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Computer Graphics and Applications (PG), 2010 18th Pacific Conference on

Date 25-27 Sept. 2010

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Displaying Results 1 - 25 of 26
  • [Front cover]

    Publication Year: 2010, Page(s): C1
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  • [Title page i]

    Publication Year: 2010, Page(s): i
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  • [Title page iii]

    Publication Year: 2010, Page(s): iii
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  • [Copyright notice]

    Publication Year: 2010, Page(s): iv
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  • Table of contents

    Publication Year: 2010, Page(s):v - vi
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  • Introduction

    Publication Year: 2010, Page(s): vii
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  • Conference organization

    Publication Year: 2010, Page(s):viii - x
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  • Keynote speakers

    Publication Year: 2010, Page(s):xi - xiv
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (127 KB)

    Provides an abstract for each of the keynote presentations and a brief professional biography of each presenter. The complete presentations were not made available for publication as part of the conference proceedings. View full abstract»

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  • Procedural Modeling of Water Caustics and Foamy Water for Cartoon Animation

    Publication Year: 2010, Page(s):1 - 4
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (688 KB) | HTML iconHTML

    We propose a method for procedural modeling and animation of cartoon water effects such as water caustics and foamy water. In our method we emulate the visual abstraction of these cartoon effects by the use of Voronoi diagrams and the motion abstraction by designing relevant controlling mechanisms corresponding to each effect. Our system enables the creation of cartoon effects with minimal interve... View full abstract»

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  • Representing Progressive Dynamic 3D Meshes and Applications

    Publication Year: 2010, Page(s):5 - 13
    Cited by:  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (665 KB) | HTML iconHTML

    Dynamic 3D mesh sequences, also called 3D animation, have been widely used in the movie and gaming industries. However, the huge storage requirements of dynamic mesh data make it problematic for a number of applications such as rendering, transmission over a network, and displaying on mobile devices. This paper proposes a multi resolution representation of 3D animation that results displaying 3D a... View full abstract»

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  • Space-Optimized Texture Atlases for 3D Scenes with Per-polygon Textures

    Publication Year: 2010, Page(s):14 - 23
    Cited by:  Papers (2)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (22780 KB) | HTML iconHTML

    Real-time rendering of massively textured urban scenes is still a challenging problem in computer graphics. Texture atlases and the recently-introduced texture arrays have proven to be a powerful tool to accelerate the rendering of such scenes by minimizing the number of texture switches. In this paper we present a perception-based scheme for generating space-optimized texture atlases from 3D scen... View full abstract»

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  • Fast Height-Field Rendering under Image-Based Lighting

    Publication Year: 2010, Page(s):24 - 31
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (745 KB) | HTML iconHTML

    We propose a new fast height-field rendering method for Image-Based Lighting. Our approach approximates the environmental illumination using spherical radial basis functions (SRBFs). We approximate the integrand of the rendering equation as a sum of products of the SRBFs and the visibility function. Then we solve the integral by approximating the visibility function of each SRBF as the fraction vi... View full abstract»

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  • Computing Efficient Matrix-valued Wavelets for Meshes

    Publication Year: 2010, Page(s):32 - 38
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1132 KB) | HTML iconHTML

    In recent years, several subdivision wavelets, which are constructed directly from the subdivision templates, proposed for the triangular and quadrilateral meshes. To reduce the algorithm complexity, most deploy the local lifting and discrete inner product, which are efficient but not yet accurate. In this paper, we propose the novel approach to construct the efficient biorthogonal wavelets based ... View full abstract»

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  • Physically Based Rendering of Rainbows under Various Atmospheric Conditions

    Publication Year: 2010, Page(s):39 - 45
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3300 KB) | HTML iconHTML

    Atmospheric phenomena such as rainbows and halos are caused by interference, diffraction and dispersion of light. To render the kinds of atmospheric phenomena, the spectrum of light should be taken into account because the optical phenomena greatly depend on the wavelength. Traditionally, rainbows are rendered by means of geometric optics. These methods, however, cannot render supernumerary rainbo... View full abstract»

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  • Synthesizing Subdivision Meshes Using Real Time Tessellation

    Publication Year: 2010, Page(s):46 - 53
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1023 KB) | HTML iconHTML

    We propose a new GPU method for synthesizing subdivision meshes with exact adaptive geometry in real time. Our GPU kernel builds upon precomputed tables of basis functions for subdivision surfaces and is therefore supporting all subdivision schemes, either interpolating or approximating, for triangle or quad meshes. We designed our kernel so that it can be integrated seamlessly within a standard t... View full abstract»

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  • Thread-Based BRDF Rendering on GPU

    Publication Year: 2010, Page(s):54 - 61
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (4308 KB) | HTML iconHTML

    Rendering BRDF surfaces have been intensively studied to produce physically plausible appearance of surface materials. Illumination at a surface point is formulated as an integral of a BRDF producted with incident radiance over the hemi-sphere domain. One popular method to compute the integral is Monte Carlo integration which estimates it with a sum of the integrand evaluated at stochastically sam... View full abstract»

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  • Real-Time Dehazing for Image and Video

    Publication Year: 2010, Page(s):62 - 69
    Cited by:  Papers (8)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2926 KB) | HTML iconHTML

    Outdoor photography and computer vision tasks often suffer from bad weather conditions, observed objects lose visibility and contrast due to the presence of atmospheric haze, fog, and smoke. In this paper, we propose a new method for real-time image and video dehazing. Based on a newly presented haze-free image prior - dark channel prior and a common haze imaging model, for a single input image, w... View full abstract»

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  • Rate-Distortion Optimized Progressive 3D Reconstruction from Multi-view Images

    Publication Year: 2010, Page(s):70 - 77
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2728 KB) | HTML iconHTML

    Most of the previous multi-view reconstruction algorithms focus on minimizing reconstruction distortion, i.e. reconstructing a 3D model as close to the real object as possible, and rely on subsequent simplification process to control the reconstruction rate for practical usage. In this paper, in addition to reconstruction distortion, we directly consider the reconstruction rate in wide-baseline mu... View full abstract»

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  • Salient Region of Textured 3D Model

    Publication Year: 2010, Page(s):78 - 84
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2574 KB) | HTML iconHTML

    In this paper, we propose a salient region detection method for textured 3D models. We define the salient region, not only based on geometry properties, such as mean curvature, but also based on texture properties, such as texture color. Feature maps of geometry and texture are combined to form a saliency map for capturing the visually important regions of a textured 3D model. During the feature m... View full abstract»

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  • A Simplified Plane-Parallel Scattering Model and Its Application to Hair Rendering

    Publication Year: 2010, Page(s):85 - 92
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (840 KB) | HTML iconHTML

    Fast computation of multiple light reflections and scattering among complex objects is very important in photo-realistic rendering. This paper applies the plane-parallel scattering theory to the rendering of densely distributed objects such as hairs. We propose a simplified plane-parallel model that has very simple analytic solutions. This allows us to deal with multiple scattering phenomena in ha... View full abstract»

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  • High Quality Interactive Rendering of Massive Point Models Using Multi-way kd-Trees

    Publication Year: 2010, Page(s):93 - 100
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3626 KB) | HTML iconHTML

    We present a simple and efficient technique for out-of-core multi resolution construction and high quality visualization of large point datasets. The method introduces a novel hierarchical LOD data organization based on multi-way kd-trees that simplifies memory management and allows controlling the LOD tree's height. The technique is incorporated in a full end-to-end system, which is evaluated on ... View full abstract»

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  • GPU-Based Ray Tracing of Splats

    Publication Year: 2010, Page(s):101 - 108
    Cited by:  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2650 KB) | HTML iconHTML

    When it comes to rendering models available as points, rather than meshes, splats are a common intermediate internal representation. In this paper we further the state of the art by ray tracing splats to produce expected effects such as reflections, refraction, and shadows. We render complex models at interactive frame rates allowing real time viewpoint, lighting, and material changes. Our system ... View full abstract»

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  • Sample-Based Synthesis of Illustrative Patterns

    Publication Year: 2010, Page(s):109 - 116
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1999 KB) | HTML iconHTML

    We present an improved method for synthesis of patterns defined as 2D collection of vector elements. Current solutions to this problem rely on triangulation of the input space or statistical measures of the sample to drive the synthesis step. We propose a method applicable to colored textures, from regular to stochastic, and which provides control over local density of elements. Also, our results ... View full abstract»

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  • Prefiltered Cross-Section Occluders

    Publication Year: 2010, Page(s):117 - 124
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2403 KB) | HTML iconHTML

    We introduce an impostor-based visibility technique to provide approximate, average visibility for point-to-cluster and cluster-to-cluster visibility queries. Processing each object in a view-independent manner allows us to generate a mip-map-like hierarchy of approximate visibility information that can report approximate average visibility over conical shafts or conical shaft frustums. We demonst... View full abstract»

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  • Author index

    Publication Year: 2010, Page(s): 125
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