Volume 24 (2005)
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Item Pen-and-Ink for BlobTree Implicit Models(The Eurographics Association and Blackwell Publishing, Inc, 2005) Foster, K.; Jepp, P.; Wyvill, B.; Sousa, M.C.; Galbraith, C.; Jorge, J.A.Item An Interactive Deformation System for Granular Material(The Eurographics Association and Blackwell Publishing Ltd., 2005) Onoue, Koichi; Nishita, TomoyukiComputer Graphics (CG) animations of natural phenomena are currently widely used for movies and in video games. Granular materials occur widely in nature, and therefore it is necessary that CG animations represent ground surfaces composed of a granular material as well as model deformations when the granular material comes into contact with other physical rigid objects (called solid objects). In this paper, we propose a deformation algorithm for ground surfaces composed of granular material. The deformation algorithm is divided into three steps: (1) detection of the collision between a solid object and the ground surface, (2) displacement of the granular material and (3) erosion of the material at steep slopes. The proposed algorithm can handle solid objects of various shapes, including concave polyhedra by additionally using a layered data structure called the Height Span Map. Furthermore, a texture sliding technique is presented to render the motion of granular materials. In addition, our implementation of the deformation algorithm can be used at interactive frame rates.Item VAST2003 5-7 November 2003(The Eurographics Association and Blackwell Publishing Ltd., 2005) Chalmers, Alan; Arnold, DavidItem GPU Simulation and Rendering of Volumetric Effects for Computer Games and Virtual Environments(The Eurographics Association and Blackwell Publishing, Inc, 2005) Krueger, Jens; Westermann, RuedigerItem Editorial(The Eurographics Association and Blackwell Publishing Ltd., 2005) Duke, David; Scopigno, RobertoItem N-Buffers for efficient depth map query(The Eurographics Association and Blackwell Publishing, Inc, 2005) Decoret, XavierItem Spectral Volume Rendering based on the Kubelka-Munk Theory(The Eurographics Association and Blackwell Publishing, Inc, 2005) Abdul-Rahman, Alfie; Chen, MinItem Perceptual Evaluation of Impostor Representations for Virtual Humans and Buildings(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hamill, J.; McDonnell, R.; Dobbyn, S.; O Sullivan, C.Item Movie Making at Pixar: A Collaboration of Art and Technology(The Eurographics Association and Blackwell Publishing, Inc, 2005) Cook, RobThis talk takes you behind the scenes at Pixar Animation Studios for an in-depth look at how its 3d computer graphics films are made. Making a computer animated film involves people with artistic talent and people with technical skills working together in close collaboration. The process starts with the development of the story and continues with modeling the geometry, adding articulation controls, using those controls to animate the characters, simulating things like water and cloth and hair, defining the look of the surfaces, putting lights in the scene, adding special effects, rendering, and post-production. Special emphasis is given to the roles of technology and computer graphics research in supporting the filmmaker.Item Fractional Fourier Texture Masks: Guiding Near-Regular Texture Synthesis(The Eurographics Association and Blackwell Publishing, Inc, 2005) Nicoll, A.; Meseth, J.; Mueller, G.; Klein, R.Item Garment Motion Capture Using Color-Coded Patterns(The Eurographics Association and Blackwell Publishing, Inc, 2005) Scholz, Volker; Stich, Timo; Keckeisen, Michael; Wacker, Markus; Magnor, MarcusItem Editorial(The Eurographics Association and Blackwell Publishing Ltd., 2005) Duke, David; Scopigno, RobertoItem An Efficient Information Hiding Algorithm for Polygon Models(The Eurographics Association and Blackwell Publishing, Inc, 2005) Wang, Chung-Ming; Cheng, Yu-MingItem 26th EUROGRAPHICS General Assembly(The Eurographics Association and Blackwell Publishing Ltd., 2005)Item Realistic or Abstract Imagery: The Future of Computer Graphics?(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hanrahan, PatThe big idea in computer graphics, what makes CG different from other ways of making images, is that CG represents images symbolically. The artist or designer creates a symbolic representation of the image, and the computer converts that representation to physical media. Because computational processes are so flexible, we have the freedom to invent any abstract representation that suits our needs.Somewhat surprisingly, most of computer graphics research has focused on the science and technology needed to make photorealistic images representing the physical world. In this talk, I will argue that we should shift our focus to developing techniques for manipulating abstract image representations. Historically, abstract imagery is more recent and more innovative than realistic imagery. Functionally, abstract image representations are often more informative and more expressive than realistic ones. More fundamentally, abstract image models better depict our mental models of the world, and are hence more useful to most people that use computer graphics in their work. In addition to motivating this line of research, I will outline some potentially promising research directions.Item A Semantic Space Partitioning Approach to Virtual Camera Composition(The Eurographics Association and Blackwell Publishing, Inc, 2005) Christie, Marc; Normand, Jean-MarieItem Re-coloring Images for Gamuts of Lower Dimension(The Eurographics Association and Blackwell Publishing, Inc, 2005) Rasche, Karl; Geist, Robert; Westall , JamesItem 3D Posture Reconstruction and Human Animation from 2D Feature Points(The Eurographics Association and Blackwell Publishing Ltd., 2005) Zhao, Jianhui; Li, Ling; Chee Keong, KwohAn optimal approach is proposed in this paper for posture reconstruction and human animation from 2D feature points extracted from the monocular images containing human motions. Biomechanical constraints are encoded in every joint of the adopted 3D skeletal human model to make sure that each state of the joints represents a physically valid posture. Size of the human model is adjusted to be consistent with the human figure represented by feature points. Energy Function is defined to represent the residuals between the extracted 2D feature points and the corresponding features resulted from projection of the 3D human model. Local Adjustment and Global Adjustment procedures are proposed to place the joints and body segments into proper locations and orientations in 3D space to create the posture with the minimum value of Energy Function. To find the optimal solution of the ill-posed recovery problem from 2D to 3D, Genetic Algorithm is employed in the high-dimensional parameter space by considering all the parameters simultaneously. Smooth and continuous changes between consecutive frames are considered in development of the human animation procedure. The proposed approach produces optimal reconstruction results of any possible human postures and movements. It is different from classical kinematics and dynamics formulations, and is an attempt to bridge the gap between computer vision and computer animation in human motion study.Item Modelling Plant Variation Through Growth(The Eurographics Association and Blackwell Publishing, Inc, 2005) Streit, L.; Federl, P.; Sousa , M.C.Item Light Waving: Estimating Light Positions From Photographs Alone(The Eurographics Association and Blackwell Publishing, Inc, 2005) Winnemoeller, Holger; Mohan, Ankit; Tumblin, Jack; Gooch, Bruce