Short Presentations
https://diglib.eg.org:443/handle/10.2312/220
Eurographics 2000 - Short Presentations2024-03-29T16:00:09ZALOHA : Adaptive Level Of Detail for Human Animation Towards a new framework
https://diglib.eg.org:443/handle/10.2312/egs20001018
ALOHA : Adaptive Level Of Detail for Human Animation Towards a new framework
Giang, Thanh; Mooney, Robert; Peters, Christopher; Sullivan, Carol O.
The task of animating and rendering virtual humans in real-time is challenging. One must first establish a sense of realism through appearance, and then maintain this realism through correct and plausible motion, while continually satisfying the real-time constraint imposed. One technique that aids in achieving such a task is to take advantage of the viewer’s perception to compute less accurate models when loss of accuracy is unlikely to be noticed. Traditionally, these ‘level of detail’ techniques have been used primarily for geometric modelling. However, more recently, they have also been applied to animation. This paper seeks to amalgamate animation and geometric level of detail research in order to produce an integrated framework on which to build a totally scalable system for virtual human animation.
2000-01-01T00:00:00ZAn Accurate Illumination Model for Objects Coated with Multilayer Films
https://diglib.eg.org:443/handle/10.2312/egs20001019
An Accurate Illumination Model for Objects Coated with Multilayer Films
Hirayama, H.; Kaneda, K.; Yamashita, H.; Monden, Y.
This paper proposes an accurate illumination model for rendering objects coated with multilayer films. Optical phenomenaof multilayer films are caused by reflection, refraction, interference, and absorption of light inside each layer of multiple films, and these physical phenomena are complicatedly related with each other. The proposed method calculates composite reflectance and transmittance of multilayer films, taking into account all the physical phenomena described above, and visualizes the optical phenomena caused by the multilayer films accurately. The illumination model proposed in the paper can handle both smooth surface and locally smooth rough surfaces. Several examples of objects coated with various kinds of films demonstrate the usefulness of the proposed method.
2000-01-01T00:00:00ZMeshSweeper: From Closest Point to Hausdorff Distance Between Meshes
https://diglib.eg.org:443/handle/10.2312/egs20001020
MeshSweeper: From Closest Point to Hausdorff Distance Between Meshes
Gueziec, A.
We introduce a new algorithm for computing the distance from a point to an arbitrary polygonal mesh. Our algorithm uses a multi-resolution hierarchy of bounding volumes generated by geometric simplification. Our algorithm is dynamic, exploiting coherence between subsequent queries using a priority process (without caching the closest point), and achieving constant time queries in some cases. The method also applies to a mesh that deforms nonrigidly. Achieving from about 500 to several thousand queries per second for a complex polygonal shape on a PC, our method has applications both for interactive and photo-realistic graphics. In particular, we study in this paper the application to computing the Hausdorff distance between two polygonal shapes, with an arbitrary precision.
2000-01-01T00:00:00ZVisibility Complexity of a Region in Flatland
https://diglib.eg.org:443/handle/10.2312/egs20001021
Visibility Complexity of a Region in Flatland
Rigau, Jaume; Feixas, Miquel; Sbert, Mateu
The aim of this paper is to study the visibility complexity of different regions in a 2D scene. Based on mutual information, which we used in our previous work to define scene complexity, we propose two measures that quantify the complexity of a region from two different points of view. The knowledge of the complexity of a region can be useful to determine how difficult it is to recompute the visibility links for an animation depending on the regions visited or to obtain the complexity of the movement of a robot. We also envisage its applicability to obtain an optimal load balancing in a parallel computation by dividing the geometry in equal complexity regions.
2000-01-01T00:00:00Z