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

8-10 Oct. 2003

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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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  • 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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  • Author index

    Publication Year: 2003, Page(s):513 - 514
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    Freely Available from IEEE
  • 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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  • Interactive global and local deformations for virtual clay

    Publication Year: 2003, Page(s):131 - 140
    Cited by:  Papers (3)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (459 KB) | HTML iconHTML

    Making virtual modeling as easy and intuitive as real-clay manipulation is still an unsolved problem. This paper takes a step in this direction: in addition to offering standard features such as addition and removal of material, it uses a new real-time plasticity model to let the user apply local and global deformations such as those made in real clay by pressing with a finger or bending a sculptu... View full abstract»

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  • Illustration watermarks for vector graphics

    Publication Year: 2003, Page(s):73 - 82
    Cited by:  Papers (11)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (884 KB) | HTML iconHTML

    Digital watermarking is a technique for embedding information into data, such as images, 3D models, or audio files, such that some properties (i.e., security, imperceptibility, robustness) are maintained. While most of the existing watermarking techniques focus on encoding copyright information where security is one of the most important properties, we have developed algorithms for embedding Illus... View full abstract»

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  • Computer graphics in its fifth decade: ferment at the foundations

    Publication Year: 2003, Page(s):4 - 21
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1304 KB) | HTML iconHTML

    Traditionally, computer graphics is based on the mathematics of projective geometry, homogeneous coordinates, and matrix algebra. Recently these mathematical foundations have been called into question by several authors. We examine some possible alternative mathematical underpinnings for computer graphics, including Grassman spaces and Grassman coordinates, tensors and tensor algebra, and Clifford... View full abstract»

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  • Virtual sandbox

    Publication Year: 2003, Page(s):252 - 259
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (724 KB) | HTML iconHTML

    Interactive applications such as virtual reality systems have become popular in recent years. A ground surface composed of a granular material can be deformed when it comes into contact with an object, and, in this paper, we propose a deformation algorithm for the ground surface which is useful for such applications. The deformation algorithm is divided into three steps: (1) detection of the colli... View full abstract»

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  • View-dependent layered projective texture maps

    Publication Year: 2003, Page(s):492 - 496
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (479 KB) | HTML iconHTML

    Capturing and rendering of real scenes in an immersive virtual environment is still a challenging task. We present a novel workflow, using high-quality, view-dependent projective texturing at low texture memory cost, while reinforcing artist's control over image quality. Photographs of a real scene are first used to create a 3D model with standard tools. Our method automatically orders geometry in... View full abstract»

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  • Dynamic sculpting and deformation of point set surfaces

    Publication Year: 2003, Page(s):123 - 130
    Cited by:  Papers (3)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (335 KB) | HTML iconHTML

    This paper presents a novel paradigm for point set surface editing, which takes advantages of the potential of implicit surfaces, the strength of physics based modeling techniques, and the simplicity of point sampled surfaces. Our point set surface is evaluated as the zero set of the weighted sum of the collection of the scalar trivariate B-spline functions defined over the local domain of each po... View full abstract»

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  • Variance invariant adaptive temporal supersampling for motion blurring

    Publication Year: 2003, Page(s):67 - 72
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (274 KB) | HTML iconHTML

    Adaptive temporal sampling, used to create motion blur in distributed ray tracing, generates more sample points in regions with motion blur than in regions without motion blur. When the number of sample points used on stationary objects in regions with motion blur exceeds the number of sample points used in other regions of the image, the variance in the color of the object can differ between the ... 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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  • 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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  • Shape similarity comparison of 3D models using alpha shapes

    Publication Year: 2003, Page(s):293 - 302
    Cited by:  Papers (8)
    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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  • Remote interactive walkthrough of city models

    Publication Year: 2003, Page(s):389 - 393
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3379 KB) | HTML iconHTML

    This paper presents a new navigation system built upon our client-server framework named Magellan. With this system one can navigate through a city model represented with procedural models transmitted to clients over a low bandwidth network. The geometry of these models is generated on the fly and in real time at the client side. The navigation system relies on different kinds of preprocessing suc... View full abstract»

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  • Efficient representation and extraction of 2-manifold isosurfaces using kd-trees

    Publication Year: 2003, Page(s):364 - 376
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1200 KB) | HTML iconHTML

    In this paper, we propose the utilization of a kd-tree based hierarchy as an implicit object representation. Compared to an octree, the kd-tree based hierarchy is superior in terms of adaptation to the object surface. In consequence, we obtain considerably more compact implicit representations especially in case of thin object structures. We describe a new isosurface extraction algorithm for this ... View full abstract»

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  • A fast finite element solution for cloth modelling

    Publication Year: 2003, Page(s):244 - 251
    Cited by:  Papers (17)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (440 KB) | HTML iconHTML

    We present an efficient model based on finite elements for viscoelastic, highly flexible surfaces. It is particularly designed for numerically stiff materials such as textiles because it yields linear equations in each time step and allows fast time stepping in an implicit integration method. This is achieved by reducing the nonlinear elasticity problem to a planar, linear one in each step. We app... View full abstract»

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  • Interactive volume illustration and feature halos

    Publication Year: 2003, Page(s):347 - 354
    Cited by:  Papers (15)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1190 KB) | HTML iconHTML

    Volume illustration is a developing trend in volume visualization, focused on conveying volume information effectively by enhancing interesting features of the volume and omitting insignificant data. However, the calculations involved have limited the illustration process to non-interactive rendering. We have developed a new interactive volume illustration system (IVIS) that harnesses the power of... View full abstract»

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  • Optimized construction of linear approximations to image data

    Publication Year: 2003, Page(s):487 - 491
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1293 KB) | HTML iconHTML

    We present a method for the efficient construction, optimization, and storage of linear approximations to image data. A general simulated annealing-based optimization technique is adapted to the specific problem of optimizing image approximations. A linear approximation is defined by a triangulated subset of the source image pixels and the quality of an approximation may be judged with reference t... View full abstract»

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  • Interactive global illumination in dynamic environments using commodity graphics hardware

    Publication Year: 2003, Page(s):450 - 454
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (458 KB) | HTML iconHTML

    We present a system based on commodity graphics hardware for computing global illumination in dynamic scenes at interactive rates. We designed a progressive global illumination algorithm specifically to take advantage of current graphics hardware features. Our algorithm simulates the transport of light in synthetic environments by following the light emitted from the light source(s) through its mu... 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 (4)
    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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  • Iso-splatting: a point-based alternative to isosurface visualization

    Publication Year: 2003, Page(s):325 - 334
    Cited by:  Papers (8)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (731 KB) | HTML iconHTML

    We present a new approach to isosurface visualization that we call "iso-splatting." We use point primitives for representing and rendering isosurfaces. The method consists of two steps. In the first step, point samples are generated throughout the volumetric domain of a scalar function. In the second step, these points are projected onto the isosurface of interest. We render the resulting point se... 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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  • Interactive visualization of complex real-world light sources

    Publication Year: 2003, Page(s):59 - 66
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (511 KB) | HTML iconHTML

    Interactive visualization of complex, real-world light sources has so far not been feasible. We present a hardware accelerated direct lighting algorithm based on a recent high quality light source acquisition technique. By introducing an approximate reconstruction of the exact model, a multi-pass rendering approach, and a compact data representation, we are able to achieve interactive frame rates.... View full abstract»

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