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Computer Graphics International, 2000. Proceedings

Date 19-24 June 2000

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Displaying Results 1 - 25 of 40
  • Proceedings Computer Graphics International 2000

    Publication Year: 2000
    Request permission for commercial reuse | PDF file iconPDF (367 KB)
    Freely Available from IEEE
  • Author index

    Publication Year: 2000, Page(s): 353
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    Freely Available from IEEE
  • Using an enhanced LBG algorithm to reduce the codebook error in vector quantization

    Publication Year: 2000, Page(s):99 - 104
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (204 KB)

    Presents a modification of the well-known LBG (Linde, Buzo and Gray, 1980) algorithm for the generation of codebooks in vector quantization. Our algorithm, which we call the ILBG (iterated LBG) algorithm, reduces the codebook error of the LBG algorithm drastically in typical applications. In our experiments, we were able to achieve up to a 75% reduction of the codebook error in only a few addition... View full abstract»

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  • Homological invariants and holorgraphic representations of topological structures in cellular spaces

    Publication Year: 2000, Page(s):89 - 97
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (220 KB)

    Geometric modeling and computational representations of shapes have been subject to intense research for more than three decades. Interestingly, these subjects are still at the heart of a continuous activity of research and development in computer graphics, virtual environments, image-based rendering, computer-aided geometric design and physical simulations. Currently, geometric and physically-bas... View full abstract»

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  • Visualization of eclipses and planetary conjunction events. The interplay between model coherence, scaling and animation

    Publication Year: 2000, Page(s):81 - 86
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (192 KB)

    The problem of an instructive and realistic animation and visualization of the shadow and color-conditions during conjunctions of actively and passively illuminated cosmic objects has found only partially satisfying solutions so far. As an example we study a total solar eclipse. There are didactic shortcomings of specialized astronomical software, even though solutions have been given, which are v... View full abstract»

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  • VISJET-a computer ocean outfall modelling system

    Publication Year: 2000, Page(s):75 - 80
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (176 KB)

    Sewage and industrial effluents from coastal cities are often discharged into the adjacent sea after some land-based treatment. In modern design, the wastewater is often discharged in buoyant jet groups from risers mounted on a submarine outfall on the seabed to achieve rapid mixing of effluents with tidal flow. A mathematical model for buoyant jets in currents based on the Lagrangian models, call... View full abstract»

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  • SQUEEZE: fast and progressive decompression of triangle meshes

    Publication Year: 2000, Page(s):173 - 182
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (928 KB)

    An ideal triangle mesh compression technology would simultaneously support the following objectives: (1) progressive refinements of the received mesh during decompression, (2) nearly optimal compression ratios for both geometry and connectivity, and (3) in-line, real-time decompression algorithms for hardware or software implementations. Because these three objectives impose contradictory constrai... View full abstract»

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  • Orientation lightmaps for photon tracing in complex environments

    Publication Year: 2000, Page(s):279 - 286
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (260 KB)

    We present a method that makes the use of photon tracing methods feasible for complex scenes when a totally accurate solution is not essential. This is accomplished by using orientation lightmaps, which average the illumination of complex objects depending on the surface normal. Through this averaging, they considerably reduce the variance of the stochastic solution. In order to use these speciali... View full abstract»

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  • Molecular dynamics visualization with XML and VRML

    Publication Year: 2000, Page(s):335 - 341
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (164 KB)

    A new Extensible Markup Language (XML) application, Molecular Dynamics Language (MoDL) has been developed. MoDL provides a simple, but powerful tool for molecular dynamics visualization and has been developed by combining, for the first time, the strengths of XML and the Virtual Reality Modeling Language. The details of MoDL, its implementation and examples of its use are presented in this paper View full abstract»

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  • Ocean waves synthesis using a spectrum-based turbulence function

    Publication Year: 2000, Page(s):65 - 72
    Cited by:  Papers (8)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (244 KB)

    The representation of ocean waves is not a resolved problem in computer graphics yet. There is still no existing method that allows one to simply describe an agitated surface of any size that is visually sufficiently realistic, without using entirely physical models that are usually very complex. We present a simple method to represent and animate an ocean surface in deep water by considering it a... View full abstract»

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  • Fast and stable animation of cloth with an approximated implicit method

    Publication Year: 2000, Page(s):247 - 255
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (296 KB)

    Realistic animation of soft objects such as cloth is essential for plausible character animation. Many techniques have been proposed for the simulation of soft objects, and most of them are based on numerical integration. Among the techniques, the implicit integration method is the most likely technique for real time environments, since it allows large time steps for cloth simulation by ensuring t... View full abstract»

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  • Reconstruction of B-spline surfaces from scattered data points

    Publication Year: 2000, Page(s):163 - 170
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (256 KB)

    We present a new approach for reconstructing a smooth surface from a set of scattered points in 3D space. Our algorithm first decomposes a given point set into a quadtree-like data structure known as a strip tree. The strip tree is used to fit a set of least squares quadratic surfaces to the data points. These quadratic surfaces are then degree-elevated to bi-cubic surfaces and blended together to... View full abstract»

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  • Haptics issues in virtual environments

    Publication Year: 2000, Page(s):295 - 302
    Cited by:  Papers (32)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (4052 KB)

    Haptics is a recent enhancement to virtual environments, allowing users to “touch” and feel the simulated objects they interact with. Current commercial products allow tactile feedback through desktop interfaces (such as the FEELItTM mouse or the PHANToMTM arm) and dextrous tactile and force feedback at the fingertips through haptic gloves (such as the CyberTouch... View full abstract»

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  • Hybridization techniques for fast radiosity solvers

    Publication Year: 2000, Page(s):269 - 278
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (436 KB)

    The authors study, both theoretically and experimentally some properties of classical linear systems solvers, according to the radiosity assumptions. We prove important properties for some of these solvers which allow the user to choose the best one. We then introduce a new technique, so called hybridization, whose purpose is to increase the convergence speed of iterative methods. It provides very... View full abstract»

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  • VPARK - a Windows NT software platform for a virtual networked amusement park

    Publication Year: 2000, Page(s):309 - 315
    Cited by:  Papers (2)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (200 KB)

    Presents the VPARK (Virtual Park) system, which includes a networked virtual environment (NVE) system called W-VLNET and an “attraction building system” that is able to create and modify the attractions used in the NVE. Both systems have been developed in the Windows NT environment. The paper outlines the techniques for communication, scene management, facial and body animation, and ge... View full abstract»

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  • Dynamic 3D maps and their texture-based design

    Publication Year: 2000, Page(s):325 - 334
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1316 KB)

    Three-dimensional maps are fundamental tools for presenting, exploring, and manipulating geo data. This paper describes multiresolution concepts for 3D maps and their texture-based design. In our approach, 3D maps are based on a hybrid, multiresolution terrain model composed of data sets having different topological structure, for example a coarse regular grid combined with by triangulated microst... View full abstract»

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  • Modeling Murex cabritii sea shell with a structured implicit surface modeler

    Publication Year: 2000, Page(s):55 - 64
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (356 KB)

    Implicit surface modeling systems have been used since the mid-1980's for the generation of cartoon like characters. Recently implicit models combined with constructive solid geometry (CSG) have been used to build engineering models with automatic blending. This work is built on a structured implicit modeling system which includes CSG, warping, 2D texture mapping and operations based on the BlobTr... View full abstract»

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  • Simulated patient for orthognathic surgery

    Publication Year: 2000, Page(s):239 - 245
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (796 KB)

    Orthognathic surgery corrects a wide range of minor and major facial and jaw irregularities. This surgery will improve the patients' ability to chew, speak and breathe. In many cases, a better appearance will also result. With the recent advances in virtual reality (VR) and three-dimensional (3D) medical imaging technology, orthognathic surgery simulations typically requires costly volumetric data... View full abstract»

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  • Neural network-based violinist's hand animation

    Publication Year: 2000, Page(s):37 - 41
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (236 KB)

    We present a system for the animation of a human hand that plays violin. A neural network controls the hand movement. We make use of an optimization method to generate examples for the neural network training. The musical decision of which finger to use is automatically made by best first search. We show that the movements of the violinist's hands are physically and musically feasible, and that th... View full abstract»

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  • Crack pattern simulation based on 3D surface cellular automaton

    Publication Year: 2000, Page(s):153 - 162
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (888 KB)

    Describes a method for modeling the propagation of cracks on any 3D surface. Taking a previous cellular automata model of the authors (1999) as the basis, this method allows just about any type of cracks on any type of triangulated 3D object. Our model's main advantage is that it proposes a semi-physical solution, making it at the same time user-controllable and easily extendable. After summarizin... View full abstract»

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  • Head detection and tracking by 2-D and 3-D ellipsoid fitting

    Publication Year: 2000, Page(s):221 - 226
    Cited by:  Papers (14)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (236 KB)

    A novel procedure for segmenting a set of scattered 3D data obtained from a head and shoulders multiview sequence is presented. The procedure consists of two steps. In the first step, two ellipses corresponding to the head and the body of the person are identified based on ellipse fitting of the outline of the person in each image. The fitting is based on a fast direct least squares method using t... View full abstract»

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  • LATEX human motion planning based on recursive dynamics and optimal control techniques

    Publication Year: 2000, Page(s):19 - 28
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (312 KB)

    The 3D simulation of human activity based on physics, kinematics, and dynamics in terrestrial and space environments, is becoming increasingly important. Virtual humans may be used to design tasks in terrestrial environments and analyze their physical workload to maximize success and safety without expensive physical mockups. Previously (J. Lo and D. Metaxas, 1999), we presented an efficient optim... View full abstract»

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  • Real-time collision detection and response for complex environments

    Publication Year: 2000, Page(s):105 - 113
    Cited by:  Papers (2)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (224 KB)

    Presents a method for collision detection that is well suited to complex environments, such as those obtained from medical imaging and for objects that are in permanent contact. The method is based on a point-in-tetrahedral-mesh query. Spatial and temporal coherence are used to achieve interactive speed. In addition to collision detection, the system calculates a force and torque that can be used ... View full abstract»

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  • Enabling cuts on multiresolution representation

    Publication Year: 2000, Page(s):183 - 191
    Cited by:  Papers (1)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (312 KB)

    Multi-resolution representations are widely used in many data visualization contexts and applications. The adoption of a multi-resolution approach provides the optimal management of a data representation, using at each instant of time a level of detail that is more adequate for the given action or task to be performed. Recently, multi-resolution has also been introduced into the interactive physic... View full abstract»

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  • Hair rendering by jittering and pseudo shadow

    Publication Year: 2000, Page(s):287 - 291
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (140 KB)

    Proposes two properties of hair that we believe are essential to realistic hair rendering. To satisfy these two properties of hair, we introduce the “jittering and pseudo-hair model”. The jittering and pseudo-shadows are achieved through the use of a shadow factor. Experimental results show that, with the incorporation of these two properties, hair images look more natural than images ... View full abstract»

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