Proceedings the Eighth Pacific Conference on Computer Graphics and Applications

5-5 Oct. 2000

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  • Proceedings the Eighth Pacific Conference on Computer Graphics and Applications

    Publication Year: 2000
    Request permission for commercial reuse | PDF file iconPDF (222 KB)
    Freely Available from IEEE
  • Efficient processing of large 3D meshes

    Publication Year: 2000
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (35 KB)

    Summary form only given, as follows. Due to their simplicity, triangle meshes are often used to represent geometric surfaces. Their main drawback is the large number of triangles that are required to represent a smooth surface. This problem has been addressed by a large number of mesh simplification algorithms which reduce the number of triangles and approximate the initial mesh. Hierarchical tria... View full abstract»

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  • Optimizing network 3D data transmissions for interactive applications

    Publication Year: 2000, Page(s):419 - 420
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (173 KB)

    3D object data transfer was optimized to accelerate interactive 3D scene design and virtual-space layout applications. In these applications, downloading many 3D objects reduces the interactivity of the clients. We used level-of-detail based loading sequences and timing control methods to interleave data downloading and interactions. Experiments showed that the maximum interval between interaction... View full abstract»

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  • Authors index

    Publication Year: 2000, Page(s):461 - 462
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    Freely Available from IEEE
  • A new adaptive density estimator for particle-tracing radiosity

    Publication Year: 2000, Page(s):62 - 438
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1256 KB)

    In particle-tracing radiosity algorithms, energy-carrying particles are traced through an environment for simulating global illumination. Illumination on a surface is reconstructed from particle “hit points” on the surface, which is a density estimation problem (B.W. Silverman, 1986). Several methods can be used to solve this problem, such as the adaptive meshing method (R.F. Tobler et... View full abstract»

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  • Enhanced automatic creation of multi-purpose object hierarchies

    Publication Year: 2000, Page(s):52 - 437
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1084 KB)

    Using well-adapted object hierarchies can support the rendering of large scenes in different ways. For instance, the quality of the lighting simulation may be improved, or the computational cost for rendering may be reduced. However the meaning of “well-adapted” depends heavily on the criterion due to which the hierarchy has been constructed. Different applications typically have diffe... View full abstract»

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  • Triangular Bezier clipping

    Publication Year: 2000, Page(s):413 - 414
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (180 KB)

    Introduces a new approach to finding ray-patch intersections with triangular Bernstein-Bezier patches of arbitrary degree. Unlike the approach of W.Sturzlinger (1998), which was based on a combination of hierarchical subdivision and a Newton-like iteration scheme, this work extends the concept of Bezier clipping to the triangular domain. The problem of reporting wrong intersections, which was inhe... View full abstract»

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  • Handling dynamic changes in hierarchical radiosity through interaction meshes

    Publication Year: 2000, Page(s):40 - 436
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1148 KB)

    The paper describes a radiosity method well suited to dynamic changes while requiring less memory compared to classical hierarchical radiosity. Our method relies on the concept of interaction meshes and does not need any computation of links between patches. The light originating at emitters and arriving at a receiving input surface is stored on separate meshes, each one corresponding to an emitte... View full abstract»

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  • An automatic modeling method for fitting volumetric objects with metacubes

    Publication Year: 2000, Page(s):411 - 412
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (132 KB)

    Implicit modeling is an important technique in the modeling of informal objects. However, the available automatic modeling algorithms with implicit skeletal elements are not very advanced. In this paper, we propose a new skeletal element, called a metacube, and an automatic modeling technique for informal objects represented by volumetric data. The metacube has the merits of a metaball and also en... View full abstract»

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  • Practical texture mapping on free-form surfaces

    Publication Year: 2000, Page(s):97 - 440
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (644 KB)

    Concerns the problem of mapping photographic images on to the surface of a 3D object whose geometric data are already known. Although the minimal view selection algorithm of K. Matsushita and T. Kaneko (1999) enables the selection of a minimal number of camera positions, it often results in untextured patches due to camera misalignment: a deviation of actual camera position from the specified posi... View full abstract»

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  • Line-art rendering of 3D-models

    Publication Year: 2000, Page(s):87 - 96
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (916 KB)

    We present an interactive system for computer aided generation of line art drawings to illustrate 3D models that are given as triangulated surfaces. In a preprocessing step, an enhanced 2D view of the scene is computed by sampling for every pixel the shading, the normal vectors and the principal directions obtained from discrete curvature analysis. Then streamlines are traced in the 2D direction f... View full abstract»

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  • Vertex data compression for triangular meshes

    Publication Year: 2000, Page(s):225 - 234
    Cited by:  Papers (9)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (904 KB)

    In the field of geometry compression, two main compression targets exist. One is triangle connectivity data and the other is vertex position data. The authors propose a novel algorithm to compress the vertex data. A fundamentally different approach taken in the paper is to transform the vertex positions to the model space, a coordinate system formed by the three previously processed vertices. Once... View full abstract»

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  • Progressive geometry compression for meshes

    Publication Year: 2000, Page(s):408 - 410
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (168 KB)

    A novel progressive geometry compression scheme is presented in this paper. In this scheme, a mesh is represented as a base mesh followed by some groups of vertex split operations using an improved simplification method in which each level of the mesh can be refined into the next level by carrying out a group of vertex split operations in any order. Consequently, the progressive mesh (PM) represen... View full abstract»

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  • Interactive rendering method for displaying shafts of light

    Publication Year: 2000, Page(s):31 - 435
    Cited by:  Papers (10)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (540 KB)

    Recently graphics hardware has increased in capability, and is, moreover, now available even on standard PCs. These advances have encouraged researchers to develop hardware-accelerated methods for rendering realistic images. One of the important elements in enhancing reality is the effect of atmospheric scattering. The scattering of light due to atmospheric particles has to be taken into account i... View full abstract»

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  • Interactive manipulation planning for animated characters

    Publication Year: 2000, Page(s):417 - 418
    Cited by:  Papers (10)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (200 KB)

    Presents a brief overview of an algorithm for interactively animating object grasping and manipulation tasks for human figures. The technique is designed to efficiently generate feasible single-arm manipulation motions given high-level task commands. For moving an object, the motions necessary for a human arm to reach and grasp the object, re-position it and return the arm to rest are generated au... View full abstract»

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  • Turning unorganized points into contours

    Publication Year: 2000, Page(s):243 - 448
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1404 KB)

    There are a variety of research applications that require the reconstruction of objects from unorganized points. In our implementation, we accomplish this task in two steps: first by connecting points into contours and then contours into objects. We focus on the first step in this paper. We present a voxel-coding algorithm which assembles unorganized points into contours in a straightforward and e... View full abstract»

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  • Control of feature-point-driven facial animation using a hypothetical face

    Publication Year: 2000, Page(s):359 - 455
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (612 KB)

    A new approach for the generation of feature point-driven facial animation is presented. This approach is based on the construction of a hypothetical face formed by connecting face feature points into a net and representing each facet of the net by a mathematically expressed surface to control the deformation of a real face model. The deformation is controlled by changing both the locations of the... View full abstract»

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  • Collision adaptive particle systems

    Publication Year: 2000, Page(s):338 - 453
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (840 KB)

    Particle systems have been widely employed to simulate deformable objects, most prominently virtual textiles. We introduce particle systems that adaptively generate new particles wherever this is required to model collisions correctly. When coarse meshes collide with an object they are automatically refined. Therefore this model allows physically accurate simulations that require a much smaller nu... View full abstract»

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  • Automated texture registration and stitching for real world models

    Publication Year: 2000, Page(s):317 - 452
    Cited by:  Papers (41)  |  Patents (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (852 KB)

    A system is presented which automatically registers and stitches textures acquired from multiple photographic images onto the surface of a given corresponding 3D model. Within this process the camera position, direction and field of view must be determined for each of the images. For this registration, which aligns a 2D image to a 3D model we present an efficient hardware-accelerated silhouette-ba... View full abstract»

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  • Cylindrical 3-D video display observable from all directions

    Publication Year: 2000, Page(s):300 - 306
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (572 KB)

    We propose a 3-D video display technique that allows multiple viewers to observe 3-D images from a 360-degree horizontal arc without wearing 3-D glasses. This technique uses a cylindrical parallax barrier and a one-dimensional light source array. We have developed an experimental display using this technique and have demonstrated observation of 3-D images from a 360-degree horizontal arc without t... View full abstract»

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  • Visibility in the presence of occluders with curved boundaries

    Publication Year: 2000, Page(s):105 - 441
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1084 KB)

    Accurate global visibility information has become essential in global illumination rendering. Combinatorial structures, such as the visibility complex, aspect graphs and the visibility skeleton, are the seeds of a new topic of research motivated by practical problems in computer graphics and global illumination rendering. This is now attracting interest from the computational geometry, combinatori... View full abstract»

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  • TEASAR: tree-structure extraction algorithm for accurate and robust skeletons

    Publication Year: 2000, Page(s):281 - 449
    Cited by:  Papers (8)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (652 KB)

    We introduce the TEASAR algorithm which is a treestructure extraction algorithm delivering skeletons that are accurate and robust. Volumetric skeletons are needed for accurate measurements of length along branching and winding structures. Skeletons are also required in automatic virtual navigation, such as traveling through human organs (e.g., the colon) to control movement and orientation of the ... View full abstract»

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  • CubicalPath-dynamic potential fields for guided exploration in virtual environments

    Publication Year: 2000, Page(s):387 - 459
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1096 KB)

    Exploring unknown models or scenes is a highly interactive and dynamic process. Systems for automatic presentation of models or scenes either require cinematographic rules, direct human interaction, framesets or precalculation of paths to a known goal. We are looking for a system which can deal with rapidly changing user interest in objects of a scene or model as well as with dynamic models and ch... View full abstract»

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  • A method for modeling and rendering dunes with wind-ripples

    Publication Year: 2000, Page(s):427 - 428
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (216 KB)

    This paper proposes a method for modeling and rendering realistic desert scenes. A desert terrain includes sand dunes and wind ripples. We use two types of scale models to form them. We render the dunes with the wind-ripples by bump-mapping using LOD (levels of detail) View full abstract»

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  • Optimized triangle mesh compression using prediction trees

    Publication Year: 2000, Page(s):406 - 407
    Cited by:  Papers (2)  |  Patents (15)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (156 KB)

    Recently, a wealth of algorithms for the efficient coding of 3D triangle meshes have been published. All these focus on achieving the most compact code for the connectivity data. The geometric data, i.e. the vertex coordinates, are then coded in an order induced by the connectivity code, which is probably not optimal. This is a pity, as the geometric portion of the data set dominates the code. We ... View full abstract»

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