Short Presentations

Permanent URI for this collection


Animation of Facial Expressions by Physical Modeling

Zhang, Yu
Prakash, Edmond C.
Sung, Eric

Interactive 3D Modeling in the Inception Phase of Architectural Design

de Vries, B.
Jessurun, A.J.
van Wijk, J.J.

Collision Detection for Continuously Deforming Bodies

Larsson, Thomas
Akenine-Möller, Tomas

A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling

Kelemen, Csaba
Szirmay-Kalos, Laszlo

Space-Time Hierarchical Radiosity with Clustering and Higher-OrderWavelets

Damez, Cyrille
Holzschuch, Nicolas
Sillion, Francois X.

N-Adic Subdivision Schemes for Local Mesh Deformation

Salomon, Gabriel
Leclerq, Antoine
Akkouche, Samir
Galin, E.

Gaze-Contingent Level Of Detail Rendering

Murphy, Hunter
Duchowski, Andrew T.

An Improved Spacetime Ray Tracing System for the Visualization of Relativistic Effects

Li, Jiang
Shum, Heung-Yeung
Peng, Qunsheng

Game Based Interfaces

Diener, Holger
Schumacher, Hagen

Managing Gigabyte Virtual EnvironmentWalkthrough

Shou, Lidan
Chionh, Jason
Huang, Zhiyong
Ruan, Yixin
Tan, Kian-Lee

A Simple Validity Condition for B-Spline Hyperpatches

Conde Rodriguez, Francisco de Asis
Torres Cantero, Juan Carlos

Volumetric Model Repair for Virtual Reality Applications

Kolb, Andreas
John, Lars

Deformable Terrain Generation for Real-time Strategy Game

Davison, Christopher
Tang, Wen

Piecewise Constant Conic Sections for Accelerated Volume Density Rendering

Hougs, Roland B.
Day, A. M.

Constructive Hypervolume Textures

Schmitt, B.
Pasko, A.
Adzhiev, V.
Schlick, C.

Towards Rapid Reconstruction for Animated Ray Tracing

Lext, Jonas
Akenine-Möller, Tomas

Approximated View Reconstruction Using Precomputed ID-Bitfields

Meruvia Pastor, Oscar E.
Strothotte, Thomas

HYPER MASK – Projecting a Virtual Face onto a Moving Real Object

Morishima, Shigeo
Yotsukura, T.
Nielsen, F.
Binsted, K.
Pinhanez, C.

Approximated Phong Shading by using the Euler Method

Hast, Anders
Barrera, Tony
Bengtsson, Ewert

Parametric Motion Blending through Wavelet Analysis

Ahmed, Amr
Mokhtarian, Farzin
Hilton, Adrian

Adaptive Progressive Vertex Tracing for Interactive Reflections

Ullmann, Thomas
Schmidt, Alexander
Beier, Daniel
Bruderlin, Beat

Proxy Simulations for Efficient Dynamics

Chenney, Stephen
Arikan, Okan
Forsyth, D. A.

Fractal approximation of surfaces based on projected IFS attractors

Guerin, Eric
Tosan, Eric
Baskurt, Atilla

CORBA Visualization Platform

Benoist, Thierry
Hewitt, W. T.
John, Nigel W.

An On-line Occlusio-Culling Algorithm for FastWalkthrough in Urban Areas

Wang, Yusu
Agarwal, Pankaj K.
Har-Peled, Sariel

Automatic Animated Face Modeling Using Multiview Video

Wu, Fu-Che
Murphy, Chien-Chang Ho
Ouhyoung, Ming

Improved Rendering with Dégradé

Boyer, Vincent
Sobczyk, Dominique
Bourdin, Jean-Jacques

Local Versus Global Triangulations

Linsen, Lars
Prautzsch, Hartmut

Scalable Impressionist Rendering

Atencia, A.
Bourdin, Jean-Jacques
Boyer, V.
Pissard, T.
Sobczyk, D.

Warped Textures for UV Mapping Encoding

Sorkine, Olga
Cohen-Or, Daniel

Simplification of implicit skeletal models

Lucas, Laurent
Prevost, Stephanie

Free-Form Deformation of Solid Models in CSR

Hui, K. C.
Lai, C.F.

A Visualization System for the Clinical Evaluation of Cerebral Aneurysms from MRA Data

Perrin, James S.
Lacey, A.
Laitt, R.
Jackson, A.
John, Nigel W.

Redirected Walking

Razzaque, Sharif
Kohn, Zachariah
Whitton, Mary C.

Improvement of the printing model in multi-colored and multi-woodblock virtual printing

Mizuno, Shinji
Ushida, Akihide
Okada, Minoru
Toriwaki, Jun-ichiro
Yamamoto, Shinji

Real-Time Procedural Animation of Trees

Barron, Jeremy T.
Sorge, Brian P.
Davis, Timothy A.

Data driven motion transitions for interactive games

Mizuguchi, Mark
Buchanan, John
Calvert, Tom

Artist Driven Expressive Graphics

Mason, Kaye
Carpendale, Sheelagh

Metaprogramming for the Generation of Nonparametric Curves

Boyer, Vincent

Animating cuts with on-the-fly re-meshing

Ganovelli, Fabio
O’Sullivan, C.

3dml: A Language for 3D Interaction Techniques

Figueroa, Pablo
Green, Mark
Hoover, H. James

Mayhem in Online Game and Virtual Environment Development

Oliveira, Manuel Fradinho Duarte
Crowcroft, Jon
Slater, Mel

Virtual Actors’ Behaviour for 3D Interactive Storytelling

Cavazza, Marc
Charles, Fred
Mead, Steven J.
Strachan, Alexander I.

Individualising Human Animation Models

Ju, Xiangyang
Siebert, J. Paul

Complexity Reduction of Catmull-Clark/Loop Subdivision Surfaces

Steenberg, Eskil


BibTeX (Short Presentations)
@inproceedings{
10.2312:egs.20011000,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Animation of Facial Expressions by Physical Modeling}},
author = {
Zhang, Yu
and
Prakash, Edmond C.
and
Sung, Eric
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011000}
}
@inproceedings{
10.2312:egs.20011001,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Interactive 3D Modeling in the Inception Phase of Architectural Design}},
author = {
de Vries, B.
and
Jessurun, A.J.
and
van Wijk, J.J.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011001}
}
@inproceedings{
10.2312:egs.20011005,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Collision Detection for Continuously Deforming Bodies}},
author = {
Larsson, Thomas
and
Akenine-Möller, Tomas
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011005}
}
@inproceedings{
10.2312:egs.20011003,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling}},
author = {
Kelemen, Csaba
and
Szirmay-Kalos, Laszlo
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011003}
}
@inproceedings{
10.2312:egs.20011002,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Space-Time Hierarchical Radiosity with Clustering and Higher-OrderWavelets}},
author = {
Damez, Cyrille
and
Holzschuch, Nicolas
and
Sillion, Francois X.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011002}
}
@inproceedings{
10.2312:egs.20011007,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
N-Adic Subdivision Schemes for Local Mesh Deformation}},
author = {
Salomon, Gabriel
and
Leclerq, Antoine
and
Akkouche, Samir
and
Galin, E.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011007}
}
@inproceedings{
10.2312:egs.20011004,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Gaze-Contingent Level Of Detail Rendering}},
author = {
Murphy, Hunter
and
Duchowski, Andrew T.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011004}
}
@inproceedings{
10.2312:egs.20011008,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
An Improved Spacetime Ray Tracing System for the Visualization of Relativistic Effects}},
author = {
Li, Jiang
and
Shum, Heung-Yeung
and
Peng, Qunsheng
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011008}
}
@inproceedings{
10.2312:egs.20011009,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Game Based Interfaces}},
author = {
Diener, Holger
and
Schumacher, Hagen
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011009}
}
@inproceedings{
10.2312:egs.20011006,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Managing Gigabyte Virtual EnvironmentWalkthrough}},
author = {
Shou, Lidan
and
Chionh, Jason
and
Huang, Zhiyong
and
Ruan, Yixin
and
Tan, Kian-Lee
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011006}
}
@inproceedings{
10.2312:egs.20011010,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
A Simple Validity Condition for B-Spline Hyperpatches}},
author = {
Conde Rodriguez, Francisco de Asis
and
Torres Cantero, Juan Carlos
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011010}
}
@inproceedings{
10.2312:egs.20011019,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Volumetric Model Repair for Virtual Reality Applications}},
author = {
Kolb, Andreas
and
John, Lars
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011019}
}
@inproceedings{
10.2312:egs.20011012,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Deformable Terrain Generation for Real-time Strategy Game}},
author = {
Davison, Christopher
and
Tang, Wen
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011012}
}
@inproceedings{
10.2312:egs.20011011,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Piecewise Constant Conic Sections for Accelerated Volume Density Rendering}},
author = {
Hougs, Roland B.
and
Day, A. M.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011011}
}
@inproceedings{
10.2312:egs.20011020,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Constructive Hypervolume Textures}},
author = {
Schmitt, B.
and
Pasko, A.
and
Adzhiev, V.
and
Schlick, C.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011020}
}
@inproceedings{
10.2312:egs.20011018,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Towards Rapid Reconstruction for Animated Ray Tracing}},
author = {
Lext, Jonas
and
Akenine-Möller, Tomas
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011018}
}
@inproceedings{
10.2312:egs.20011017,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Approximated View Reconstruction Using Precomputed ID-Bitfields}},
author = {
Meruvia Pastor, Oscar E.
and
Strothotte, Thomas
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011017}
}
@inproceedings{
10.2312:egs.20011014,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
HYPER MASK – Projecting a Virtual Face onto a Moving Real Object}},
author = {
Morishima, Shigeo
and
Yotsukura, T.
and
Nielsen, F.
and
Binsted, K.
and
Pinhanez, C.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011014}
}
@inproceedings{
10.2312:egs.20011013,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Approximated Phong Shading by using the Euler Method}},
author = {
Hast, Anders
and
Barrera, Tony
and
Bengtsson, Ewert
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011013}
}
@inproceedings{
10.2312:egs.20011015,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Parametric Motion Blending through Wavelet Analysis}},
author = {
Ahmed, Amr
and
Mokhtarian, Farzin
and
Hilton, Adrian
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011015}
}
@inproceedings{
10.2312:egs.20011016,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Adaptive Progressive Vertex Tracing for Interactive Reflections}},
author = {
Ullmann, Thomas
and
Schmidt, Alexander
and
Beier, Daniel
and
Bruderlin, Beat
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011016}
}
@inproceedings{
10.2312:egs.20011026,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Proxy Simulations for Efficient Dynamics}},
author = {
Chenney, Stephen
and
Arikan, Okan
and
Forsyth, D. A.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011026}
}
@inproceedings{
10.2312:egs.20011022,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Fractal approximation of surfaces based on projected IFS attractors}},
author = {
Guerin, Eric
and
Tosan, Eric
and
Baskurt, Atilla
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011022}
}
@inproceedings{
10.2312:egs.20011023,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
CORBA Visualization Platform}},
author = {
Benoist, Thierry
and
Hewitt, W. T.
and
John, Nigel W.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011023}
}
@inproceedings{
10.2312:egs.20011025,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
An On-line Occlusio-Culling Algorithm for FastWalkthrough in Urban Areas}},
author = {
Wang, Yusu
and
Agarwal, Pankaj K.
and
Har-Peled, Sariel
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011025}
}
@inproceedings{
10.2312:egs.20011027,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Automatic Animated Face Modeling Using Multiview Video}},
author = {
Wu, Fu-Che
and
Murphy, Chien-Chang Ho
and
Ouhyoung, Ming
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011027}
}
@inproceedings{
10.2312:egs.20011031,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Improved Rendering with Dégradé}},
author = {
Boyer, Vincent
and
Sobczyk, Dominique
and
Bourdin, Jean-Jacques
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011031}
}
@inproceedings{
10.2312:egs.20011021,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Local Versus Global Triangulations}},
author = {
Linsen, Lars
and
Prautzsch, Hartmut
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011021}
}
@inproceedings{
10.2312:egs.20011028,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Post-rendering Composition for 3D Scenes}},
author = {
Grimm, Cindy
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011028}
}
@inproceedings{
10.2312:egs.20011030,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Scalable Impressionist Rendering}},
author = {
Atencia, A.
and
Bourdin, Jean-Jacques
and
Boyer, V.
and
Pissard, T.
and
Sobczyk, D.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011030}
}
@inproceedings{
10.2312:egs.20011029,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Warped Textures for UV Mapping Encoding}},
author = {
Sorkine, Olga
and
Cohen-Or, Daniel
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011029}
}
@inproceedings{
10.2312:egs.20011024,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Simplification of implicit skeletal models}},
author = {
Lucas, Laurent
and
Prevost, Stephanie
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011024}
}
@inproceedings{
10.2312:egs.20011032,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Free-Form Deformation of Solid Models in CSR}},
author = {
Hui, K. C.
and
Lai, C.F.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011032}
}
@inproceedings{
10.2312:egs.20011038,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
A Visualization System for the Clinical Evaluation of Cerebral Aneurysms from MRA Data}},
author = {
Perrin, James S.
and
Lacey, A.
and
Laitt, R.
and
Jackson, A.
and
John, Nigel W.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011038}
}
@inproceedings{
10.2312:egs.20011036,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Redirected Walking}},
author = {
Razzaque, Sharif
and
Kohn, Zachariah
and
Whitton, Mary C.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011036}
}
@inproceedings{
10.2312:egs.20011035,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Improvement of the printing model in multi-colored and multi-woodblock virtual printing}},
author = {
Mizuno, Shinji
and
Ushida, Akihide
and
Okada, Minoru
and
Toriwaki, Jun-ichiro
and
Yamamoto, Shinji
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011035}
}
@inproceedings{
10.2312:egs.20011034,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Real-Time Procedural Animation of Trees}},
author = {
Barron, Jeremy T.
and
Sorge, Brian P.
and
Davis, Timothy A.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011034}
}
@inproceedings{
10.2312:egs.20011039,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Data driven motion transitions for interactive games}},
author = {
Mizuguchi, Mark
and
Buchanan, John
and
Calvert, Tom
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011039}
}
@inproceedings{
10.2312:egs.20011033,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Artist Driven Expressive Graphics}},
author = {
Mason, Kaye
and
Carpendale, Sheelagh
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011033}
}
@inproceedings{
10.2312:egs.20011037,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Metaprogramming for the Generation of Nonparametric Curves}},
author = {
Boyer, Vincent
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011037}
}
@inproceedings{
10.2312:egs.20011045,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Animating cuts with on-the-fly re-meshing}},
author = {
Ganovelli, Fabio
and
O’Sullivan, C.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011045}
}
@inproceedings{
10.2312:egs.20011042,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
3dml: A Language for 3D Interaction Techniques}},
author = {
Figueroa, Pablo
and
Green, Mark
and
Hoover, H. James
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011042}
}
@inproceedings{
10.2312:egs.20011043,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Mayhem in Online Game and Virtual Environment Development}},
author = {
Oliveira, Manuel Fradinho Duarte
and
Crowcroft, Jon
and
Slater, Mel
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011043}
}
@inproceedings{
10.2312:egs.20011040,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Virtual Actors’ Behaviour for 3D Interactive Storytelling}},
author = {
Cavazza, Marc
and
Charles, Fred
and
Mead, Steven J.
and
Strachan, Alexander I.
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011040}
}
@inproceedings{
10.2312:egs.20011044,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Individualising Human Animation Models}},
author = {
Ju, Xiangyang
and
Siebert, J. Paul
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011044}
}
@inproceedings{
10.2312:egs.20011041,
booktitle = {
Eurographics 2001 - Short Presentations},
editor = { title = {{
Complexity Reduction of Catmull-Clark/Loop Subdivision Surfaces}},
author = {
Steenberg, Eskil
}, year = {
2001},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20011041}
}

Browse

Recent Submissions

Now showing 1 - 46 of 46
  • Item
    Animation of Facial Expressions by Physical Modeling
    (Eurographics Association, 2001) Zhang, Yu; Prakash, Edmond C.; Sung, Eric
    In this paper, we propose a physically-based 3D dynamic facial model based on anatomical knowledge for realistic facial expression animation. The facial model incorporates a physically-based approximation to facial skin tissue and a set of anatomically-motivated facial muscle actuators. The tissue model has multilayered mass-spring structure which approximates different types of facial tissue. Two kinds of biphasic springs, structural springs and shear springs, are included in our model to simulate nonlinear elastic behavior of the skin. Facial muscle models are presented to emulate facial muscle contraction. In the muscle model, two factors, the muscle force scaling factor and muscle strength factor provide us macro and micro control of the muscle influence respectively. Based on the facial anatomy, these contractile muscles are inserted at anatomically correct position within the dynamic skin model. Lagrangian mechanics governs the dynamics, dictating the deformation of facial surface in response to muscle forces. The dynamic facial animation algorithm runs at interactive rate with continuous 3D display on a graphics workstation.
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    Interactive 3D Modeling in the Inception Phase of Architectural Design
    (Eurographics Association, 2001) de Vries, B.; Jessurun, A.J.; van Wijk, J.J.
    In architectural design 3D modeling in the inception phase is up to now not supported in CAD. Moreover 3D modeling is still far from intuitive with the common interface techniques. This paper introduces a 3D modeling tool for architects, which is limited in its purposes but yet very powerful in its use. A cube is the basic drawing element to construct building masses. Modification of the design is achieved by dragging sets of cubes resulting in the creation or deletion of new cubes.
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    Collision Detection for Continuously Deforming Bodies
    (Eurographics Association, 2001) Larsson, Thomas; Akenine-Möller, Tomas
    Fast and accurate collision detection between geometric bodies is essential in application areas like virtual reality, animation, simulation, games and robotics. In this work, we address the collision detection problem in applications where deformable bodies are used, which change their overall shape every time step of the simulation. We propose and evaluate suitable bounding volume trees for deforming bodies that can be pre-built and then updated very efficiently during simulation. Several heuristics for updating the trees due to deformations are compared to each other. By combining a top-down and a bottom-up update strategy into a hybrid tree update method, promising results were achieved. Experiments show that our approach is four to five times faster than a previously leading method.
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    A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling
    (Eurographics Association, 2001) Kelemen, Csaba; Szirmay-Kalos, Laszlo
    This paper presents a BRDF model based on the analysis of the photon collisions with the microfacets of the surface. The new model is not only physically plausible, i.e. symmetric and energy conserving, but provides other important features of real materials, including the off-specular peak and the mirroring limit case. Using theoretical considerations the reflected light is broken down to a specular component representing single reflections and a matte component accounting for multiple reflections and re-emissions of previously absorbed photons. Unlike most of the previous models, the proportion of the matte and specular components is not constant but varies with the viewing angle. In order to keep the resulting formulae simple, several approximations are made, which are quite accurate but allow for tabulation, fast calculation and even for accurate importance sampling.
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    Space-Time Hierarchical Radiosity with Clustering and Higher-OrderWavelets
    (Eurographics Association, 2001) Damez, Cyrille; Holzschuch, Nicolas; Sillion, Francois X.
    We address in this paper the issue of computing 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 dangerous and 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 changing the wavelet basis used for the temporal dimension. The resulting algorithm is capable of creating time-dependent radiosity solutions efficiently.
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    N-Adic Subdivision Schemes for Local Mesh Deformation
    (Eurographics Association, 2001) Salomon, Gabriel; Leclerq, Antoine; Akkouche, Samir; Galin, E.
    This paper presents an interpolating subdivision scheme based on an N-adic decomposition of the parameter space. This approach enables us to locally deform the surface according to a modification of the normals at the vertices of the control mesh. Experiments show that the N-adic decomposition provides a better control over the deformations, whereas a dyadic decomposition method often produces smoother surfaces.
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    Gaze-Contingent Level Of Detail Rendering
    (Eurographics Association, 2001) Murphy, Hunter; Duchowski, Andrew T.
    The contributions of this paper are the development and evaluation of a nonisotropic model-based Level Of Detail (LOD) rendering technique for gaze-contingent viewing of multiresolution meshes. A high resolution portion of the model is rendered at the eye-tracked Point Of Regard (POR). A method is given for converting a closed polygonal mesh to a nonisotropic LOD representation suitable for gaze-contingent viewing. Based on a theoretical model of visual acuity, a three-dimensional spatial degradation function is obtained from human subject experiments in an attempt to render imperceptibly degraded geometric objects. Unlike previous LOD approaches, our resolution degradation method is based on the measurement of visual angle in world coordinates and is applied directly to object geometries prior to rendering. The gaze-contingent technique is evaluated in a Virtual Reality (VR) system integrated with a binocular eye tracker. To our knowledge, this is the first example of a binocular eye-tracked VR system used to evaluate a gaze-contingent modeling technique. Results are reported in terms of rendering performance, indicating an overall 4-fold average frame rate improvement during gaze-contingent viewing. Frame rate improvement ranged from a factor of at least 2, up to a 15-fold gain in performance over full resolution display, varying with the model complexity and the instantaneous direction of the viewer’s gaze.
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    An Improved Spacetime Ray Tracing System for the Visualization of Relativistic Effects
    (Eurographics Association, 2001) Li, Jiang; Shum, Heung-Yeung; Peng, Qunsheng
    Traditional ray tracing methods are based on Newton’s classical mechanics. They cannot reproduce the visual phenomena of high-speed motion. In this paper, we develop an improved spacetime ray tracing system, which provides a framework for the visualization of spacetime relativistic effects. The system consists of three major components. First, a transformation platform is established to process the transformations of spacetime coordinates and velocities between different scene elements. This enables the independent scene modeling at different reference frames. Second, a number of spacetime scene data structures are constructed to encapsulate conventional scene elements such as objects, light sources, and cameras. Third, a medium information stack is designed to record in which medium the tracing ray is traveling. This enables the accurate calculations of light speeds, which are critical in the visualization of relativistic effects. Experiments are performed when synthetic objects, light sources and cameras are moving at high speeds relative to each other. In addition to conventional relativistic effects, we discover in our system a number of novel visual effects such as multiple transmissions, omnidirectional reflection, and delayed appearance of shadows.
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    Game Based Interfaces
    (Eurographics Association, 2001) Diener, Holger; Schumacher, Hagen
    Complex menu and dialog structures prevent users from working intuitively with standard applications. In this paper, a new kind of user interface is suggested based on concepts of computer games. Defining a new structure for the functionality of an application will simplify users adjustment to new applications and will improve their everyday work. Usability tests based on eye tracking devices are described to verify the correctness of this game based interface approach. In addition, other game based concepts are introduced, which can be transferred to standard applications to improve the usability.
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    Managing Gigabyte Virtual EnvironmentWalkthrough
    (Eurographics Association, 2001) Shou, Lidan; Chionh, Jason; Huang, Zhiyong; Ruan, Yixin; Tan, Kian-Lee
    In this paper, we study the problem of interactive walkthrough of a large virtual environment (VE) where the data representing 3D virtual objects can not reside completely in the main memory. We tap into the wealth of techniques (indexing, caching, prefetching) that have been widely used by the database community, and investigate how walkthrough semantics can be integrated into these techniques. In our approach, the VE data in the main memory are dynamically managed such that only those of the relevant 3D objects pertaining to the current user’s viewpoint are loaded into the main memory. The objects in the VE are spatially indexed by a spatial index structure (R-tree) as opposed to splitting the VE into smaller rigid-sized grids. Queries are issued to the R-tree to retrieve only the relevant objects. We propose a novel complement search algorithm to improve the standard search. In addition, we propose a cache replacement policy that considers the access pattern of walkthrough to facilitate effective memory management; and a prediction algorithm that computes the next likely position of the user in order to prefetch data. We implemented a prototype walkthrough system and evaluated it on a 1 GB synthetic dataset of a cityscape. Our results show that the proposed techniques deployed can lead to a high constant frame rate for the walkthrough.
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    A Simple Validity Condition for B-Spline Hyperpatches
    (Eurographics Association, 2001) Conde Rodriguez, Francisco de Asis; Torres Cantero, Juan Carlos
    The use of hyperpatches as a method for solid modelling has a problem: the validity of the model is not guaranteed. The problem of ensuring the validity of hyperpatch representations of solids is discussed in this work, and a validity condition for cubic uniform b-spline hyperpatches is presented. Our validity condition is based on comparisons among points, and it is robust and easy to implement.
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    Volumetric Model Repair for Virtual Reality Applications
    (Eurographics Association, 2001) Kolb, Andreas; John, Lars
    Repairing Virtual Reality (VR) models is a challenge for productive applications. This paper describes a fast implementation of Nooruddin and Turk’s ray-stabbing method 14 based on standard graphics hardware. Raystabbing is used to convert a polygonal model into a volume model (also called voxelization). The volume model is back-converted into a polygonal model using the marching cubes (MC) algorithm 12 and the QSlim algorithm 7 for reducing the extracted polygon model. The overall process yields a properly closed polygonal model with no visual unimportant features like nested or overlapping geometries or unwanted cracks. The voxelization process is the key part of the reparation process. We discuss implementation details and essential problems of ray-stabbing not addressed by Nooruddin and Turk 14.We focus on the generation of the volume model utilizing OpenGL hardware support. The current implementation is a snapshot of an ongoing work at EADS Airbus, Europes leading commercial aircraft company. The final goal is a fast model repair and reduction workflow for generating VR-models and various levels of detail. Problems erase from the fact, that the polygonalization of the volume model using the MC-algorithm generates a far too fine tessellated model which then has to be reduced again. We also discuss possible approaches to overcome this drawback.
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    Deformable Terrain Generation for Real-time Strategy Game
    (Eurographics Association, 2001) Davison, Christopher; Tang, Wen
    In this paper, we present a system that has the ability to deform terrain for Real-time Strategy Game with general PC hardware specifications. Various effects could be simulated in real-time such as raising and lowering the ground, creating a large chasm, or levelling the terrain. Effects such as ordering a unit to fire that then destroys part of a mountain could also be replicated. We present our implementations and techniques in using terrain deformation algorithms, Real-time Optimally Adapting Meshes, texture design and terrain generations. An analysis of the speed and memory usage of the system with respect to different PC hardware systems is also presented.
  • Item
    Piecewise Constant Conic Sections for Accelerated Volume Density Rendering
    (Eurographics Association, 2001) Hougs, Roland B.; Day, A. M.
    In order to accelerate the rendering of volumetric shadows, we propose a new technique which builds sets of conic volumes to approximate the shape of shadows in a participating medium. The novelty of our approach is notably the construction of the cone-sets, which are built with no knowledge of the underlying geometry of the scene. Instead, information collected during the construction of a global photon map is used to derive an estimate of the outline of the shadows in three dimensions. This information is then used in several different ways to speed up the rendering pass. The method shares many of the advantages proposed by photon maps such as viewpoint independence and decoupling from the geometry of the scene.
  • Item
    Constructive Hypervolume Textures
    (Eurographics Association, 2001) Schmitt, B.; Pasko, A.; Adzhiev, V.; Schlick, C.
    The concept of solid texturing is extended in two directions: constructive modeling of space partitions for texturing and modeling of multidimensional textured objects called hypervolumes. A hypervolume is considered as a point set with attributes of both physical (density, temperature, etc.) and photometric (color, transparency, diffuse and specular reflections, etc.) nature. The point set geometry and attributes are modeled independently using real-valued scalar functions of several variables. Each real-valued function defining geometry or an attribute is evaluated in the given point by a procedure traversing a constructive tree structure with primitives in the leaves and operations in the nodes of the tree. This approach provides a framework for modeling, texturing and visualization of 3D solids, time- dependent and multidimensional objects in a completely uniform manner. We introduced a special modeling language and implemented software tools supporting the proposed approach. The concept of constructive hypervolume textures is independent of the geometry representation. We provide examples of textured Frep and BRep objects as illustrations.
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    Towards Rapid Reconstruction for Animated Ray Tracing
    (Eurographics Association, 2001) Lext, Jonas; Akenine-Möller, Tomas
    This article discusses methods for avoiding that the reconstruction of the acceleration data structure becomes a bottleneck in animated or interactive ray tracing. Situations in which this could occur include trying to increase the frame rate by parallelization of the ray tracing phase or by techniques such as frameless rendering. Specifically, we explore a method for avoiding unnecessary reconstruction in rigid-body animated scenes. The method builds a hierarchy of oriented bounding boxes containing recursive grids by applying these to the rigid bodies found in different transforms in the scene graph. The oriented bounding boxes containing gridded objects are then kept intact during the complete animation. Before performing intersection tests, rays are transformed to the local coordinate system of an oriented bounding box. Using this technique, the reconstruction of the data structure can be performed an order of magnitude faster as compared to using a recursive grid that has to be rebuilt completely between each frame.
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    Approximated View Reconstruction Using Precomputed ID-Bitfields
    (Eurographics Association, 2001) Meruvia Pastor, Oscar E.; Strothotte, Thomas
    A technique is presented to construct arbitrary views of a model by using previously computed views. The technique is simple to implement, completely general for polygonal models and can be used within object hierarchies or scene graphs. During a preprocessing step images of a model are taken from different viewpoints. These images are saved using long bitfields (ID-bitfields) which encode the visibility information according to an array of the model’s primitives used as the base for the bitfield. These ID-bitfield encodings, together with the primitive array, are then used by a viewer which selects and joins them to provide an approximated (not conservative) reconstruction of the visible elements of the object for a new viewpoint. The technique implicitly performs occlusion culling, since a minimal set of visible polygons is the result of the reconstruction. Results show how interaction can be improved when working with high depth complexity models. Satisfactory reconstructions are achieved by taking as few as 25 images around an object. This paper suggests how the technique can be extended to other applications such as virtual walkthroughs and visualization of non-realistic images, and how graphics libraries and hardware could be enhanced by allowing the application to pass an ID-bitfield. Key words: view reconstruction, interactive display, visibility preprocessing, occlusion culling, polygon reduction.
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    HYPER MASK – Projecting a Virtual Face onto a Moving Real Object
    (Eurographics Association, 2001) Morishima, Shigeo; Yotsukura, T.; Nielsen, F.; Binsted, K.; Pinhanez, C.
    HYPERMASK is a system which projects an animated face onto a physical mask, worn by an actor. As the mask moves within a prescribed area, its position and orientation are detected by a camera, and the projected image changes with respect to the viewpoint of the audience. The lips of the projected face are automatically synthesized in real time with the voice of the actor, who also controls the facial expressions. As a theatrical tool, HYPERMASK enables a new style of storytelling. As a prototype system, we propose to put a self-contained HYPERMASK system in a trolley (disguised as a linen cart), so that it projects onto the mask worn by the actor pushing the trolley.
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    Approximated Phong Shading by using the Euler Method
    (Eurographics Association, 2001) Hast, Anders; Barrera, Tony; Bengtsson, Ewert
    After almost three decades and several improvements, Gouraud shading is still more often used for interactive computer graphics than Phong shading. One of the main reasons for this is of course that Phong shading is computationally more expensive. Quadratic polynomial approximation techniques like Bishop’s method could reduce the amount of computation in the inner loop to just the double of what is done in Gouraud shading. By using Euler’s method we get another quadratic polynomial approximation technique which is just as fast in the inner loop, but it will also give correct intensities on the edges, which we will not get with Bishop’s method. By computing the maximum difference over a scan line between Gouraud shading and the proposed method, we could decide if Gouraud will suffice. It is also shown that linearly interpolated normals are normalized by a symmetric function. This means that we could reduce the amount of square roots by the half in Phong shading.
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    Parametric Motion Blending through Wavelet Analysis
    (Eurographics Association, 2001) Ahmed, Amr; Mokhtarian, Farzin; Hilton, Adrian
    This paper shows how multiresolution blending can be employed with time-warping for realistic parametric motion generation from pre-stored motion data. The goal is to allow the animator to define the desired motion using its natural parameters such as speed. Generation of a realistic motion is achieved using pre-stored captured animations. Analysis has been carried out to investigate the relationship between the walking speed and blending factor to remove the burden of trial and errors from the animator. As a result, realistic walking motion with the speed specified by the user can be generated. This desired speed should be between the minimum and maximum speeds of the available motion data. Analysis to generalise these results to other motions are in progress. Generating the desired motion for different scaled avatars is also discussed.
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    Adaptive Progressive Vertex Tracing for Interactive Reflections
    (Eurographics Association, 2001) Ullmann, Thomas; Schmidt, Alexander; Beier, Daniel; Bruderlin, Beat
    This paper presents an approach for real-time rendering of physically accurate reflection effects in virtual environments. We apply a hybrid rendering of an OpenGL-generated scene, blended with correct reflection characteristics of selected scene objects. The core of the approach consists of a special type of ray tracing, the so-called vertex tracing. Real-time performance, even for complex CAD scenes, is achieved by progressive adaptive refinement, (derived from the geometry in object space) as well as by parallelization of the algorithm. A mesh-based load balancing yields a uniform distribution of the computing load in a heterogeneous network with resources with widely varying performance. The performance of the overall system is demonstrated using a truck interior in a Virtual Reality simulator.
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    Proxy Simulations for Efficient Dynamics
    (Eurographics Association, 2001) Chenney, Stephen; Arikan, Okan; Forsyth, D. A.
    Proxy simulations reduce the cost of simulation in large virtual worlds, such as those used in training simulations or computer games. A proxy takes the place of an accurate simulation for objects that are out of view, while the accurate model continues to manage visible objects. A proxy must ensure that objects enter the view at reasonable times throughout the simulation and in states that reffect their time spent out of view. The quality of a proxy simulation is measured by how well it maintains reasonable behaviors, where the deffinition of reasonable depends on the environment and its application. We present two examples of proxy simulations based on discrete event models: one for city traffic simulation and another for multi-agent path planning and motion. For these examples, we demonstrate dynamics computation speedups of over two orders of magnitude as the environments grow in size and complexity.
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    Fractal approximation of surfaces based on projected IFS attractors
    (Eurographics Association, 2001) Guerin, Eric; Tosan, Eric; Baskurt, Atilla
    A method for approximating smooth or rough surfaces defined in R3 is introduced. A fractal model called projected IFS model allows the extension of the iteration space to a barycentric space Rn2 by enriching the classical IFS model with a set of control points (m2 points). This flexible model has good fitting properties for recovering surfaces. The input for the model is single viewpoint range data defined on a fixed grid and also 2D grey-level images considered as surfaces. The model recovery is formulated as a non-linear fitting problem and resolved using a modified LEVENBERG-MARQUARDT minimization method. During the iterative fitting algorithm, all the parameters of the projected IFS model are adjusted simultaneously in order to minimize the overall distance between the models surface and the original data. The final model is very compact and gives satisfactory results on synthetic range data and real geological surfaces. The main applications are surface modeling, shape description and geometric surface compression.
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    CORBA Visualization Platform
    (Eurographics Association, 2001) Benoist, Thierry; Hewitt, W. T.; John, Nigel W.
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    An On-line Occlusio-Culling Algorithm for FastWalkthrough in Urban Areas
    (Eurographics Association, 2001) Wang, Yusu; Agarwal, Pankaj K.; Har-Peled, Sariel
    We describe a fast algorithm to speed up rendering of scenes for walkthroughs in urban environments. Our occlusion culling algorithm takes advantage of temporal coherence in image space. As such, occlusion calculation is performed online only when needed. This enables us to employ intelligent occluder-selection and culling algorithms. We do not preprocess visibility information or pre-select occluders. Therefore, we can update scenes dynamically at a little cost. The algorithm features a tradeoff between accuracy and efficiency. While it approximates visibility testing, our experiments show that errors occur rarely.
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    Automatic Animated Face Modeling Using Multiview Video
    (Eurographics Association, 2001) Wu, Fu-Che; Murphy, Chien-Chang Ho; Ouhyoung, Ming
    An image-based 3-D modeling system is presented in this paper. Our modeling system consists of three main stages: camera calibration, depth estimation and 3-D geometry reconstruction. All of these steps are executed automatically. In the camera calibration stage, some patterns are used that help to determine the camera’s position in an environment. The camera’s intrinsic and external parameters are determined using epipolar geometry. After the camera parameters are determined, the camera’s location in each projected frame is determined. The depth for each pixel in a base image is estimated from the camera’s focus to the object’s surface by measuring the similarity between the base image and the neighboring images. The object’s 3-D geometry is reconstructed with texture from the base image using the depth information.
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    Improved Rendering with Dégradé
    (Eurographics Association, 2001) Boyer, Vincent; Sobczyk, Dominique; Bourdin, Jean-Jacques
    In most paintboxes drawing (and filling) the picture and render the picture are two different steps and tools. Dégradé presents an efficient filling rendering tool: an efficient collection of effect filling. In Dégradé the renderer is included in the drawing process. This method enhance the renderer possibilities and the graphic designer work.
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    Local Versus Global Triangulations
    (Eurographics Association, 2001) Linsen, Lars; Prautzsch, Hartmut
    Free form surfaces are commonly represented by triangular or quadrilateral meshes. Often these meshes are obtained from unorganized point sets sampled from some object’s surface. We show that local rather than global triangulations of point sets are equally well suited for object representations and that the local triangulations proposed in this paper may even lead to fast triangulation routines.
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    Post-rendering Composition for 3D Scenes
    (Eurographics Association, 2001) Grimm, Cindy
    In traditional art a painter displays a 3D scene on a 2D image plane in a manner that is aesthetically pleasing. The arrangement of objects and colors is called composition and is the subject of many art books and classes. While a painter may use perspective to create depth in a scene they may also alter the perspective and color, either subtly or dramatically, to influence the focus of viewer and the effect of the image. To date, traditional 3D graphics packages have largely concentrated on modeling, textures, and lighting to create images and provide few tools for altering the composition post-rendering. In this paper we present several simple techniques for creating images with non-standard perspective and color using standard 3D rendering packages. The scene is modeled in 3D but each object has its own camera, color balance, and image size, allowing the user to alter the composition after the 3D rendering step. The purpose of this paper is not to present a complete composition system but rather to illustrate the potential of compositionbased tools.
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    Scalable Impressionist Rendering
    (Eurographics Association, 2001) Atencia, A.; Bourdin, Jean-Jacques; Boyer, V.; Pissard, T.; Sobczyk, D.
    The painted impressionist technique produces scale based effects: the far range vision is almost realistic while the close vision is blurred. In NPR, Impressionist Renderers are mainly based on a medium range vision. A very accurate scalable impressionist effect has been implemented and improves both close and far range vision.
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    Warped Textures for UV Mapping Encoding
    (Eurographics Association, 2001) Sorkine, Olga; Cohen-Or, Daniel
    This paper introduces an implicit representation of the u; v texture mapping. Instead of using the traditional explicit u; v mapping coordinates, a non-distorted piecewise embedding of the triangular mesh is created, on which the original texture is remapped, yielding warped textures. This creates an effective atlas of the mapped triangles and provides a compact encoding of the texture mapping.
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    Simplification of implicit skeletal models
    (Eurographics Association, 2001) Lucas, Laurent; Prevost, Stephanie
    In this paper, we describe a hierarchical representation of unions of balls (UoB) applied to volume graphics. We present an algorithm that generates stable implicit volumes at different levels of resolution in the form of primitives of overlapping spheres from various data sources such as volumetric datasets and other existing models. This is achieved as follows. First, an unstructured set of valued points called "UoB skeleton" is extracted from an exact Euclidean Distance Transform (implicits are centered at the skeletal voxels). Next, the skeletal points are connected and arranged in a "structural graph" called spanning graph, which can be used to obtain simplified multi-scale models. This simplification process consists in gradually removing nodes in this graph while respecting topological and geometrical constraints. The goal is to build an interactive system of visualization for the analysis of volumetric data. The speed of treatment associated with a good visualization should enable to achieve a 3D survey of a natural object in an interactive manner. The method has been successfully applied to both synthetic and real data (medical imaging).
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    Free-Form Deformation of Solid Models in CSR
    (Eurographics Association, 2001) Hui, K. C.; Lai, C.F.
    Existing free-form deformation (FFD) techniques deform an object by deforming the space enclosing the object. Points on the object are thus deformed relative to the undeformed space (or world space). The deformed object is visualized by sampling points on the object surfaces, or by approximating the object with a polyhedral model. This provides good visual effect for the deformed objects. However, the deformed solid is represented in terms of the lattice of the FFD and the undeformed solid. There is no precise explicit representation of the deformed object so that existing solid modeling techniques, such as Boolean operations, on the deformed object may not be applied. This paper is concerned with the techniques of applying free-form deformation on solid models represented by the Constructive Shell Representation (CSR). By applying free-form deformation on the surface points of the trunctets of a CSR object so that the vertices and the quadric patch polynomial of the trunctets are changed, the shape of the object can be modified. This technique can be used to deform globally smooth solid models or general solid models with sharp edges. The deformation can be applied either globally or locally. Techniques for the deformation are discussed in detail. Experiments are conducted and the results are also presented.
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    A Visualization System for the Clinical Evaluation of Cerebral Aneurysms from MRA Data
    (Eurographics Association, 2001) Perrin, James S.; Lacey, A.; Laitt, R.; Jackson, A.; John, Nigel W.
    This paper details a work-in-progress application under development as part of a clinical visualization project. The software has been designed to meet the specific needs of interventional neuro-radiologists evaluating the suitability of intracranial aneurysms for endovascular coiling and also when planning the procedure. Providing rapid (real-time) interaction with high resolution iso-surfaces derived from Time-of Flight (ToF) Magnetic Resonance Angiography (MRA) data will enable the clinician to quickly assess the ability of the aneurysm to accept a coil, with greater reliability than exisiting, 2D film techniques. Simulating the interface of the C-arm angiography system, used during the procedure, allows the clinician to evaluate various surgical strategies, potentially reducing procedure times and therefore patient radiation dosage. The first release of the software is currently under-going clinical evaluation.
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    Redirected Walking
    (Eurographics Association, 2001) Razzaque, Sharif; Kohn, Zachariah; Whitton, Mary C.
    Redirected Walking, a new interactive locomotion technique for virtual environments (VEs), captures the benefits of real walking while extending the possible size of the VE. Real walking, although natural and producing a high subjective sense of presence, limits virtual environments to the size of the tracked space. Redirected Walking addresses this limitation by interactively and imperceptibly rotating the virtual scene about the user. The rotation causes the user to walk continually toward the furthest wall of the lab without noticing the rotation. We implemented the technique using stereo graphics and 3D spatialized audio. Observations during a pilot study suggest that the technique works: Redirected Walking causes people to change their real walking direction without noticing it, allows for larger VEs, and does not induce appreciable simulator sickness.
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    Improvement of the printing model in multi-colored and multi-woodblock virtual printing
    (Eurographics Association, 2001) Mizuno, Shinji; Ushida, Akihide; Okada, Minoru; Toriwaki, Jun-ichiro; Yamamoto, Shinji
    In this paper, we propose a physically based model for the printing process in the virtual woodblock printing for improvement of printing quality. Virtual printing is a simulation of real printing using “woodblocks”, “a paper sheet”, “a baren (Japanese squeegee)”, and “inks” in a virtual 3D space. A print is synthesized by an interaction among them, and it is very important to study physical properties and behaviors of the virtual items. We focus on the property and the behavior of ink and study a variety of effects due to the degree of moisture of the ink.
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    Real-Time Procedural Animation of Trees
    (Eurographics Association, 2001) Barron, Jeremy T.; Sorge, Brian P.; Davis, Timothy A.
    Creating models of living flora, such as trees and grass, has been a challenge in computer graphics for many years. Animating these objects to move realistically in reaction to natural phenomena, such as wind and rain, presents an even greater challenge. In this project, we explore the combination of particle systems with the Lindenmayer model for representing trees to create a realistic simulation of tree movement in response to wind. Our approach, however, is general enough to handle tree animation in response to a variety of other world forces, such as rain, snow, or seismic activity.
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    Data driven motion transitions for interactive games
    (Eurographics Association, 2001) Mizuguchi, Mark; Buchanan, John; Calvert, Tom
    In 3D video games that employ human characters, a series of animations is required to display a character’s motion. The current approach is to use stored animation sequences, either motion captured or hand animated, and play them back as required. Unlike a sequence for film or video the motion needs to change according to the user’s interaction with the game. There are constant unpredictable transitions from one animation into another. This paper presents the design and analysis of a framework for supporting data driven transitions that have been pre-specified by animators. This approach frees the programmers from having to determine the details of each transition and gives control to the animators. This takes advantage of the animators’ skill at evaluating and tweaking the motion to produce better aesthetic results and lets the animators and programmers work in parallel.
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    Artist Driven Expressive Graphics
    (Eurographics Association, 2001) Mason, Kaye; Carpendale, Sheelagh
    Current methods in non-photorealistic graphics can place a heavy emphasis on the algorithm, as opposed to the artist. In this paper, we analyse these trends, and present a conceptual framework for putting control back in the hands of the artist. Combining ideas from non-photorealistic graphics and artificial intelligence, we present new methods of supporting alternative artistic styles. Details of our implementation of this model are described, as well as methods for interaction. Finally, we create a simulation under this framework, and show preliminary results.
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    Metaprogramming for the Generation of Nonparametric Curves
    (Eurographics Association, 2001) Boyer, Vincent
    One of the most important functions of paintboxes is drawing curves. These primitives have been programmed and the user can never add a new program which computes the discrete points of a given function. Using metaprogramming and the Jordan’s method, our program CAPC automatically generates, for a given function, a new program which computes the discrete points for this function and adds it to our paintbox tool.
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    Animating cuts with on-the-fly re-meshing
    (Eurographics Association, 2001) Ganovelli, Fabio; O’Sullivan, C.
    The problem of defining a model for deformable objects which allows the user to perform cuts is still open. Generally speaking, the reason is that such a task affects the connectivity and the topology of the mesh, while the assumption that they never change is the basis of most algorithms for both computation of deformation and collision detection. The drawback of approaching this problem as one of cutting based on re-meshing, is that the mesh exhibits a higher density where it has been cut than elsewhere. This paper proposes an on-the-fly tetrahedral simplification scheme to cope with such a fragmentation problem.
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    3dml: A Language for 3D Interaction Techniques
    (Eurographics Association, 2001) Figueroa, Pablo; Green, Mark; Hoover, H. James
    We present 3dml, a markup language for 3D interaction techniques and virtual environment applications that involve non-traditional devices. 3dml has two main purposes: readability and rapid development. Designers can read 3dml-based representations of 3D interaction techniques, compare them, and understand them. 3dml can also be used as a front end for any VR toolkit, so designerswithout programming skills can create VR applications as 3dml documents that plug together interaction techniques, VR objects, and devices. This paper focuses on the language features and presentation scheme designed in our website (http://www.cs.ualberta.ca/~pfiguero/3dml).
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    Mayhem in Online Game and Virtual Environment Development
    (Eurographics Association, 2001) Oliveira, Manuel Fradinho Duarte; Crowcroft, Jon; Slater, Mel
    We present Mayhem, which is a prototype of a Massive Online Role Playing Game (MORPG), where novel research in the field of Virtual Environments (VEs) is combined with the requirements of online games. This results in a novel approach to develop VE systems. The paper analyses the building blocks of the underlying system supporting Mayhem. The system design is based on component frameworks, with the core infrastructure of the game revolving around the Java Adaptive Dynamic Environment (JADE). We discuss the main extension Modules supporting the system, such as the networking module and the data manager.
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    Virtual Actors’ Behaviour for 3D Interactive Storytelling
    (Eurographics Association, 2001) Cavazza, Marc; Charles, Fred; Mead, Steven J.; Strachan, Alexander I.
    In this paper, we describe a method for implementing intelligent behaviour for artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal™ game engine and carried experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation of their behaviour participates to the creation of a dynamic storyline. We follow previous work describing the behaviour of artificial actors through AI planning formalisms, and adopt a search-based approach to planning. The set of all possible behaviours, accounting for many different instantiations of a basic plot, can be represented through an AND/OR graph. Under certain formal conditions, the solution plan can be obtained by directly searching the graph with the AO* algorithm. We describe our implementation of AO* and how it addresses the specific issues of 3D interactive storytelling, such as interaction with the virtual world and user intervention.
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    Individualising Human Animation Models
    (Eurographics Association, 2001) Ju, Xiangyang; Siebert, J. Paul
    Realistic human body animation requires accurate body geometry, realistic textures and believable behaviours. Existing human animation models provide excellent tools to control articulated motion and body surface deformations according to body postures, but modelling a specific individual requires a large degree of skill to sculpt a model resembling that individual. The advent of 3D imaging collection techniques means that the highly accurate 3D surface of a specific person can now be collected in a matter of milliseconds, but most captured 3D surfaces have little semantic information. Consequently, a significant degree of laborious manual intervention is still required to produce a virtual character from their 3D image using traditional animation approaches. The authors present a method for combining 3D images of real people with existing nonspecific, i.e. generic, human animation models to achieve highly realistic human animation models of the 3D imaged individuals. This has been achieved by developing a two-step method for conforming a generic human animation model to fit or “clone” the 3D geometry captured from a specific individual. A segmentation procedure is first applied to the 3D imaged human body surfaces to impose a semantic labelling of the data into body surface parts. Having thereby established correspondence between the segments of the scanned human body and those of the generic model, a rigid body transformation followed by a global 3D mapping is applied to bring the generic mesh into approximate alignment with the 3D imaged model. The second step comprises a conformation procedure driven by (minimising) the distance between the closestpoints between the respective meshes to bring the generic model surfaces into close alignment with those of the real-world 3D surfaces.
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    Complexity Reduction of Catmull-Clark/Loop Subdivision Surfaces
    (Eurographics Association, 2001) Steenberg, Eskil
    By applying a filter this algorithm can reduce the number of polygons generated by subdividing a mesh dynamically. This algorithm is designed especially for real-time engines where the geometrical complexity is critical. It also avoids edge cracks and is generally more efficient than a general-purpose polygon reduction algorithm.