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Computer Graphics and Applications, 2007. PG '07. 15th Pacific Conference on

Date Oct. 29 2007-Nov. 2 2007

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Displaying Results 1 - 25 of 69
  • 15th Pacific Conference on Computer Graphics and Applications - Cover

    Publication Year: 2007, Page(s): c1
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  • 15th Pacific Conference on Computer Graphics and Applications - Title page

    Publication Year: 2007, Page(s):i - iii
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  • 15th Pacific Conference on Computer Graphics and Applications - Copyright

    Publication Year: 2007, Page(s): iv
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  • 15th Pacific Conference on Computer Graphics and Applications - TOC

    Publication Year: 2007, Page(s):v - ix
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  • Preface

    Publication Year: 2007, Page(s): x
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  • Organizing Committee

    Publication Year: 2007, Page(s):xi - xii
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  • Reviewers

    Publication Year: 2007, Page(s):xii - xiii
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  • Rethinking Algorithms for Games: Towards High-Fidelity Effects in Interactive Environments

    Publication Year: 2007, Page(s): 3
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (59 KB) | HTML iconHTML

    Summary form only given. We argue that real-time domain of interactive games requires completely new approach to algorithms for most problems in computer graphics. To illustrate this point, we describe our recent work on two very different phenomena, human locomotion and fluid simulations, and show how the requirements of high-fidelity, realtime performance and unconditional stability resulted in ... View full abstract»

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  • Geometric Computing in Shape Space

    Publication Year: 2007, Page(s): 4
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (57 KB) | HTML iconHTML

    First Page of the Article
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  • Laplacian Guided Editing, Synthesis, and Simulation

    Publication Year: 2007, Page(s): 5
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (57 KB) | HTML iconHTML

    Summary form only given. The Laplacian has been playing a central role in numerous scientific and engineering problems. It has also become popular in computer graphics. This talk presents a series of our work that exploits the Laplacian in mesh editing, texture synthesis and flow simulation. First, a review is given on mesh editing using differential coordinates and the Poisson equation, which inv... View full abstract»

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  • Communicating 3D Shape Using Lines

    Publication Year: 2007, Page(s): 6
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (54 KB) | HTML iconHTML

    Summary form only given. The last few years have brought a more concrete understanding of the mathematical relationship between strokes in drawings, linear features in images, and lines on 3D shapes. However, fundamental questions remain unanswered about how our perceptual system resolves these lines as giving evidence about shape. These questions need to be addressed to assemble mathematically de... View full abstract»

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  • Multilinear Motion Synthesis with Level-of-Detail Controls

    Publication Year: 2007, Page(s):9 - 17
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (425 KB) | HTML iconHTML

    Interactive animation systems often use a level-of-detail (LOD) control to reduce the computational cost by eliminating unperceivable details of the scene. Most methods employ a multiresolutional representation of animation and geometrical data, and adaptively change the accuracy level according to the importance of each character. Multilinear analysis provides the efficient representation of mult... View full abstract»

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  • Rubber-like Exaggeration for Character Animation

    Publication Year: 2007, Page(s):18 - 26
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1303 KB) | HTML iconHTML

    Motion capture cannot generate cartoon-style animation directly. We emulate the rubber-like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon-like movement. We achieve this using trajectory-based motion exaggeration while allowing the violation of link-length constraints. We extend this technique to obtain smooth, rubber-like motion b... View full abstract»

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  • Freeform Image

    Publication Year: 2007, Page(s):27 - 36
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (9983 KB) | HTML iconHTML

    In this paper we present a technique for image deformation in which the user is given flexible control over what kind of deformation to perform. Freeform image extends available image deformation techniques in that it provides a palette of intuitive tools including interactive object segmentation, stiffness editing and force-based controls to achieve both a natural look and realistic animations of... View full abstract»

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  • Real-time Breaking Waves for Shallow Water Simulations

    Publication Year: 2007, Page(s):39 - 46
    Cited by:  Papers (8)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1681 KB) | HTML iconHTML

    We present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D simulations, however, are still too expensive for real-time applications, especially when large bodies of water need to be simulated. The extension we propose ov... View full abstract»

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  • Fast Hydraulic Erosion Simulation and Visualization on GPU

    Publication Year: 2007, Page(s):47 - 56
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (751 KB) | HTML iconHTML

    Natural mountains and valleys are gradually eroded by rainfall and river flows. Physically-based modeling of this complex phenomenon is a major concern in producing realistic synthesized terrains. However, despite some recent improvements, existing algorithms are still computationally expensive, leading to a time-consuming process fairly impractical for terrain designers and 3D artists. In this pa... View full abstract»

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  • Visualization of Dyeing based on Diffusion and Adsorption Theories

    Publication Year: 2007, Page(s):57 - 64
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (547 KB) | HTML iconHTML

    This paper describes a method for simulating and visualizing dyeing based on weave patterns and the physical parameters of the threads and the dye. We apply Fick's second law with a variable diffusion coefficient. We calculate the diffusion coefficient using the porosity, tortuosity, and the dye concentration based on the physical chemistry of dyeing. The tortuosity of the channel was incorporated... View full abstract»

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  • Interactive Reaction-Diffusion on Surface Tiles

    Publication Year: 2007, Page(s):65 - 74
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1884 KB) | HTML iconHTML

    This paper proposes to perform reaction-diffusion on surface tiles. The square tiles fit nicely and cost-effectively in GPU memory, whereas we also apply distortion minimization on tiles so as to precisely reduce the unbalanced scale and resolution problem of chemicals in the reaction- diffusion. The interconnection nature of tiles accounts for the surface topology, and thus allows the chemicals t... View full abstract»

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  • Interactive Global Illumination Using Implicit Visibility

    Publication Year: 2007, Page(s):77 - 86
    Cited by:  Papers (4)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (6844 KB) | HTML iconHTML

    Rendering global illumination effects for dynamic scenes at interactive frame rates is a computationally challenging task. Much of the computation time needed is spent during visibility queries between individual scene elements, and it is almost illusive to update this information at realtime even for moderately complex scenes. In this paper, we propose a global illumination approach for dynamic s... View full abstract»

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  • Global Illumination for Interactive Lighting Design Using Light Path Pre-Computation and Hierarchical Histogram Estimation

    Publication Year: 2007, Page(s):87 - 98
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (7885 KB) | HTML iconHTML

    In this paper, we propose a fast global illumination solution for interactive lighting design. Using our method, light sources and the viewpoint are movable, and the characteristics of materials can be modified (assuming low-frequency BRDF) during rendering. Our solution is based on particle tracing (a variation of photon mapping) and final gathering. We assume that objects in the input scene are ... View full abstract»

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  • Image-Based Proxy Accumulation for Real-Time Soft Global Illumination

    Publication Year: 2007, Page(s):97 - 105
    Cited by:  Papers (7)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (742 KB) | HTML iconHTML

    We present a new, general, and real-time technique for soft global illumination in low-frequency environmental lighting. It accumulates over relatively few spherical proxies which approximate the light blocking and re-radiating effect of dynamic geometry. Soft shadows are computed by accumulating log visibility vectors for each sphere proxy as seen by each receiver point. Inter-reflections are com... View full abstract»

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  • Statistical Hypothesis Testing for Assessing Monte Carlo Estimators: Applications to Image Synthesis

    Publication Year: 2007, Page(s):106 - 115
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (649 KB) | HTML iconHTML

    Image synthesis algorithms are commonly compared on the basis of running times and/or perceived quality of the generated images. In the case of Monte Carlo techniques, assessment often entails a qualitative impression of convergence toward a reference standard and severity of visible noise; these amount to subjective assessments of the mean and variance of the estimators, respectively. In this pap... View full abstract»

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  • Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media

    Publication Year: 2007, Page(s):116 - 125
    Cited by:  Papers (6)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1745 KB) | HTML iconHTML

    We describe a new, analytic approximation to the airlight integral from scattering media whose density is modeled as a sum of Gaussians. The approximation supports real-time rendering of inhomogeneous media including their shadowing and scattering effects. For each Gaussian, this approximation samples the scattering integrand at the projection of its center along the view ray but models attenuatio... View full abstract»

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  • Model Composition from Interchangeable Components

    Publication Year: 2007, Page(s):129 - 138
    Cited by:  Papers (12)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (10388 KB) | HTML iconHTML

    Following the increasing demand to make the creation and manipulation of 3D geometry simpler and more accessible, we introduce a modeling approach that allows even novice users to create sophisticated models in minutes. Our approach is based on the observation that in many modeling settings users create models which belong to a small set of model classes, such as humans or quadrupeds. The models w... View full abstract»

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  • A Data-driven Approach to Human-body Cloning Using a Segmented Body Database

    Publication Year: 2007, Page(s):139 - 147
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3079 KB) | HTML iconHTML

    We present a data-driven approach to build a human body model from a single photograph by performing Principal Component Analysis (PCA) on a database of body segments. We segment a collection of human bodies to compile the required database prior to performing the analysis. Our approach then builds a single PCA for each body segment - head, left and right arms, torso and left and right legs - yiel... View full abstract»

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