Issue 3
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Item Interactive High-Quality Soft Shadows in Scenes with Moving Objects(Blackwell Publishers Ltd and the Eurographics Association, 1997) Loscos, Celine; Drettakis, GeorgeInteractive rendering of soft shadows (or penumbra) in scenes with moving objects is a challenging problem. High quality walkthrough rendering of static scenes with penumbra can be achieved using pre-calculated discontinuity meshes, which provide a triangulation well adapted to penumbral boundaries, and backprojections which provide exact illumination computation at vertices very efficiently. However, recomputation of the complete mesh and back-projection structures at each frame is prohibitively expensive in environments with changing geometry. This recomputation would in any case be wasteful: only a limited part of these structures actually needs to be recalculated. We present a novel algorithm which uses spatial coherence of movement as well as the rich visibility information existing in the discontinuity mesh to avoid unnecessary recomputation after object motion. In particular we isolate all modifications required for the update of the discontinuity mesh by using an augmented spatial subdivision structure and we restrict intersections of discontinuity surfaces with the scene. In addition, we develop an algorithm which identifies visibility changes by exploiting information contained in the planar discontinuity mesh of each scene polygon, obviating the need for many expensive searches in 3D space. A full implementation of the algorithm is presented, which allows interactive updates of high-quality soft shadows for scenes of moderate complexity. The algorithm can also be directly applied to global illumination.Item Painting-like Image Emphasis based on Human Vision Systems(Blackwell Publishers Ltd and the Eurographics Association, 1997) Tanaka, Toshimitsu; Ohnishi, NoboruRegional image emphasis is often evident in paintings and illustrations. This technique increases local contrast while reducing global contrast by amplifying image intensity on shadowed surfaces, reducing intensity on illuminated surfaces, and then expanding contrast at intensity edges. The effects are assumed to result from the visual processing needed to interpolate the real world onto canvas. Therefore, we propose an intensity emphasis method based on human vision. This method simulates the adaptation of photoreceptor cells and the lateral inhibition of receptive fields. These attributes of a vision system are realized by computation of relative intensity and differential intensity in small areas.The proposed method can successfully generate painting-like artifacts, which greatly improves the perception of visual elements displayed in an image. Since the method efficiently reduces the dynamic range of images, it can be used for displaying highlighted images on standard graphic monitors. Experiments on a computer-generated image and a photograph confirm the advantages of our method.Item Interactive Boundary Computation of Boolean Combinations of Sculptured Solids(Blackwell Publishers Ltd and the Eurographics Association, 1997) Krishnan, S.; Gopi, M.; Manocha, D.; Mine, M.We present algorithms and systems for interactive boundary computation of Boolean combinations of sculptured solids. The algorithm is applicable to all spline solids and computes an accurate boundary representation. To speed up the computation, the algorithm exploits parallelism at all stages. It has been implemented on a multi-processor SGI and takes one second on average per boolean operation to compute the boundary of high degree primitives. The system has also been integrated with an immersive design and manipulation environment. The resulting system is able to interactively evaluate boundaries of the models, display them for model validation and place them at appropriate position using collision detection algorithms.Item Radiosity with Well Distributed Ray Sets(Blackwell Publishers Ltd and the Eurographics Association, 1997) Neumann, Laszlo; Neumann, Attila; Bekaert, PhilippeIn this paper we present a new radiosity algorithm, based on the notion of a well distributed ray set (WDRS). A WDRS is a set of rays, connecting mutually visible points and patches, that forms an approximate representation of the radiosity operator and the radiosity distribution. We propose an algorithm that constructs an optimal WDRS for a given accuracy and mesh. The construction is based on discrete importance sampling as in previously proposed stochastic radiosity algorithms, and on quasi Monte Carlo sampling. Quasi Monte Carlo sampling leads to faster convergence rates and the fact that the sampling is deterministic makes it possible to represent the well distributed ray set very efficiently in computer memory. Like previously proposed stochastic radiosity algorithms, the new algorithm is well suited for computing the radiance distribution in very complex diffuse scenes, when it is not feasible to explicitly compute and store form factors as in classical radiosity algorithms. Experiments show that the new algorithm is often more efficient than previously proposed Monte Carlo radiosity algorithms by half an order of magnitude and more.Item Finally Everyone Can Work With Highly Complex 3D Models(Blackwell Publishers Ltd and the Eurographics Association, 1997) Rossignac, JarekIn the past, access to 3D databases was restricted to few specialists having the appropriate CAD skills, software, and graphics hardware.The availability of inexpensive graphics support on personal computers, the Internetâ s impact on private and commercial communication, and the emergence of multimedia standards provide the basis for linking CAD databases with other personal productivity and communication tools and for making them accessible to everyone at home, in schools, in hospitals, or in the industry. For example, employees that have no design expertise, customers, and suppliers would benefit from having an easy access to the 3D databases of a company for: collaborative design review, 3D-based multi-media problem reports, collaborative problem solving and tracking, online training and documentation, internet-based part purchasing and subcontracting, demonstration to customers, or advertising. This presentation will address three of the key issues that have so far limited the non-specialistâ s access to 3D databases.First-time or occasional non-expert users need to become instant experts in 3D navigation through Virtual Environments or in the interactive manipulation of digital 3D models, so that they may immediately focus on their tasks, and not waste precious time learning and fighting an unnatural user interface. Immersive VR is not the panacea - other more effective techniques show promise.The data complexity found in commercial CAD databases, especially in the automotive, aerospace, and construction industries, significantly exceeds the capabilities of any interactive graphics system. This situation is not likely to change, since the growth of the complexity and availability of 3D models outpaces the performance improvement of personal computers. Research on the automatic simplification of 3D models and on the use of levels of detail to accelerate the rendering of distant portions of the scene is growing rapidly.The still limited bandwidth of internet communication channels prohibits a pervasive access to large amounts of 3D data. Recent 3D compression techniques reduce the storage requirements for polyhedral 3D models by two orders of magnitudes.Item Bounded Radiosity - Illumination on General Surfaces and Clusters(Blackwell Publishers Ltd and the Eurographics Association, 1997) Stamminger, Marc; Slusallek, Philipp; Seidel, Hans-PeterTraditionally, Radiosity algorithms have been restricted to scenes made from planar patches. Most algorithms for computing form factors and the subdivision criterion for hierarchical methods implicitly assume planar patches. In this paper, we present a new radiosity algorithm that is solely based on simple geometric information about surface elements, namely their bounding boxes and cone of normals. Using this information allows to compute efficient error bounds that can be used for the subdivision oracle and for computing the energy transfer. Due to the simple interface to geometric objects, our algorithm not only allows for computing illumination on general curved surfaces, but it can also be directly applied to a hieararchy of clusters. Several examples demonstrate the advantages of the new approach.Item Robust Computation of Intersection Graph between Two Solids(Blackwell Publishers Ltd and the Eurographics Association, 1997) Nakamura, Hiroyuki; Higashi, Masatake; Hosaka, MamoruWe propose a new robust algorithm for Boolean operations on solid models. The algorithm produces a consistent intersection graph between two input solids whose geometrical data are represented in floating point numbers. In order to prevent numerical calculation errors and inaccuracy of input data from causing inconsistency of the output, we put higher priority on symbolical connectivity of the edge-face intersection points than their numerical nearness. Each edge-face intersection point is symbolically represented using face names, which generate connectivity relations between the intersection points and the intersection line segments. The symbols with the same connectivity are made into clusters. The intersection line segments connected together at their end clusters form the intersection graph of two solids. Inconsistency of the connectivity of the clusters is detected and the intersection graph is corrected automatically. We describe the algorithm in detail for polyhedral solids, discuss extension to curves solids, and show its effectiveness by some examples of Boolean operations for two solids whose faces intersect at a very small angle.Item Fast Analytic Shading and Shadowing for Area Light Sources(Blackwell Publishers Ltd and the Eurographics Association, 1997) Tanaka, Toshimitsu; Takahashi, TokiichiroThis paper describes a fast analytic algorithm that generates exact highlights and soft shadows from area light sources. In order to realize fast shadowing, we propose the ray-oriented buffer which segments 3D space by following light rays from polygonal sources. Each cell of the buffer stores objects that intersect a related subspace. Candidate objects which may cast shadows onto a point are selected by referring to the buffer. The candidates are then tested with their shadow bounding volumes to suppress objects that never occlude light sources.In addition, we propose the cross scanline clipping algorithm. It quickly determines the exact regions of uncovered area light sources with simple silhouette generation. Both diffuse and specular reflections are computed by integrating light rays from the uncovered sources. Experimental results confirm the high performance of the proposed method.Item A Modeling and Rendering Method for Snow by Using Metaballs(Blackwell Publishers Ltd and the Eurographics Association, 1997) Nishita, Tomoyuki; Iwasaki, Hiroshi; Dobashi, Yoshinori; Nakamae, EihachiroThe display of natural scenes such as mountains, trees, the earth as viewed from space, the sea, and waves have been attempted. Here a method to realistically display snow is proposed.In order to achieve this, two important elements have to be considered, namely the shape and shading model of snow, based on the physical phenomenon. In this paper, a method for displaying snow fallen onto objects, including curved surfaces and snow scattered by objects, such as skis, is proposed. Snow should be treated as particles with a density distribution since it consists of water particles, ice particles, and air molecules. In order to express the material property of snow, the phase functions of the particles must be taken into account, and it is well-known that the color of snow is white because of the multiple scattering of light.This paper describes a calculation method for light scattering due to snow particles taking into account both multiple scattering and sky light, and the modeling of snow.Item Steering Image Generation with Wavelet Based Perceptual Metric(Blackwell Publishers Ltd and the Eurographics Association, 1997) Gaddipatti, Ajeetkumar; Machiraju, Raghu; Yagel, RoniIt is often the case that images generated by image synthesis algorithms are judged by visual examination. The user resorts to an iterative refinement process of inspection and rendering until a satisfactory image is obtained. In this paper we propose quantitative metrics to compare images that arise from an image synthesis algorithm. The intent is to be able to guide the refinement process inherent in image synthesis. The Mean-Square-Error (MSE) has been traditionally employed to guide this process. However, it is not a viable metric for image synthesis control. We propose the use of a wavelet based perceptual metric which incorporates the frequency response of the Human Visual System. A useful aspect of the wavelet based metric is its ability to selectively measure the changes to structures of different sizes and scales in specific locations. Also, by resorting to the use of wavelets of various degrees of regularity, one can seek different levels of smoothness in an image. It is rare that such level of control can be obtained from a metric other than a wavelet based metric. We show the usefulness of our metric by examining its effectiveness in providing insights for common operations of an image synthesis algorithm (e.g., blurring). We also provide some examples of its use in rendering algorithms frequently used in graphics.Item Building Telepresence Systems: Translating Science Fiction Ideas into Reality(Blackwell Publishers Ltd and the Eurographics Association, 1997) Fuchs, HenryMany people feel that at some time in the distant future it will be possible to see and interact with remote individuals so realistically that they will appear to be standing next to us, that it will also be possible for physicians to look inside their patients and see organs and tumors, as if they possessed Supermanâ s X-ray vision.Although we are far from the realization of such dreams, we are witnessing some encouraging progress toward them. For example, we understand that two aspects common to these systems are a) the acquisition and synthesis of complex 3D information (whether from cameras at a distant scene or medical imaging devices inside a patient), and b) reconstruction and presentation of the 3D information to the observer (whether a distant collaborator or a nearby physician). Early results from several institutions are encouraging.It is now possible to walk around distant scenes, although the visual data still needs to be preprocessed, the scene still needs to be static and the reconstruction still has gaps. It is possible to look inside patients, although with crude ultrasound imaging and with very limited visualization, or not naturally from the physicianâ s own point of view. It is not yet possible to view any of this kind of information with high degree of immersive 3D realism without wearing cumbersome visualization aids. Truly compelling realization of these long-held dreams will take careful analysis of the remaining problems, creative thinking about new approaches, and innovative and sustained development of the required acquisition and display technologies.Item Using Subdivision on Hierarchical Data to Reconstruct Radiosity Distribution(Blackwell Publishers Ltd and the Eurographics Association, 1997) Kobbelt, Leif; Stamminger, Marc; Seidel, Hans-PeterComputing global illumination by finite element techniques usually generates a piecewise constant approximation of the radiosity distribution on surfaces. Directly displaying such scenes generates artefacts due to discretization errors. We propose to remedy this drawback by considering the piecewise constant output to be samples of a (piecewise) smooth function in object space and reconstruct this function by applying a binary subdivision scheme. We design custom taylored subdivision schemes with quadratic precision for the efficient refinement of cell- or pixel-type data. The technique naturally allows to reconstruct functions from non-uniform samples which result from adaptive binary splitting of the original domain (quadtree). This type of output is produced, e.g., by hierarchical radiosity algorithms. The result of the subdivision process can be mapped as a texture on the respective surface patch which allows to exploit graphics hardware for considerably accelerating the display.Item A Million Polygons, a Million Pixels: Which is Heavier?(Blackwell Publishers Ltd and the Eurographics Association, 1997) Sillion, Francois X.The impressive progress of rendering software and hardware over the last two decades often leads to the - too rapid - conclusion that high-quality 3D imagery can now be incorporated in all sorts of applications. Interestingly, these advances allow more and more complex applications to be envisioned: however, an increase in processing power is not necessarily used to treat the same problem faster, but also creates a desire to attack larger problems. In many ways the models for visual simulation or engineering applications grow faster than the graphics systems! recent work on image-based rendering and modeling shows a growing awareness that traditional 3D methods may not scale well for the current and coming complexity levels.This talk will examine some of the challenges lying ahead for the development of future graphics applications. Specifically, when is it better to use pixels than polygons? when is a 3D model required? how can we mix and match competing approaches? can image-based approaches help for different applications such as lighting simulations? some issues related to network applications will also be discussed.Item A Muscle-based Feed-forward Controller of the Human Body(Blackwell Publishers Ltd and the Eurographics Association, 1997) Komura, Taku; Shinagawa, Yoshihisa; Kunii, Tosiyasu L.There is an increasing demand for human body motion data. Motion capture and physical animation have been used to generate such data. It is, however, apparent that such methods cannot automatically generate arbitrary human body motions. A human body is a redundant multi-linked body controlled by a number of muscles. For this reason, the muscles must work appropriately and cooperatively for controlling the whole body. It is well-known that the human body control system is composed of two parts: The open-loop feed-forward control system and the closed-loop feedback control system. Many researchers have investigated the characteristics of the latter by analyzing the response of a human body to various external perturbations. However, for the former, very few studies have been done. This paper proposes an open-loop feed-forward model of the lower extremities which includes postural control for accurate animation of a human body. Assumptions are made here that the feed-forward controller minimizes a certain objective value while keeping the balance of the body stable. The actual human motion data obtained using a motion capturing technique is compared with the trajectory calculated using our method for verification. The best criteria which is based on muscle dynamics is proposed. Using our method, dynamically correct human animation can be created by merely specifying a few key postures.Item Normal Computation for Discrete Surfaces in 3D Space(Blackwell Publishers Ltd and the Eurographics Association, 1997) Thürmer, Grit; Wüthrich, Charles A.Associating normal vectors to surfaces is essential for many rendering algorithms. We introduce a new method to compute normals on discrete surfaces in object space. Assuming that the surface separates space locally into two disjoint subsets, each of these subsets contains implicitly information about the surface inclination. Considering one of these subsets in a small neighbourhood of a surface point enables us to derive the surface normal from this set. We show that this leads to exact results for C1 continuous surfaces in R3. Furthermore, we show that good approximations can be obtained numerically by sampling the considered area. Finally, we derive a method for normal computation on surfaces in discrete space.Item An Algorithmic Reflectance and Transmittance Model for Plant Tissue(Blackwell Publishers Ltd and the Eurographics Association, 1997) Baranoski, Gladimir V.G.; Rokne, Jon G.Recent developments in rendering have provided very realistic images. However, these images rarely show organic objects. We believe that one of the main difficulties of rendering these objects realistically is the lack of reflectance and transmittance models oriented to organic materials. In this paper an algorithmic reflectance and transmittance model for plant tissue oriented to computer graphics applications is presented. The model accounts for the three components of light propagation in plant tissues, namely surface reflectance, subsurface reflectance and transmittance, and mechanisms of light absorption by pigments present in these tissues. The model design is based on the available biological information, and it is controlled by a small number of biologically meaningful parameters. Its formulation, based on standard Monte Carlo techniques, guarantees its easy incorporation into most rendering systems. The spectral curves of reflectance and transmittance computed by the model are compared with measured curves from actual experiments.Item Computing Volumes of Solids Enclosed by Recursive Subdivision Surfaces(Blackwell Publishers Ltd and the Eurographics Association, 1997) Peters, Jorg; Nasri, AhmadThe volume of a solid enclosed by a recursive subdivision surface can be approximated based on the closed-form representation of regular parts of the subdivision surface and a tight estimate of the local convex hull near extraordinary points. The approach presented is efficient, i.e. non-exponential, and robust in that it yields rapidly contracting error bounding boxes. An extension to measuring higher-order moments is sketched.Item Growing and Animating Polygonal Models of Animals(Blackwell Publishers Ltd and the Eurographics Association, 1997) Walter, Marcelo; Fournier, AlainWhile there exist many computer models of animal bodies, as polygonal meshes and parametric surfaces, these are difficult to modify to take growth into account, or to animate. Growth data available from the literature usually is expressed as very sparse measurements over the body at various ages of the animal. We present here basic techniques to transfer growth data to computer models (especially polygonal meshes), which allows animation of the growth as well as animation of the body in the traditional sense.The main technique consists of defining local coordinate systems around the growing parts of the body, each one being transformed according to the relevant growth data while maintaining their relationship with the adjoining parts and the continuity of the surface. The local coordinates also permit ordinary animation mainly as relative rotation such as in articulated objects.We present examples with polygonal models of horses and cows, growth data from same, and motion from Muybridgeâ s classic photographic data.Item Animation by Deformation of Space-Time Objects(Blackwell Publishers Ltd and the Eurographics Association, 1997) Aubert, Fabrice; Bechmann, DominiqueThis article presents the properties of animation with space-time objects. A space-time object means here a geometrical object embedded in R4 with a volumic topology. Resulting animations are obtained by deforming space-time objects with a free-form deformation model. In this way topological modifications, such as disconnecting or hole making, as well as classical geometrical modifications, can be created in an animated object.Item Virtually Documented Environments: A New Interface Paradigm for Task-oriented Access to Information(Blackwell Publishers Ltd and the Eurographics Association, 1997) Kakez, Samory; Conan, Vania; Bisson, PascalWe present a suitable virtually documented environment system providing the user with high level interaction possibilities. The system is dedicated to applications where the operator needs to have his hands free in order to access information, carry out measurements and/or operate on a device (e.g. maintenance, instruction). The system merges video images acquired through a head-mounted video camera with synthetic data (multimedia documents including CAD models and text) and presents these merged images to the operator. Registration techniques allow the operator to visualise information properly correlated to the real world: this is an essential aspect in order to achieve a feeling of presence in a real environment.We increase the sense of immersion through high level Human-Computer Interaction (HCI) allowing hands-free access to information through vocal commands as well as multimodal interaction associating speech and gesture. In this way, the user can access information and manipulate it in a very natural manner. We discuss the construction of the documentation system and the requested functionalities which led to the system architecture.