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11th Pacific Conference onComputer Graphics and Applications, 2003. Proceedings.

8-10 Oct. 2003

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  • Proceedings 11th Pacific Conference on Computer Graphics and Applications

    Publication Year: 2003
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (232 KB)

    The following topics are dealt with: appearance and rendering; geometric modeling; 3D acquisition and interactive modeling; nonphotorealistic rendering; computer animation; morphing, shadow, and simulation; mesh; geometric computing and visibility; point-based rendering; and techniques for volume and mesh. View full abstract»

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  • Realistic rendering of surface appearance using GPU

    Publication Year: 2003
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (171 KB) | HTML iconHTML

    Summary form only given. We present techniques for realistic modeling surface details and efficient rendering of the associated visual effects using programmable GPUs. An important topic in rendering surface appearance is the treatment of mesostructures, which are responsible for fine-scale shadowing, occlusion, inter-reflectance, and silhouettes. One way to model surface mesostructure is by using... View full abstract»

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  • Freeform shape representations for efficient geometry processing

    Publication Year: 2003
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (170 KB) | HTML iconHTML

    Summary form only given. The most important concepts for the handling and storage of freeform shapes in geometry processing applications are parametric representations and volumetric representations. Both have their specific advantages and drawbacks. While the algebraic complexity of volumetric representations is independent from the shape complexity, the domain of a parametric representation usua... View full abstract»

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  • Data-driven computer graphics

    Publication Year: 2003
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (180 KB) | HTML iconHTML

    Summary form only given. The field of computer graphics abounds with modeling and simulation problems. Among these are the representation of surface shape, the description of surface reflectance, the probabilistic modeling of small-scale variations, and the application of physics for simulating the dynamics of rigid and elastic materials. During its formative years, computer graphics has focused l... View full abstract»

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  • Author index

    Publication Year: 2003, Page(s):513 - 514
    Request permission for commercial reuse | PDF file iconPDF (156 KB)
    Freely Available from IEEE
  • Feature-based visibility-driven CLOD for terrain

    Publication Year: 2003, Page(s):313 - 322
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1407 KB) | HTML iconHTML

    View-dependent level-of-detail (LOD) and visibility culling are two powerful tools for accelerating the rendering of very large models in a real-time visualization, especially in walkthrough of a large-scale terrain environment. In this paper, we propose a visibility-driven Continuous LOD (CLOD) framework for terrain, which takes advantage of both techniques. The visibility determination is based ... View full abstract»

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  • Adaptive grouping and subdivision for simulating hair dynamics

    Publication Year: 2003, Page(s):234 - 243
    Cited by:  Papers (7)  |  Patents (12)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (713 KB) | HTML iconHTML

    We present a novel approach for adaptively grouping and subdividing hair using discrete level-of-detail (LOD) representations. The set of discrete LODs include hair strands, clusters and strips. Their dynamic behavior is controlled by a base skeleton. The base skeletons are subdivided and grouped to form clustering hierarchies using a quad-tree data structure during the precomputation. At run time... View full abstract»

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  • Breaking the walls: scene partitioning and portal creation

    Publication Year: 2003, Page(s):303 - 312
    Cited by:  Papers (4)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (895 KB) | HTML iconHTML

    In this paper, we revisit the cells-and-portals visibility methods, originally developed for the special case of architectural interiors. We define an effectiveness measure for a cells-and-portals partitioning, and introduce a two-pass algorithm that computes a cells-and-portals partition. The algorithm uses a simple heuristic that creates short portals as a mean for generating an effective partit... View full abstract»

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  • Shadow generation using discretized shadow volume in angular coordinates

    Publication Year: 2003, Page(s):224 - 233
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (433 KB) | HTML iconHTML

    A technique to improve the performance of the shadow-volume method is presented. This technique does not require (1) extensive edge/edge intersection tests and intersection angle computation in shadow polygon construction, or (2) any ray/shadow-polygon intersection tests during scan-conversion. The first task is achieved by constructing ridge edge (RE) loops, an inexact form of silhouette, instead... View full abstract»

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  • Shape similarity comparison of 3D models using alpha shapes

    Publication Year: 2003, Page(s):293 - 302
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (675 KB) | HTML iconHTML

    As the number of in-house and public-domain 3D shape models increase, importance of shape-similarity based search and retrieval for 3D shapes models has increased rapidly. In this paper, we describe our preliminary findings in applying a multiresolution analysis technique to the task of shape similarity comparison of polygon soup models. We used the 3D alpha shapes algorithm to create a multiresol... View full abstract»

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  • Feature-based surface light field morphing

    Publication Year: 2003, Page(s):215 - 223
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2345 KB) | HTML iconHTML

    A surface light field is a function that gives the colors of each object point viewed from different directions. Object representation with a surface light field provides a nice structure for 3D photography. This paper presents a feature-based morphing technique for two objects equipped with surface light fields. The technique consists of geometry morphing and in-between light field mapping. Geome... View full abstract»

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  • Bounding recursive procedural models using convex optimization

    Publication Year: 2003, Page(s):283 - 292
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (688 KB) | HTML iconHTML

    We present an algorithm to construct a tight bounding polyhedron for a recursive procedural model. We first use an iterated function system (IFS) to represent the extent of the procedural model. Then we present an algorithm that expresses the IFS-bounding problem as a set of linear convex optimization. As such, our algorithm is guaranteed to find the recursively optimal bounding polyhedron, if it ... View full abstract»

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  • Interactive 3D model acquisition and registration

    Publication Year: 2003, Page(s):115 - 122
    Cited by:  Papers (1)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (330 KB) | HTML iconHTML

    The acquisition of geometric information from real-world objects has become a major way of modeling complex scenes and environments. Unfortunately, most optical methods for geometric model acquisition require the combination of partial information from different view points in order to obtain a single, coherent model. This, in turn, requires the registration of partial models into a common coordin... View full abstract»

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  • An enhanced framework for real-time hair animation

    Publication Year: 2003, Page(s):467 - 471
    Cited by:  Papers (2)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (467 KB) | HTML iconHTML

    Maximizing visual effect is a major problem in real-time animation. A real-time hair animation framework was proposed previously by C. K. Koh and Z. Huang (2000, 2001) based on 2D representation and texture mapping. One problem is that it lacks of the volumetric effect due to its 2D nature. This paper presents a technique using the U-shape strip to solve the problem. View full abstract»

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  • Computer-assisted auto coloring by region matching

    Publication Year: 2003, Page(s):175 - 184
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (513 KB) | HTML iconHTML

    Computer-assisted auto coloring (CAAC) has great potential in terms of lowering production cost and saving time in cel animation production. In this paper, a novel approach to automatically color the animation character of line drawings based on region matching and master frames is proposed. Firstly, some important attributes of a region such as curve length, character points, area etc. are invest... View full abstract»

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  • Modeling and deformation of arms and legs based on ellipsoidal sweeping

    Publication Year: 2003, Page(s):204 - 212
    Cited by:  Papers (2)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1233 KB) | HTML iconHTML

    We present a new approach to the modeling and deformation of a human or virtual character's arm and legs. Each limb is represented as a set of ellipsoids of varying size interpolated along a skeleton curve. A base surface is generated by approximating these ellipsoids with a swept ellipse, and the difference between that and the detailed shape of the arm or leg is represented as a displacement map... View full abstract»

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  • Lightweight face relighting

    Publication Year: 2003, Page(s):41 - 50
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (523 KB) | HTML iconHTML

    We present a method to relight human faces in real time, using consumer-grade graphics cards even with limited 3D capabilities. We show how to render faces using a combination of a simple, hardware-accelerated parametric model simulating skin shading and a detail texture map, and provide robust procedures to estimate all the necessary parameters for a given face. Our model strikes a balance betwee... View full abstract»

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  • DStrips: dynamic triangle strips for real-time mesh simplification and rendering

    Publication Year: 2003, Page(s):271 - 280
    Cited by:  Papers (6)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1400 KB) | HTML iconHTML

    DStrips is a simple and efficient method to dynamically manage and generate triangle trips for real-time view dependent multiresolution meshing and rendering. Progressive view-dependent triangle mesh simplification and rendering is an important concept for interactive visualization environments. To minimize the rendering cost, triangle meshes are simplified to the maximal tolerated perceptual erro... View full abstract»

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  • Skinning Catmull-Clark subdivision surfaces with incompatible cross-sectional curves

    Publication Year: 2003, Page(s):102 - 111
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5960 KB) | HTML iconHTML

    One of the major problems in the generation of skinning B-spline surfaces is the incompatibility of the cross-sectional curves. This occurs when the cross sections are defined by control polygons having different number of control devices. Traditionally, this incompatibility is overcome by knot insertion that makes all control polygons have equal number of vertices. The drawback of this solution i... View full abstract»

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  • Interactive simulation of burning objects

    Publication Year: 2003, Page(s):462 - 466
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (518 KB) | HTML iconHTML

    In this paper, we describe a fast and interactive method for simulating and controlling the combustion process together with the decomposition of burning solids. The combustion and decomposition processes are integrated to create a physically-based model that runs at interactive rates. View full abstract»

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  • Simulating wax crayons

    Publication Year: 2003, Page(s):163 - 172
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (596 KB) | HTML iconHTML

    We present a physically-inspired model of wax crayons, which synthesizes drawings from collections of user-specified strokes. Paper is represented by a height-field texture, and a crayon is modeled with a 2D mask that evolves as it interacts with the paper. The amount of wax deposition is computed based on the crayon contact profile, contact force, and friction. Previously deposited wax is smeared... View full abstract»

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  • Machine learning for computer graphics: a manifesto and tutorial

    Publication Year: 2003, Page(s):22 - 36
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (334 KB) | HTML iconHTML

    It is argued that computer graphics can benefit from a deeper use of machine learning techniques. The author gives an overview of what learning has to offer the graphics community, with an emphasis on Bayesian techniques. He also attempts to address some misconceptions about learning, and to give a very brief tutorial on Bayesian reasoning. View full abstract»

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  • Physical touch-up of human motions

    Publication Year: 2003, Page(s):194 - 203
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5230 KB) | HTML iconHTML

    Many popular motion editing methods do not take physical principles into account potentially producing implausible motions. This paper introduces an efficient method for touching up edited motions to improve physical plausibility. We start by estimating a mass distribution consistent with reference motions known to be physically correct. The edited motion is then divided into ground and flight sta... View full abstract»

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  • Voxelization in common sampling lattices

    Publication Year: 2003, Page(s):497 - 501
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (466 KB) | HTML iconHTML

    In this paper, we introduce algorithms to voxelize polygonal meshes in common sampling lattices. In the case of Cartesian lattices, we complete the separability and minimality proof for the voxelization method presented by Huang et al. We extend the ideas to general 2D lattices, including hexagonal lattices, and 3D body-centred cubic lattices. The notion of connectedness in the two lattice structu... View full abstract»

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  • Hierarchical least squares conformal map

    Publication Year: 2003, Page(s):263 - 270
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1185 KB) | HTML iconHTML

    A texture atlas is an efficient way to represent information (like colors, normals, displacement maps) on triangulated surfaces. The LSCM method (Least Square Conformal Maps) automatically generates a texture atlas from a meshed model. For large charts (over 100k facets), the convergence of the numerical solver may be slow. It is well known that the conformality criterion, minimized by LSCM, also ... View full abstract»

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