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1999 Proceedings Computer Graphics International

7-11 June 1999

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  • Proceedings Computer Graphics International

    Publication Year: 1999
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  • Virtual laboratory: an interactive software environment for computer graphics

    Publication Year: 1999, Page(s):93 - 100
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (60 KB)

    First Page of the Article
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  • Color plates

    Publication Year: 1999, Page(s):239 - 247
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  • Index of authors

    Publication Year: 1999, Page(s): 249
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  • Homotopical modeling as the basis of new CAD standard: homotopy CAD for collaboration engineering

    Publication Year: 1999, Page(s):231 - 237
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (768 KB)

    We are making progress on a new CAD standard based on homotopy data. There are substantial limitations in CSG and BREPS. Although the research is still at the initial stages and has yet to achieve sufficient results, it should be noted that there are more enterprises focusing on the necessity of this new development than ever before. We explain why this new type of CAD is necessary. Then, we descr... View full abstract»

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  • Volume decimation of irregular tetrahedral grids

    Publication Year: 1999, Page(s):222 - 230, 247
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (196 KB)

    Rendering highly complex models can be time and space prohibitive, and decimation is an important tool in providing simplifications. A decimated model may replace the original entirely or provide level-of-detail approximations. We present and evaluate, quantitatively and qualitatively, methods for rapidly decimating volumetric data defined on a tetrahedral grid. Results are compared using both dir... View full abstract»

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  • Social and industrial impacts of homotopy modeling

    Publication Year: 1999, Page(s):142 - 155
    Cited by:  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (108 KB)

    The information industry has reached a point where it is necessary to break through some barriers with some new thinking, not just in the technology side but also in the way in which research and business operates. This paper outlines the impact of advances in homotopy research and technology and also the impact of the new style of business that is driving it forward. The homotopy technology inclu... View full abstract»

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  • Near-optimal adaptive polygonization

    Publication Year: 1999, Page(s):206 - 213
    Cited by:  Papers (1)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (596 KB)

    Consider a triangulation of the xy plane, and a general surface z=f(x, y). The points of the triangle, when lifted to the surface, form a linear spline approximation to the surface. We are interested in the error between the surface and the linear approximant. In fact, we are interested in building triangulations in the plane such that the induced linear approximant is near-optimal with respect to... View full abstract»

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  • Effective volume sampling of solid models using distance measures

    Publication Year: 1999, Page(s):12 - 19
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (140 KB)

    We present several methods for converting solid models to volume models whose boundaries are defined by an iso-surface. By storing samples of a signed distance function at each point in the volume, we show that we can reconstruct the original object with greater accuracy than methods based on an inclusion function. Our methods are fast, and require no more memory than conventional point sampling. ... View full abstract»

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  • From synthesis to analysis: fitting human animation models to image data

    Publication Year: 1999, Page(s):4 - 11
    Cited by:  Papers (1)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (292 KB)

    We show that we can effectively fit complex animation models to noisy image data. Our approach is based on robust least squares adjustment and takes advantage of three complementary sources of information: stereo data, silhouette edges and 2D feature points. We take stereo to be our main information source and use the other two whenever available. In this way, complete head models-including ears a... View full abstract»

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  • A field interpolated texture mapping algorithm for skeletal implicit surfaces

    Publication Year: 1999, Page(s):25 - 32, 240
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (208 KB)

    Addresses the problem of texture mapping implicit surfaces. Recent work in providing 2D mappings for implicit surfaces maps points from an auxiliary parametric (support) surface to the implicit surface. In this work, we extend this method by observing that all commonly used skeletal elements are easily parameterized and can be used as their own support surfaces. In areas of a surface defined by th... View full abstract»

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  • Rendering optimal solar shadows using plural sunlight depth buffers

    Publication Year: 1999, Page(s):166 - 173, 245
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1420 KB)

    We propose a novel method, based on the two-pass z-buffer algorithm, to calculate shadows with sufficient precision and efficiency for rendering a daytime landscape with solar penumbrae. The feature of the proposed method is that the precision of the shadows can be preserved to be superior than that of any visible surface by using the appropriate number of plural shadow buffers; it gives a fairly ... View full abstract»

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  • A technique for precise depth representation in stereoscopic display

    Publication Year: 1999, Page(s):80 - 84
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (112 KB)

    In observing a 3D virtual object displayed stereoscopically on a large-sized screen, there often exists a difference between the calculated depth and the perceived one of the object. This paper presents a method for reducing such differences of depth. This is performed by modification of both the viewing position and the screen position in stereoscopic calculation. The optimal amount of modificati... View full abstract»

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  • Islamic symmetric pattern generation based on group theory

    Publication Year: 1999, Page(s):112 - 119, 244
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (504 KB)

    The art of Islamic symmetrical patterns (ISP) has proven to be an elegant method for the study of symmetry. These patterns offer a rich source for exploitation by artists and are also of interest to mathematicians, crystallographers, architects, archaeologists and others. This paper discusses, studies and analyzes the evolution of the Islamic symmetrical repeat pattern design by exploring ways in ... View full abstract»

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  • Interactive specification of 3D displacement vectors using arcball

    Publication Year: 1999, Page(s):70 - 75
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (12392 KB)

    Direct interactive manipulation of 3D objects is very important in computer graphics. The user interface to deal with this problem poses a difficult problem because of the high number of degrees of freedom involved, associated with the loss of depth in the viewing projection. We introduce a new technique to specify displacement vectors in the three-dimensional space. The technique is built on top ... View full abstract»

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  • Edge extraction for adaptive mesh construction

    Publication Year: 1999, Page(s):198 - 205
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (176 KB)

    We propose the method of extracting sharp edges of an object from range data in order to create an adaptive mesh model. So far, when an adaptive mesh model is created from range data, we extract points that present important features such as high curvature points of an object. The human vision system relies heavily on sharp edges to recognize objects. So the location of sharp edges of an object sh... View full abstract»

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  • Homotopy and intellectual property

    Publication Year: 1999, Page(s):156 - 162
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (100 KB)

    Homotopy is a new non-linear science with vast applications throughout information technology. Monolith has taken on the role of promoting this new technology from the level of theory to a level from which practical applications can be developed. In order to maintain contact with both researchers and business, Monolith has developed a business model in which Monolith will not market commercial pro... View full abstract»

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  • Evolutionary optimization of functionally defined shapes: case study of natural optical objects

    Publication Year: 1999, Page(s):20 - 24
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (72 KB)

    The paper focuses on an approach to modeling shapes through the use of evolutionary optimization or genetic algorithms for functionally represented geometric objects. This representation allows us to take into account non-manifold geometry and material distribution inside natural lenses. We use ray tracing as an instrument of the current shape evaluation. We describe a case study of a “four-... View full abstract»

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  • Time-dependent parametric surface models of the human heart

    Publication Year: 1999, Page(s):174 - 179, 246
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (992 KB)

    A method is presented for generating a time-dependent parametric surface. The application on which this paper concentrates is that of producing a parametric surface description of the surfaces of the left and right ventricles of the human heart. The model is generated from two-dimensional section data obtained from MRI images of the heart. The method views surface generation as a boundary-value pr... View full abstract»

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  • Behavior-friendly graphics

    Publication Year: 1999, Page(s):44 - 50, 241
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (136 KB)

    Interactive autonomous and directable characters require certain architectural support such as a motor system which moves the character based on decisions made by the behavior system. While previous work has focused on these higher-level systems, we focus on the infrastructure provided by the graphics system. We describe how a graphics system designed with synthetic characters in mind can be behav... View full abstract»

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  • Interactive 3D landscape visualization: improved realism through use of remote sensing data and geoinformation

    Publication Year: 1999, Page(s):101 - 108, 243
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (624 KB)

    We describe strategies to generate interactive real-time landscape visualizations using remote sensing data and additional geoinformation. The goal is to achieve highly realistic and geoscientifically correct visualizations of real landscapes. To minimize costs, the modeling process should be automated as much as possible. The resulting data structure has to allow interactive real-time walk or fly... View full abstract»

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  • Visualizing knowledge about virtual reconstructions of ancient architecture

    Publication Year: 1999, Page(s):36 - 43
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2104 KB)

    One of the assumptions of current software for visualizing architecture is that the underlying geometry is a correct, objective and complete representation of the objects in question. However, we argue that such an ideal situation can hardly be met. Instead, there are a variety of situations in which there is considerable uncertainty associated with some features of a model. Furthermore, the model... View full abstract»

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  • Object reconstruction from slices for vision

    Publication Year: 1999, Page(s):58 - 64
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (92 KB)

    A method for reconstructing 3D models from cross-sectional signals is presented. This is specifically useful for low-resolution images (e.g. seismic or ultrasound images). The method is not voxel-based, and is faster and uses less memory than methods that are. The algorithm starts by pre-processing the images by thresholding, segmenting, contour finding, point sampling and then triangulating. The ... View full abstract»

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  • A hybrid, hierarchical data structure for real-time terrain visualization

    Publication Year: 1999, Page(s):85 - 92
    Cited by:  Papers (4)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (188 KB)

    The approximation tree is a hybrid, hierarchical data structure for real-time terrain visualization which represents both geometry data and texture data of a terrain in a hierarchical manner. This framework can integrate different multiresolution modeling techniques operating on different types of data sets such as TLNs, regular grids, and non-regular grids. An approximation tree recursively aggre... View full abstract»

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  • A hashing strategy for efficient k-nearest neighbors computation

    Publication Year: 1999, Page(s):120 - 128
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (220 KB)

    The problem of k-nearest neighbors computation within a 3D data set is frequently encountered in computer graphics. Applications include the technique of photon-map rendering where the closest photons to a given one have to be identified and the segmentation phase within a reverse engineering process. We present a new algorithm for k-nearest neighbors computation based on median subdivision and a ... View full abstract»

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