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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
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    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
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 intervention from the animator. Through high-level initial specification, the effects are animated procedurally in the style of hand-drawn cartoons. View full abstract»

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  • Representing Progressive Dynamic 3D Meshes and Applications

    Publication Year: 2010 , Page(s): 5 - 13
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 animation progressively. The proposed method transforms traditional 3D animation representation into progressive representation, which takes up less storage and memory space. The progressive representation is constructed by compressing the animation into a base animation with sequenced refining operators. The base animation is viewable and can be reconstructed by transmitting for only a few seconds, which is also called thumbnail animation in this paper, the more detailed animation can be refined smoothly with applying refining operators. As the results, the resolution of animation can be free to change at real-time, where the resolution can be increased automatically or even controlled by user. Moreover, the progressive animation is more suitable for transmitting and displaying through the network. 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)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 scenes with per-polygon textures. Key elements of our approach include the use of perceptual metrics to allocate texture space in accordance to the visual content of each chart, a joint encoding of chart size and position coordinates to provide within-chart tiling support with no space overhead, and a packing strategy achieving full occupancy of the texture atlas. We demonstrate our optimization scheme in the context of real-time navigation through a gigatexel urban model. Our scheme significantly decreases texture memory usage and provides dramatic speed-up factors without noticeable loss in visual quality. View full abstract»

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  • Fast Height-Field Rendering under Image-Based Lighting

    Publication Year: 2010 , Page(s): 24 - 31
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 visible above the height-field. This fraction is precomputed into a 2-D texture, as a function of the SRBF size and its angle to the horizon. We use two different approximations of the horizon. The first, called a horizon map, can render more accurate self occlusion. The second, called a cone map, needs only a single RGBA 2D texture but can only render rough self-shadowing. Our approach can quickly render shading and self-shadowing of a height-field from all-frequency environmental lighting. View full abstract»

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  • Computing Efficient Matrix-valued Wavelets for Meshes

    Publication Year: 2010 , Page(s): 32 - 38
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 on interpolatory loop subdivisions. Different from the existing subdivision wavelets, the wavelet we develop is directly constructed from the refined bivariate spline function vectors on the six-directional meshes. By applying the lifting operations, the wavelet transforms are finally local and in-place. The new wavelet transform inherits the advantage of interpolatory refinement with more levels of resolution. The numerical experiments we have tested showed that the new wavelet transform is sufficiently stable, and well performed especially in dealing with semi-regular triangular meshes. 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)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 rainbows and visual variations of rainbows depending on the radius of raindrops. The paper proposes a method for rendering rainbows taking into account wave optics and spectral distribution of light based on physical laws. The method is taking into account the distribution of raindrops, such as the radius and the density of raindrops in the atmosphere. And also we are taking into account atmospheric light scattering by air molecules and aerosol. These efforts enable our method to render the visual variations of rainbows and supernumerary rainbows. It helps visual understanding of rainbows and atmospheric conditions in meteorology. View full abstract»

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  • Synthesizing Subdivision Meshes Using Real Time Tessellation

    Publication Year: 2010 , Page(s): 46 - 53
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 tessellation pipeline, exploiting software or hardware (adaptive) tessellation methods. We make use of the tessellator unit as an adaptive mesher for maximum subdivision level, exploiting the linear nature of subdivision surfaces to enable arbitrary level of detail adaptivity and %extend the idea of Subdivision Shading to control the visual smoothness using the same tables as control the visual smoothness using Subdivision Shading by applying the same tables as for geometry. We evaluate our kernel on a variety of dynamic meshes and compare it to subdivision substitutes. View full abstract»

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  • Thread-Based BRDF Rendering on GPU

    Publication Year: 2010 , Page(s): 54 - 61
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 sampled rays. Although its simple nature is practically attractive, it has a serious drawback of noise artifacts in 3D rendering. In this paper, we propose a novel noise-free Monte Carlo rendering algorithm running on a GPU in real-time. The main contribution is a new importance sampling scheme providing consistent sample rays over surfaces. For each evenly spaced latitude angle of eye ray, denoted by θ, incident rays are sampled with a PDF derived from the target BRDF lobe. We use a force-based update method to make sample rays consistent between consecutive θ's. Finally, corresponding sample rays are linearly connected to form a smooth curve, called a sample thread. In rendering, the sample rays for a surface point are obtained as thread points specified by θ. Since the threads provide sample rays consistently varying on the surface, the estimation variance manifesting image noise is minimized. A thread set is precomputed for each BRDF before rendering so that no sampling overhead is imposed on the GPU. According to our experiments, about 100 threads are sufficient for most measured BRDFs to achieve a plausible quality, which enables the interactive performance. View full abstract»

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  • Real-Time Dehazing for Image and Video

    Publication Year: 2010 , Page(s): 62 - 69
    Cited by:  Papers (5)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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, we can estimate the global atmospheric light and extract the scene objects transmission. To prevent artifacts, we refine the transmission using a cross-bilateral filter, and finally the haze-free frame can be restored by inversing the haze imaging model. The whole process is highly parallelized, and can be easily implemented on modern GPUs to achieve real-time performance. Comparing with existing methods, our approach provides similar or better results with much less processing time. The proposed method can be further used for many applications such as outdoor surveillance, remote sensing, and intelligent vehicles. In addition, rough depth information of the scene can be obtained as a by-product. View full abstract»

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

    Publication Year: 2010 , Page(s): 70 - 77
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 multi-view reconstruction. In particular, we develop a novel rate-distortion efficient multi-view reconstruction system, which consists of two major components: the PDE-based mesh optimization and the local subdivision based mesh refinement. Although both components are prior arts, to achieve rate-distortion optimization, new ingredients are proposed including non-uniform sample distribution for efficient and accurate surface distortion approximation in mesh optimization and non-uniform vertex distribution in mesh refinement. From a set of calibrated and segmented wide baseline images, our developed system is able to reconstruct the optimal 3D mesh that achieves minimum reconstruction distortion at any rate within a certain range. Experimental results show that our proposed system significantly outperforms the original PDE-based reconstruction method in both rate-distortion performance and visual quality. View full abstract»

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  • Salient Region of Textured 3D Model

    Publication Year: 2010 , Page(s): 78 - 84
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 maps construction, we apply a novel filter window to obtain proper sample vertices and texels from the 3D geometry domain and 2D texture image domain. Given the saliency map, we have developed a model reduction method, which comprises the geometry simplification mechanism and the texture space optimization mechanism. Experimental results show that the salient regions of a model can be well preserved even if the model texture and geometry are simplified heavily. 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
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 hair under ambient and area light illumination. The model was successfully applied to hair rendering, and experiments demonstrated the efficiency of the proposed method. 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)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 complex models made of hundreds of millions of points. View full abstract»

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  • GPU-Based Ray Tracing of Splats

    Publication Year: 2010 , Page(s): 101 - 108
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 relies on efficient techniques of storing and traversing point models on Graphics Processing Units (GPUs). View full abstract»

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  • Sample-Based Synthesis of Illustrative Patterns

    Publication Year: 2010 , Page(s): 109 - 116
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 show the same visual quality as previous works. The sample is segmented into groups of similar elements and we use a novel local neighborhood distance metric to compare distinct and incomplete neighborhoods. This metric does not ignores existing unpaired elements. The main synthesis loop consists of a procedural growth, where seeds are replaced by a reference to an element from the sample, generating new seeds until the target space is filled. View full abstract»

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  • Prefiltered Cross-Section Occluders

    Publication Year: 2010 , Page(s): 117 - 124
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | 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 demonstrate how these impostors can be used to approximate smooth soft shadow calculation, and improve the quality of light cuts and multidimensional light cuts. In addition, we describe how to use approximate visibility of shafts to estimate a tighter error bound for the light cuts visibility term, yielding speedup by reducing over-aggressive cut refinement. View full abstract»

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  • Author index

    Publication Year: 2010 , Page(s): 125
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