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

8-10 Oct. 2003

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Displaying Results 1 - 25 of 66
  • 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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  • 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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  • Machine learning for computer graphics: a manifesto and tutorial

    Publication Year: 2003, Page(s):22 - 36
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (334 KB) | HTML iconHTML

    It is argued that computer graphics can benefit from a deeper use of machine learning techniques. The author gives an overview of what learning has to offer the graphics community, with an emphasis on Bayesian techniques. He also attempts to address some misconceptions about learning, and to give a very brief tutorial on Bayesian reasoning. 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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  • 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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  • Author index

    Publication Year: 2003, Page(s):513 - 514
    Request permission for commercial reuse | PDF file iconPDF (156 KB)
    Freely Available from IEEE
  • Feature-based surface light field morphing

    Publication Year: 2003, Page(s):215 - 223
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2345 KB) | HTML iconHTML

    A surface light field is a function that gives the colors of each object point viewed from different directions. Object representation with a surface light field provides a nice structure for 3D photography. This paper presents a feature-based morphing technique for two objects equipped with surface light fields. The technique consists of geometry morphing and in-between light field mapping. Geome... 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 (3)
    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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  • Modeling and deformation of arms and legs based on ellipsoidal sweeping

    Publication Year: 2003, Page(s):204 - 212
    Cited by:  Papers (2)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1233 KB) | HTML iconHTML

    We present a new approach to the modeling and deformation of a human or virtual character's arm and legs. Each limb is represented as a set of ellipsoids of varying size interpolated along a skeleton curve. A base surface is generated by approximating these ellipsoids with a swept ellipse, and the difference between that and the detailed shape of the arm or leg is represented as a displacement map... 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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  • Physical touch-up of human motions

    Publication Year: 2003, Page(s):194 - 203
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5230 KB) | HTML iconHTML

    Many popular motion editing methods do not take physical principles into account potentially producing implausible motions. This paper introduces an efficient method for touching up edited motions to improve physical plausibility. We start by estimating a mass distribution consistent with reference motions known to be physically correct. The edited motion is then divided into ground and flight sta... View full abstract»

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  • Physiologically-based modeling and visualization of deformable lungs

    Publication Year: 2003, Page(s):507 - 511
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (502 KB) | HTML iconHTML

    A real-time physiologically-based breathing model of lungs under normal and pathological scenario has been conceived and implemented. The algorithm developed for lung deformations under various breathing scenarios uses polygonal models of lungs. The method developed avoids the "stiffness" problem observed in mass-spring models. Hardware acceleration of the exhalation and the inhalation process is ... View full abstract»

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  • Using texture synthesis for non-photorealistic shading from paint samples

    Publication Year: 2003, Page(s):477 - 481
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (686 KB) | HTML iconHTML

    This paper presents several methods for shading meshes from scanned paint samples that represent dark to light transitions. Our techniques emphasize artistic control of brush stroke texture and color. We first demonstrate how the texture of the paint sample can be separated from its color gradient. We demonstrate three methods, two real-time and one off-line, for producing rendered, shaded images ... 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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  • Enhancing silhouette-based human motion capture with 3D motion fields

    Publication Year: 2003, Page(s):185 - 193
    Cited by:  Papers (10)  |  Patents (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (660 KB) | HTML iconHTML

    High-quality nonintrusive human motion capture is necessary for acquisition of model-based free-viewpoint video of human actors. Silhouette-based approaches have demonstrated that they are able to accurately recover a large range of human motion from multiview video. However, they fail to make use of all available information, specifically that of texture information. This paper presents an algori... View full abstract»

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  • Butterworth filtering and implicit fairing of irregular meshes

    Publication Year: 2003, Page(s):502 - 506
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (323 KB) | HTML iconHTML

    In this paper, we propose efficient numerical techniques for Butterworth filtering and implicit fairing of large irregular triangle meshes, where the corresponding filters are rational polynomials and the resulting large linear systems need to be solved iteratively. We show that significant speed-up can be achieved for Butterworth filtering by factorizing the linear system in the complex domain. A... View full abstract»

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  • INSPIRE: an interactive image assisted non-photorealistic rendering system

    Publication Year: 2003, Page(s):472 - 476
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (449 KB) | HTML iconHTML

    We present a GPU supported interactive non-photorealistic rendering system, INSPIRE, which performs feature extraction in both image space, on intermediately rendered images, and object space, on models of various representations, e.g., point, polygon, or hybrid models, without needing connectivity information. INSPIRE obtains interactive NPR rendering with most styles of existing NPR systems, but... View full abstract»

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  • Skinning Catmull-Clark subdivision surfaces with incompatible cross-sectional curves

    Publication Year: 2003, Page(s):102 - 111
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5960 KB) | HTML iconHTML

    One of the major problems in the generation of skinning B-spline surfaces is the incompatibility of the cross-sectional curves. This occurs when the cross sections are defined by control polygons having different number of control devices. Traditionally, this incompatibility is overcome by knot insertion that makes all control polygons have equal number of vertices. The drawback of this solution i... View full abstract»

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  • Computer-assisted auto coloring by region matching

    Publication Year: 2003, Page(s):175 - 184
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (513 KB) | HTML iconHTML

    Computer-assisted auto coloring (CAAC) has great potential in terms of lowering production cost and saving time in cel animation production. In this paper, a novel approach to automatically color the animation character of line drawings based on region matching and master frames is proposed. Firstly, some important attributes of a region such as curve length, character points, area etc. are invest... View full abstract»

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  • 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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  • Automatic animation skeleton using repulsive force field

    Publication Year: 2003, Page(s):409 - 413
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (468 KB) | HTML iconHTML

    A method is proposed in this paper to automatically generate the animation skeleton of a model such that the model can be manipulated according to the skeleton. With our method, users can construct the skeleton in a short time, and bring a static model both dynamic and alive. The primary steps of our method are finding skeleton joints, connecting the joints to form an animation skeleton, and bindi... View full abstract»

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  • Blending multiple polygonal shapes

    Publication Year: 2003, Page(s):434 - 439
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (384 KB) | HTML iconHTML

    This paper presents a new method for smoothly blending among multiple polygonal shapes. The blended shape is computed as a weighted average of the input shapes. The weight of each input shape is allowed to vary across the shape. This feature increases the flexibility for controlling the local appearance of the blended shapes. Our method computes the blended shape hierarchically, starting from the ... View full abstract»

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  • An enhanced framework for real-time hair animation

    Publication Year: 2003, Page(s):467 - 471
    Cited by:  Papers (2)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (467 KB) | HTML iconHTML

    Maximizing visual effect is a major problem in real-time animation. A real-time hair animation framework was proposed previously by C. K. Koh and Z. Huang (2000, 2001) based on 2D representation and texture mapping. One problem is that it lacks of the volumetric effect due to its 2D nature. This paper presents a technique using the U-shape strip to solve the problem. View full abstract»

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  • Adaptive grouping and subdivision for simulating hair dynamics

    Publication Year: 2003, Page(s):234 - 243
    Cited by:  Papers (9)  |  Patents (13)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (713 KB) | HTML iconHTML

    We present a novel approach for adaptively grouping and subdividing hair using discrete level-of-detail (LOD) representations. The set of discrete LODs include hair strands, clusters and strips. Their dynamic behavior is controlled by a base skeleton. The base skeletons are subdivided and grouped to form clustering hierarchies using a quad-tree data structure during the precomputation. At run time... View full abstract»

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  • Lightweight face relighting

    Publication Year: 2003, Page(s):41 - 50
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (523 KB) | HTML iconHTML

    We present a method to relight human faces in real time, using consumer-grade graphics cards even with limited 3D capabilities. We show how to render faces using a combination of a simple, hardware-accelerated parametric model simulating skin shading and a detail texture map, and provide robust procedures to estimate all the necessary parameters for a given face. Our model strikes a balance betwee... View full abstract»

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