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Proceedings the Eighth Pacific Conference on Computer Graphics and Applications

5-5 Oct. 2000

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Displaying Results 1 - 25 of 61
  • Proceedings the Eighth Pacific Conference on Computer Graphics and Applications

    Publication Year: 2000
    Request permission for commercial reuse | PDF file iconPDF (222 KB)
    Freely Available from IEEE
  • Efficient processing of large 3D meshes

    Publication Year: 2000
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (35 KB)

    Summary form only given, as follows. Due to their simplicity, triangle meshes are often used to represent geometric surfaces. Their main drawback is the large number of triangles that are required to represent a smooth surface. This problem has been addressed by a large number of mesh simplification algorithms which reduce the number of triangles and approximate the initial mesh. Hierarchical tria... View full abstract»

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  • Optimizing network 3D data transmissions for interactive applications

    Publication Year: 2000, Page(s):419 - 420
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (173 KB)

    3D object data transfer was optimized to accelerate interactive 3D scene design and virtual-space layout applications. In these applications, downloading many 3D objects reduces the interactivity of the clients. We used level-of-detail based loading sequences and timing control methods to interleave data downloading and interactions. Experiments showed that the maximum interval between interaction... View full abstract»

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  • Authors index

    Publication Year: 2000, Page(s):461 - 462
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    Freely Available from IEEE
  • Interactive behavioural update of large flocks

    Publication Year: 2000, Page(s):425 - 426
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (136 KB)

    The availability of powerful and affordable 3D PC graphics boards has made the rendering of rich immersive environments possible at interactive speeds. The scene update rate and the appropriate behaviour of objects within the world are central to this immersive feeling. We explore new techniques for increasing the efficiency of the flocking algorithm, which has been used extensively to emulate the... View full abstract»

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  • Rendering natural waters

    Publication Year: 2000, Page(s):23 - 434
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1160 KB)

    Creating and rendering realistic water is one of the most daunting tasks in computer graphics. Realistic rendering of water requires that the sunlight and skylight illumination are correct, the water surface is modeled accurately and that the light transport within water body is properly handled. The paper describes a method for wave generation on a water surface using a physically based approach.... View full abstract»

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  • Mesh construction from non-uniformly distributed and noisy 3D points recovered from image sequence

    Publication Year: 2000, Page(s):423 - 424
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (152 KB)

    This paper describes a novel method for constructing triangle meshes from noisy and non-uniformly distributed 3D points. It consists of two steps: noise point removal uses a clustering algorithm and epipolar constraint method to identify and remove noise points from the 3D points; and a constructive polygonization algorithm interpolates cleaned 3D points to construct a triangle mesh of the object View full abstract»

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  • Implementation of a graphics design framework on the Web

    Publication Year: 2000, Page(s):421 - 422
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (152 KB)

    We propose a client-server graphics design framework and implement a room design system using CORBA. We have integrated technologies used in distributed computation (Java and CORBA) and computer graphics (VRML). To support multiuser collaborative design, we propose a supplier-consumer communication approach and implement it using the event service in CORBA. Our system can be applied in electronic ... View full abstract»

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  • Collision adaptive particle systems

    Publication Year: 2000, Page(s):338 - 453
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (840 KB)

    Particle systems have been widely employed to simulate deformable objects, most prominently virtual textiles. We introduce particle systems that adaptively generate new particles wherever this is required to model collisions correctly. When coarse meshes collide with an object they are automatically refined. Therefore this model allows physically accurate simulations that require a much smaller nu... View full abstract»

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  • Dynamic PDE surfaces with flexible and general geometric constraints

    Publication Year: 2000, Page(s):213 - 447
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (880 KB)

    PDE surfaces, whose behavior is governed by partial differential equations (PDEs), have demonstrated many modeling advantages in surface blending, free-form surface modeling, and surface aesthetic or functional specifications. Although PDE surfaces can potentially unify geometric attributes and functional constraints for surface design, current PDE based techniques exhibit certain difficulties suc... View full abstract»

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  • View-dependent continuous level-of-detail rendering of terrain model

    Publication Year: 2000, Page(s):404 - 405
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (172 KB)

    The level-of-detail modeling method is an effective approach for the interactive visualization of complex models. In this paper, we propose a hierarchical tree structure based on the fractal dimension to organize a 3D terrain mesh model and to realize view-dependent continuous level-of-detail rendering of terrain data with a restricted quadtree triangulation method. The total algorithm can be divi... View full abstract»

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  • Rendering iridescent colors appearing on natural objects

    Publication Year: 2000, Page(s):15 - 433
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1044 KB)

    Iridescent colors appearing on natural objects, such as the feathers of a hummingbird, surfaces inside seashells, and shells of beetles, are beautiful and impressive. The cause of such iridescent colors is interference of light inside multilayer film structures covering the natural objects. The paper proposes a method for realistically rendering iridescent colors appearing on natural surfaces, tak... View full abstract»

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  • Handling dynamic changes in hierarchical radiosity through interaction meshes

    Publication Year: 2000, Page(s):40 - 436
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1148 KB)

    The paper describes a radiosity method well suited to dynamic changes while requiring less memory compared to classical hierarchical radiosity. Our method relies on the concept of interaction meshes and does not need any computation of links between patches. The light originating at emitters and arriving at a receiving input surface is stored on separate meshes, each one corresponding to an emitte... View full abstract»

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  • Collision detection for clothed human animation

    Publication Year: 2000, Page(s):328 - 337
    Cited by:  Papers (16)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (732 KB)

    We present a voxel-based collision detection method for clothed human animation. We speed up the performance of the voxel-based method by choosing an appropriate voxel size and using a fast voxelization approach. Based on the voxel method, we propose a self-collision detection method and a simplified collision detection method. First, the efficiency of self-collision detection is improved by takin... View full abstract»

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  • Interactive manipulation planning for animated characters

    Publication Year: 2000, Page(s):417 - 418
    Cited by:  Papers (10)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (200 KB)

    Presents a brief overview of an algorithm for interactively animating object grasping and manipulation tasks for human figures. The technique is designed to efficiently generate feasible single-arm manipulation motions given high-level task commands. For moving an object, the motions necessary for a human arm to reach and grasp the object, re-position it and return the arm to rest are generated au... View full abstract»

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  • Acceleration of Monte Carlo path tracing in general environments

    Publication Year: 2000, Page(s):71 - 439
    Cited by:  Papers (1)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (592 KB)

    The paper describes a two pass algorithm capable of computing solutions to the global illumination in general environments (diffuse or glossy surfaces, anisotropically scattering participating media) faster than previous methods, by combining the strengths of finite element and Monte Carlo methods. A quick coarse solution is first computed with a clustered directional hierarchical method. This int... View full abstract»

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  • Interactive simulation of surgical cuts

    Publication Year: 2000, Page(s):116 - 442
    Cited by:  Papers (35)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (896 KB)

    Presents a framework for the interactive simulation of surgical cuts, such as those practiced in surgical treatment. Unlike most existing methods, our framework is based on tetrahedral volume meshes providing more topological flexibility. In order to keep the representation consistent, we apply adaptive subdivision schemes dynamically during the simulation. The detection of collisions between the ... View full abstract»

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  • Subdivision surface fitting with QEM-based mesh simplification and reconstruction of approximated B-spline surfaces

    Publication Year: 2000, Page(s):202 - 212
    Cited by:  Papers (3)  |  Patents (21)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1076 KB)

    We present a general method for automatically reconstructing a network of B-spline patches based on the Doo-Sabin subdivision surface. This method consists of two parts, surface fitting and surface construction. In surface fitting, mesh simplification based on QEM (Quadric Error Metrics) is used and a control mesh that approximates a Doo-Sabin subdivision surface is constructed. In surface constru... View full abstract»

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  • TEASAR: tree-structure extraction algorithm for accurate and robust skeletons

    Publication Year: 2000, Page(s):281 - 449
    Cited by:  Papers (8)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (652 KB)

    We introduce the TEASAR algorithm which is a treestructure extraction algorithm delivering skeletons that are accurate and robust. Volumetric skeletons are needed for accurate measurements of length along branching and winding structures. Skeletons are also required in automatic virtual navigation, such as traveling through human organs (e.g., the colon) to control movement and orientation of the ... View full abstract»

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  • Non-distorted texture mapping using variational interpolation

    Publication Year: 2000, Page(s):402 - 403
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (164 KB)

    Presents a new efficient texture mapping algorithm for polygonal meshes. Texture coordinates are assigned to the vertices of the mesh using the variational interpolation technique. For each patch to be mapped, the algorithm first samples equidistantly the boundaries of the patch. In order to decrease distortion, the patch is further sampled as uniformly as possible while its texture domain are cor... View full abstract»

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  • Simulating the aurora borealis

    Publication Year: 2000, Page(s):2 - 432
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1024 KB)

    We present an algorithm to simulate the aurora borealis, commonly known as the “northern lights”, a natural phenomenon of great visual beauty and considerable scientific interest. The algorithm is based on the current understanding of the physical origin of the aurora. This natural display is mainly caused by high-energy electrons originating in the Sun and entering the Earth's atmosph... View full abstract»

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  • Cylindrical 3-D video display observable from all directions

    Publication Year: 2000, Page(s):300 - 306
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (572 KB)

    We propose a 3-D video display technique that allows multiple viewers to observe 3-D images from a 360-degree horizontal arc without wearing 3-D glasses. This technique uses a cylindrical parallax barrier and a one-dimensional light source array. We have developed an experimental display using this technique and have demonstrated observation of 3-D images from a 360-degree horizontal arc without t... View full abstract»

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  • Automated texture registration and stitching for real world models

    Publication Year: 2000, Page(s):317 - 452
    Cited by:  Papers (41)  |  Patents (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (852 KB)

    A system is presented which automatically registers and stitches textures acquired from multiple photographic images onto the surface of a given corresponding 3D model. Within this process the camera position, direction and field of view must be determined for each of the images. For this registration, which aligns a 2D image to a 3D model we present an efficient hardware-accelerated silhouette-ba... View full abstract»

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  • A particle model based on measured mechanical properties of woven cloth

    Publication Year: 2000, Page(s):415 - 416
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (204 KB)

    Even though a particle model based on the mechanical properties of woven cloth has been proposed by D.E. Breen et al. (1994), there are problems in describing the cloth behavior precisely and in reflecting the cloth dynamics. In this paper, we describe a precise relationship between the measured mechanical properties of cloth and the particle model. Moreover, a collision model describing the rotat... View full abstract»

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  • Interactive rendering method for displaying shafts of light

    Publication Year: 2000, Page(s):31 - 435
    Cited by:  Papers (10)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (540 KB)

    Recently graphics hardware has increased in capability, and is, moreover, now available even on standard PCs. These advances have encouraged researchers to develop hardware-accelerated methods for rendering realistic images. One of the important elements in enhancing reality is the effect of atmospheric scattering. The scattering of light due to atmospheric particles has to be taken into account i... View full abstract»

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