Volume 20 (2001)
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Item Fast simulation and rendering techniques for fluid objects(Blackwell Publishers Ltd and the Eurographics Association, 2001) Kunimatsu, A.; Watanabe, Y.; Fujii, H.; Saito, T.; Hiwada, K.; Takahashi, T.; Ueki, H.Movies with actions and light effects of fluid objects are aesthetically pleasing and interesting. Until now, the calculation costs of simulation and rendering of fluid objects have been very high. Using a modern PC system and appropriate methods, we achieved a time of 10-20 seconds per frame for this application. Our system uses a full Navier-Stokes equation solver with uniform Eulerian mesh, marching cube isosurface techniques, Catmull-Clark subdivision surface techniques, ray tracing techniques on each vertex and conventional polygon base rendering by HW accelerator. In this paper, we describe the components of our system and the reasons for choosing them. By measuring CPU times of each process for some movie scenes of fluid objects, we evaluate this system. We consider what factors are important for creating movies of fluid objects with short TAT.Item PC-based Real-time Texture Painting on Real World Objects(Blackwell Publishers Ltd and the Eurographics Association, 2001) Iwakiri, Yuya; Kaneko, ToyohisaThe problem of texture mapping on real world objects has attracted attention11,8 recently. A work by Lensch et al.9 addressed the problem of locating a camera position in the celestial sphere and then mapping the acquired pictures on a real world object. The entire process took a half hour to one hour to map 10 to 15 pictures. In this paper, we propose a new innovative algorithm to speed up the texture mapping or painting process in real-time. We built a PC-based system using a commonly available video card with a geometry engine. Mapping of a picture required about 20 seconds. It is successful in giving an illusion to the operator to paint a colorless real world object with a color texture brush.Item A Novel Approach for Delaunay 3D Reconstruction with a Comparative Analysis in the Light of Applications(Blackwell Publishers Ltd and the Eurographics Association, 2001) Nonato, L.; Minghim, R.; Oliveira, M. C. F.; Tavares, G.This paper presents a novel algorithm for volumetric reconstruction of objects from planar sections using Delaunay triangulation, which solves the main problems posed to models defined by reconstruction, particularly from the viewpoint of producing meshes that are suitable for interaction and simulation tasks. The requirements for these applications are discussed here and the results of the method are presented. Additionally, it is compared to another commonly used reconstruction algorithm based on Delaunay triangulation, showing the advantages of the reconstructions obtained by our technique.Item Multiresolution for Algebraic Curves and Surfaces using Wavelets(Blackwell Publishers Ltd and the Eurographics Association., 2001) Esteve, Jordi; Brunet, Pere; Vinacua, AlvarThis paper describes a multiresolution method for implicit curves and surfaces. The method is based on wavelets, and is able to simplify the topology. The implicit curves and surfaces are defined as the zero-valued piece-wise algebraic isosurface of a tensor-product uniform cubic B-spline. A wavelet multiresolution method that deals with uniform cubic B-splines on bounded domains is proposed. In order to handle arbitrary domains the proposed algorithm dynamically adds appropriate control points and deletes them in the synthesis phase.Item Modeling Dynamic Hair as a Continuum(Blackwell Publishers Ltd and the Eurographics Association, 2001) Hadap, Sunil; Magnenat-Thalmann, NadiaIn this paper we address the difficult problem of hair dynamics, particularly hair-hair and hair-air interactions. To model these interactions, we propose to consider hair volume as a continuum. Subsequently, we treat the interaction dynamics to be fluid dynamics. This proves to be a strong as well as viable approach for an otherwise very complex phenomenon. However, we retain the individual character of hair, which is vital to visually realistic rendering of hair animation. For that, we develop an elaborate model for stiffness and inertial dynamics of individual hair strand. Being a reduced coordinate formulation, the stiffness dynamics is numerically stable and fast. We then unify the continuum interaction dynamics and the individual hair's stiffness dynamics.Item Interactive Computer Animation of Hand Gestures using Status Estimation with Multiple Regression Analysis(Blackwell Publishers Ltd and the Eurographics Association, 2001) Kitamura, Yoshifumi; Higashi, Tomohiko; Iida, Takayuki; Kishino, FumioThis paper presents a method of interactively generating natural hand gesture animation using reduced dimensionality from multiple captured data sequences of finger motions conducting specific tasks. This method is achieved by introducing an estimation with multiple regression analysis. Even when the skeletal structure of the user who inputs the motion is different from that of the shape model in the computer, the motion that a user imagines is generated. Experimental results obtained from the interface applied to virtual object manipulation showed that the proposed method generates animation naturally, just as users would expect. This method enables us to make input devices that require minimal user training and computer calibration, and helps to make the user interface intuitive and easy to use.Item Streaming of Complex 3D Scenes for Remote Walkthroughs(Blackwell Publishers Ltd and the Eurographics Association, 2001) Teler, Eyal; Lischinski, DaniWe describe a new 3D scene streaming approach for remote walkthroughs. In a remote walkthrough, a user on a client machine interactively navigates through a scene that resides on a remote server. Our approach allows a user to walk through a remote 3D scene, without ever having to download the entire scene from the server. Our algorithm achieves this by selectively transmitting only small parts of the scene and lower quality representations of objects, based on the user's viewing parameters and the available connection bandwidth. An online optimization algorithm selects which object representations to send, based on the integral of a benefit measure along the predicted path of movement. The rendering quality at the client depends on the available bandwidth, but practical navigation of the scene is possible even when bandwidth is low.Item Control of Feature-point-driven Facial Animation Using a Hypothetical Face(Blackwell Publishers Ltd and the Eurographics Association, 2001) Su, Ming-Shing; Ko, Ming-Tat; Cheng, Kuo-YoungA new approach to the generation of a feature-point-driven facial animation is presented. In the proposed approach, a hypothetical face is used to control the animation of a face model. The hypothetical face is constructed by connecting some predefined facial feature points to create a net so that each facet of the net is represented by a Coon's surface. Deformation of the face model is controlled by changing the shape of the hypothetical face, which is performed by changing the locations of feature points and their tangents. Experimental results show that this hypothetical-face-based method can generate facial expressions which are visually almost identical to those of a real face.Item Incremental Updates for Rapid Glossy Global Illumination(Blackwell Publishers Ltd and the Eurographics Association, 2001) Granier, Xavier; Drettakis, GeorgeWe present an integrated global illumination algorithm including non-diffuse light transport which can handle complex scenes and enables rapid incremental updates. We build on a unified algorithm which uses hierarchical radiosity with clustering and particle tracing for diffuse and non-diffuse transport respectively. We present a new algorithm which chooses between reconstructing specular effects such as caustics on the diffuse radiosity mesh, or special purpose caustic textures, when high frequencies are present. Algorithms are presented to choose the resolution of these textures and to reconstruct the high-frequency non-diffuse lighting effects. We use a dynamic spatial data structure to restrict the number of particles re-emitted during the local modifications of the scene. By combining this incremental particle trace with a line-space hierarchy for incremental update of diffuse illumination, we can locally modify complex scenes rapidly. We also develop an algorithm which, by permitting slight quality degradation during motion, achieves quasi-interactive updates. We present an implementation of our new method and its application to indoors and outdoors scenes.Item Visual Perception in Realistic Image Synthesis(Blackwell Publishers Ltd and the Eurographics Association, 2001) McNamara, AnnRealism is often a primary goal in computer graphics imagery, and we strive to create images that are perceptually indistinguishable from an actual scene. Rendering systems can now closely approximate the physical distribution of light in an environment. However, physical accuracy does not guarantee that the displayed images will have authentic visual appearance. In recent years the emphasis in realistic image synthesis has begun to shift from the simulation of light in an environment to images that look as real as the physical environment they portray. In other words the computer image should be not only physically correct but also perceptually equivalent to the scene it represents. This implies aspects of the Human Visual System (HVS) must be considered if realism is required. Visual perception is employed in many different guises in graphics to achieve authenticity. Certain aspects of the visual system must be considered to identify the perceptual effects that a realistic rendering system must achieve in order to reproduce effectively a similar visual response to a real scene. This paper outlines the manner in which knowledge about visual perception is increasingly appearing in state-of-the-art realistic image synthesis. After a brief overview of the HVS, this paper is organized into four sections, each exploring the use of perception in realistic image synthesis, each with slightly different emphasis and application. First, Tone Mapping Operators, which attempt to map the vast range of computed radiance values to the limited range of display values, are discussed. Then perception based image quality metrics, which aim to compare images on a perceptual rather than physical basis, are presented. These metrics can be used to evaluate, validate and compare imagery. Thirdly, perception driven rendering algorithms are described. These algorithms focus on embedding models of the HVS directly into global illumination computations in order to improve their efficiency. Finally, techniques for comparing computer graphics imagery against the real world scenes they represent are discussed.Item Detection of Salient Curvature Features on Polygonal Surfaces(Blackwell Publishers Ltd and the Eurographics Association, 2001) Watanabe, Kouki; Belyaev, Alexander G.We develop an approach for stable detection of perceptually salient curvature features on surfaces approximated by dense triangle meshes. The approach explores an "area degenerating" effect of the focal surface near its singularities and combines together a new approximations of the mean and Gaussian curvatures, nonlinear averaging of curvature maps, histogram-based curvature extrema filtering, and an image processing skeletonization procedure adapted for triangular meshes. Finally we use perceptually significant curvature extrema triangles to enhance the Garland-Heckbert mesh decimation method.Item Visualizing Stars and Emission Nebulas(Blackwell Publishers Ltd and the Eurographics Association., 2001) Nadeau, David R.; Genetti, Jon D.; Napear, Steve; Pailthorpe, Bernard; Emmart, Carter; Wesselak, Erik and Davidson, DennisWe describe star and nebula visualization techniques used to create a 3D volumetric visualization of the Orion Nebula. The nebula's ionization layer is modeled first as a surface model, derived from infrared and visible light observations. The surface model is imported into a volume scene graph-based visualization system that uses procedural volume modeling to simulate the nebula's emissive gas layers. Additional scene graphs model proplyds and shock fronts within the nebula. Stars are rendered using Gaussian spots that are attenuated with distance. Finally, eighty-six separate volumes are voxelized from these scene graphs, then simultaneously volume rendered.Item Valence-Driven Connectivity Encoding for 3D Meshes(Blackwell Publishers Ltd and the Eurographics Association, 2001) Alliez, Pierre; Desbrun, MathieuIn this paper, we propose a valence-driven, single-resolution encoding technique for lossless compression of triangle mesh connectivity. Building upon a valence-based approach pioneered by Touma and Gotsman22 , we design a new valence-driven conquest for arbitrary meshes that always guarantees smaller compression rates than the original method. Furthermore, we provide a novel theoretical entropy study of our technique, hinting the optimality of the valence-driven approach. Finally, we demonstrate the practical efficiency of this approach (in agreement with the theoretical prediction) on a series of test meshes, resulting in the lowest compression ratios published so far, for both irregular and regular meshes, small or large.Item Real-Time Volume Deformations(Blackwell Publishers Ltd and the Eurographics Association, 2001) Westermann, Rudiger; Rezk-Salama, ChristofReal-time free-form deformation tools are primarily based on surface or particle representations to allow for interactive modification and fast rendering of complex models. The efficient handling of volumetric representations, however, is still a challenge and has not yet been addressed sufficiently. Volumetric models, on the other hand, form an important class of representation in many applications. In this paper we present a novel approach to the real-time deformation of scalar volume data sets taking advantage of hardware supported 3D texture mapping. In a prototype implementation a modeling environment has been designed that allows for interactive manipulation of arbitrary parts of volumetric objects. In this way, any desired shape can be modeled and used subsequently in various applications. The underlying algorithms have wide applicability and can be exploited effectively for volume morphing and medical data processing.Item A Recursive Subdivision Algorithm for Piecewise Circular Spline(Blackwell Publishers Ltd and the Eurographics Association., 2001) Nasri, Ahmad H.; Van Overveld, C. W. A. M.; Wyvill, BrianWe present an algorithm for generating a piecewise G1 circular spline curve from an arbitrary given control polygon. For every corner, a circular biarc is generated with each piece being parameterized by its arc length. This is the first subdivision scheme that produces a piecewise biarc curve that can interpolate an arbitrary set of points. It is easily adopted in a recursive subdivision surface scheme to generate surfaces with circular boundaries with pieces parameterized by arc length, a property not previously available. As an application, a modified version of Doo-Sabin subdivision algorithm is outlined making it possible to blend a subdivision surface with other surfaces having circular boundaries such as cylinders.Item The John Lansdown Award(Blackwell Publishers Ltd and the Eurographics Association., 2001) Jones, Huw; Willis, PhilItem Guided Exploration with Dynamic Potential Fields: the Cubical Path System(Blackwell Publishers Ltd and the Eurographics Association, 2001) Beckhaus, Steffi; Ritter, Felix; Strothotte, ThomasExploring unknown models or scenes is a highly interactive and dynamic process. Systems for automatic presentation of models or scenes either require cinematographic rules, direct human interaction, framesets, or pre-calculation of paths to a known goal. In this paper we present a system which can deal with rapidly changing user interest in objects of a scene or model as well as with dynamic models and changes of the camera position introduced interactively by the user or through cuts. We describe CubicalPath, a new potential field-based camera control system that helps with the exploration of virtual environments.Item Spatial Patches - A Primitive for 3D Model Representation(Blackwell Publishers Ltd and the Eurographics Association, 2001) Ivanov, D.; Kuzmin, Ye.The commonly used solution for real-life 3D model representation is polygonal spatially consistent geometry, with texture, and, optionally, bump or displacement maps attached. Although the idea of displacement mapping is well known, there are just a few approaches to its efficient implementation. In this paper we develop a technique that allows for efficient representation and rendering of 3D models by getting a new angle on the displacement mapping concept. We introduce a new primitive that is defined as the range image of a small part of the model's surface; therefore, it is called a spatial patch. The whole model is just a collection of patches with no connectivity information between them. Such a representation can be directly acquired by 3D scanning machinery, and stored in a compact uniform form. It also allows for efficient visualization, which is the major focus of this paper. Thus, we present the logical structure of a rendering unit based on conventional z-buffering, and discuss the involved algorithms in detail. These algorithms benefit from modern features of computing units for which we believe the proposed technique can be used in a wide range of applications dealing with real-life 3D data.Item Animation of Soap Bubble Dynamics, Cluster Formation and Collision(Blackwell Publishers Ltd and the Eurographics Association, 2001) Durikovic, RomanWhat is happening when a soap bubble floats on the air? How do bubbles coalesce to form beautiful three-dimensional clusters? The physical-based model and animation described herein provide the answers. This paper deals with a complete computer simulation of soap bubbles from a dynamic perspective, which should prove to be of great interest to physicists and mathematicians. We discuss the dynamic formation of irregular bubble clusters and how to animate bubbles. The resulting model takes into account surface tension, film elasticity, and shape variations due to gravity and external wind forces.Item Tour Into the Picture using a Vanishing Line and its Extension to Panoramic Images(Blackwell Publishers Ltd and the Eurographics Association, 2001) Kang, Hyung Woo; Pyo, Soon Hyoung; Anjyo, Ken-ichi; Shin, Sung YongTour into the picture (TIP) proposed by Horry et al.13 is a method for generating a sequence of walk-through images from a single reference picture (or image). By navigating a 3D scene model constructed from the picture, TIP produces convincing 3D effects. Assuming that the picture has one vanishing point, they proposed the scene modeling scheme called spidery mesh. However, this scheme has to go through major modification when the picture contains multiple vanishing points or does not have any well-defined vanishing point. Moreover, the spidery mesh is hard to generalize for other types of images such as panoramic images. In this paper, we propose a new scheme for TIP which is based on a single vanishing line instead of a vanishing point. Based on projective geometry, our scheme is simple and yet general enough to address the problems faced with the previous method. We also show that our scheme can be naturally extended to a panoramic image.