Issue 4
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Item 13th Eurographics Workshop on Rendering(Blackwell Publishers, Inc and the Eurographics Association, 2002) Debevec, Paul; Gibson, SimonItem 1st Ibero-American Symposium in Computer Graphics(Blackwell Publishers, Inc and the Eurographics Association, 2002) Marcos, Aderito; Brunet, Pere; Jorge, Joaquim; Regincos, JordiItem 23rd Eurographics General Assembly(Blackwell Publishers, Inc and the Eurographics Association, 2002)Item Adaptive Zooming in Web Cartography(Blackwell Publishers, Inc and the Eurographics Association, 2002) Cecconi, Alesandro; Galanda, MartinBeyond 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.Item An algorithm for line clipping against a polygon based on shearing transformation(Blackwell Publishers, Inc and the Eurographics Association, 2002) Huang, Y. Q.; Liu, Y. K.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.Item Author Index Volume 21 (2002)(Blackwell Publishers, Inc and the Eurographics Association, 2002)Item Computer Graphics forum(Blackwell Publishers, Inc and the Eurographics Association, 2002)Eurographics and Computer Graphics forum offer a variety of services on the international networks. You can find details ofour latest events, how to prepare a paper for the conference or for the journal and much more besides. This information can beaccessed mainly through the EG website but we also offer some support for ftp and mail server access.Item Editorial(Blackwell Publishers, Inc and the Eurographics Association, 2002) Duke, David; Scopigno, RobertoItem An Efficient Method for Rendering Underwater Optical Effects Using Graphics Hardware(Blackwell Publishers, Inc and the Eurographics Association, 2002) Iwasaki, Kei; Dobashi, Yoshinori; Nishita, TomoyukiThe 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 RealismItem Erratum: Artistic Surface Rendering Using Layout of Text(Blackwell Publishers, Inc and the Eurographics Association, 2002) Surazhsky, Tatiana; Elber, GershonItem Eurographics 2002(Blackwell Publishers, Inc and the Eurographics Association, 2002) Scheel, AnnetteItem Eurographics 2003 Modelling the Real World(Blackwell Publishers, Inc and the Eurographics Association, 2002)Item Eurographics Ireland 2002 Workshop(Blackwell Publishers, Inc and the Eurographics Association, 2002) O'Sullivan, CarolItem Eurographics Italy 1st Conference(Blackwell Publishers, Inc and the Eurographics Association, 2002) Bordegoni, MonicaItem Eurographics Spain 11th Conference(Blackwell Publishers, Inc and the Eurographics Association, 2002) Isern, Jordi RegincosItem Feature Model Visualization(Blackwell Publishers, Inc and the Eurographics Association, 2002) Bronsvoort, Willem F.; Bidarra, Rafael; Noort, AlexFeature modelling is now the predominant way of modelling products. Feature visualization is an important aspect here that can still be considerably improved. In this paper, an integrated way of visualizing feature models is presented, using new techniques for both the geometry and the structure of models. For the geometry of feature models, techniques are presented to visualize a selected subset of form features in a way that clearly distinguishes them 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 different visualization techniques are used in an integrated way. Implementation of some of the techniques requires a non-manifold representation of the geometry of the feature model. This representation, and some other implementation aspects, are briefly described. Throughout the paper, numerous examples of images of feature models are given which 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 modellingItem First International Symposium on 3DPVT 2002(Blackwell Publishers, Inc and the Eurographics Association, 2002) Max, NelsonItem Hierarchical Impostors for the Flocking Algorithm in 3D(Blackwell Publishers, Inc and the Eurographics Association, 2002) O'Hara, NoelThe 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-AnimationItem Join Now!(Blackwell Publishers, Inc and the Eurographics Association, 2002)Item Levels of Detail for Crowds and Groups(Blackwell Publishers, Inc and the Eurographics Association, 2002) O'Sullivan, C.; Cassell, J.; Vilhjalmsson, H.; Dingliana, J.; Dobbyn, S.; McNamee, B. and Peters, C. and Giang, T.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