of years. Ranging from modeling to rendering and lighting, the use of images as direct input for graphics algorithms has become as important as processing polygons or other forms of data.This talk will focus on some of the challenges posed by Image-based relighting. Starting from a set of photographs of an object under various illumination conditions, Image-based relighting computes novel renderings of the objects. Also, the inverse problem stated as ``What is the required lighting configuration to reach a desired illumination on the object?'' will be discussed, as well as some thoughts on how results from computer vision can be used to accelerate the process.},
 year = {2004},
 pages = {270--270},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp270-270.pdf}
}
@article{CGFv23i3pp271-279:2004,
 author = {Jukka Arvo and Mika Hirvikorpi and Joonas Tyystj{\"a}rvi},
 title = {{Approximate Soft Shadows win an Image-Space Flood-Fill Algorithm}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Most former soft shadow algorithms have either suffered from restricted self-shadowing capabilities, been too slow for interactive applications, or could only be used with a limited types of geometry. In this paper, we propose an efficient image-based approach for computing soft shadows. Our method is based on shadow mapping and provides the associated benefits. We use pixel-based visibility computations for rendering penumbra regions directly into the screen-space. This is accomplished by using a modified flood-fill algorithm which enables us to implement the algorithm using programmable graphics hardware. Even though the resulting images are most often high quality, we do not claim that the proposed method is physically correct. The computation time and memory requirements for soft shadows depend on image resolution and the number of lights, not geometric scene complexity. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation I.3.7 [Three-Dimensional Graphics and Realism]: Color, shading, shadowing, and texture},
 year = {2004},
 pages = {271--279},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp271-279.pdf}
}
@article{CGFv23i3pp281-290:2004,
 author = {Chunhui Mei and Jiaoying Shi and Fuli Wu},
 title = {{Rendering with Spherical Radiance Transport Maps}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {In this paper, we propose a real-time method for rendering soft shadows and inter-reflections of dynamic objects under complex illumination. In previous methods, many efforts were taken to acquire occlusion and reflection informations for dynamic scene on the fly, and the result image cannot be generated in real time. In our approach, these informations for each object are pre-computed and stored in well-defined Spherical Radiance Transport Maps (SRTMs). For distant complex illumination such as environment illumination and area light source, we decompose the illumination to several hundred directional lights. In rendering, we search in SRTMs for occlusion info which may cause shadows, and reflection info which may cause inter-reflections. Finally we produce realistic soft shadows and inter-reflections efficiently. Our method is related with but different from previous Pre-computed Radiance Transfer techniques which are only suitable for static scene.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: shading and shadowing},
 year = {2004},
 pages = {281--290},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp281-290.pdf}
}
@article{CGFv23i3pp291-299:2004,
 author = {Mateu Sbert and Laszlo Szecsi and Laszlo Szirmay-Kalos},
 title = {{Real-time Light Animation}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Light source animation is a particularly hard field of real-time global illumination algorithms since moving light sources result in drastic illumination changes and make coherence techniques less effective. However, the animation of small (point-like) light sources represents a special but practically very important case, for which the reuse of the results of other frames is possible. This paper presents a fast light source animation algorithm based on the virtual light sources illumination method. The speed up is close to the length of the animation, and is due to reusing paths in all frames and not only in the frame where they were obtained. The possible applications of this algorithm are the lighting design and systems to convey shape and features with relighting.},
 year = {2004},
 pages = {291--299},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp291-299.pdf}
}
@article{CGFv23i3pp301-310:2004,
 author = {Amit Shesh and Baoquan Chen},
 title = {{SMARTPAPER: An Interactive and User Friendly Sketching System}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {This paper describes an interactive sketching system for 3D design/modeling that diverts from the conventional menu-and-button interfaces of CAD tools. The system, dubbed SMARTPAPER, offers a unified sketching environment that supports direct sketching as well as gestured sketching with more emphasis on the former to encourage natural sketching styles. SMARTPAPER also provides a unified 2D and 3D drawing domain by allowing the user to sketch directly on a 3D model in addition to the usual 2D sketching from scratch. A natural sketching experience is offered by supporting casual sketching consisting of wiggly, discontinuous, overlapping strokes. The system is empowered by an array of seamlessly integrated 2D and 3D features such as 2D sketch cleaning, 3D reconstruction from 2D sketch, 3D transformations, sketching on 3D, and conventional 3D CSG operations like cutting and joining. The key to the success of SMARTPAPER is efficient and robust 3D reconstruction from a single freehand 2D sketch with minimal hints. We have employed and improved Lipson's optimization method, originally designed for offline reconstruction of engineering drawings, in our interactive system by leveraging additional clues obtained by interaction during sketching.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Interaction Techniques, Pen-based Interaction},
 year = {2004},
 pages = {301--310},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp301-310.pdf}
}
@article{CGFv23i3pp311-320:2004,
 author = {Jian. J. Zhang and L. H. You},
 title = {{Fast Surface Modelling Using a 6th Order PDE}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Although the control-point based parametric approach is used most widely in free-form surface modelling, complementary techniques co-exist to meet various specialised requirements. The partial differential equation (PDE) based modelling approach is especially suitable for satisfying surface boundary constraints. They are also effective for the generation of families of free-form surfaces, which share a common base and differ in their secondary features. In this paper, we present a fast surface modelling method using a sixth order PDE. This PDE provides enough degrees of freedom not only to accommodate tangent, but also curvature boundary conditions and offers more shape control parameters to serve as user controls for the manipulation of surface shapes. In order to achieve real-time performance, we have constructed a surface function and developed a high-precision approximate solution to the 6th order PDE. Unlike some existing PDE-based techniques, this resolution method can satisfy the boundary conditions exactly, and is able to create free-form surfaces as fast and almost as accurately as the closed-form (analytical) solutions. Due to the fact that it has sufficient degrees of freedom to accommodate the continuity of 3-sided and 4-sided surface patches at their boundaries, this method is able to model complex surfaces consisting of multiple patches. Compared with existing PDE-based modelling methods, this method is both fast and can solve a larger class of surface modelling problems.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Curves, surfaces, solid, and object representations; physically based modelling},
 year = {2004},
 pages = {311--320},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp311-320.pdf}
}
@article{CGFv23i3pp321-330:2004,
 author = {Sebti Foufou and Lionel Garnier},
 title = {{Dupin Cyclide Blends Between Quadric Surfaces for Shape Modeling}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {We introduce a novel method to define Dupin cyclide blends between quadric primitives. Dupin cyclides are non-spherical algebraic surfaces discovered by French mathematician Pierre-Charles Dupin at the beginning of the 19th century. As a Dupin cyclide can be fully characterized by its principal circles, we have focussed our study on how to determine principal circles tangent to both quadrics being blended. This ensures that the Dupin cyclide we are constructing constitutes aG1blend. We use the Rational Quadratic BĂ©zier Curve (RQBC) representation of circular arcs to model the principal circles, so the construction of each circle is reduced to the determination of the three control points of the RQBC representing the circle.In this work, we regard the blending of two quadric primitives A and B as two complementary blending operations: primitive A-cylinder and cylinder-primitive B; two Dupin cyclides and a cylinder are then defined for each blending operation. In general the cylinder is not useful and may be reduced to a simple circle. A complete shape design example is presented to illustrate the modeling of Eurographics'04 Hugo using a limited number of quadrics combined using Dupin cyclide blends.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling},
 year = {2004},
 pages = {321--330},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp321-330.pdf}
}
@article{CGFv23i3pp331-340:2004,
 author = {Aravind Krishnaswamy and Gladimir V.G. Baranoski},
 title = {{A Biophysically-Based Spectral Model of Light Interaction with Human Skin}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Despite the notable progress in physically-based rendering, there is still a long way to go before we can automatically generate predictable images of biological materials. In this paper, we address an open problem in this area, namely the spectral simulation of light interaction with human skin. We propose a novel biophysically based model that accounts for all components of light propagation in skin tissues, namely surface reflectance, subsurface reflectance and transmittance, and the biological mechanisms of light absorption by pigments in these tissues. The model is controlled by biologically meaningful parameters, and its formulation, based on standard Monte Carlo techniques, enables its straightforward incorporation into realistic image synthesis frameworks. Besides its biophysically-based nature, the key difference between the proposed model and the existing skin models is its comprehensiveness, i.e., it computes both spectral (reflectance and transmittance) and scattering (bidirectional surface-scattering distribution function) quantities for skin specimens. In order to assess the predictability of our simulations, we evaluate their accuracy by comparing results from the model with actual skin measured data. We also present computer generated images to illustrate the flexibility of the proposed model with respect to variations in the biological input data, and its applicability not only in the predictive image synthesis of different skin tones, but also in the spectral simulation of medical conditions.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism},
 year = {2004},
 pages = {331--340},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp331-340.pdf}
}
@article{CGFv23i3pp341-350:2004,
 author = {Brett Desbenoit and Eric Galin and Samir Akkouche},
 title = {{Simulating and modeling lichen growth}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {This paper presents a system for modeling lichens and simulating their propagation and growth in a virtual scene. Lichens colonize almost every substrate in nature and play an important role in the visual appearance of a natural object. The propagation of lichens over the substrate is performed by an Open Diffusion Limited Aggregation model constrained by the characteristics of the environment. The designer can control the development of lichens with simple parameters. Rendering the complex geometry and texture of lichens is achieved by instantiating three dimensional lichen models stored in an atlas of shapes created after real world images. The lichens obtained by our approach considerably increase the realism of complex natural scenes.Categories and Subject Descriptors (according to ACMCCS):I.3.3 [Computer Graphics]:Three-Dimensional Graphics and Realism},
 year = {2004},
 pages = {341--350},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp341-350.pdf}
}
@article{CGFv23i3pp351-360:2004,
 author = {Callum Galbraith and Lars M{\"u}ndermann and Brian Wyvill},
 title = {{Implicit Visualization and Inverse Modeling of Growing Trees}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {A method is proposed for photo-realistic modeling and visualization of a growing tree. Recent visualization methods have focused on producing smoothly blending branching structures, however, these methods fail to account for the inclusion of non-smooth features such as branch bark ridges and bud scale scars. These features constitute an important visual aspect of a living tree, and are also observed to vary over time. The proposed method incorporates these features by using an hierarchical implicit modeling system, which provides a variety of tools for combining surface components in both smooth and non smooth configurations. A procedural interface to this system supports the use of inverse modeling, which is a global-to-local methodology, where the local properties of plant organs are described in terms of their global position within the tree architecture. Inverse modeling is used to define both the tree structure at any time, and a continuous developmental sequence for the tree from a seedling. These techniques provide an intuitive paradigm for the definition of complex tree growth sequences and their subsequent visualization, based solely on observed phenomena. Thus, a key advantage is that they do not require any knowledge of, or simulation of, the underlying biological processes.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Curve, surface, solid, and object representations I.3.7 [Computer Graphics]: Animation},
 year = {2004},
 pages = {351--360},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp351-360.pdf}
}
@article{CGFv23i3pp361-370:2004,
 author = {Carles Bosch and Xavier Pueyo and Stephane Merillou and Djamchid Ghazanfarpour},
 title = {{A Physically-Based Model for Rendering Realistic Scratches}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Individually visible scratches, also called isolated scratches, are very common in real world surfaces. Although their microgeometry is not visible, they are individually perceptible by the human eye, lying into a representation scale between BRDF and texture. In order to simulate this kind of scratches in synthetic images we need to know their position over the surface (texture scale), so we can determine where to use the specific scratch BRDF instead of the ordinary surface BRDF. Computing the BRDF of a scratch is difficult because it depends on the scratch's invisible microgeometry. In this paper, we propose a new physically based model to derive this microgeometry by simulating the formation process of scratches. We allow specifying intuitively the parameters involved in the process such as the scratching tool, the penetration forces, and the material properties of the object. From these parameters, we derive the microgeometries of the scratches by taking into account the real behaviour of the process. This behaviour has been determined by analysing existing models in the field of materials engineering and some ``scratch tests'' that we performed on metals. Our method has the advantages of easily simulating scratches with a wide range of microgeometries and taking into account the variability of their microgeometry along the scratch path. Another contribution is related to the location of the scratches over the surface. Instead of using an image of the paths as in previous work, we present a new representation based on curves defining the paths. This offers an independence on the image resolution or the distance from the observer and accurately provides the scratch direction in order to compute scratch BRDFs.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing, and texture.},
 year = {2004},
 pages = {361--370},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp361-370.pdf}
}
@article{CGFv23i3pp371-379:2004,
 author = {M. Gopi and David Eppstien},
 title = {{Single-Strip Triangulation of Manifolds with Arbitrary Topology}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Triangle strips have been widely used for efficient rendering. It is NP-complete to test whether a given triangulated model can be represented as a single triangle strip, so many heuristics have been proposed to partition models into few long strips. In this paper, we present a new algorithm for creating a single triangle loop or strip from a triangulated model. Our method applies a dual graph matching algorithm to partition the mesh into cycles, and then merges pairs of cycles by splitting adjacent triangles when necessary. New vertices are introduced at midpoints of edges and the new triangles thus formed are coplanar with their parent triangles, hence the visual fidelity of the geometry is not changed. We prove that the increase in the number of triangles due to this splitting is 50% in the worst case, however for all models we tested the increase was less than 2%. We also prove tight bounds on the number of triangles needed for a single-strip representation of a model with holes on its boundary. Our strips can be used not only for efficient rendering, but also for other applications including the generation of space filling curves on a manifold of any arbitrary topology.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Geometric algorithms, Triangulation, Stripification. G.2.2 [Graph algorithms]: Hamiltonian Path, Hamiltonian Cycle, Perfect Matching.},
 year = {2004},
 pages = {371--379},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp371-379.pdf}
}
@article{CGFv23i3pp381-389:2004,
 author = {Sebastien Valette and Jean-Marc Chassery},
 title = {{Approximated Centroidal Voronoi Diagrams for Uniform Polygonal Mesh Coarsening}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {We present a novel clustering algorithm for polygonal meshes which approximates a Centroidal Voronoi Diagram construction. The clustering provides an efficient way to construct uniform tessellations, and therefore leads to uniform coarsening of polygonal meshes, when the output triangulation has many fewer elements than the input mesh. The mesh topology is also simplified by the clustering algorithm. Based on a mathematical framework, our algorithm is easy to implement, and has low memory requirements. We demonstrate the efficiency of the proposed scheme by processing several reference meshes having up to 1 million triangles and very high genus within a few minutes on a low- end computer.},
 year = {2004},
 pages = {381--389},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp381-389.pdf}
}
@article{CGFv23i3pp391-400:2004,
 author = {Klaus Hildebrandt and Konrad Polthier},
 title = {{Anisotropic Filtering of Non-Linear Surface Features}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {A new method for noise removal of arbitrary surfaces meshes is presented which focuses on the preservation and sharpening of non-linear geometric features such as curved surface regions and feature lines. Our method uses a prescribed mean curvature flow (PMC) for simplicial surfaces which is based on three new contributions: 1. the definition and efficient calculation of a discrete shape operator and principal curvature properties on simplicial surfaces that is fully consistent with the well-known discrete mean curvature formula, 2. an anisotropic discrete mean curvature vector that combines the advantages of the mean curvature normal with the special anisotropic behaviour along feature lines of a surface, and 3. an anisotropic prescribed mean curvature flow which converges to surfaces with an estimated mean curvature distribution and with preserved non-linear features. Additionally, the PMC flow prevents boundary shrinkage at constrained and free boundary segments.},
 year = {2004},
 pages = {391--400},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp391-400.pdf}
}
@article{CGFv23i3pp401-410:2004,
 author = {C. Andujar and P. Brunet and A. Chica and I. Navazo and J. Rossignac and A. Vinacua},
 title = {{Computing Maximal Tiles and Application to Impostor-Based Simplification}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {The computation of the largest planar region approximating a 3D object is an important problem with wide applications in modeling and rendering. Given a voxelization of the 3D object, we propose an efficient algorithm to solve a discrete version of this problem. The input of the algorithm is the set of grid edges connecting the interior and the exterior of the object (called sticks). Using a voting-based approach, we compute the plane that slices the largest number of sticks and is orientation-compatible with these sticks. The robustness and efficiency of our approach rests on the use of two different parameterizations of the planes with suitable properties. The first of these is exact and is used to retrieve precomputed local solutions of the problem. The second one is discrete and is used in a hierarchical voting scheme to compute the global maximum. This problem has diverse applications that range from finding object signatures to generating simplified models. Here we demonstrate the merits of the algorithm for efficiently computing an optimized set of textured impostors for a given polygonal model.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling},
 year = {2004},
 pages = {401--410},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp401-410.pdf}
}
@article{CGFv23i3pp411-420:2004,
 author = {Parag Chaudhuri and Prem Kalra and Subhashis Banerjee},
 title = {{A System for View-Dependent Animation}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {In this paper, we present a novel system for facilitating the creation of stylized view-dependent 3D animation. Our system harnesses the skill and intuition of a traditionally trained animator by providing a convivial sketch based 2D to 3D interface. A base mesh model of the character can be modified to match closely to an input sketch, with minimal user interaction. To do this, we recover the best camera from the intended view direction in the sketch using robust computer vision techniques. This aligns the mesh model with the sketch. We then deform the 3D character in two stages - first we reconstruct the best matching skeletal pose from the sketch and then we deform the mesh geometry. We introduce techniques to incorporate deformations in the view-dependent setting. This allows us to set up view-dependent models for animation.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Animation },
 year = {2004},
 pages = {411--420},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp411-420.pdf}
}
@article{CGFv23i3pp421-430:2004,
 author = {Johannes Zander and Tobias Isenberg and Stefan Schlechtweg and Thomas Strothotte},
 title = {{High Quality Hatching}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Hatching lines are often used in line illustrations to convey tone and texture of a surface. In this paper we present methods to generate hatching lines from polygonal meshes and render them in high quality either at interactive rates for on-screen display or for reproduction in print. Our approach is based on local curvature information that is integrated to form streamlines on the surface of the mesh. We use a new algorithm that provides an even distribution of these lines. A special processing of these streamlines ensures high quality line rendering for both intended output media later on. While the streamlines are generated in a preprocessing stage, hatching lines are rendered either for vector-based printer output or on-screen display, the latter allowing for interaction in terms of changing the view parameters or manipulating the entire line shading model at run-time using a virtual machine.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation-Display algorithms; I.3.3 [Computer Graphics]: Picture/Image Generation-Line and curve generation },
 year = {2004},
 pages = {421--430},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp421-430.pdf}
}
@article{CGFv23i3pp431-440:2004,
 author = {Daisuke Tasaki and Shinji Mizuno and Minoru Okada},
 title = {{Virtual Drypoint by a Model-driven Strategy}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {In this paper we propose a method to synthesize a virtual copperplate print image based on physical model as a non-photorealistic rendering in Computer Graphics. In particular we pick out the drypoint from many existing copperplate printing techniques. A drypoint print has a remarkable feature that ridged burrs are arising out of the copperplate and the printed lines are slightly ragged and fuzzy. Our method consists of four sub-processes: plate making, ink applying, wiping and printing. Each process simulates the physical actions and phenomena observed in the actual copperplate printing. In this study we use a small-scale print and an actual print created by a real copperplate artist for some experiments to indicate effects and availability of proposed method to synthesize a print image with the feature of drypoint. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism},
 year = {2004},
 pages = {431--440},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp431-440.pdf}
}
@article{CGFv23i3pp441-450:2004,
 author = {Shuzhen Wang and Wolfgang Heidrich},
 title = {{The Design of an Inexpensive Very High Resolution Scan Camera System}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {We describe a system for transforming an off-the-shelf flatbed scanner into a $200 scan backend for large format cameras. While we describe both software and hardware aspects, the focus of the paper is on software issues such as color calibration and removal of scanner artifacts. With current scanner technology, the resulting camera system is capable of taking black&white, color, or near-infrared photographs with up to 490 million pixels. Our analysis shows that we achieve actual optical resolutions close to the theoretical maximum, and that color reproduction is comparable to commercial camera systems. We believe that the camera system described here has many potential applications in image-based modeling and rendering, cultural heritage projects, and professional digital photography.},
 year = {2004},
 pages = {441--450},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp441-450.pdf}
}
@article{CGFv23i3pp451-460:2004,
 author = {Ramesh Raskar and Jeroen Baar and Thomas Willwacher and Srinivas Rao},
 title = {{Quadric Transfer for Immersive Curved Screen Displays}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Curved screens are increasingly being used for high-resolution immersive visualization environments. We describe a new technique to display seamless images using overlapping projectors on curved quadric surfaces such as spherical or cylindrical shape. We exploit a quadric image transfer function and show how it can be used to achieve sub-pixel registration while interactively displaying two or three-dimensional datasets for a head-tracked user. Current techniques for automatically registered seamless displays have focused mainly on planar displays. On the other hand, techniques for curved screens currently involve cumbersome manual alignment to make the installation conform to the intended design. We show a seamless real-time display system and discuss our methods for smooth intensity blending and efficient rendering.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism- Virtual reality},
 year = {2004},
 pages = {451--460},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp451-460.pdf}
}
@article{CGFv23i3pp461-468:2004,
 author = {Eric Bourque and Gregory Dudek},
 title = {{Procedural Texture Matching and Transformation}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {We present a technique for creating a smoothly varying sequence of procedural textures that interpolates between arbitrary input samples of texture. This texture transformation uses a library of procedural shaders and selects the correct shaders and associated parameters to accomplish the task.In general, selecting a procedural texture from a library, or finding the correct parameters to produce a smooth texture transition can be complex and time consuming. We propose a strategy for automating this process. While superficially this problem appears intractable for both humans and computational systems, its natural characteristics make a computational solution feasible. We present an algorithm and experimental results demonstrating this approach.Transformation between two textures can then be achieved procedurally, while enforcing perceptual similarity constraints between adjacent texture frames. We describe a technique for efficiently sampling the parameter domain of a shader based on a texture similarity function to create a smooth path through its texture range. In the case of evolving between several shaders, a method is described to obtain the best jump-points which can be used to connect different shaders smoothly in texture space. Several examples of the technique are shown, and future directions as well as potential problems are discussed.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Texture},
 year = {2004},
 pages = {461--468},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp461-468.pdf}
}
@article{CGFv23i3pp469-478:2004,
 author = {Tino Weinkauf and Holger Theisel and Hans-Christian Hege and Hans-Peter Seidel},
 title = {{Topological Construction and Visualization of Higher Order 3D Vector Fields}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {We present the first algorithm for constructing 3D vector fields based on their topological skeleton. The skeleton itself is modeled by interactively moving a number of control polygons. Then a piecewise linear vector field is automatically constructed which has the same topological skeleton as modeled before. This approach is based on a complete segmentation of the areas around critical points into sectors of different flow behavior. Based on this, we present the first approach to visualizing higher order critical points of 3D vector fields.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Line and Curve Generation I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism},
 year = {2004},
 pages = {469--478},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp469-478.pdf}
}
@article{CGFv23i3pp479-488:2004,
 author = {D. Weiskopf},
 title = {{Dye Advection Without the Blur: A Level-Set Approach for Texture-Based Visualization of Unsteady Flow}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Dye advection is an intuitive and versatile technique to visualize both steady and unsteady flow. Dye can be easily combined with noise-based dense vector field representations and is an important element in user-centric visual exploration processes. However, fast texture-based implementations of dye advection rely on linear interpolation operations that lead to severe diffusion artifacts. In this paper, a novel approach for dye advection is proposed to avoid this blurring and to achieve long and clearly defined streaklines or extended streak-like patterns. The interface between dye and background is modeled as a level-set within a signed distance field. The level-set evolution is governed by the underlying flow field and is computed by a semi-Lagrangian method. A reinitialization technique is used to counteract the distortions introduced by the level-set evolution and to maintain a level-set function that represents a local distance field. This approach works for 2D and 3D flow fields alike. It is demonstrated how the texture-based level-set representation lends itself to an efficient GPU implementation and therefore facilitates interactive visualization.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism},
 year = {2004},
 pages = {479--488},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp479-488.pdf}
}
@article{CGFv23i3pp489-497:2004,
 author = {Benjamin Mora and David S. Evert},
 title = {{Instant Volumetric Understanding with Order-Independent Volume Rendering}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Rapid, visual understanding of volumetric datasets is a crucial outcome of a good volume rendering application, but few current volume rendering systems deliver this result. Our goal is to reduce the volumetric surfing that is required to understand volumetric features by conveying more information in fewer images. In order to achieve this goal, and in contrast with most current methods which still use optical models and alpha blending, our approach reintroduces the order-independent contribution of every sample along the ray in order to have an equiprobable visualization of all the volume samples. Therefore, we demonstrate how order independent sampling can be suitable for fast volume understanding, show useful extensions to MIP and X-ray like renderings, and, finally, point out the special advantage of using stereo visualization in these models to circumvent the lack of depth cues.Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image, Generation,I.3.7 [Computer Graphics]: Three-Dimensional graphics and realism.},
 year = {2004},
 pages = {489--497},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp489-497.pdf}
}
@article{CGFv23i3pp499-508:2004,
 author = {C. Andujar and P. Vazquez and M. Fairen},
 title = {{Way-Finder: guided tours through complex walkthrough models}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {The exploration of complex walkthrough models is often a difficult task due to the presence of densely occluded regions which pose a serious challenge to online navigation. In this paper we address the problem of algorithmic generation of exploration paths for complex walkthrough models. We present a characterization of suitable properties for camera paths and we discuss an efficient algorithm for computing them with little or no user intervention. Our approach is based on identifying the free-space structure of the scene (represented by a cell and portal graph) and an entropy-based measure of the relevance of a view-point. This metric is key for deciding which cells have to be visited and for computing critical way-points inside each cell. Several results on different model categories are presented and discussed.},
 year = {2004},
 pages = {499--508},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp499-508.pdf}
}
@article{CGFv23i3pp509-518:2004,
 author = {Fabrice Lamarche and Stephane Donikian},
 title = {{Crowd of Virtual Humans: a New Approach for Real Time Navigation in Complex and Structured Environments}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {The navigation activity is an every day practice for any human being capable of locomotion. Our objective in this work is to reproduce this crucial human activity inside virtual environments. Putting together the high complexity of a realistic environment such as a city, a big amount of virtual humans and the real-time constraint requires to optimize each aspect of the animation process. In this paper, we present a suitable topological structuring of the geometric environment to allow fast path finding as well as an efficient reactive navigation algorithm for virtual humans evolving inside a crowd.},
 year = {2004},
 pages = {509--518},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp509-518.pdf}
}
@article{CGFv23i3pp519-528:2004,
 author = {Mankyu Sung and Michael Gleicher and Stephen Chenney},
 title = {{Scalable behaviors for crowd simulation}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Crowd simulation for virtual environments offers many challenges centered on the trade-offs between rich behavior, control and computational cost. In this paper we present a new approach to controlling the behavior of agents in a crowd. Our method is scalable in the sense that increasingly complex crowd behaviors can be created without a corresponding increase in the complexity of the agents. Our approach is also more authorable; users can dynamically specify which crowd behaviors happen in various parts of an environment. Finally, the character motion produced by our system is visually convincing. We achieve our aims with a situation-based control structure. Basic agents have very limited behaviors. As they enter new situations, additional, situation-specific behaviors are composed on the fly to enable agents to respond appropriately. The composition is done using a probabilistic mechanism. We demonstrate our system with three environments including a city street and a theater.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation},
 year = {2004},
 pages = {519--528},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp519-528.pdf}
}
@article{CGFv23i3pp529-538:2004,
 author = {S. Hasegawa and M. Sato},
 title = {{Real-time Rigid Body Simulation for Haptic Interactions Based on Contact Volume of Polygonal Objects}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {This paper proposes a new method for real-time rigid body simulations for haptic interactions based on a penalty method regarding contact volume. Analytical methods for calculation of contact forces require too much time to maintain fast update rates for haptic controls. In addition, they prohibit direct connection of haptic interfaces.Penalty methods, which employ spring-damper models for calculation of contact forces, offer a very rapid rate of iterations. In addition, they permit direct connection of haptic interfaces. Penalty methods are good for haptic interactions. However, previous penalty methods do not regard distribution of contact forces over the contact area. For that reason, they can't calculate normal and friction forces on face-face contacts correctly.We propose a distributed spring-damper model on a contact area to solve these problems. We analyze three-dimensional geometries of the intersecting portion on the polyhedral objects. Then, we integrate forces and torques of distributed spring-damper models.We implement a proposed simulator and compare it with a point-based penalty method and constraint method. The comparison shows that the proposed simulator improves accuracy of the simulation of face-face contact and friction forces and the simulation speed. In addition, we attach a six degree-of-freedom (6-DOF) haptic interface to the simulator. Users can feel 6-DOF force feedback and input 6-DOF motions.Categories and Subject Descriptors (according to ACM CCS): I.6.5 [Model Development]: Modeling methodologies, H.5.2 [User Interfaces]: Haptic I/O, I.3.6 [Methodology and Techniques]: Interaction techniques},
 year = {2004},
 pages = {529--538},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp529-538.pdf}
}
@article{CGFv23i3pp539-545:2004,
 author = {Yoshinori Dobashi and Tsuyoshi Yamamoto and Tomoyuki Nishita},
 title = {{Synthesizing Sound from Turbulent Field using Sound Textures for Interactive Fluid Simulation}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Sound is an indispensable element for the simulation of a realistic virtual environment. Therefore, there has been much recent research focused on the simulation of realistic sound effects. This paper proposes a method for creating sound for turbulent phenomena such as fire. In a turbulent field, the complex motion of vortices leads to the generation of sound. This type of sound is called a vortex sound. The proposed method simulates a vortex sound by computing vorticity distributions using computational fluid dynamics. Sound textures for the vortex sound are first created in a pre-process step. The sound is then created at interactive rates by using these sound textures. The usefulness of the proposed method is demonstrated by applying it to the simulation of the sound of fire and other turbulent phenomena.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Animation; I.6.8 [Simulation and Modeling]: Types of Simulation - Animation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism; I.6.3 [Simulation and Modeling]: Applications; H.5.5 [Information Interfaces and Presentation]: Sound and Music Computing - Methodologies and techniques, Modeling.},
 year = {2004},
 pages = {539--545},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp539-545.pdf}
}
@article{CGFv23i3pp547-556:2004,
 author = {Jeffrey L. Schoner and Jochen Lang and Hans-Peter Seidel},
 title = {{Measurement-Based Interactive Simulation of Viscoelastic Solids}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Animation of viscoelastic solids in entertainment and medical applications as well as scientific simulation can be improved through observations of real world objects. This paper presents a method for simulating viscoelastic solids in real-time for visual and haptic display along with a method for determining the parameters of the the underlying model from automated physical measurements of real world objects. The viscoelastic model is a novel extension of the discrete Green's function matrix for linear elasticity, which combines static behavior represented by Green's functions with dynamic behavior expressed by differential equations inspired by particle systems. We describe a novel estimation method of dynamic contact behavior for heterogeneous complex objects based on these measurements. For this estimation, our method relies only on measurement data previously used in the acquisition less realistic elastostatic models. In this way our method allows more physically accurate realism in animation of viscoelastic solids without large additional computational costs or any measurements besides those associated with related methods for elastostatic solids.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Physically based modeling I.3.7 [Computer Graphics]: Virtual reality, animation},
 year = {2004},
 pages = {547--556},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp547-556.pdf}
}
@article{CGFv23i3pp557-566:2004,
 author = {Avneesh Sud and Miguel A. Otaduy and Dinesh Manocha},
 title = {{DiFi: Fast 3D Distance Field Computation Using Graphics Hardware}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {We present an algorithm for fast computation of discretized 3D distance fields using graphics hardware. Given a set of primitives and a distance metric, our algorithm computes the distance field for each slice of a uniform spatial grid baly rasterizing the distance functions of the primitives. We compute bounds on the spatial extent of the Voronoi region of each primitive. These bounds are used to cull and clamp the distance functions rendered for each slice. Our algorithm is applicable to all geometric models and does not make any assumptions about connectivity or a manifold representation. We have used our algorithm to compute distance fields of large models composed of tens of thousands of primitives on high resolution grids. Moreover, we demonstrate its application to medial axis evaluation and proximity computations. As compared to earlier approaches, we are able to achieve an order of magnitude improvement in the running time.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Distance fields, Voronoi regions, graphics hardware, proximity computations},
 year = {2004},
 pages = {557--566},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp557-566.pdf}
}
@article{CGFv23i3pp567-576:2004,
 author = {Jan Klein and Gabriel Zachmann},
 title = {{Point Cloud Collision Detection}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {In the past few years, many efficient rendering and surface reconstruction algorithms for point clouds have been developed. However, collision detection of point clouds has not been considered until now, although this is a prerequisite to use them for interactive or animated 3D graphics.We present a novel approach for time-critical collision detection of point clouds. Based solely on the point representation, it can detect intersections of the underlying implicit surfaces. The surfaces do not need to be closed.We construct a point hierarchy where each node stores a sufficient sample of the points plus a sphere covering of a part of the surface. These are used to derive criteria that guide our hierarchy traversal so as to increase convergence. One of them can be used to prune pairs of nodes, the other one is used to prioritize still to be visited pairs of nodes. At the leaves we efficiently determine an intersection by estimating the smallest distance.We have tested our implementation for several large point cloud models. The results show that a very fast and precise answer to collision detection queries can always be given.Categories and Subject Descriptors (according to ACM CCS): G.1.2 [Numerical Analysis]: Approximation of surfaces and contours I.3.5 [Computer Graphics]: Computational Geometry and Object-Modeling[Geometric algorithms, languages and systems; object hierarchy; physically-based modeling] I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism[Animation; virtual reality]},
 year = {2004},
 pages = {567--576},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp567-576.pdf}
}
@article{CGFv23i3pp577-584:2004,
 author = {Xiaobin Wu and J{\"o}rg Peters},
 title = {{Interference Detection for Subdivision Surfaces}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Accurate and robust interference detection and ray-tracing of subdivision surfaces requires safe linear approximations. Approximation of the limit surface by the subdivided control polyhedron can be both inaccurate and, due to the exponential growth of the number of facets, costly.This paper shows how a standard intersection hierarchy, such as an OBB tree, can be made safe and efficient for subdivision surface interference detection. The key is to construct, on the fly, optimally placed facets, whose spherical offsets tightly enclose the limit surface. The spherically offset facets can be locally subdivided and they can be efficiently intersected based on standard triangle-triangle interference detection.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling},
 year = {2004},
 pages = {577--584},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp577-584.pdf}
}
@article{CGFv23i3pp585-593:2004,
 author = {Laszlo Szecsi and Mateu Sbert and Laszlo Szirmay-Kalos},
 title = {{Combined Correlated and Importance Sampling in Direct Light Source Computation and Environment Mapping}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {This paper presents a general variance reduction method that is a quasi-optimal combination of correlated and importance sampling. The weights of the combination are selected automatically in order to keep the merits of both importance and correlated sampling. The proposed sampling method is used for efficient direct light source computation of large area sources and for the calculation of the reflected illumination of environment maps. Importance sampling would be good in these cases if the sources are hidden, while correlated sampling is efficient if the sources are fully visible. The proposed method automatically detects the particular case and provides results that inherit the advantages of both techniques.},
 year = {2004},
 pages = {585--593},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp585-593.pdf}
}
@article{CGFv23i3pp595-603:2004,
 author = {Ingo Wald and Johannes G{\"u}nther and Philipp Slusallek},
 title = {{Balancing Considered Harmful - Faster Photon Mapping using the Voxel Volume Heuristic -}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Photon mapping is one of the most important algorithms for computing global illumination. Especially for efficiently producing convincing caustics, there are no real alternatives to photon mapping. On the other hand, photon mapping is also quite costly: Each radiance lookup requires to find the k nearest neighbors in a kd-tree, which can be more costly than shooting several rays. Therefore, the nearest-neighbor queries often dominate the rendering time of a photon map based renderer.In this paper, we present a method that reorganizes - i.e. un balances - the kd-tree for storing the photons in a way that allows for finding the k-nearest neighbors much more efficiently, thereby accelerating the radiance estimates by a factor of 1.2â3.4. Most importantly, our method still finds exactly the same k-nearest-neighbors as the original method, without introducing any approximations or loss of accuracy. The impact of our method is demonstrated with several practical examples.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Global Illumination I.3.7 [Computer Graphics]: Raytracing},
 year = {2004},
 pages = {595--603},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp595-603.pdf}
}
@article{CGFv23i3pp605-614:2004,
 author = {Jean-Philippe Farrugia and Bernard Peroche},
 title = {{A Progressive Rendering Algorithm Using an Adaptive Perceptually Based Image Metric }},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {In this paper, we propose to solve the global illumination problem through a progressive rendering method relying on an adaptive sampling of the image space. The refinement of this sample scheme is driven by an image metric based on a powerful vision model. A Delaunay triangulation of the sampled points is followed by a classification of these triangles into three classes. By interpolating each triangle according to the class it belongs to, we can obtain a high quality image by computing only a fraction of all the pixels and thus saving computation time.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Perceptual Rendering, Global illumination},
 year = {2004},
 pages = {605--614},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp605-614.pdf}
}
@article{CGFv23i3pp615-624:2004,
 author = {Jiri­ Bittner and Michael Wimmer and Harald Piringer and Werner Purgathofer},
 title = {{Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {We present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary complex scenes. Our method minimizes the number of issued queries and reduces the delays due to the latency of query results. We reuse the results of occlusion queries from the last frame in order to initiate and schedule the queries in the next frame. This is done by processing nodes of a spatial hierarchy in a front-to-back order and interleaving occlusion queries with rendering of certain previously visible nodes. The proposed scheduling of the queries makes use of spatial and temporal coherence of visibility. Despite its simplicity, the algorithm achieves good culling efficiency for scenes of various types. The implementation of the algorithm is straightforward and it can be easily integrated in existing real-time rendering packages based on common hierarchical data structures.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism},
 year = {2004},
 pages = {615--624},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp615-624.pdf}
}
@article{CGFv23i3pp625-633:2004,
 author = {Daniel Weiskopf and Tobias Schafhitzel and Thomas Ertl},
 title = {{GPU-Based Nonlinear Ray Tracing}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {In this paper, we present a mapping of nonlinear ray tracing to the GPU which avoids any data transfer back to main memory. The rendering process consists of the following parts: ray setup according to the camera parameters, ray integration, ray-object intersection, and local illumination. Bent rays are approximated by polygonal lines that are represented by textures. Ray integration is based on an iterative numerical solution of ordinary differential equations whose initial values are determined during ray setup. To improve the rendering performance, we propose acceleration techniques such as early ray termination and adaptive ray integration. Finally, we discuss a variety of applications that range from the visualization of dynamical systems to the general relativistic visualization in astrophysics and the rendering of the continuous refraction in media with varying density.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism},
 year = {2004},
 pages = {625--633},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp625-633.pdf}
}
@article{CGFv23i3pp635-642:2004,
 author = {Ming Li and Marcus Magnor and Hans-Peter Seidel},
 title = {{Hardware-Accelerated Rendering of Photo Hulls}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {This paper presents an efficient hardware-accelerated method for novel view synthesis from a set of images or videos. Our method is based on the photo hull representation, which is the maximal photo-consistent shape. We avoid the explicit reconstruction of photo hulls by adopting a view-dependent plane-sweeping strategy. From the target viewpoint slicing planes are rendered with reference views projected onto them. Graphics hardware is exploited to verify the photo-consistency of each rasterized fragment. Visibilities with respect to reference views are properly modeled, and only photo-consistent fragments are kept and colored in the target view. We present experiments with real images and animation sequences. Thanks to the more accurate shape of the photo hull representation, our method generates more realistic rendering results than methods based on visual hulls. Currently, we achieve rendering frame rates of 2â3 fps. Compared to a pure software implementation, the performance of our hardware-accelerated method is approximately 7 times faster.Categories and Subject Descriptors (according to ACM CCS): CR Categories: I.3.3 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism.},
 year = {2004},
 pages = {635--642},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp635-642.pdf}
}
@article{CGFv23i3pp643-652:2004,
 author = {Jainhua Wu and Leif Kobbelt},
 title = {{Optimized Sub-Sampling of Point Sets for Surface Splatting}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Using surface splats as a rendering primitive has gained increasing attention recently due to its potential for high-performance and high-quality rendering of complex geometric models. However, as with any other rendering primitive, the processing costs are still proportional to the number of primitives that we use to represent a given object. This is why complexity reduction for point-sampled geometry is as important as it is, e.g., for triangle meshes. In this paper we present a new sub-sampling technique for dense point clouds which is specifically adjusted to the particular geometric properties of circular or elliptical surface splats. A global optimization scheme computes an approximately minimal set of splats that covers the entire surface while staying below a globally prescribed maximum error toleranceÎ”. Since our algorithm converts pure point sample data into surface splats with normal vectors and spatial extent, it can also be considered as a surface reconstruction technique which generates a hole-free piecewise linearCâ1continuous approximation of the input data. Here we can exploit the higher flexibility of surface splats compared to triangle meshes. Compared to previous work in this area we are able to obtain significantly lower splat numbers for a given error tolerance.},
 year = {2004},
 pages = {643--652},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp643-652.pdf}
}
@article{CGFv23i3pp653-660:2004,
 author = {Gael Guennebaud and Loic Barthe and Mathias Paulin},
 title = {{Deferred Splatting}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {In recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics hardware allows efficient implementation of high quality surface splatting algorithms, their performance remains below those obtained with simpler point based rendering algorithms when they are used for scenes of high complexity. In this paper, our goal is to apply high quality point based rendering algorithms on complex scenes. For this purpose, we show how to take advantage of temporal coherency in a very accurate hardware accelerated point selection algorithm allowing the expensive computations to be peformed only on visible points. Our algorithm is based on a multi-pass hardware accelerated EWA splatting. It is also suitable for any rendering application since no pre-process is needed and no assumption is made on the data structure. In addition, we briefly discuss the association of our method with other existing culling techniques and optimization for particular applications.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Viewing algorithms},
 year = {2004},
 pages = {653--660},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp653-660.pdf}
}
@article{CGFv23i3pp661-668:2004,
 author = {S{\"o}ren Grimm and Stefan Bruckner and Armin Kanitsar and Eduard Gr{\"o}ller},
 title = {{VOTS: VOlume doTS as a Point-Based Representation of Volumetric Data}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {We present Volume dots (Vots), a new primitive for volumetric data modelling, processing, and rendering. Vots are a point-based representation of volumetric data. An individual Vot is specified by the coefficients of a Taylor series expansion, i.e. the function value and higher order derivatives at a specific point. A Vot does not only represent a single sample point, it represents the underlying function within a region. With the Vots representation we have a more intuitive and high-level description of the volume data. This allows direct analytical examination and manipulation of volumetric datasets. Vots enable the representation of the underlying scalar function with specified precision. User-centric importance sampling is also possible, i.e., unimportant volume parts are still present but represented with just very few Vots. As proof of concept, we show Maximum Intensity Projection based on Vots.Categories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Graphics Data Structures and Data Types},
 year = {2004},
 pages = {661--668},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp661-668.pdf}
}
@article{CGFv23i3pp669-676:2004,
 author = {Volker Blanz and Kristina Scherbaum and Thomas Vetter and Hans-Peter Seidel},
 title = {{Exchanging Faces in Images}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Pasting somebody's face into an existing image with traditional photo retouching and digital image processing tools has only been possible if both images show the face from the same viewpoint and with the same illumination. However, this is rarely the case for given pairs of images. We present a system that exchanges faces across large differences in viewpoint and illumination. It is based on an algorithm that estimates 3D shape and texture along with all relevant scene parameters, such as pose and lighting, from single images. Manual interaction is reduced to clicking on a set of about 7 feature points, and marking the hairline in the target image. The system can be used for image processing, virtual try-on of hairstyles, and face recognition. By separating face identity from imaging conditions, our approach provides an abstract representation of images and a novel, high-level tool for image manipulation.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation},
 year = {2004},
 pages = {669--676},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp669-676.pdf}
}
@article{CGFv23i3pp677-686:2004,
 author = {Yang Wang and Xiaolei Huang and Chan-Su Lee and Song Zhang and Zhiguo Li and Dimitris Samaras and Dimitris Metaxas and Ahmed Elgammal and Peisen Huang},
 title = {{High Resolution Acquisition, Learning and Transfer of Dynamic 3-D Facial Expressions}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {Synthesis and re-targeting of facial expressions is central to facial animation and often involves significant manual work in order to achieve realistic expressions, due to the difficulty of capturing high quality dynamic expression data. In this paper we address fundamental issues regarding the use of high quality dense 3-D data samples undergoing motions at video speeds, e.g. human facial expressions. In order to utilize such data for motion analysis and re-targeting, correspondences must be established between data in different frames of the same faces as well as between different faces. We present a data driven approach that consists of four parts: 1) High speed, high accuracy capture of moving faces without the use of markers, 2) Very precise tracking of facial motion using a multi-resolution deformable mesh, 3) A unified low dimensional mapping of dynamic facial motion that can separate expression style, and 4) Synthesis of novel expressions as a combination of expression styles. The accuracy and resolution of our method allows us to capture and track subtle expression details. The low dimensional representation of motion data in a unified embedding for all the subjects in the database allows for learning the most discriminating characteristics of each individual's expressions as that person's âexpression styleâ. Thus new expressions can be synthesized, either as dynamic morphing between individuals, or as expression transfer from a source face to a target face, as demonstrated in a series of experiments.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation; I.3.5 [Computer Graphics]: Curve, surface, solid, and object representations; I.3.3 [Computer Graphics]: Digitizing and scanning; I.2.10 [Artificial intelligence]: Motion ; I.2.10 [Artificial intelligence]: Representations, data structures, and transforms; I.2.10 [Artificial intelligence]: Shape; I.2.6 [Artificial intelligence]: Concept learning},
 year = {2004},
 pages = {677--686},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp677-686.pdf}
}
@article{CGFv23i3pp687-695:2004,
 author = {Kyunggun Na and Moonryul Jung},
 title = {{Hierarchical Retargetting of Fine Facial Motions}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {3},
 abstract = {We present a novel technique for retargetting captured facial animation to new facial models. We use dense motion data that can express fine motions such as wrinkles. We use a normal mesh, which is a special multi-resolution mesh, to represent source and target models. A normal mesh is defined by the base mesh and sequence of normal offsets from it. Our retargetting consists of two steps: base mesh and detail mesh retargetting. For base mesh retargetting, we use an example-based technique to take advantage of the intuition of the user in specifying the similarity between source and target expressions. In detail mesh retargetting, the variations of normal offsets in the source mesh are hierarchically computed and transferred to the target mesh. Our retargetting scheme is able to produce robust and delicate results for unusual target models from highly detailed motion data.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three Dimensional Graphics and Realism - Animation; I.3.5 [Computer Graphics]: Computational Geometry and Object Modelling - hierarchy and geometric transformation, object hierarchy},
 year = {2004},
 pages = {687--695},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue3/v23i3pp687-695.pdf}
}
@article{CGFv23i4pp697-714:2004,
 author = {Chandrajit Bajaj and Insung Ihm and Jungki Min and Jinsang Oh},
 title = {{SIMD Optimization of Linear Expressions for Programmable Graphics Hardware}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {4},
 abstract = {The increased programmability of graphics hardware allows efficient graphical processing unit (GPU) implementations of a wide range of general computations on commodity PCs. An important factor in such implementations is how to fully exploit the SIMD computing capacities offered by modern graphics processors. Linear expressions in the form of , where A is a matrix, and  and  are vectors, constitute one of the most basic operations in many scientific computations. In this paper, we propose a SIMD code optimization technique that enables efficient shader codes to be generated for evaluating linear expressions. It is shown that performance can be improved considerably by efficiently packing arithmetic operations into four-wide SIMD instructions through reordering of the operations in linear expressions. We demonstrate that the presented technique can be used effectively for programming both vertex and pixel shaders for a variety of mathematical applications, including integrating differential equations and solving a sparse linear system of equations using iterative methods.},
 year = {2004},
 pages = {697--714},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue4/v23i4pp697-714.pdf}
}
@article{CGFv23i4pp715-725:2004,
 author = {Haitao Zhang and Feng Qiu and Arie Kaufman},
 title = {{Fast Hybrid Approach for Texturing Point Models}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {4},
 abstract = {We present three methods for texturing point models from sample textures. The first method, the point parameterization method, uses a fast distortion-bounded parameterization algorithm to flatten the point model's surface into one or more 2D patches. The sample texture is mapped onto these patches and alpha blending is used to minimize the discontinuity in the gaps between the patches. The second method is based on neighborhood matching where a color is assigned to each point by searching the best match within an irregular neighborhood. The hybrid method combines the former two methods, capitalizing on the advantages of both. The point parameterization method is used first to color most of the points, and the point neighborhood-matching method is then applied to the points belonging to the gaps between the parameterized patches to minimize the discontinuity. We opt for fast texture generation, while some discontinuities may appear in the gaps of anisotropic textures.},
 year = {2004},
 pages = {715--725},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue4/v23i4pp715-725.pdf}
}
@article{CGFv23i4pp727-739:2004,
 author = {S. Schein and G. Elber},
 title = {{Placement of Deformable Objects}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {4},
 abstract = {With the increasing complexity of photorealistic scenes, the question of building and placing objects in three-dimensional scenes is becoming ever more difficult. While the question of placement of rigid objects has captured the attention of researchers in the past, this work presents an intuitive and interactive scheme to properly place deformable objects with the aid of free-form deformation tools. The presented scheme can also be used to animate the locomotion of nonrigid objects, most noticeably animals, and adapt the motion to arbitrary terrain. The automatic construction of our free-form deformation tool is completely hidden from the end user, and hence, circumvents the difficulties typically faced in manipulating these deformation functions. Further, a precise bound on the error that is introduced by applying free-form deformations to polygonal models is presented, along with an almost-optimal adaptive refinement algorithm to achieve a certain accuracy in the mapping.},
 year = {2004},
 pages = {727--739},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue4/v23i4pp727-739.pdf}
}
@article{CGFv23i4pp741-759:2004,
 author = {M. Platings and A. M. Day},
 title = {{Compression of Large-Scale Terrain Data for Real-Time Visualization Using a Tiled Quad Tree}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {4},
 abstract = {The aim of the rapid world modeling project is to implement a system to visualize the topography of the entire world on consumer-level hardware. This presents a significant problem in terms of both storage requirements and rendering speed. This paper presents the âTiled Quad Treeâ, a technique and format for the storage of digital terrain models, to work as part of an integrated system for the visualization of global terrain data. We show how this format efficiently stores and compresses elevation data, in a way that allows the data to be read very rapidly from hard disk or similar storage medium, to facilitate real-time rendering. The results of compressing several distinct data sets are presented.},
 year = {2004},
 pages = {741--759},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue4/v23i4pp741-759.pdf}
}
@article{CGFv23i4pp761-781:2004,
 author = {Roland Schregle and Jan Wienold},
 title = {{Physical Validation of Global Illumination Methods: Measurement and Error Analysis}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {4},
 abstract = {In this paper, we present a physical validation of global illumination algorithms based on measurements from a simple experimental setup. The validation methodology emphasizes tractability and error minimization. To this end, we discuss issues such as the acquisition and accurate simulation of material bidirectional reflection distribution functions (BRDFs) and the light source distribution, as well as error analysis. In addition, we present a nearest-neighbor resampling technique for BRDFs and a simple method for extracting the light source distribution from digitized high dynamic range (HDR) images. Finally, we compare the measurements to a forward and backward raytracing solution (photon map and RADIANCE, respectively) in a set of case studies.},
 year = {2004},
 pages = {761--781},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue4/v23i4pp761-781.pdf}
}
@article{CGFv23i4pp783-797:2004,
 author = {Giuseppe Patane and Michela Spagnuolo and Bianca Falcidieno},
 title = {{Para-Graph: Graph-Based Parameterization of Triangle Meshes with Arbitrary Genus}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {4},
 abstract = {This paper describes a novel approach to the parameterization of triangle meshes representing 2-manifolds with an arbitrary genus. A topology-based decomposition of the shape is computed and used to segment the shape into primitives, which define a chart decomposition of the mesh. Then, each chart is parameterized using an extension of the barycentric coordinates method. The charts are all 0-genus and can be of three types only, depending on the number of boundary components. The chart decomposition and the parameterization are used to define a shape graph where each node represents one primitive and the arcs code the adjacency relationships between the primitives. Conical and cylindrical primitives are coded together with their skeletal lines that are computed from and aligned with their parameterization. The application of the parameterization approach to remeshing guarantees that extraordinary vertices are localized only where two patches share a boundary and they are not scattered on the whole surface.},
 year = {2004},
 pages = {783--797},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue4/v23i4pp783-797.pdf}
}
@article{CGFv23i4pp799-812:2004,
 author = {Raquel Urtasun and Pascal Glardon and Ronan Boulic and Daniel Thalmann and Pascal Fua},
 title = {{Style-Based Motion Synthesis}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {4},
 abstract = {Representing motions as linear sums of principal components has become a widely accepted animation technique. While powerful, the simplest version of this approach is not particularly well suited to modeling the specific style of an individual whose motion had not yet been recorded when building the database: it would take an expert to adjust the PCA weights to obtain a motion style that is indistinguishable from his. Consequently, when realism is required, the current practice is to perform a full motion capture session each time a new person must be considered. In this paper, we extend the PCA approach so that this requirement can be drastically reduced: for whole classes of cyclic and noncyclic motions such as walking, running or jumping, it is enough to observe the newcomer moving only once at a particular speed or jumping a particular distance using either an optical motion capture system or a simple pair of synchronized video cameras. This one observation is used to compute a set of principal component weights that best approximates the motion and to extrapolate in real-time realistic animations of the same person walking or running at different speeds, and jumping a different distance.},
 year = {2004},
 pages = {799--812},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue4/v23i4pp799-812.pdf}
}
@article{CGFv23i4pp813-823:2004,
 author = {M. B. Vieira and P. P. Martins and A. A. Araujo and M. Cord and S. Philipp-Foliguet},
 title = {{Smooth Surface Reconstruction Using Tensor Fields as Structuring Elements}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {4},
 abstract = {We propose a new strategy to estimate surface normal information from highly noisy sparse data. Our approach is based on a tensor field morphologically adapted to infer normals. It acts as a three-dimensional structuring element of smooth surfaces. Robust orientation inference for all input elements is performed by morphological operations using the tensor field. A general normal estimator is defined by combining the inferred normals, their confidences and the tensor field. This estimator can be used to directly reconstruct the surface or give input normals to other reconstruction methods. We present qualitative and quantitative results to show the behavior of the original methods and ours. A comparative discussion of these results shows the efficiency of our propositions.},
 year = {2004},
 pages = {813--823},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue4/v23i4pp813-823.pdf}
}
@article{CGFv23i4pp825-838:2004,
 author = {Antonio W. Vieira and Thomas Lewiner and Luiz Velho and Helio Lopes and Geovan Tavares},
 title = {{Stellar Mesh Simplification Using Probabilistic Optimization}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {4},
 abstract = {This paper proposes the stellar mesh simplification method, a fast implementation of the Four-Face Cluster (FFC) algorithm. In this method, a probabilistic optimization heuristic substitutes the priority queue of the original method, which results in a 40% faster algorithm with the same order of distortion. It extends naturally to a progressive and/or multiresolution scheme for combinatorial surfaces. This work also presents a simple way to encode the hierarchy of the resulting multiresolution meshes. This work also focuses on important aspects for the development of a practical and robust implementation of this simplification technique, and on the analysis of the influence of the parameters.},
 year = {2004},
 pages = {825--838},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue4/v23i4pp825-838.pdf}
}
@article{CGFv23i4ppi-i.pdf:2004,
 author = {David Duke and Roberto Scopigno},
 title = {{Editorial}},
 journal = {Computer Graphics Forum},
 volume = {23},
 number = {4},
 abstract = {},
 year = {2004},
 pages = {i--i},
 ISSN = {0167-7055},
 publisher = {The Eurographics Association and Blackwell Publishing Ltd},
 URL = {http://www.eg.org/EG/CGF/volume23/issue4/v23i4ppi-i.pdf.pdf}
}
@article{CGFv24i1pp001-001:2005,
author = {Brunet,Pere and Willis,Phil and Seidel,Hans-Peter},
title = {{EG Editorial}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {1-1},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp001-001.pdf},
}
@article{CGFv24i1pp003-016:2005,
author = {Li,G. and Ma,W. and Bao,H.},
title = {{A New Interpolatory Subdivision for Quadrilateral Meshes}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {3-16},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp003-016.pdf},
}
@article{CGFv24i1pp017-026:2005,
author = {Dong,Feng and Lin,Hai and Clapworthy,Gordon},
title = {{Cutting and Pasting Irregularly Shaped Patches for Texture Synthesis}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {17-26},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp017-026.pdf},
}
@article{CGFv24i1pp027-039:2005,
author = {Rudolf,Dave and Mould,David and Neufeld,Eric},
title = {{A Bidirectional Deposition Model of Wax Crayons}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {27-39},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp027-039.pdf},
}
@article{CGFv24i1pp041-049:2005,
author = {Mertens,Tom and Kautz,Jan and Bekaert,Philippe and Van Reeth,Frank and Seidel,Hans-Peter},
title = {{Efficient Rendering of Local Subsurface Scattering}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {41-49},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp041-049.pdf},
}
@article{CGFv24i1pp051-060:2005,
author = {Onoue,Koichi and Nishita,Tomoyuki},
title = {{An Interactive Deformation System for Granular Material}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {51-60},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp051-060.pdf},
}
@article{CGFv24i1pp061-081:2005,
author = {Teschner,M. and Kimmerle,S. and Heidelberger,B. and Zachmann,G. and Raghupathi,L. and Fuhrmann,A. and Cani,M.-P. and Faure,F. and Magnenat-Thalmann,N. and Strasser,W. and Volino,P.},
title = {{Collision Detection for Deformable Objects}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {61-81},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp061-081.pdf},
}
@article{CGFv24i1pp083-0109:2005,
author = {Muller,G. and Meseth,J. and Sattler,M. and Sarlette,R. and Klein,R.},
title = {{Acquisition, Synthesis, and Rendering of Bidirectional Texture Functions}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {83-109},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp083-0109.pdf},
}
@article{CGFv24i1pp111-126:2005,
author = {Bartz,Dirk},
title = {{Virtual Endoscopy in Research and Clinical Practice}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {111-126},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp111-126.pdf},
}
@article{CGFv24i1pp127-129:2005,
title = {{Eurographics Awards Programme}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {127-129},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp127-129.pdf},
}
@article{CGFv24i1pp130-131:2005,
author = {Chalmers,Alan and Arnold,David},
title = {{VAST2003 5-7 November 2003}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {130-131},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp130-131.pdf},
}
@article{CGFv24i1pp132-132:2005,
author = {Deussen,Oliver and Hanson,Charles and Keim,Daniel and Saupe,Dietmar},
title = {{Vissym04}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {132-132},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp132-132.pdf},
}
@article{CGFv24i1pp133-133:2005,
author = {Raffin,Bruno},
title = {{2004 Eurographics Symposium on Parallel Graphics and Visualization}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {133-133},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp133-133.pdf},
}
@article{CGFv24i1pp134-135:2005,
title = {{CGForum 2005 Cover Image . "CrowdBrush" by Branislav Ulicny, Pablo De Heras Ciechomski and Mireille Clavien}},
journal = {Computer Graphics Forum},
volume = {24},
number = {1},
pages = {134-135},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue1/v24i1pp134-135.pdf},
}
@article{CGFv24i2pp137-148:2005,
author = {Schlechtweg,Stefan and Germer,Tobias and Strothotte,Thomas},
title = {{RenderBots;Multi-Agent Systems for Direct Image Generation}},
journal = {Computer Graphics Forum},
volume = {24},
number = {2},
pages = {137-148},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue2/v24i2pp137-148.pdf},
}
@article{CGFv24i2pp149-163:2005,
author = {Majumder,Aditi and Gopi,M.},
title = {{Modeling Color Properties of Tiled Displays}},
journal = {Computer Graphics Forum},
volume = {24},
number = {2},
pages = {149-163},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue2/v24i2pp149-163.pdf},
}
@article{CGFv24i2pp165-172:2005,
author = {Diakopoulos,Nicholas A. and Stephenson,Peter D.},
title = {{Anti-Aliased Lines Using Run-Masks}},
journal = {Computer Graphics Forum},
volume = {24},
number = {2},
pages = {165-172},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue2/v24i2pp165-172.pdf},
}
@article{CGFv24i2pp173-183:2005,
author = {Cordier,Frederic and Magnenat-Thalmann,Nadia},
title = {{A Data-Driven Approach for Real-Time Clothes Simulation}},
journal = {Computer Graphics Forum},
volume = {24},
number = {2},
pages = {173-183},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue2/v24i2pp173-183.pdf},
}
@article{CGFv24i2pp185-193:2005,
author = {Kakimoto,Masanori and Matsuoka,Kaoru and Nishita,Tomoyuki and Naemura,Takeshi and Harashima,Hiroshi},
title = {{Glare Generation Based on Wave Optics}},
journal = {Computer Graphics Forum},
volume = {24},
number = {2},
pages = {185-193},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue2/v24i2pp185-193.pdf},
}
@article{CGFv24i2pp195-201:2005,
author = {Schaefer,Scott and Warren,Joe},
title = {{Dual Marching Cubes: Primal Contouring of Dual Grids}},
journal = {Computer Graphics Forum},
volume = {24},
number = {2},
pages = {195-201},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue2/v24i2pp195-201.pdf},
}
@article{CGFv24i2pp203-215:2005,
author = {Ryder,G. and Day,A. M.},
title = {{Survey of Real-Time Rendering Techniques for Crowds}},
journal = {Computer Graphics Forum},
volume = {24},
number = {2},
pages = {203-215},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue2/v24i2pp203-215.pdf},
}
@article{CGFv24i2pp217-245:2005,
author = {Brodlie,Ken and Brooke,John and Chen,Min and Chisnall,David and Fewings,Ade and Hughes,Chris and John,Nigel W. and Jones,Mark W. and Riding,Mark and Roard,Nicolas},
title = {{Visual Supercomputing: Technologies, Applications and Challenges}},
journal = {Computer Graphics Forum},
volume = {24},
number = {2},
pages = {217-245},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue2/v24i2pp217-245.pdf},
}
@article{CGFv24i3ppxix-xix:2005,
author = {Cook,Rob},
title = {{Movie Making at Pixar: A Collaboration of Art and Technology}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {xix-xix},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3ppxix-xix.pdf},
}
@article{CGFv24i3ppxx-xx:2005,
author = {Collins,Steve},
title = {{Kinematics, Dynamics, Biomechanics: Evolution of Autonomy in Game Animation}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {xx-xx},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3ppxx-xx.pdf},
}
@article{CGFv24i3ppxxi-xxi:2005,
author = {Hanrahan,Pat},
title = {{Realistic or Abstract Imagery: The Future of Computer Graphics?}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {xxi-xxi},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3ppxxi-xxi.pdf},
}
@article{CGFv24i3pp247-256:2005,
author = {Christie,Marc and Normand,Jean-Marie},
title = {{A Semantic Space Partitioning Approach to Virtual Camera Composition}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {247-256},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp247-256.pdf},
}
@article{CGFv24i3pp257-265:2005,
author = {Laszlo,Joe and Neff,Michael and Singh+,Karan},
title = {{Predictive Feedback for Interactive Control of Physics-based Characters}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {257-265},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp257-265.pdf},
}
@article{CGFv24i3pp267-276:2005,
author = {Foster,K. and Jepp,P. and Wyvill,B. and Sousa,M.C. and Galbraith,C. and Jorge,J.A.},
title = {{Pen-and-Ink for BlobTree Implicit Models}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {267-276},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp267-276.pdf},
}
@article{CGFv24i3pp277-284:2005,
author = {Wu Leif Kobbelt,Jianhua},
title = {{Structure Recovery via Hybrid Variational Surface Approximation}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {277-284},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp277-284.pdf},
}
@article{CGFv24i3pp285-294:2005,
author = {Steinke1,Florian and Scholkopf1,Bernhard and Blanz2,Volker},
title = {{Support Vector Machines for 3D Shape Processing}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {285-294},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp285-294.pdf},
}
@article{CGFv24i3pp295-302:2005,
author = { Kim,ByungMoon and Rossignac,Jarek},
title = {{GeoFilter: Geometric Selection of Mesh Filter Parameters}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {295-302},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp295-302.pdf},
}
@article{CGFv24i3pp303-312:2005,
author = {Hadwiger,Markus and Sigg*,Christian and Scharsach,Henning and Buhler,Khatja and Gross*,Markus},
title = {{Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {303-312},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp303-312.pdf},
}
@article{CGFv24i3pp313-322:2005,
author = {Laine,Samuli and Aila,Timo},
title = {{Hierarchical Penumbra Casting}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {313-322},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp313-322.pdf},
}
@article{CGFv24i3pp323-332:2005,
author = {Havran,Vlastimil and Herzog,Robert and Seidel,Hans-Peter},
title = {{Fast Final Gathering via Reverse Photon Mapping}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {323-332},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp323-332.pdf},
}
@article{CGFv24i3pp335-342:2005,
author = {Mei,Chunhui and Popescu,Voicu and Sacks,Elisha},
title = {{The Occlusion Camera}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {335-342},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp335-342.pdf},
}
@article{CGFv24i3pp343-351:2005,
author = {Kulpa1, 2,R. and Multon2, 1,F. and Arnaldi1,B.},
title = {{Morphology-independent representation of motions for interactive human-like animation}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {343-351},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp343-351.pdf},
}
@article{CGFv24i3pp353-361:2005,
author = {Lee+,Hyun-Chul and Lee,In-Kwon},
title = {{Automatic Synchronization of Background Music and Motion in Computer Animation}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {353-361},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp353-361.pdf},
}
@article{CGFv24i3pp363-372:2005,
author = {Kavan+,L. and Zara,J.},
title = {{Fast Collision Detection for Skeletally Deformable Models}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {363-372},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp363-372.pdf},
}
@article{CGFv24i3pp373-381:2005,
author = {Guo,Zheng and Cheong Wong,Kok},
title = {{Skinning With Deformable Chunks}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {373-381},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp373-381.pdf},
}
@article{CGFv24i3pp383-391:2005,
author = {Paterson,James A. and Claus,David and Fitzgibbon,Andrew W.},
title = {{BRDF and geometry capture from extended inhomogeneous samples using flash photography}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {383-391},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp383-391.pdf},
}
@article{CGFv24i3pp393-400:2005,
author = {Decoret,Xavier},
title = {{N-Buffers for efficient depth map query}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {393-400},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp393-400.pdf},
}
@article{CGFv24i3pp401-412:2005,
author = {Smyk1,2,Miloslaw and Kinuwaki3,Shin-ichi and urikovic4,Roman and Myszkowski1,Karol},
title = {{Temporally Coherent Irradiance Caching for High Quality Animation Rendering}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {401-412},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp401-412.pdf},
}
@article{CGFv24i3pp413-422:2005,
author = {Abdul-Rahman,Alfie and Chen,Min},
title = {{Spectral Volume Rendering based on the Kubelka-Munk Theory}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {413-422},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp413-422.pdf},
}
@article{CGFv24i3pp423-432:2005,
author = {Rasche,Karl and Geist,Robert and Westall +,James},
title = {{Re-coloring Images for Gamuts of Lower Dimension}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {423-432},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp423-432.pdf},
}
@article{CGFv24i3pp433-438:2005,
author = {Winnemoller,Holger and Mohan,Ankit and Tumblin,Jack and Gooch,Bruce},
title = {{Light Waving: Estimating Light Positions From Photographs Alone}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {433-438},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp433-438.pdf},
}
@article{CGFv24i3pp439-447:2005,
author = {Scholz1,Volker and Stich1,Timo and Keckeisen2,Michael and Wacker2,Markus and Magnor1,Marcus},
title = {{Garment Motion Capture Using Color-Coded Patterns}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {439-447},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp439-447.pdf},
}
@article{CGFv24i3pp449-456:2005,
author = {Tiddeman,B.P. and Stirrat,M.R. and Perrett,D.I.},
title = {{Towards Realism in Facial Image Transformation: Results of a Wavelet MRF Method}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {449-456},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp449-456.pdf},
}
@article{CGFv24i3pp457-467:2005,
author = {Diaz-Gutierrez,Pablo and Gopi,M. and Pajarola,Renato},
title = {{Hierarchyless Simplification, Stripification and Compression of Triangulated Two-Manifolds}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {457-467},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp457-467.pdf},
}
@article{CGFv24i3pp469-478:2005,
author = {Kalberer+,Felix and Polthier+,Konrad and Reitebuch+,Ulrich and Wardetzky+,Max},
title = {{FreeLence - Coding with Free Valences}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {469-478},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp469-478.pdf},
}
@article{CGFv24i3pp479-486:2005,
author = {Marinov,M. and Kobbelt,L.},
title = {{Automatic Generation of Structure Preserving Multiresolution Models}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {479-486},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp479-486.pdf},
}
@article{CGFv24i3pp487-496:2005,
author = {Okabe,Makoto and Owada,Shigeru and Igarash,Takeo},
title = {{Interactive Design of Botanical Trees using Freehand Sketches and Example-based Editing}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {487-496},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp487-496.pdf},
}
@article{CGFv24i3pp497-506:2005,
author = {Streit,L. and Federl,P. and Sousa +,M.C.},
title = {{Modelling Plant Variation Through Growth}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {497-506},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp497-506.pdf},
}
@article{CGFv24i3pp507-516:2005,
author = {Behrendt,S. and Colditz,C. and Franzke,O. and Kopf,J. and Deussen,O.},
title = {{Realistic real-time rendering of landscapes using billboard clouds}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {507-516},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp507-516.pdf},
}
@article{CGFv24i3pp517-526:2005,
author = {Pingi1,Paolo and Fasano2,Andrea and Cignoni2,Paolo and Montani2,Claudio and Scopigno2,Roberto},
title = {{Exploiting the scanning sequence for automatic registration of large sets of range maps}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {517-526},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp517-526.pdf},
}
@article{CGFv24i3pp527-536:2005,
author = {Bischoff,Stephan and Kobbelt,Leif},
title = {{Structure Preserving CAD Model Repair}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {527-536},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp527-536.pdf},
}
@article{CGFv24i3pp537-545:2005,
author = {Ho+,Chien.-Chang and Wu+,Fu-Che and Chen,Bing-Yu and Chuangs,Yung-Yu and Ouhyoungs,Ming},
title = {{Cubical Marching Squares: Adaptive Feature Preserving Surface Extraction from Volume Data}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {537-545},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp537-545.pdf},
}
@article{CGFv24i3pp547-555:2005,
author = {Hensley1,Justin and Scheuermann2,Thorsten and Coombe1,Greg and Singh1,Montek and Lastra1,Anselmo},
title = {{Fast Summed-Area Table Generation and its Applications}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {547-555},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp547-555.pdf},
}
@article{CGFv24i3pp557-568:2005,
author = {Tarini1,Marco and Cignoni2,Paolo},
title = {{Pinchmaps: textures with customizable discontinuities}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {557-568},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp557-568.pdf},
}
@article{CGFv24i3pp569-579:2005,
author = {Nicoll,A. and Meseth,J. and Muller,G. and Klein,R.},
title = {{Fractional Fourier Texture Masks: Guiding Near-Regular Texture Synthesis}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {569-579},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp569-579.pdf},
}
@article{CGFv24i3pp581-590:2005,
author = {Julius+,Dan and Kraevoy,Vladislav and Sheffers,Alla},
title = {{D-Charts: Quasi-Developable Mesh Segmentation}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {581-590},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp581-590.pdf},
}
@article{CGFv24i3pp591-600:2005,
author = {Wang,Chung-Ming and Cheng,Yu-Ming},
title = {{An Efficient Information Hiding Algorithm for Polygon Models}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {591-600},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp591-600.pdf},
}
@article{CGFv24i3pp601-609:2005,
author = {Zayer,Rhaleb and Rossl,Christian and Karni,Zachi and Seidel,Hans-Peter},
title = {{Harmonic Guidance for Surface Deformation}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {601-609},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp601-609.pdf},
}
@article{CGFv24i3pp611-621:2005,
author = {Botsch,Mario and Kobbelt,Leif},
title = {{Real-Time Shape Editing using Radial Basis Functions}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {611-621},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp611-621.pdf},
}
@article{CGFv24i3pp623-633:2005,
author = {Hamill,J.  and McDonnell,R.  and Dobbyn,S.  and O'Sullivan,C. },
title = {{Perceptual Evaluation of Impostor Representations for Virtual Humans and Buildings}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {623-633},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp623-633.pdf},
}
@article{CGFv24i3pp635-645:2005,
author = {Krawczyk+,Grzegorz and Myszkowski,Karol and Seidels,Hans-Peter},
title = {{Lightness Perception in Tone Reproduction for High Dynamic Range Images}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {635-645},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp635-645.pdf},
}
@article{CGFv24i3pp647-656:2005,
author = {Setlur,Vidya and Albrecht-Buehler,Conrad and A. Gooch,Amy and Rossoff,Sam and Gooch,Bruce},
title = {{Semanticons: Visual Metaphors as File Icons}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {647-656},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp647-656.pdf},
}
@article{CGFv24i3pp657-666:2005,
author = {Guennebaud,G. and Barthe,L. and Paulin+,M.},
title = {{Interpolatory Refinement for Real-Time Processing ofPoint-Based Geometry}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {657-666},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp657-666.pdf},
}
@article{CGFv24i3pp667-676:2005,
author = {Wicke,Martin and Steinemann,Denis and Gross,Markus},
title = {{Efficient Animation of Point-Sampled Thin Shells}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {667-676},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp667-676.pdf},
}
@article{CGFv24i3pp677-684:2005,
author = {Adams1,Bart and Keiser2,Richard and Pauly3,Mark and J. Guibas3,Leonidas and Gross2,Markus and Dutre1,Philip},
title = {{Efficient Raytracing of Deforming Point-Sampled Surfaces}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {677-684},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp677-684.pdf},
}
@article{CGFv24i3pp685-693:2005,
author = {Kruger+,Jens and Westermann,Rudiger},
title = {{GPU Simulation and Rendering of Volumetric Effects for Computer Games and Virtual Environments}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {685-693},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp685-693.pdf},
}
@article{CGFv24i3pp695-704:2005,
author = {Szirmay-Kalos,Laszlo and Aszodi,Barnabas and Lazanyi,Istvan and Premecz,Matyas},
title = {{Approximate Ray-Tracing on the GPU with Distance Impostors}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {695-704},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp695-704.pdf},
}
@article{CGFv24i3pp705-714:2005,
author = {Cotting,Daniel and Ziegler,Remo and Gross,Markus and Fuchs,Henry},
title = {{Adaptive Instant Displays: Continuously Calibrated Projections Using Per-Pixel Light Control}},
journal = {Computer Graphics Forum},
volume = {24},
number = {3},
pages = {705-714},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp705-714.pdf},
}
@article{CGFv24i4ppi-i:2005,
author = {Duke,David and Scopigno,Roberto},
title = {{Editorial}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {i-i},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4ppi-i.pdf},
}
@article{CGFv24i4ppii-vi:2005,
title = {{Author Index Volume 24 (2005)}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {ii-vi},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4ppii-vi.pdf},
}
@article{CGFv24i4pp715-728:2005,
author = {Scheidegger,Carlos E. and Comba,Joao L. D. and da Cunha,Rudnei D.},
title = {{Practical CFD Simulations on Programmable Graphics Hardware using SMAC}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {715-728},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp715-728.pdf},
}
@article{CGFv24i4pp729-741:2005,
author = {Goldenstein,Siome and Vogler,Christian and Velho,Luiz},
title = {{Adaptive Deformable Models for Graphics and Vision}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {729-741},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp729-741.pdf},
}
@article{CGFv24i4pp743-757:2005,
author = {Wojdel,A. and Rothkrantz,L. J. M.},
title = {{Parametric Generation of Facial Expressions Based on FACS}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {743-757},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp743-757.pdf},
}
@article{CGFv24i4pp759-771:2005,
author = {Zhao,Jianhui and Li,Ling and Chee Keong,Kwoh},
title = {{3D Posture Reconstruction and Human Animation from 2D Feature Points}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {759-771},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp759-771.pdf},
}
@article{CGFv24i4pp773-789:2005,
author = {Patow,Gustavo and Pueyo,Xavier},
title = {{A Survey of Inverse Surface Design From Light Transport Behavior Specification}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {773-789},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp773-789.pdf},
}
@article{CGFv24i4pp791-807:2005,
author = {Esteve,Jordi and Brunet,Pere and Vinacua,Alvar},
title = {{Approximation of a Variable Density Cloud of Points by Shrinking a Discrete Membrane}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {791-807},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp791-807.pdf},
}
@article{CGFv24i4pp809-820:2005,
author = {Brodlie,K. W. and Asim,M. R. and Unsworth,K.},
title = {{Constrained Visualization Using the Shepard Interpolation Family}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {809-820},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp809-820.pdf},
}
@article{CGFv24i4pp821-841:2005,
author = {Museth,Ken and Breen,David E. and Whitaker,Ross T. and Mauch,Sean and Johnson,David},
title = {{Algorithms for Interactive Editing of Level Set Models}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {821-841},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp821-841.pdf},
}
@article{CGFv24i4pp843-848:2005,
author = {Hasselgren,Jon and Akenine-Moller,Tomas and Laine,Samuli},
title = {{A Family of Inexpensive Sampling Schemes}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {843-848},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp843-848.pdf},
}
@article{CGFv24i4pp849-850:2005,
author = {Laycock,S.D. and Laycock,R.G. and Day,A.M.},
title = {{Siggraph 2005 Los Angeles, California, 31st July-4th August 2005}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {849-850},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp849-850.pdf},
}
@article{CGFv24i4pp851-857:2005,
title = {{26th EUROGRAPHICS General Assembly}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {851-857},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp851-857.pdf},
}
@article{CGFv24i4pp858-859:2005,
title = {{New EUROGRAPHICS Fellows}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {858-859},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp858-859.pdf},
}
@article{CGFv24i4pp860-860:2005,
title = {{REPORT OF THE STATUTORY AUDITORS TO THE GENERAL MEETING OF THE MEMBERS OF EUROGRAPHICS ASSOCIATION GENEVA}},
journal = {Computer Graphics Forum},
volume = {24},
number = {4},
pages = {860-860},
year = {2005},
URL = {http://www.eg.org/EG/CGF/volume24/issue4/v24i4pp860-860.pdf},
}
