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Computer Graphics International, 2004. Proceedings

Date 19-19 June 2004

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Displaying Results 1 - 25 of 104
  • Proceedings. Computer Graphics International

    Publication Year: 2004
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  • Proceedings of the Computer Graphics International Conference 2004

    Publication Year: 2004, Page(s): ii
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  • Proceedings of the Computer Graphics International Conference 2004

    Publication Year: 2004, Page(s): iii
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  • Copyright page

    Publication Year: 2004, Page(s): iv
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  • Proceedings of the Computer Graphics International Conference 2004 Table of contents

    Publication Year: 2004, Page(s):v - xii
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  • Preface

    Publication Year: 2004, Page(s): xiii
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  • Conference committee

    Publication Year: 2004, Page(s):xiv - xv
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  • Multi-path algorithm for triangle strips

    Publication Year: 2004, Page(s):2 - 9
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (633 KB) | HTML iconHTML

    Triangle surface models belong to the most popular type of geometric objects description in computer graphics. Therefore, the problem of fast visualization of this type of data is often solved. One of popular approaches is stripification, i.e., a conversion of triangle surface into strips of triangles. This enables to reduce the rendering time by reduction data size and by avoiding of redundant li... View full abstract»

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  • Curvature tensor based triangle mesh segmentation with boundary rectification

    Publication Year: 2004, Page(s):10 - 25
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (842 KB) | HTML iconHTML

    This paper presents a new and efficient algorithm for the decomposition of 3D arbitrary triangle meshes into surface patches. The algorithm is based on the curvature tensor field analysis and presents two distinct complementary steps: a region based segmentation, which is an improvement of that presented by [G. Lavoue et al., (2004)] and which decomposes the object into known and near constant cur... View full abstract»

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  • Consistent normal orientation for polygonal meshes

    Publication Year: 2004, Page(s):18 - 25
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1138 KB) | HTML iconHTML

    In this paper, we propose a new method that can consistently orient all normals of any mesh (if at all possible), while ensuring that most polygons are seen with their front-faces from most viewpoints. Our algorithm combines the proximity-based with a new visibility-based approach. Thus, it virtually eliminates the problems of proximity-based approaches, while avoiding the limitations of previous ... View full abstract»

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  • Physically-based simulation of objects represented by surface meshes

    Publication Year: 2004, Page(s):26 - 33
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1302 KB) | HTML iconHTML

    Objects and scenes in virtual worlds such as 3D computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformations or fracture effects require volumetric representations such as tetrahedral meshes. In this paper we propose techniques to generate volumetric meshes dynamically for objects represented by surface meshes allowing the si... View full abstract»

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  • Adaptive edge spinning algorithm for polygonization of implicit surfaces

    Publication Year: 2004, Page(s):36 - 43
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1558 KB) | HTML iconHTML

    This paper presents an adaptive method for polygonization of implicit surfaces. The method insists on the shape of triangles and the accuracy of resulting approximation as well. The main advantages of the triangulation presented are simplicity and the stable features that can be used for next expanding. The implementation is not complicated and only the standard data structures are used. The prese... View full abstract»

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  • A hybrid physics-based subdivision technique using coupled dynamic and subdivision parameters

    Publication Year: 2004, Page(s):44 - 51
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (493 KB) | HTML iconHTML

    The last few decades have seen enormous progress in both geometric subdivision, and physics-based simulation techniques. Mesh-based dynamic systems often require both subdivision and physical simulation for realistic and accurate results. However, the simulation parameters have been independent of the subdivision parameters, and vice-versa. This paper attempts to bridge this gap. We propose a hybr... View full abstract»

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  • Point set surface editing techniques based on level-sets

    Publication Year: 2004, Page(s):52 - 59
    Cited by:  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (585 KB) | HTML iconHTML

    In this paper we articulate a new modeling paradigm for both local and global editing on complicated point set surfaces of arbitrary topology. In essence, the proposed technique leads to a novel point-set methodology that can unify the topological advantage of the level-set methods and the simplicity of point-sampled surfaces. Any user-specified region of a point set surface in our system can be e... View full abstract»

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  • Modelling and animating cartoon hair with NURBS surfaces

    Publication Year: 2004, Page(s):60 - 67
    Cited by:  Papers (7)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (709 KB) | HTML iconHTML

    In this paper we present a technique for the modelling and animation of cartoon hair. In our approach the primary shape and motion of the hair is defined by an animated NURBS volume, along whose surface are generated clumps of hair geometry. The basis of these hair clumps is formed by key hair curves that are grown along the isocurves of the originating surface and which follow its motion. Particl... View full abstract»

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  • Surface models of tube trees

    Publication Year: 2004, Page(s):70 - 77
    Cited by:  Papers (11)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (545 KB) | HTML iconHTML

    This paper describes a new method for generating surfaces of branching tubular structures with given center-lines and radii. As the centerlines are not straight lines, the cross-sections are not parallel and well-known algorithms for surface tiling from parallel cross-sections cannot be used. Nonparallel cross-sections can be tiled by means of the maximal-disc interpolation method; special methods... View full abstract»

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  • BlobTree trees

    Publication Year: 2004, Page(s):78 - 85
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1174 KB) | HTML iconHTML

    In recent years several methods for modeling botanical trees have been proposed. The geometry and topology of tree skeletons can be well described by L-systems; however, there are several approaches to modeling smooth surfaces to represent branches, and not all of the observed phenomena can be represented by current methods. Many tree types exhibit nonsmooth features such as branch bark ridges and... View full abstract»

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  • Computing polygonal surfaces from unions of balls

    Publication Year: 2004, Page(s):86 - 92
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1072 KB) | HTML iconHTML

    We present a new algorithm for computing a polygonal surface from a union of balls. The method computes and connects the singular points of a given union of balls in an efficient manner to approximate the boundary. The algorithm uses the dual shape of the balls to give the resulting surface the correct topology. Our method is simple and demonstrated to be robust View full abstract»

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  • Computer aided design for Origamic Architecture models with polygonal representation

    Publication Year: 2004, Page(s):93 - 99
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (588 KB) | HTML iconHTML

    An Origamic Architecture (OA) is a folded sheet of perforated paper from which a three-dimensional structure "pops up" when it is opened. It is similar to a "pop-up story book", but its unique feature is that it is made purely by cutting a single piece of paper. Because of this limitation, designing an OA requires considerable experience. We propose a computerised method which assists design of OA... View full abstract»

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  • A virtual light field approach to global illumination

    Publication Year: 2004, Page(s):102 - 109
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (389 KB) | HTML iconHTML

    This paper describes an algorithm that provides real-time walkthrough for globally illuminated scenes that contain mixtures of ideal diffuse and specular surfaces. A type of light field data structure is used for propagating radiance outward from light emitters through the scene, accounting for any kind of L(SD)* light path. The light field employed is constructed by choosing a regular point subdi... View full abstract»

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  • Exploiting temporal coherence in final gathering for dynamic scenes

    Publication Year: 2004, Page(s):110 - 119
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (520 KB) | HTML iconHTML

    Efficient global illumination computation in dynamically changing environments is an important practical problem. In high-quality animation rendering costly "final gathering" technique is commonly used. We extend this technique into temporal domain by exploiting coherence between the subsequent frames. For this purpose we store previously computed incoming radiance samples and refresh them evenly ... View full abstract»

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  • Spatio-temporal photon density estimation using bilateral filtering

    Publication Year: 2004, Page(s):120 - 127
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (454 KB) | HTML iconHTML

    Photon tracing and density estimation are well established techniques in global illumination computation and rendering of high-quality animation sequences. Using traditional density estimation techniques it is difficult to remove stochastic noise inherent for photon-based methods while avoiding overblurring lighting details. In this paper we investigate the use of bilateral filtering for lighting ... View full abstract»

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  • Interactive global illumination for quasi-static scenes

    Publication Year: 2004, Page(s):128 - 131
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (236 KB) | HTML iconHTML

    This paper describes an approach to obtain interactive recalculation of global illumination for scenes with small moving objects (with respect to the complete geometry), on a standard PC, using density estimation techniques View full abstract»

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  • Bounding volumes for linearly interpolated shapes

    Publication Year: 2004, Page(s):134 - 139
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (276 KB) | HTML iconHTML

    Bounding volumes are crucial for culling in interactive graphics applications. For dynamic shapes, computing a bounding volume for each frame could be very expensive. We analyze the situation for a particular class of dynamic geometry, namely, shapes resulting from the linear interpolation of several base shapes. The space of weights for the linear combination can be decomposed into cells so that ... View full abstract»

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  • Determining collisions between moving spheres for distributed virtual environments

    Publication Year: 2004, Page(s):140 - 147
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (341 KB) | HTML iconHTML

    We present an approach to collision detection that is appropriate for satisfying the requirements of interest management schemes used in distributed virtual environments. Such environments are characterized by their distributed deployment over a number of nodes connected via a computer network. The aim of an interest management scheme is to identify when objects that populate a simulation supporte... View full abstract»

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