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IEEE Transactions on Visualization and Computer Graphics

Issue 4 • Date Oct.-Dec. 1999

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Displaying Results 1 - 8 of 8
  • The ball-pivoting algorithm for surface reconstruction

    Publication Year: 1999, Page(s):349 - 359
    Cited by:  Papers (226)  |  Patents (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1097 KB)

    The Ball-Pivoting Algorithm (BPA) computes a triangle mesh interpolating a given point cloud. Typically, the points are surface samples acquired with multiple range scans of an object. The principle of the BPA is very simple: Three points form a triangle if a ball of a user-specified radius p touches them without containing any other point. Starting with a seed triangle, the ball pivots around an ... View full abstract»

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  • Author index

    Publication Year: 1999, Page(s):373 - 374
    Request permission for commercial reuse | PDF file iconPDF (153 KB)
    Freely Available from IEEE
  • Subject index

    Publication Year: 1999, Page(s):374 - 376
    Request permission for commercial reuse | PDF file iconPDF (242 KB)
    Freely Available from IEEE
  • Tools for computing tangent curves for linearly varying vector fields over tetrahedral domains

    Publication Year: 1999, Page(s):360 - 372
    Cited by:  Papers (13)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (528 KB)

    We present some very efficient and accurate methods for computing tangent curves for three-dimensional flows. Our methods work directly in physical coordinates, eliminating the usual need to switch back and forth with computational coordinates. Unlike conventional methods, such as Runge-Kutta, for computing tangent curves which give only approximations, our methods produce exact values based upon ... View full abstract»

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  • Partitioning 3D surface meshes using watershed segmentation

    Publication Year: 1999, Page(s):308 - 321
    Cited by:  Papers (170)  |  Patents (33)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (856 KB)

    This paper describes a method for partitioning 3D surface meshes into useful segments. The proposed method generalizes morphological watersheds, an image segmentation technique, to 3D surfaces. This surface segmentation uses the total curvature of the surface as an indication of region boundaries. The surface is segmented into patches, where each patch has a relatively consistent curvature through... View full abstract»

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  • Using linked volumes to model object collisions, deformation, cutting, carving, and joining

    Publication Year: 1999, Page(s):333 - 348
    Cited by:  Papers (38)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1160 KB)

    In volume graphics, objects are represented by arrays or clusters of sampled 3D data. A volumetric object representation is necessary in computer modeling whenever interior structure affects an object's behavior or appearance. However, existing volumetric representations are not sufficient for modeling the behaviors expected in applications such as surgical simulation, where interactions between b... View full abstract»

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  • Fast projection-based ray-casting algorithm for rendering curvilinear volumes

    Publication Year: 1999, Page(s):322 - 332
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (712 KB)

    We present an efficient and robust ray-casting algorithm for directly rendering a curvilinear volume of arbitrarily-shaped cells. By projecting cell-faces onto the image plane, we have effectively addressed three critical steps of the ray-casting process, namely finding the entry cell-faces for a ray, traversing along the ray from one cell to another, and reconstructing data values at the ray/cell... View full abstract»

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  • A rule-based interactive behavioral animation system for humanoids

    Publication Year: 1999, Page(s):281 - 307
    Cited by:  Papers (13)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1944 KB)

    We present a versatile, behavioral, and rule-based animation system that includes autonomous humanoid actors whose behavior is based on synthetic sensors that are used for perceiving the virtual environment. We combine the following in a consistent approach: L-systems, a behavioral production rule system; a particle system; an acoustic environment model, including a speech recognition module; a vi... View full abstract»

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Aims & Scope

Visualization techniques and methodologies; visualization systems and software; volume visualization; flow visualization; multivariate visualization; modeling and surfaces; rendering; animation; user interfaces; visual progranuning; applications.

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Meet Our Editors

Editor-in-Chief
Leila De Floriani
Department of Computer Science, Bioengineering, Robotics and Systems Engineering
University of Genova
16146 Genova (Italy)
ldf4tvcg@umiacs.umd.edu