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12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.

6-8 Oct. 2004

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  • Proceedings. 12th Pacific Conference on Computer Graphics and Applications

    Publication Year: 2004
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  • Cover image credits

    Publication Year: 2004, Page(s): 0_2
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  • 12th Pacific Conference on Computer Graphics and Applications

    Publication Year: 2004, Page(s): 0_3
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  • Copyright

    Publication Year: 2004, Page(s): 0_4
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  • Table of contents

    Publication Year: 2004, Page(s):0_5 - 0_7
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  • Preface

    Publication Year: 2004, Page(s): 0_8
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  • Program Committee

    Publication Year: 2004, Page(s): 0_9
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  • Reviewers

    Publication Year: 2004, Page(s):0_10 - 0_12
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  • A robust method for shape-based 3D model retrieval

    Publication Year: 2004, Page(s):3 - 9
    Cited by:  Papers (2)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (567 KB) | HTML iconHTML

    Proliferation of 3D models necessitates developing efficient methods for indexing or retrieving the models in a large database. Many previous methods for this purpose defined functions on concentric spheres as approximation of 3D geometry for spherical harmonic transform (SHT). In this paper, we point out that this is not robust as the surface of a model may shift between different shells under pe... View full abstract»

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  • Swirling-sweepers: constant-volume modeling

    Publication Year: 2004, Page(s):10 - 15
    Cited by:  Papers (3)  |  Patents (1)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (502 KB) | HTML iconHTML

    Swirling-sweepers is a new method for modeling shapes while preserving volume. The artist describes a deformation by dragging a point along a path. The method is independent of the geometric representation of the shape. It preserves volume and avoids self-intersections, both local and global. It is capable of unlimited stretching and the deformation can be constrained to affect only apart of the m... View full abstract»

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  • Fitting subdivision surfaces to unorganized point data using SDM

    Publication Year: 2004, Page(s):16 - 24
    Cited by:  Papers (12)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (1560 KB) | HTML iconHTML

    We study the reconstruction of smooth surfaces from point clouds. We use a new squared distance error term in optimization to fit a subdivision surface to a set of unorganized points, which defines a closed target surface of arbitrary topology. The resulting method is based on the framework of squared distance minimization (SDM) proposed by Pottmann et al. Specifically, with an initial subdivision... View full abstract»

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  • Unlifted loop subdivision wavelets

    Publication Year: 2004, Page(s):25 - 33
    Cited by:  Papers (6)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (1415 KB) | HTML iconHTML

    In this paper, we propose a new wavelet scheme for loop subdivision surfaces. The main idea enabling our wavelet construction is to extend the subdivision rules to be invertible, thus executing each inverse subdivision step in the reverse order makes up the wavelet decomposition rule. As opposed to other existing wavelet schemes for loop surfaces, which require solving a global sparse linear syste... View full abstract»

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  • Accelerated geometric queries and physical simulation using graphics processors

    Publication Year: 2004, Page(s):37 - 39
    Cited by:  Patents (2)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (241 KB) | HTML iconHTML

    Given the increasing power and usage of commodity graphics processor units (GPUs), promising potential exists for exploiting the fast growing computational power on GPUs for general-purpose computing. We present some of our recent research on fast geometric queries and interactive physical simulation using GPUs. View full abstract»

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  • Real-time voxelization for complex polygonal models

    Publication Year: 2004, Page(s):43 - 50
    Cited by:  Papers (11)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (878 KB) | HTML iconHTML

    In this paper, we present an efficient voxelization algorithm for complex polygonal models by exploiting newest programmable graphics hardware. We first convert the model into three discrete voxel spaces according to its surface orientation. The resultant voxels are encoded as 2D textures and stored in three intermediate sheet buffers called directional sheet buffers. These buffers are finally syn... View full abstract»

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  • Classification for Fourier volume rendering

    Publication Year: 2004, Page(s):51 - 58
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (1388 KB) | HTML iconHTML

    In the last decade, Fourier volume rendering (FVR) has obtained considerable attention due to its O(N/sup 2/logN) rendering complexity, where O(N/sup 3/) is the volume size. Although ordinary volume rendering has O(N/sup 3/) rendering complexity, it is still preferred over FVR for the main reason, that FVR offers bad localization of spatial structures. As a consequence, it was assumed, that it is ... View full abstract»

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  • Controllable single-strip generation for triangulated surfaces

    Publication Year: 2004, Page(s):61 - 69
    Cited by:  Papers (2)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (1719 KB) | HTML iconHTML

    In this paper, we introduce a method to represent a given triangular model using a single triangle strip. Since this problem is NP-complete, we break the limitation by splitting adjacent triangles when necessary. The common edge is split at the mid-point, and the newly formed triangles are coplanar with their parent triangles. Hence, the resulting geometry of the model is visually and topologicall... View full abstract»

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  • Dual marching cubes: primal contouring of dual grids

    Publication Year: 2004, Page(s):70 - 76
    Cited by:  Papers (24)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (839 KB) | HTML iconHTML

    We present a method for contouring an implicit function using a grid topologically dual to structured grids such as octrees. By aligning the vertices of the dual grid with the features of the implicit function, we are able to reproduce thin features of the extracted surface without excessive subdivision required by methods such as marching cubes or dual contouring. Dual marching cubes produces a c... View full abstract»

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  • NeuroEnveloping: a transferable character skin deformation technique

    Publication Year: 2004, Page(s):77 - 86
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (534 KB) | HTML iconHTML

    We proposed a character skin deformation method, namely neuroEnveloping. The main idea relies on employing artificial neural networks to learn how to synthesize deformable skin from example shapes paired with skeleton postures of a character. Furthermore, having encoded the deformation information in the neural networks, the skinning model can be applied for the deformation of other similar charac... View full abstract»

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  • Snaking across 3D meshes

    Publication Year: 2004, Page(s):87 - 93
    Cited by:  Papers (3)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (1339 KB) | HTML iconHTML

    We present a method of moving snake curves over 3D meshes. Our snake is made from the vertices of a triangular mesh, so it never leaves the 3D surface, eliminating any need for mapping on to ID and subsequent remapping on to the 3D mesh. Our snake finds features related to Gaussian curvature, or ridges and valleys. We move each vertex of the snake to one of its neighbor vertices on the mesh, while... View full abstract»

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  • Mesh modelling with curve analogies

    Publication Year: 2004, Page(s):94 - 98
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (446 KB) | HTML iconHTML

    Modelling by analogy has become a powerful paradigm for editing images. Using a pair of before- and after-example images of a transformation, a system that models by analogy produces analogous transformations on arbitrary new images. This paper brings the expressive power of modelling by analogy to meshes. To avoid the difficulty of specifying fully 3D example meshes, we use curve analogies to pro... View full abstract»

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  • M/sup 3/: marker-free model reconstruction and motion tracking from 3D voxel data

    Publication Year: 2004, Page(s):101 - 110
    Cited by:  Papers (4)  |  Patents (1)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (719 KB) | HTML iconHTML

    In computer animation, human motion capture from video is a widely used technique to acquire motion parameters. The acquisition process typically requires an intrusion into the scene in the form of optical markers which are used to estimate the parameters of motion as well as the kinematic structure of the performer. Marker-free optical motion capture approaches exist, but due to their dependence ... View full abstract»

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  • Perceptually based approach for planar shape morphing

    Publication Year: 2004, Page(s):111 - 120
    Cited by:  Papers (3)  |  Patents (1)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (594 KB) | HTML iconHTML

    This paper presents an approach for establishing vertex correspondences between two planar shapes. Correspondences are established between the perceptual feature points extracted from both source and target shapes. A similarity metric between two feature points is defined using the intrinsic properties of their local neighborhoods. The optimal correspondence is found by an efficient dynamic progra... View full abstract»

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  • Personalised real-time idle motion synthesis

    Publication Year: 2004, Page(s):121 - 130
    Cited by:  Papers (14)  |  Patents (7)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (677 KB) | HTML iconHTML

    In this paper, we propose an animation approach based on principal component analysis that allows generating two layers of subtle motions: small posture variations and personalised change of balance. Such a motion generator is needed in many cases when one attempts to create an animation sequence out of a set of existing clips. In nature there exists no motionless character, while in computer anim... View full abstract»

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  • Glare generation based on wave optics

    Publication Year: 2004, Page(s):133 - 140
    Cited by:  Papers (1)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (629 KB) | HTML iconHTML

    This paper proposes a general method of glare generation based on wave optics. A glare image is regarded as a result of Fraunhofer diffraction, which is equivalent to a 2D Fourier transform of the image of given apertures or obstacles. In conventional methods, the shapes of glare images are categorized according to their source apertures, such as pupils and eyelashes and their basic shapes (e.g. h... View full abstract»

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  • Interactive caustics using local precomputed irradiance

    Publication Year: 2004, Page(s):143 - 151
    Cited by:  Papers (4)
    Request permission for reuse | Click to expandAbstract | PDF file iconPDF (986 KB) | HTML iconHTML

    Bright patterns of light focused via reflective or refractive objects onto matte surfaces are called "caustics". We present a method for rendering dynamic scenes with moving caustics at interactive rates. This technique requires some simplifying assumptions about caustic behavior allowing us to consider it a local spatial property which we sample in a preprocessing stage. Storing the caustic local... View full abstract»

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