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2009 Sixth International Conference on Computer Graphics, Imaging and Visualization

11-14 Aug. 2009

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  • [Front cover]

    Publication Year: 2009, Page(s): C1
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  • [Title page i]

    Publication Year: 2009, Page(s): i
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  • [Title page iii]

    Publication Year: 2009, Page(s): iii
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  • [Copyright notice]

    Publication Year: 2009
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  • Table of contents

    Publication Year: 2009, Page(s):v - xi
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  • Conference Information

    Publication Year: 2009, Page(s):xii - xix
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  • GPU Supported Patch-Based Tessellation for Dual Subdivision

    Publication Year: 2009, Page(s):5 - 10
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (343 KB) | HTML iconHTML

    A novel patch-based tessellation method for a dual subdivision scheme, the Doo-Sabin subdivision, is presented. Patch-based refinement for face-split subdivision schemes such as Catmull-Clark subdivision or Loop subdivision has been widely studied. But there is no patch-based tessellation algorithm for dual subdivision scheme yet. The method presented in this paper is the first attempt to fill up ... View full abstract»

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  • BRDF Valid Sampling Based on Gradient Magnitude Synthetic Analysis

    Publication Year: 2009, Page(s):11 - 17
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2294 KB) | HTML iconHTML

    In general, there are some minor flaws on the surface of homogeneous material, such as stains, nicks, will produce unfavorable effects on isotropic BRDF measurement, especially for highlight material. In this paper, we present a numerical technique, which can efficient solve this problem by gradient magnitude synthetic analyse. We measure BRDF by fixing camera and rotating light source. We found t... View full abstract»

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  • Skeletal Texture Synthesis

    Publication Year: 2009, Page(s):18 - 23
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (7941 KB) | HTML iconHTML

    In this paper, we present an improved synthesis algorithm for both 2D and solid textures. Based on the wavelet-based multi-resolution pyramids and the improved optimization of texture synthesis, a coarse texture was synthesized as a skeleton. By adding detail information to the coarse texture, the higher resolution results can be generated. This skeletal growth-like procedure makes the result more... View full abstract»

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  • Improving Non-Uniform Rational B-splines' Knot Removal with Particle Swarm Optimization

    Publication Year: 2009, Page(s):24 - 27
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (222 KB) | HTML iconHTML

    Data reduction and shape accuracy are two things that come in mind when it comes to computer graphics research. One such algorithm used is Non-Uniform Rational B-splines (NURBS). The method used to reduce data in NURBS is via knot removal, which relies on an error tolerance value. This paper proposes integrating particle swarm optimization (PSO) to determine the error tolerance value. The approach... View full abstract»

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  • Ball Robot and the Graphics Generation and its Image Calculation Based on CAD Geometric Model

    Publication Year: 2009, Page(s):28 - 31
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (355 KB) | HTML iconHTML

    In this paper, the basic image calculation of the soccer robot of "more athletes and less balls" and the billiard robot of "more balls and less athletes" were discussed separately. And put forward our algorithm for the fast image calculation of the ball obstructed by other balls for the problem that must be resolved while the billiard robot installed an onboard camera hitting billiards, as this pa... View full abstract»

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  • Particle Based Skinning

    Publication Year: 2009, Page(s):32 - 37
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (956 KB) | HTML iconHTML

    When deforming a shape by skinning in character animation, we may encounter unexpected results such as surface collapse and shape shrinkage. In this article, we propose an improved skinning method that preserves volume through deformation and prevents such shape contraction by using particles that have interaction forces affecting each other. In this method, the interaction forces working among th... View full abstract»

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  • Particle Importance Based Fluid Simulation

    Publication Year: 2009, Page(s):38 - 43
    Cited by:  Papers (1)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1487 KB) | HTML iconHTML

    We present a novel method using particle importance to accelerate the traditional smoothed particle hydrodynamics based fluid simulation. Reynolds number and vorticity are exploited as the new criteria to evaluate the importance for each particle. If a particle is unimportant, its current acceleration and velocity are used to update values in the next time step with the complex state updating step... View full abstract»

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  • Facial Expression Representation Using a Quadratic Deformation Model

    Publication Year: 2009, Page(s):44 - 49
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (449 KB) | HTML iconHTML

    In this paper we propose a novel approach for representing facial expressions based on a quadratic deformation model applied to muscle regions. The non-linear nature of muscle deformations can be captured for each expression, by subdividing the face into 16 facial regions and using the most general rubber-sheet transformation of second degree. The deformation parameters are derived using a least-s... View full abstract»

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  • Implementation of Ant Colony Algorithm Based on GPU

    Publication Year: 2009, Page(s):50 - 53
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (433 KB) | HTML iconHTML

    Ant colony algorithm is an efficient intelligent algorithm to solve NP hard problem. This paper presents a parallel computing solution based on General Purpose GPU (GPGPU) to solve traveling salesman problem (TSP) with max-min ant system (MMAS). The experimental result shows it is more efficient than pure CPU computing. View full abstract»

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  • Illuminant Condition Matching in Augmented Reality: A Multi-Vision, Interest Point Based Approach

    Publication Year: 2009, Page(s):57 - 61
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (382 KB) | HTML iconHTML

    For the output of an augmented reality application to appear realistic a number of issues need to be taken into consideration. The illumination correspondence between the real and virtual components should be taken into account as well as the scene level of detail and the accuracy of alignment between the two worlds. This paper focuses on matching world illumination and photometric registration me... View full abstract»

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  • A Fast Method for Real-time Computation of Approximated Global Illumination

    Publication Year: 2009, Page(s):62 - 68
    Cited by:  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2257 KB) | HTML iconHTML

    We present a fast method for real-time computation of approximated global illumination for fully dynamic scenes under area light sources. To accelerate the computation, we use simplified models to calculate the indirect illumination, while render the direct illumination with original complex models. After direct illumination is computed with convolution soft shadow maps algorithm, color, position ... View full abstract»

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  • Photon Mapping Parallel Based on Shared Memory System

    Publication Year: 2009, Page(s):69 - 73
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (273 KB) | HTML iconHTML

    By searching the basic tasks when photons are launched by photon mapping algorithm, this paper focuses on the implementation of photon mapping in parallel at low-end graphics workstation. It designs and implements multithreading of photon mapping under the shared memory even gets obvious acceleration ratio through a combination of OpenMP and Win32 threads library. Meanwhile, it further optimizes t... View full abstract»

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  • Expansion of Communication in Media Art through the Intelligent Interaction

    Publication Year: 2009, Page(s):77 - 82
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (608 KB) | HTML iconHTML

    Media art can be defined as 'a computer-based creative activity' in narrow sense or 'a general art using technology' in broad sense. It is a common opinion that aunique artistry through the media in the aesthetic dimension and empirical dimension in eliciting the participation of the audience is an important issue. In this media art `Interaction' with the audience cannot be overemphasized. Because... View full abstract»

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  • A Framework on the Applications of Interactive Art

    Publication Year: 2009, Page(s):83 - 88
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (662 KB) | HTML iconHTML

    With the fusion in the world of art and science, technology has made a dent in the course of art, and there is now a time and place for those actively interested in both the academics of art and science like never before. Interactive art is one of the current trends that can be seen from this group of creative minds. The incorporation of code into forms of visual art helps create a dialogue betwee... View full abstract»

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  • Artwork-Based 3D Ink Style Modeling and Rendering

    Publication Year: 2009, Page(s):89 - 95
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (524 KB) | HTML iconHTML

    A novel system for automatic three-dimensional ink-style rendering is presented. The goal for the whole is to transmit the Chinese painting style to three-dimension models. In this system, the input artwork is first segmented into several regions used for modeling and artistic style analysis: (1) region contours and skeletons is found to build three-dimension models by surface inflation technique,... View full abstract»

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  • A Motion Retargeting Method for Topologically Different Characters

    Publication Year: 2009, Page(s):96 - 100
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (476 KB) | HTML iconHTML

    In this paper, we present a real-time method for motion retargeting between topologically different characters. An intermediate skeleton is used for setting correspondence between nodes of the source skeleton and the target skeleton. When animal-to-human motion retargeting is performed, segment lengths of the intermediate skeleton are adjusted to address the problem such as upper limbs unable to r... View full abstract»

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  • Real-time Simulation of Large Area Nearshore Wave for Marine Simulator

    Publication Year: 2009, Page(s):101 - 105
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2704 KB) | HTML iconHTML

    A new method for nearshore wave simulating is introduced. Firstly, parabolic mild-slope equations are set up according to the simulation area and input waves. After solving the equations, the integral wave parameters such as the root mean square wave height, the peak wave period and the mean wave direction can be calculated. Instantaneous surface elevations can also be obtained from the model. The... View full abstract»

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  • The Hierarchical Perception Model for Crowd Simulation

    Publication Year: 2009, Page(s):106 - 111
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (377 KB) | HTML iconHTML

    This paper proposes a hierarchical perception model for simulation of crowd perception in different density. In this model, there are two tiers: the low density and high density perception modules. They are both composed of perceptual filters, short-term and long-term memory. However, considering the changes of the perception as the density increases, we adopt different methods to model them. We a... View full abstract»

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  • Applying Fractal and Chaos Theory to Animation in the Chinese Literati Tradition

    Publication Year: 2009, Page(s):112 - 122
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (10452 KB) | HTML iconHTML

    This paper describes and tests the hypothesis that that which ancient Chinese philosophy searched for, the Tao, is the same principle as that found in modern Chaos and Fractal Theories. An elucidation of several key principles and notions of Chinese art theory is offered, coupled with fractal notions from Chaos theory. It is argued that Chinese art is an abstract form of symbolic brush-strokes, wh... View full abstract»

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