Issue 3

Permanent URI for this collection

EG 2001 Conference Proceedings

BibTeX (Issue 3)
                
@article{
10.1111:1467-8659.00520,
journal = {Computer Graphics Forum}, title = {{
Linear Interval Estimations for Parametric Objects Theory and Application}},
author = {
Buehler, Katja
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00520}
}
                
@article{
10.1111:1467-8659.00497,
journal = {Computer Graphics Forum}, title = {{
Rapid High Quality Compression of Volume Data for Visualization}},
author = {
Nguyen, Ky Giang
 and
Saupe, Dietmar
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00497}
}
                
@article{
10.1111:1467-8659.00498,
journal = {Computer Graphics Forum}, title = {{
Fast simulation and rendering techniques for fluid objects}},
author = {
Kunimatsu, A.
 and
Watanabe, Y.
 and
Fujii, H.
 and
Saito, T.
 and
Hiwada, K.
 and
Takahashi, T.
 and
Ueki, H.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00498}
}
                
@article{
10.1111:1467-8659.00499,
journal = {Computer Graphics Forum}, title = {{
Animation of Soap Bubble Dynamics, Cluster Formation and Collision}},
author = {
Durikovic, Roman
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00499}
}
                
@article{
10.1111:1467-8659.00500,
journal = {Computer Graphics Forum}, title = {{
Real-Time Cloud Rendering}},
author = {
Harris, Mark J.
 and
Lastra, Anselmo
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00500}
}
                
@article{
10.1111:1467-8659.00501,
journal = {Computer Graphics Forum}, title = {{
Horizon Map Capture}},
author = {
Rushmeier, Holly
 and
Balmelli, Laurent
 and
Bernardini, Fausto
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00501}
}
                
@article{
10.1111:1467-8659.00503,
journal = {Computer Graphics Forum}, title = {{
PC-based Real-time Texture Painting on Real World Objects}},
author = {
Iwakiri, Yuya
 and
Kaneko, Toyohisa
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00503}
}
                
@article{
10.1111:1467-8659.00502,
journal = {Computer Graphics Forum}, title = {{
Texture Mapping with Hard Constraints}},
author = {
Eckstein, Ilya
 and
Surazhsky, Vitaly
 and
Gotsman, Craig
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00502}
}
                
@article{
10.1111:1467-8659.00505,
journal = {Computer Graphics Forum}, title = {{
The Synthesis of Rock Textures in Chinese Landscape Painting}},
author = {
Way, Der-Lor
 and
Shih, Zen-Chung
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00505}
}
                
@article{
10.1111:1467-8659.00504,
journal = {Computer Graphics Forum}, title = {{
Drawing for Illustration and Annotation in 3D}},
author = {
Bourguignon, David
 and
Cani, Marie-Paule
 and
Drettakis, George
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00504}
}
                
@article{
10.1111:1467-8659.00506,
journal = {Computer Graphics Forum}, title = {{
Tour Into the Picture using a Vanishing Line and its Extension to Panoramic Images}},
author = {
Kang, Hyung Woo
 and
Pyo, Soon Hyoung
 and
Anjyo, Ken-ichi
 and
Shin, Sung Yong
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00506}
}
                
@article{
10.1111:1467-8659.00489,
journal = {Computer Graphics Forum}, title = {{
Rendering: Input and Output}},
author = {
Rushmeier, H.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00489}
}
                
@article{
10.1111:1467-8659.00507,
journal = {Computer Graphics Forum}, title = {{
Perceptually Guided Corrective Splatting}},
author = {
Haber, Jorg
 and
Myszkowski, Karol
 and
Yamauchi, Hitoshi
 and
Seidel, Hans-Peter
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00507}
}
                
@article{
10.1111:1467-8659.00508,
journal = {Computer Graphics Forum}, title = {{
Interactive Rendering with Coherent Ray Tracing}},
author = {
Wald, Ingo
 and
Slusallek, Philipp
 and
Benthin, Carsten
 and
Wagner, Markus
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00508}
}
                
@article{
10.1111:1467-8659.00510,
journal = {Computer Graphics Forum}, title = {{
A Camera Engine for Computer Games: Managing the Trade-Off Between Constraint Satisfaction and Frame Coherence}},
author = {
Halper, Nicolas
 and
Helbing, Ralf
 and
Strothotte, Thomas
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00510}
}
                
@article{
10.1111:1467-8659.00509,
journal = {Computer Graphics Forum}, title = {{
On-the-Fly Processing of Generalized Lumigraphs}},
author = {
Schirmacher, Hartmut
 and
Ming, Li
 and
Seidel, Hans-Peter
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00509}
}
                
@article{
10.1111:1467-8659.00511,
journal = {Computer Graphics Forum}, title = {{
Walk-Through Illustrations: Frame-Coherent Pen-and-Ink Style in a Game Engine}},
author = {
Freudenberg, Bert
 and
Masuch, Maic
 and
Strothotte, Thomas
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00511}
}
                
@article{
10.1111:1467-8659.00512,
journal = {Computer Graphics Forum}, title = {{
A Dynamic Motion Control Technique for Human-like Articulated Figures}},
author = {
Oshita, Masaki
 and
Makinouchi, Akifumi
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00512}
}
                
@article{
10.1111:1467-8659.00513,
journal = {Computer Graphics Forum}, title = {{
Flexible Image-Based Photometric Reconstruction using Virtual Light Sources}},
author = {
Gibson, Simon
 and
Howard, Toby
 and
Hubbold, Roger
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00513}
}
                
@article{
10.1111:1467-8659.00514,
journal = {Computer Graphics Forum}, title = {{
Automatic Lighting Design using a Perceptual Quality Metric}},
author = {
Shacked, Ram
 and
Lischinski, Dani
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00514}
}
                
@article{
10.1111:1467-8659.00515,
journal = {Computer Graphics Forum}, title = {{
Rendering Pearlescent Appearance Based On Paint-Composition Modelling}},
author = {
Ershov, Sergey
 and
Kolchin, Konstantin
 and
Myszkowski, Karol
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00515}
}
                
@article{
10.1111:1467-8659.00490,
journal = {Computer Graphics Forum}, title = {{
Why Games Will Be the Preeminent Art Form of the 21stCentury}},
author = {
Hecker, Chris
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00490}
}
                
@article{
10.1111:1467-8659.00516,
journal = {Computer Graphics Forum}, title = {{
Artist-Directed Inverse-Kinematics Using Radial Basis Function Interpolation}},
author = {
Rose III, Charles F.
 and
Sloan, Peter-Pike J.
 and
Cohen, Michael F.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00516}
}
                
@article{
10.1111:1467-8659.00517,
journal = {Computer Graphics Forum}, title = {{
Interactive Computer Animation of Hand Gestures using Status Estimation with Multiple Regression Analysis}},
author = {
Kitamura, Yoshifumi
 and
Higashi, Tomohiko
 and
Iida, Takayuki
 and
Kishino, Fumio
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00517}
}
                
@article{
10.1111:1467-8659.00518,
journal = {Computer Graphics Forum}, title = {{
Fast Cloth Animation on Walking Avatars}},
author = {
Vassilev, T.
 and
Spanlang, B.
 and
Chrysanthou, Y.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00518}
}
                
@article{
10.1111:1467-8659.00383-i1,
journal = {Computer Graphics Forum}, title = {{
An Adaptive Method for Indirect Illumination Using Light Vectors}},
author = {
Serpaggi, Xavier
 and
Peroche, Bernard
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00383-i1}
}
                
@article{
10.1111:1467-8659.00519,
journal = {Computer Graphics Forum}, title = {{
Incremental Updates for Rapid Glossy Global Illumination}},
author = {
Granier, Xavier
 and
Drettakis, George
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00519}
}
                
@article{
10.1111:1467-8659.00521,
journal = {Computer Graphics Forum}, title = {{
Global Illumination as a Combination of Continuous Random Walk and Finite-Element Based Iteration}},
author = {
Szirmay-Kalos, Laszlo
 and
Csonka, Ferenc
 and
Antal, Gyorgy
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00521}
}
                
@article{
10.1111:1467-8659.00522,
journal = {Computer Graphics Forum}, title = {{
A low cost 3D scanner based on structured light}},
author = {
Rocchini, C.
 and
Cignoni, P.
 and
Montani, C.
 and
Pingi, P.
 and
Scopigno, R.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00522}
}
                
@article{
10.1111:1467-8659.00523,
journal = {Computer Graphics Forum}, title = {{
Integrating Behavioural Animation Techniques}},
author = {
Monzani, Jean-Sebastien
 and
Caicedo, Angela
 and
Thalmann, Daniel
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00523}
}
                
@article{
10.1111:1467-8659.00524,
journal = {Computer Graphics Forum}, title = {{
A High Performance Solver for the Animation of Deformable Objects using Advanced Numerical Methods}},
author = {
Hauth, Michael
 and
Etzmuss, Olaf
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00524}
}
                
@article{
10.1111:1467-8659.00525,
journal = {Computer Graphics Forum}, title = {{
Modeling Dynamic Hair as a Continuum}},
author = {
Hadap, Sunil
 and
Magnenat-Thalmann, Nadia
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00525}
}
                
@article{
10.1111:1467-8659.00526,
journal = {Computer Graphics Forum}, title = {{
Modeling Stochastic Dynamical Systems for Interactive Simulation}},
author = {
Reissell, L.-M.
 and
Pai, Dinesh K.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00526}
}
                
@article{
10.1111:1467-8659.00527,
journal = {Computer Graphics Forum}, title = {{
Adaptive Nonlinear Finite Elements for Deformable Body Simulation Using Dynamic Progressive Meshes}},
author = {
Wu, Xunlei
 and
Downes, Michael S.
 and
Goktekin, Tolga
 and
Tendick, Frank
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00527}
}
                
@article{
10.1111:1467-8659.00491,
journal = {Computer Graphics Forum}, title = {{
Are Points the Better Graphics Primitives?}},
author = {
Gross, Markus
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00491}
}
                
@article{
10.1111:1467-8659.00528,
journal = {Computer Graphics Forum}, title = {{
Generalized Stochastic Sampling Method for Visualization and Investigation of Implicit Surfaces}},
author = {
Tanaka, Satoshi
 and
Shibata, Akihiro
 and
Yamamoto, Hiroaki
 and
Kotsuru, Hisakiyo
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00528}
}
                
@article{
10.1111:1467-8659.00529,
journal = {Computer Graphics Forum}, title = {{
Mesh Optimization for Polygonized Isosurfaces}},
author = {
Ohtake, Yutaka
 and
Belyaev, Alexander G.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00529}
}
                
@article{
10.1111:1467-8659.00531,
journal = {Computer Graphics Forum}, title = {{
Detection of Salient Curvature Features on Polygonal Surfaces}},
author = {
Watanabe, Kouki
 and
Belyaev, Alexander G.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00531}
}
                
@article{
10.1111:1467-8659.00530,
journal = {Computer Graphics Forum}, title = {{
Visualization of Isosurfaces with Parametric Cubes}},
author = {
Mora, B.
 and
Jessel, J.P.
 and
Caubet, R.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00530}
}
                
@article{
10.1111:1467-8659.00532,
journal = {Computer Graphics Forum}, title = {{
Feature Sensitive Remeshing}},
author = {
Vorsatz, J.
 and
Rossl, C.
 and
Kobbelt, L. P.
 and
Seidel, H.-P.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00532}
}
                
@article{
10.1111:1467-8659.00533,
journal = {Computer Graphics Forum}, title = {{
Resampling Feature and Blend Regions in Polygonal Meshes for Surface Anti-Aliasing}},
author = {
Botsch, Mario
 and
Kobbelt, Leif
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00533}
}
                
@article{
10.1111:1467-8659.00534,
journal = {Computer Graphics Forum}, title = {{
Instant Visibility}},
author = {
Wonka, Peter
 and
Wimmer, Michael
 and
Sillion, Francois X.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00534}
}
                
@article{
10.1111:1467-8659.00535,
journal = {Computer Graphics Forum}, title = {{
Ray Tracing Triangular Bezier Patches}},
author = {
Roth, S. H. Martin
 and
Diezi, Patrick
 and
Gross, Markus H.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00535}
}
                
@article{
10.1111:1467-8659.00536,
journal = {Computer Graphics Forum}, title = {{
Hoops: 3D Curves as Conservative Occluders for Cell-Visibility}},
author = {
Brunet, Pere
 and
Navazo, Isabel
 and
Rossignac, Jarek
 and
Saona-Vazquez, Carlos
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00536}
}
                
@article{
10.1111:1467-8659.00492,
journal = {Computer Graphics Forum}, title = {{
Reflective Interaction in Virtual Environments}},
author = {
Lane, JRT
 and
Lalioti, V.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00492}
}
                
@article{
10.1111:1467-8659.00537,
journal = {Computer Graphics Forum}, title = {{
Real-Time Volume Deformations}},
author = {
Westermann, Rudiger
 and
Rezk-Salama, Christof
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00537}
}
                
@article{
10.1111:1467-8659.00538,
journal = {Computer Graphics Forum}, title = {{
Fast Visualization of Object Contours by Non-Photorealistic Volume Rendering}},
author = {
Csebfalvi, Balazs
 and
Mroz, Lukas
 and
Hauser, Helwig
 and
Konig, Andreas
 and
Groller, Eduard
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00538}
}
                
@article{
10.1111:1467-8659.00540,
journal = {Computer Graphics Forum}, title = {{
A Unified Subdivision Scheme for Polygonal Modeling}},
author = {
Maillot, Jerome
 and
Stam, Jos
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00540}
}
                
@article{
10.1111:1467-8659.00539,
journal = {Computer Graphics Forum}, title = {{
Tensor Topology Tracking: A Visualization Method for Time-Dependent 2D Symmetric Tensor Fields}},
author = {
Tricoche, X.
 and
Scheuermann, G.
 and
Hagen, H.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00539}
}
                
@article{
10.1111:1467-8659.00541,
journal = {Computer Graphics Forum}, title = {{
Valence-Driven Connectivity Encoding for 3D Meshes}},
author = {
Alliez, Pierre
 and
Desbrun, Mathieu
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00541}
}
                
@article{
10.1111:1467-8659.00542,
journal = {Computer Graphics Forum}, title = {{
Coarse-to-fine surface simplification with geometric guarantees}},
author = {
Boissonnat, Jean-Daniel
 and
Cazals, Frederic
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00542}
}
                
@article{
10.1111:1467-8659.00544,
journal = {Computer Graphics Forum}, title = {{
Spatial Patches - A Primitive for 3D Model Representation}},
author = {
Ivanov, D.
 and
Kuzmin, Ye.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00544}
}
                
@article{
10.1111:1467-8659.00493,
journal = {Computer Graphics Forum}, title = {{
JAPE: A Prototyping System for Collaborative Virtual Environments}},
author = {
Staadt, Oliver G.
 and
Naf, Martin
 and
Lamboray, Edouard
 and
Wurmlin, Stephan
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00493}
}
                
@article{
10.1111:1467-8659.00543,
journal = {Computer Graphics Forum}, title = {{
Accurate and Fast Proximity Queries Between Polyhedra Using Convex Surface Decomposition}},
author = {
Ehmann, Stephen A.
 and
Lin, Ming C.
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00543}
}
                
@article{
10.1111:1467-8659.00494,
journal = {Computer Graphics Forum}, title = {{
Streaming of Complex 3D Scenes for Remote Walkthroughs}},
author = {
Teler, Eyal
 and
Lischinski, Dani
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00494}
}
                
@article{
10.1111:1467-8659.00495,
journal = {Computer Graphics Forum}, title = {{
Implementation and Complexity of the Watershed-from-Markers Algorithm Computed as a Minimal Cost Forest}},
author = {
Felkel, Petr
 and
Bruckschwaiger, Mario
 and
Wegenkittl, Rainer
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00495}
}
                
@article{
10.1111:1467-8659.00496,
journal = {Computer Graphics Forum}, title = {{
3D Metamorphosis Between Different Types of Geometric Models}},
author = {
Breen, David E.
 and
Mauch, Sean
 and
Whitaker, Ross T.
 and
Mao, Jia
}, year = {
2001},
publisher = {
Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {
10.1111/1467-8659.00496}
}

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Now showing 1 - 57 of 57
  • Item
    Linear Interval Estimations for Parametric Objects Theory and Application
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Buehler, Katja
    The new concept of parametrized bounding volumes for parametric objects is proposed to replace the common compact bounding volumes like axis aligned bounding boxes and parallelepipeds. Linear Interval Estimations (LIEs) are developed as a realization of the discussed ideas. Two reliable methods for the computation of LIEs are introduced based on a new understanding of the use of affine arithmetics and a special application of Taylor Models. The particular structure of LIEs allows an effective intersection test of LIEs with rays, boxes and other LIEs. The test gives besides of a possible location of the intersection in object space information about affected parts in the parameter spaces of the enclosed objects. A subdivision algorithm for the intersection of two parametric surface patches with remarkable experimental results is presented as a possible application.
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    Rapid High Quality Compression of Volume Data for Visualization
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Nguyen, Ky Giang; Saupe, Dietmar
    Volume data sets resulting from, e.g., computerized tomography (CT) or magnetic resonance (MR) imaging modalities require enormous storage capacity even at moderate resolution levels. Such large files may require compression for processing in CPU memory which, however, comes at the cost of decoding times and some loss in reconstruction quality with respect to the original data. For many typical volume visualization applications (rendering of volume slices, subvolumes of interest, or isosurfaces) only a part of the volume data needs to be decoded. Thus, efficient compression techniques are needed that provide random access and rapid decompression of arbitrary parts the volume data. We propose a technique which is block based and operates in the wavelet transformed domain. We report performance results which compare favorably with previously published methods yielding large reconstruction quality gains from about 6 to 12 dB in PSNR for a5123 -volume extracted from the Visible Human data set. In terms of compression our algorithm compressed the data 6 times as much as the previous state-of-the-art block based coder for a given PSNR quality.
  • Item
    Fast simulation and rendering techniques for fluid objects
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Kunimatsu, A.; Watanabe, Y.; Fujii, H.; Saito, T.; Hiwada, K.; Takahashi, T.; Ueki, H.
    Movies with actions and light effects of fluid objects are aesthetically pleasing and interesting. Until now, the calculation costs of simulation and rendering of fluid objects have been very high. Using a modern PC system and appropriate methods, we achieved a time of 10-20 seconds per frame for this application. Our system uses a full Navier-Stokes equation solver with uniform Eulerian mesh, marching cube isosurface techniques, Catmull-Clark subdivision surface techniques, ray tracing techniques on each vertex and conventional polygon base rendering by HW accelerator. In this paper, we describe the components of our system and the reasons for choosing them. By measuring CPU times of each process for some movie scenes of fluid objects, we evaluate this system. We consider what factors are important for creating movies of fluid objects with short TAT.
  • Item
    Animation of Soap Bubble Dynamics, Cluster Formation and Collision
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Durikovic, Roman
    What is happening when a soap bubble floats on the air? How do bubbles coalesce to form beautiful three-dimensional clusters? The physical-based model and animation described herein provide the answers. This paper deals with a complete computer simulation of soap bubbles from a dynamic perspective, which should prove to be of great interest to physicists and mathematicians. We discuss the dynamic formation of irregular bubble clusters and how to animate bubbles. The resulting model takes into account surface tension, film elasticity, and shape variations due to gravity and external wind forces.
  • Item
    Real-Time Cloud Rendering
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Harris, Mark J.; Lastra, Anselmo
    This paper presents a method for realistic real-time rendering of clouds suitable for flight simulation and games. It provides a cloud shading algorithm that approximates multiple forward scattering in a preprocess, and first order anisotropic scattering at runtime. Impostors are used to accelerate cloud rendering by exploiting frame-to-frame coherence in an interactive flight simulation. Impostors are shown to be particularly well suited to clouds, even in circumstances under which they cannot be applied to the rendering of polygonal geometry. The method allows hundreds of clouds and hundreds of thousands of particles to be rendered at high frame rates, and improves interaction with clouds by reducing artifacts introduced by direct particle rendering techniques.
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    Horizon Map Capture
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Rushmeier, Holly; Balmelli, Laurent; Bernardini, Fausto
    We present a method for computing horizon maps from captured images of a bumpy surface. 1Horizon maps encode surface self-shadowing effects, and can be used with bump or normals maps to realistically render surfaces with small height perturbations. The method does not rely on complete surface reconstruction, and requires only eight captured images as input. In this paper we discuss how shadow information is extrapolated from the eight captured images to compute the horizon map. Our implementation accounts for the noise and uncertainties in physically acquired data.
  • Item
    PC-based Real-time Texture Painting on Real World Objects
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Iwakiri, Yuya; Kaneko, Toyohisa
    The problem of texture mapping on real world objects has attracted attention11,8 recently. A work by Lensch et al.9 addressed the problem of locating a camera position in the celestial sphere and then mapping the acquired pictures on a real world object. The entire process took a half hour to one hour to map 10 to 15 pictures. In this paper, we propose a new innovative algorithm to speed up the texture mapping or painting process in real-time. We built a PC-based system using a commonly available video card with a geometry engine. Mapping of a picture required about 20 seconds. It is successful in giving an illusion to the operator to paint a colorless real world object with a color texture brush.
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    Texture Mapping with Hard Constraints
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Eckstein, Ilya; Surazhsky, Vitaly; Gotsman, Craig
    We show how to continuously map a texture onto a 3D triangle mesh when some of the mesh vertices are constrained to have given (u, v) coordinates. This problem arises frequently in interactive texture mapping applications and, to the best of our knowledge, a complete and efficient solution is not available. Our techniques always guarantee a solution by introducing extra (Steiner) vertices in the triangulation if needed. We show how to apply our methods to texture mapping in multi-resolution scenarios and image warping and morphing.
  • Item
    The Synthesis of Rock Textures in Chinese Landscape Painting
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Way, Der-Lor; Shih, Zen-Chung
    In Chinese landscape painting, rock textures portray the orientation of mountains and contribute to the atmosphere. Many landscape-painting skills are required according to the type of rock. Landscape painting is the major theme of Chinese painting. Over the centuries, masters of Chinese landscape painting developed various texture strokes. Hemp-fiber and axe-cut are two major types of texture strokes. A slightly sinuous and seemingly broken line, the hemp-fiber stroke is used for describing the gentle slopes of rock formations whereas the axe-cut stroke best depicts hard, rocky surfaces. This paper presents a novel method of synthesizing rock textures in Chinese landscape painting, useful not only to artists who want to paint interactively, but also in automated rendering of natural scenes. The method proposed underwrites the complete painting process after users have specified only the contour and parameters.
  • Item
    Drawing for Illustration and Annotation in 3D
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Bourguignon, David; Cani, Marie-Paule; Drettakis, George
    We present a system for sketching in 3D, which strives to preserve the degree of expression, imagination, and simplicity of use achieved by 2D drawing. Our system directly uses user-drawn strokes to infer the sketches representing the same scene from different viewpoints, rather than attempting to reconstruct a 3D model. This is achieved by interpreting strokes as indications of a local surface silhouette or contour. Strokes thus deform and disappear progressively as we move away from the original viewpoint. They may be occluded by objects indicated by other strokes, or, in contrast, be drawn above such objects. The user draws on a plane which can be positioned explicitly or relative to other objects or strokes in the sketch. Our system is interactive, since we use fast algorithms and graphics hardware for rendering. We present applications to education, design, architecture and fashion, where 3D sketches can be used alone or as an annotation of an existing 3D model.
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    Tour Into the Picture using a Vanishing Line and its Extension to Panoramic Images
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Kang, Hyung Woo; Pyo, Soon Hyoung; Anjyo, Ken-ichi; Shin, Sung Yong
    Tour into the picture (TIP) proposed by Horry et al.13 is a method for generating a sequence of walk-through images from a single reference picture (or image). By navigating a 3D scene model constructed from the picture, TIP produces convincing 3D effects. Assuming that the picture has one vanishing point, they proposed the scene modeling scheme called spidery mesh. However, this scheme has to go through major modification when the picture contains multiple vanishing points or does not have any well-defined vanishing point. Moreover, the spidery mesh is hard to generalize for other types of images such as panoramic images. In this paper, we propose a new scheme for TIP which is based on a single vanishing line instead of a vanishing point. Based on projective geometry, our scheme is simple and yet general enough to address the problems faced with the previous method. We also show that our scheme can be naturally extended to a panoramic image.
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    Rendering: Input and Output
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Rushmeier, H.
    Rendering is the process of creating an image from numerical input data. In the past few years our ideas about methods for acquiring the input data and the form of the output have expanded. The availability of inexpensive cameras and scanners has influenced how we can obtain data needed for rendering. Input for rendering ranges from sets of images to complex geometric descriptions with detailed BRDF data. The images that are rendered may be simply arrays of RGB images, or they may be arrays with vectors or matrices of data defined for each pixel.The rendered images may not be intended for direct display, but may be textures for geometries that are to be transmitted to be rendered on another system. A broader range of parameters now need to be taken into account to render images that are perceptually consistent across displays that range from CAVEs to personal digital assistants. This presentation will give an overview of how new hardware and new applications have changed traditional ideas of rendering input and output.
  • Item
    Perceptually Guided Corrective Splatting
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Haber, Jorg; Myszkowski, Karol; Yamauchi, Hitoshi; Seidel, Hans-Peter
    One of the basic difficulties with interactive walkthroughs is the high quality rendering of object surfaces with non-diffuse light scattering characteristics. Since full ray tracing at interactive rates is usually impossible, we render a precomputed global illumination solution using graphics hardware and use remaining computational power to correct the appearance of non-diffuse objects on-the-fly. The question arises, how to obtain the best image quality as perceived by a human observer within a limited amount of time for each frame. We address this problem by enforcing corrective computation for those non-diffuse objects that are selected using a computational model of visual attention. We consider both the saliency- and task-driven selection of those objects and benefit from the fact that shading artifacts of "unattended" objects are likely to remain unnoticed. We use a hierarchical image-space sampling scheme to control ray tracing and splat the generated point samples. The resulting image converges progressively to a ray traced solution if the viewing parameters remain unchanged. Moreover, we use a sample cache to enhance visual appearance if the time budget for correction has been too low for some frame. We check the validity of the cached samples using a novel criterion suited for non-diffuse surfaces and reproject valid samples into the current view.
  • Item
    Interactive Rendering with Coherent Ray Tracing
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Wald, Ingo; Slusallek, Philipp; Benthin, Carsten; Wagner, Markus
    For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray tracing is still exclusively being used for off-line rendering of photorealistic images and it is commonly believed that ray tracing is simply too costly to ever challenge rasterization-based algorithms for interactive use. However, there is hardly any scientific analysis that supports either point of view. In particular there is no evidence of where the crossover point might be, at which ray tracing would eventually become faster, or if such a point does exist at all.This paper provides several contributions to this discussion: We first present a highly optimized implementation of a ray tracer that improves performance by more than an order of magnitude compared to currently available ray tracers. The new algorithm make better use of computational resources such as caches and SIMD instructions and better exploits image and object space coherence. Secondly, we show that this software implementation can challenge and even outperform high-end graphics hardware in interactive rendering performance for complex environments. We also provide an brief overview of the benefits of ray tracing over rasterization algorithms and point out the potential of interactive ray tracing both in hardware and software.
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    A Camera Engine for Computer Games: Managing the Trade-Off Between Constraint Satisfaction and Frame Coherence
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Halper, Nicolas; Helbing, Ralf; Strothotte, Thomas
    Many computer games treat the user in the "1st person" and bind the camera to his or her view. More sophistication in a game can be achieved by enabling the camera to leave the users' viewpoint. This, however, requires new methods for automatic, dynamic camera control. In this paper we present methods and tools for such camera control. We emphasize guiding camera control by constraints; however, optimal constraint satisfaction tends to lead to the camera jumping around too much. Thus, we pay particular attention to a trade-off between constraint satisfaction and frame coherence. We present a new algorithm for dynamic consideration of the visibility of objects which are deemed to be important in a given game context.
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    On-the-Fly Processing of Generalized Lumigraphs
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Schirmacher, Hartmut; Ming, Li; Seidel, Hans-Peter
    We introduce a flexible and powerful concept for reconstructing arbitrary views from multiple source images on the fly. Our approach is based on a Lumigraph structure with per-pixel depth values, and generalizes the classical two-plane parameterized light fields and Lumigraphs. With our technique, it is possible to render arbitrary views of time-varying, non-diffuse scenes at interactive frame rates, and it allows using any kind of sensor that yields images with dense depth information. We demonstrate the flexibility and efficiency of our approach through various examples.
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    Walk-Through Illustrations: Frame-Coherent Pen-and-Ink Style in a Game Engine
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Freudenberg, Bert; Masuch, Maic; Strothotte, Thomas
    In this paper we show how a game engine designed to generate photorealistic images can be extended to produce non-photorealistic and hybrid renditions. We introduce new hardware-based methods to accomplish pen-and-ink illustrations. The combination of the highly optimized processing of a game engine and the use of hardware for NPR algorithms yields real-time animation of pen-and-ink illustrations.The particular advance of this method is that it yields the first real-time, frame-coherent pen-and-ink animations which maintain both tone and texture.
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    A Dynamic Motion Control Technique for Human-like Articulated Figures
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Oshita, Masaki; Makinouchi, Akifumi
    This paper presents a dynamic motion control technique for human-like articulated figures in a physically based character animation system. This method controls a figure such that the figure tracks input motion specified by a user. When environmental physical input such as an external force or a collision impulse are applied to the figure, this method generates dynamically changing motion in response to the physical input. We have introduced comfort and balance control to compute the angular acceleration of the figure's joints. Our algorithm controls the several parts of a human-like articulated figure separetely through the minimum number of degrees-of-freedom. Using this approach, our algorithm simulates realistic human motions at efficient computational cost. Unlike existing dynamic simulation systems, our method assumes that input motion is already realistic, and is aimed at dynamically changing the input motion in real-time only when unexpected physical input is applied to the figure. As such, our method works efficiently in the framework of current computer games.
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    Flexible Image-Based Photometric Reconstruction using Virtual Light Sources
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Gibson, Simon; Howard, Toby; Hubbold, Roger
    Photometric reconstruction is the process of estimating the illumination and surface reflectance properties of an environment, given a geometric model of the scene and a set of photographs of its surfaces. For mixed-reality applications, such data is required if synthetic objects are to be correctly illuminated or if synthetic light sources are to be used to re-light the scene. Current methods of estimating such data are limited in the practical situations in which they can be applied, due to the fact that the geometric and radiometric models of the scene which are provided by the user must be complete, and that the position (and in some cases, intensity) of the light sources must also be specified a-priori. In this paper, a novel algorithm is presented which overcomes these constraints, and allows photometric data to be reconstructed in less restricted situations. This is achieved through the use of virtual light sources which mimic the effect of direct illumination from unknown luminaires, and indirect illumination reflected off unknown geometry. The intensity of these virtual light sources and the surface material properties are estimated using an iterative algorithm which attempts to match calculated radiance values to those observed in photographs. Results are presented for both synthetic and real scenes that show the quality of the reconstructed data and its use in off-line mixed-reality applications.
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    Automatic Lighting Design using a Perceptual Quality Metric
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Shacked, Ram; Lischinski, Dani
    Lighting has a crucial impact on the appearance of 3D objects and on the ability of an image to communicate information about a 3D scene to a human observer. This paper presents a new automatic lighting design approach for comprehensible rendering of 3D objects. Given a geometric model of a 3D object or scene, the material properties of the surfaces in the model, and the desired viewing parameters, our approach automatically determines the values of various lighting parameters by optimizing a perception-based image quality objective function. This objective function is designed to quantify the extent to which an image of a 3D scene succeeds in communicating scene information, such as the 3D shapes of the objects, fine geometric details, and the spatial relationships between the objects.Our results demonstrate that the proposed approach is an effective lighting design tool, suitable for users without expertise or knowledge in visual perception or in lighting design.
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    Rendering Pearlescent Appearance Based On Paint-Composition Modelling
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Ershov, Sergey; Kolchin, Konstantin; Myszkowski, Karol
    We describe a new approach to modelling pearlescent paints based on decomposing paint layers into stacks of imaginary thin sublayers. The sublayers are chosen so thin that multiple scattering can be considered across different sublayers, while it can be neglected within each of the sublayers. Based on this assumption, an efficient recursive procedure of assembling the layers is developed, which enables to compute the paint BRDF at interactive speeds. Since the proposed paint model connects fundamental optical properties of multi-layer pearlescent and metallic paints with their microscopic structure, interactive prediction of the paint appearance based on its composition becomes possible.
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    Why Games Will Be the Preeminent Art Form of the 21stCentury
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Hecker, Chris
    Computer games share many artistic and technical characteristics with films of the early 1900s. Games' artistic evolution is hampered by the lack of artistic respect from society at large, and the lack of technical standards that would allow artistic innovation. The same problems affected cinema during its birth. During the early 20th century, film managed to find its way from popular diversion to highly respected art form. Will games follow the same course, or will they be stuck forever in the ghetto of pop culture? What technological and artistic changes need to occur in the medium for games to evolve beyond merely shooting aliens and into an art form worthy of association with painting, music, writing, and film? This talk will pose some of those questions, if not attempt to answer them.
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    Artist-Directed Inverse-Kinematics Using Radial Basis Function Interpolation
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Rose III, Charles F.; Sloan, Peter-Pike J.; Cohen, Michael F.
    One of the most common tasks in computer animation is inverse-kinematics, or determining a joint configuration required to place a particular part of an articulated character at a particular location in global space. Inverse-kinematics is required at design-time to assist artists using commercial 3D animation packages, for motion capture analysis, and for run-time applications such as games.We present an efficient inverse-kinematics methodology based on the interpolation of example motions and positions. The technique is demonstrated on a number of inverse-kinematics positioning tasks for a human figure. In addition to simple positioning tasks, the method provides complete motion sequences that satisfy an inverse-kinematic goal. The interpolation at the heart of the algorithm allows an artist's influence to play a major role in ensuring that the system always generates plausible results. Due to the lightweight nature of the algorithm, we can position a character at extremely high frame rates, making the technique useful for time-critical run-time applications such as games.
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    Interactive Computer Animation of Hand Gestures using Status Estimation with Multiple Regression Analysis
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Kitamura, Yoshifumi; Higashi, Tomohiko; Iida, Takayuki; Kishino, Fumio
    This paper presents a method of interactively generating natural hand gesture animation using reduced dimensionality from multiple captured data sequences of finger motions conducting specific tasks. This method is achieved by introducing an estimation with multiple regression analysis. Even when the skeletal structure of the user who inputs the motion is different from that of the shape model in the computer, the motion that a user imagines is generated. Experimental results obtained from the interface applied to virtual object manipulation showed that the proposed method generates animation naturally, just as users would expect. This method enables us to make input devices that require minimal user training and computer calibration, and helps to make the user interface intuitive and easy to use.
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    Fast Cloth Animation on Walking Avatars
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Vassilev, T.; Spanlang, B.; Chrysanthou, Y.
    This paper describes a fast technique for animating clothing on walking humans. It exploits a mass-spring cloth model but applies a new velocity directional modification approach to overcome its super-elasticity. The algorithm for cloth-body collision detection and response is based on image-space interference tests, unlike the existing ones that use object-space checks. The modern workstations' graphics hardware is used not only to compute the depth maps of the body but also to interpolate the body normal vectors and velocities of each vertex. As a result the approach is very fast and makes it possible to produce animation at a rate of three to four frames per second.
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    An Adaptive Method for Indirect Illumination Using Light Vectors
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Serpaggi, Xavier; Peroche, Bernard
    In computer graphics, several phenomema need to be taken into account when it comes to the field of photo-realism. One of the most relevant is obviously the notion of global, and more precisely indirect, illumination. In "classical" ray-tracing if you are not under the light, then you are in a shadow. A great amount of work has been carried out which proposes ray-tracing based solutions to take into account the fact that "there is a certain amount of light in shadows". All of these methods carry the same weaknesses: high computation time and a lot of parameters you need to manage to get something out of the method. This paper proposes a generic computation method of indirect illumination based on Monte Carlo sampling and on the sequential analysis theory, which is faster and more automatic than classical methods.
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    Incremental Updates for Rapid Glossy Global Illumination
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Granier, Xavier; Drettakis, George
    We present an integrated global illumination algorithm including non-diffuse light transport which can handle complex scenes and enables rapid incremental updates. We build on a unified algorithm which uses hierarchical radiosity with clustering and particle tracing for diffuse and non-diffuse transport respectively. We present a new algorithm which chooses between reconstructing specular effects such as caustics on the diffuse radiosity mesh, or special purpose caustic textures, when high frequencies are present. Algorithms are presented to choose the resolution of these textures and to reconstruct the high-frequency non-diffuse lighting effects. We use a dynamic spatial data structure to restrict the number of particles re-emitted during the local modifications of the scene. By combining this incremental particle trace with a line-space hierarchy for incremental update of diffuse illumination, we can locally modify complex scenes rapidly. We also develop an algorithm which, by permitting slight quality degradation during motion, achieves quasi-interactive updates. We present an implementation of our new method and its application to indoors and outdoors scenes.
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    Global Illumination as a Combination of Continuous Random Walk and Finite-Element Based Iteration
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Szirmay-Kalos, Laszlo; Csonka, Ferenc; Antal, Gyorgy
    The paper introduces a global illumination method that combines continuous and finite-element approaches, pre-serving the speed of finite-element based iteration and the accuracy of continuous random walks. The basic idea is to decompose the radiance function to a finite-element component that is only a rough estimate and to a difference component that is obtained by Monte-Carlo techniques. Iteration and random walk are handled uniformly in the framework of stochastic iteration. This uniform treatment allows the finite-element component to be built up adap-tively aiming at minimizing the Monte-Carlo component. The method is also suited for interactive walkthrough animation in glossy scenes since when the viewpoint changes, only the small Monte-Carlo component needs to be recomputed.
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    A low cost 3D scanner based on structured light
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Rocchini, C.; Cignoni, P.; Montani, C.; Pingi, P.; Scopigno, R.
    Automatic 3D acquisition devices (often called 3D scanners) allow to build highly accurate models of real 3D objects in a cost- and time-effective manner. We have experimented this technology in a particular application context: the acquisition of Cultural Heritage artefacts. Specific needs of this domain are: medium-high accuracy, easy of use, affordable cost of the scanning device, self-registered acquisition of shape and color data, and finally operational safety for both the operator and the scanned artefacts. According to these requirements, we designed a low-cost 3D scanner based on structured light which adopts a new, versatile colored stripe pattern approach. We present the scanner architecture, the software technologies adopted, and the first results of its use in a project regarding the 3D acquisition of an archeological statue.
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    Integrating Behavioural Animation Techniques
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Monzani, Jean-Sebastien; Caicedo, Angela; Thalmann, Daniel
    Our research focuses on animating autonomous virtual humans which are able to take decisions by themselves. We especially address in this paper the technical problem of integrating altogether the physical simulation of agents (represented as virtual humans in a 3D environment) and their behaviours and motivations, driven by a Beliefs, Desires and Intentions architecture. We also explain how goals drive plans, and how an agent can coherently handle concurrent tasks.
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    A High Performance Solver for the Animation of Deformable Objects using Advanced Numerical Methods
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Hauth, Michael; Etzmuss, Olaf
    Physically based modelling of deformable objects has become the most popular technique to model textiles, skin or human tissue. The crucial problem in the animation of deformable objects is the solution of the resulting differential equations. Recently fast solutions have been presented. In this work we will first give a theoretical analysis and then exploit special properties of the system and advanced numerical techniques to achieve further speed-ups of the simulations. Also, higher accuracy, leading to higher quality animations, will be achieved and an error bound is enforced.
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    Modeling Dynamic Hair as a Continuum
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Hadap, Sunil; Magnenat-Thalmann, Nadia
    In this paper we address the difficult problem of hair dynamics, particularly hair-hair and hair-air interactions. To model these interactions, we propose to consider hair volume as a continuum. Subsequently, we treat the interaction dynamics to be fluid dynamics. This proves to be a strong as well as viable approach for an otherwise very complex phenomenon. However, we retain the individual character of hair, which is vital to visually realistic rendering of hair animation. For that, we develop an elaborate model for stiffness and inertial dynamics of individual hair strand. Being a reduced coordinate formulation, the stiffness dynamics is numerically stable and fast. We then unify the continuum interaction dynamics and the individual hair's stiffness dynamics.
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    Modeling Stochastic Dynamical Systems for Interactive Simulation
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Reissell, L.-M.; Pai, Dinesh K.
    We present techniques for constructing approximate stochastic models of complicated dynamical systems for applications in interactive computer graphics. The models are designed to produce realistic interaction at low cost.We describe two kinds of stochastic models: continuous state (ARX) models and discrete state (Markov chains) models. System identi cation techniques are used for learning the input-output dynamics automatically, from either measurements of a real system or from an accurate simulation. The synthesis of behavior in this manner is several orders of magnitude faster than physical simulation.We demonstrate the techniques with two examples: (1) the dynamics of candle ame in the wind, modeled using data from a real candle and (2) the motion of a falling leaf, modeled using data from a complex simulation. We have implemented an interactive Java program which demonstrates real-time interaction with a realistically behaving simulation of a cartoon candle ame. The user makes the ame animation icker by blowing into a microphone.
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    Adaptive Nonlinear Finite Elements for Deformable Body Simulation Using Dynamic Progressive Meshes
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Wu, Xunlei; Downes, Michael S.; Goktekin, Tolga; Tendick, Frank
    Realistic behavior of deformable objects is essential for many applications such as simulation for surgical training. Existing techniques of deformable modeling for real time simulation have either used approximate methods that are not physically accurate or linear methods that do not produce reasonable global behavior. Nonlinear finite element methods (FEM) are globally accurate, but conventional FEM is not real time. In this paper, we apply nonlinear FEM using mass lumping to produce a diagonal mass matrix that allows real time computation. Adaptive meshing is necessary to provide sufficient detail where required while minimizing unnecessary computation. We propose a scheme for mesh adaptation based on an extension of the progressive mesh concept, which we call dynamic progressive meshes.
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    Are Points the Better Graphics Primitives?
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Gross, Markus
    Since the early days of graphics the computer based representation of three-dimensional geometry has been one of the core research fields. Today, various sophisticated geometric modelling techniques including NURBS or implicit surfaces allow the creation of 3D graphics models with increasingly complex shape. In spite of these methods the triangle has survived over decades as the king of graphics primitives meeting the right balance between descriptive power and computational burden. As a consequence, today's consumer graphics hardware is heavily tailored for high performance triangle processing. In addition, a new generation of geometry processing methods including hierarchical representations, geometric filtering, or feature detection fosters the concept of triangle meshes for graphics modelling.Unlike triangles, points have amazingly been neglected as a graphics primitive. Although being included in APIs since many years, it is only recently that point samples experience a renaissance in computer graphics. Conceptually, points provide a mere discretization of geometry without explicit storage of topology. Thus, point samples reduce the representation to the essentials needed for rendering and enable us to generate highly optimized object representations. Although the loss of topology poses great challenges for graphics processing, the latest generation of algorithms features high performance rendering, point/pixel shading, anisotropic texture mapping, and advanced signal processing of point sampled geometry.This talk will give an overview of how recent research results in the processing of triangles and points are changing our traditional way of thinking of surface representations in computer graphics - and will discuss the question: Are Points the Better Graphics Primitives?
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    Generalized Stochastic Sampling Method for Visualization and Investigation of Implicit Surfaces
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Tanaka, Satoshi; Shibata, Akihiro; Yamamoto, Hiroaki; Kotsuru, Hisakiyo
    Recently we proposed the stochastic sampling method (SSM), which can numerically generate sample points on complicated implicit surfaces quickly and uniformly. In this paper we generalize the method in two aspects: (1) We introduce two kinds of boundary conditions, so that we can sample a finite part of an open surface spreading infinitely. (2) We generalize the stochastic differential equation used in the SSM, so that its solutions can satisfy plural constraint conditions simultaneously. The first generalization enables us to visualize cut views of open surfaces. The second generalization enables us to visualize intersections of static and moving implicit surfaces, which leads to detailed investigation of intersections and other interesting applications such as visualization of contour maps.
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    Mesh Optimization for Polygonized Isosurfaces
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Ohtake, Yutaka; Belyaev, Alexander G.
    In this paper, we propose a method for improvement of isosurface polygonizations. Given an initial polygonization of an isosurface, we introduce a mesh evolution process initialized by the polygonization. The evolving mesh converges quickly to its limit mesh which provides with a high quality approximation of the isosurface even if the isosurface has sharp features, boundary, complex topology. To analyze how close the evolving mesh approaches its destined isosurface, we introduce error estimators measuring the deviations of the mesh vertices from the isosurface and mesh normals from the isosurface normals. A new technique for mesh editing with isosurfaces is also proposed. In particular, it can be used for creating carving effects.
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    Detection of Salient Curvature Features on Polygonal Surfaces
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Watanabe, Kouki; Belyaev, Alexander G.
    We develop an approach for stable detection of perceptually salient curvature features on surfaces approximated by dense triangle meshes. The approach explores an "area degenerating" effect of the focal surface near its singularities and combines together a new approximations of the mean and Gaussian curvatures, nonlinear averaging of curvature maps, histogram-based curvature extrema filtering, and an image processing skeletonization procedure adapted for triangular meshes. Finally we use perceptually significant curvature extrema triangles to enhance the Garland-Heckbert mesh decimation method.
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    Visualization of Isosurfaces with Parametric Cubes
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Mora, B.; Jessel, J.P.; Caubet, R.
    To render images from volume datasets, an interpolation method also called reconstruction is needed. The level of details of the resultant image closely depends on the filter used for reconstruction. We propose here a new filter producing C1 continue surfaces. The provided image quality is better than current high-quality algorithms, like splatting or trilinear raycasting, where tiny details are often eliminated. In contrast with other studied high quality filters that are practically unusable, our algorithm has been implemented interactively on a modest platform thanks to an efficient implementation using parametric cubes. We also demonstrate the interest of a min-max octree in the visualization of isosurfaces interactively thresholded.
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    Feature Sensitive Remeshing
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Vorsatz, J.; Rossl, C.; Kobbelt, L. P.; Seidel, H.-P.
    Remeshing artifacts are a fundamental problem when converting a given geometry into a triangle mesh. We propose a new remeshing technique that is sensitive to features. First, the resolution of the mesh is iteratively adapted by a global restructuring process which additionally optimizes the connectivity. Then a particle system approach evenly distributes the vertices across the original geometry. To exactly find the features we extend this relaxation procedure by an effective mechanism to attract the vertices to feature edges. The attracting force is imposed by means of a hierarchical curvature field and does not require any thresholding parameters to classify the features.
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    Resampling Feature and Blend Regions in Polygonal Meshes for Surface Anti-Aliasing
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Botsch, Mario; Kobbelt, Leif
    Efficient surface reconstruction and reverse engineering techniques are usually based on a polygonal mesh representation of the geometry: the resulting models emerge from piecewise linear interpolation of a set of sample points. The quality of the reconstruction not only depends on the number and density of the sample points but also on their alignment to sharp and rounded features of the original geometry. Bad alignment can lead to severe alias artifacts. In this paper we present a sampling pattern for feature and blend regions which minimizes these alias errors. We show how to improve the quality of a given polygonal mesh model by resampling its feature and blend regions within an interactive framework. We further demonstrate sophisticated modeling operations that can be implemented based on this resampling technique.
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    Instant Visibility
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Wonka, Peter; Wimmer, Michael; Sillion, Francois X.
    We present an online occlusion culling system which computes visibility in parallel to the rendering pipeline. We show how to use point visibility algorithms to quickly calculate a tight potentially visible set (PVS) which is valid for several frames, by shrinking the occluders used in visibility calculations by an adequate amount. These visibility calculations can be performed on a visibility server, possibly a distinct computer communicating with the display host over a local network. The resulting system essentially combines the advantages of online visibility processing and region-based visibility calculations, allowing asynchronous processing of visibility and display operations. We analyze two different types of hardware-based point visibility algorithms and address the problem of bounded calculation time which is the basis for true real-time behavior. Our results show reliable, sustained 60 Hz performance in a walkthrough with an urban environment of nearly 2 million polygons, and a terrain flyover.
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    Ray Tracing Triangular Bezier Patches
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Roth, S. H. Martin; Diezi, Patrick; Gross, Markus H.
    We present a new approach to finding ray-patch intersections with triangular Bernstein-Bezier patches of arbitrary degree. This paper extends and complements on the short presentation17 . Unlike a previous approach which was based on a combination of hierarchical subdivision and a Newton-like iteration scheme21 , this work adapts the concept of Bezier clipping to the triangular domain.The problem of reporting wrong intersections, inherent to the original Bezier clipping algorithm14 , is inves-tigated and opposed to the triangular case. It turns out that reporting wrong hits is very improbable, even close to impossible, in the triangular set-up. A combination of Bezier clipping and a simple hierarchy of nested bounding volumes offers a reliable and accurate solution to the problem of ray tracing triangular Bezier patches.
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    Hoops: 3D Curves as Conservative Occluders for Cell-Visibility
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Brunet, Pere; Navazo, Isabel; Rossignac, Jarek; Saona-Vazquez, Carlos
    Most visibility culling algorithms require convexity of occluders. Occluder synthesis algorithms attempt to construct large convex occluders inside bulky non-convex sets. Occluder fusion algorithms generate convex occluders that are contained in the umbra cast by a group of objects given an area light. In this paper we prove that convexity requirements can be shifted from the occluders to their umbra with no loss of efficiency, and use this property to show how some special non-planar, non-convex closed polylines that we call "hoops" can be used to compute occlusion efficiently for objects that have no large interior convex sets and were thus rejected by previous approaches.
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    Reflective Interaction in Virtual Environments
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Lane, JRT; Lalioti, V.
    The proliferation of projection-based systems in recent years resulted in a variety of specialised interaction techniques that make Virtual Environments a better man machine interface. However, the success of these techniques and metaphors is directly linked to the interaction and tracking devices used in their implementation. Users find that devices such as the data glove, stylus or joystick can be expensive and cumbersome especially for the inexperienced. A variety of approaches exist that make use of computer vision for tracking gestures or for achieving wireless interaction. Typically these approaches involve the use of a two- camera pair, or a stereoscopic camera.Our approach uses only one camera and one or more reflective surfaces, to effectively and accurately calculate 3D information. The calibration time is minimal and it allows for a very flexible positioning of the camera and reflecting surfaces. Wireless interaction and natural interaction metaphors in the user's physical space can be created using our method. The method can be combined easily and effectively with projection-based systems as well as with standard and stereoscopic monitors, or extended for the use in augmented spaces. It is an inexpensive method that uses commonly available hardware and therefore its application areas as an interaction and tracking device, include games and use of virtual environments in education. In this paper, we describe the method and its use as an interaction device in two applications, and conclude with a discussion on its advantages and limitations.
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    Real-Time Volume Deformations
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Westermann, Rudiger; Rezk-Salama, Christof
    Real-time free-form deformation tools are primarily based on surface or particle representations to allow for interactive modification and fast rendering of complex models. The efficient handling of volumetric representations, however, is still a challenge and has not yet been addressed sufficiently. Volumetric models, on the other hand, form an important class of representation in many applications. In this paper we present a novel approach to the real-time deformation of scalar volume data sets taking advantage of hardware supported 3D texture mapping. In a prototype implementation a modeling environment has been designed that allows for interactive manipulation of arbitrary parts of volumetric objects. In this way, any desired shape can be modeled and used subsequently in various applications. The underlying algorithms have wide applicability and can be exploited effectively for volume morphing and medical data processing.
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    Fast Visualization of Object Contours by Non-Photorealistic Volume Rendering
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Csebfalvi, Balazs; Mroz, Lukas; Hauser, Helwig; Konig, Andreas; Groller, Eduard
    In this paper we present a fast visualization technique for volumetric data, which is based on a recent non-photorealistic rendering technique. Our new approach enables alternative insights into 3D data sets (compared to traditional approaches such as direct volume rendering or iso-surface rendering). Object contours, which usually are characterized by locally high gradient values, are visualized regardless of their density values. Cumbersome tuning of transfer functions, as usually needed for setting up DVR views is avoided. Instead, a small number of parameters is available to adjust the non-photorealistic display. Based on the magnitude of local gradient information as well as on the angle between viewing direction and gradient vector, data values are mapped to visual properties (color, opacity), which then are combined to form the rendered image (MIP is proposed as the default compositing stragtegy here). Due to the fast implementation of this alternative rendering approach, it is possible to interactively investigate the 3D data, and quickly learn about internal structures. Several further extensions of our new approach, such as level lines are also presented in this paper.
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    A Unified Subdivision Scheme for Polygonal Modeling
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Maillot, Jerome; Stam, Jos
    Subdivision rules have traditionally been designed to generate smooth surfaces from polygonal meshes. In this paper we propose to employ subdivision rules as a polygonal modeling tool, specifically to add additional level of detail to meshes. However, existing subdivision schemes have several undesirable properties making them ill suited for polygonal modeling. In this paper we propose a general set of subdivision rules which provides users with more control over the subdivision process. Most existing subdivision schemes are special cases. In particular, we provide subdivision rules which blend approximating spline based schemes with interpolatory ones. Also, we generalize subdivision to allow any number of refinements to be performed in a single step.
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    Tensor Topology Tracking: A Visualization Method for Time-Dependent 2D Symmetric Tensor Fields
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Tricoche, X.; Scheuermann, G.; Hagen, H.
    Topological methods produce simple and meaningful depictions of symmetric, second order two-dimensional tensor fields. Extending previous work dealing with vector fields, we propose here a scheme for the visualization of time-dependent tensor fields. Basic notions of unsteady tensor topology are discussed. Topological changes - known as bifurcations - are precisely detected and identified by our method which permits an accurate tracking of degenerate points and related structures.
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    Valence-Driven Connectivity Encoding for 3D Meshes
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Alliez, Pierre; Desbrun, Mathieu
    In this paper, we propose a valence-driven, single-resolution encoding technique for lossless compression of triangle mesh connectivity. Building upon a valence-based approach pioneered by Touma and Gotsman22 , we design a new valence-driven conquest for arbitrary meshes that always guarantees smaller compression rates than the original method. Furthermore, we provide a novel theoretical entropy study of our technique, hinting the optimality of the valence-driven approach. Finally, we demonstrate the practical efficiency of this approach (in agreement with the theoretical prediction) on a series of test meshes, resulting in the lowest compression ratios published so far, for both irregular and regular meshes, small or large.
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    Coarse-to-fine surface simplification with geometric guarantees
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Boissonnat, Jean-Daniel; Cazals, Frederic
    Let PC be a 3D point cloud and ? be a positive value called tolerance. We aim at constructing a triangulated surface S based on a subset PCU of PC such that all the points in PCL=PC?PCU are at distance at most ? from a facet of S. (PCU and PCL respectively stand for Point Cloud Used and Point Cloud Left.) We call this problem simplification with geometric guarantees.This paper presents a new framework to simplify with geometric guarantees. The approach relies on two main ingredients. First an oracle providing information on the surface being reconstructed even though the triangulated surface itself has not been computed. Second, a reconstruction algorithm providing incremental updates of the reconstructed surface, as well as a fast point-to-triangles distance computation. The oracle is used to guess a subset of the point cloud from which a triangulated surface is reconstructed. It relies on an implicit surface the triangulated surface is an approximation of, and is therefore available before the triangle mesh. The point-to-triangles distance computation and the local updates are then invoked to insert new vertices until the tolerance is met.We also present a detailed experimental study which shows the efficiency of the simplification process both in terms of simplification rate and running time.To the best of our knowledge, this algorithm is the first one performing coarse-to-fine surface simplification with geometric guarantees.
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    Spatial Patches - A Primitive for 3D Model Representation
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Ivanov, D.; Kuzmin, Ye.
    The commonly used solution for real-life 3D model representation is polygonal spatially consistent geometry, with texture, and, optionally, bump or displacement maps attached. Although the idea of displacement mapping is well known, there are just a few approaches to its efficient implementation. In this paper we develop a technique that allows for efficient representation and rendering of 3D models by getting a new angle on the displacement mapping concept. We introduce a new primitive that is defined as the range image of a small part of the model's surface; therefore, it is called a spatial patch. The whole model is just a collection of patches with no connectivity information between them. Such a representation can be directly acquired by 3D scanning machinery, and stored in a compact uniform form. It also allows for efficient visualization, which is the major focus of this paper. Thus, we present the logical structure of a rendering unit based on conventional z-buffering, and discuss the involved algorithms in detail. These algorithms benefit from modern features of computing units for which we believe the proposed technique can be used in a wide range of applications dealing with real-life 3D data.
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    JAPE: A Prototyping System for Collaborative Virtual Environments
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Staadt, Oliver G.; Naf, Martin; Lamboray, Edouard; Wurmlin, Stephan
    We present JAPE, a flexible prototyping system to support the design of a new advanced collaborative virtual environment. We describe the utilization of different hard- and software components to quickly build a flexible, yet powerful test bed for application and algorithm development. These components include a 3-D rendering toolkit, live video acquisition, speech transmission, and the control of tracking and interaction devices. To facilitate the simultaneous design of applications and algorithms that take advantage of unique features of new collaborative virtual environments, we provide the developer with a flexible prototyping toolkit which emulates the functionality of the final system. The applicability of JAPE is demonstrated with several prototype applications and algorithms.
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    Accurate and Fast Proximity Queries Between Polyhedra Using Convex Surface Decomposition
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Ehmann, Stephen A.; Lin, Ming C.
    The need to perform fast and accurate proximity queries arises frequently in physically-based modeling, simulation, animation, real-time interaction within a virtual environment, and game dynamics. The set of proximity queries include intersection detection, tolerance verification, exact and approximate minimum distance computation, and (disjoint) contact determination. Specialized data structures and algorithms have often been designed to perform each type of query separately. We present a unified approach to perform any of these queries seamlessly for general, rigid polyhedral objects with boundary representations which are orientable 2-manifolds. The proposed method involves a hierarchical data structure built upon a surface decomposition of the models. Furthermore, the incremental query algorithm takes advantage of coherence between successive frames. It has been applied to complex benchmarks and compares very favorably with earlier algorithms and systems.
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    Streaming of Complex 3D Scenes for Remote Walkthroughs
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Teler, Eyal; Lischinski, Dani
    We describe a new 3D scene streaming approach for remote walkthroughs. In a remote walkthrough, a user on a client machine interactively navigates through a scene that resides on a remote server. Our approach allows a user to walk through a remote 3D scene, without ever having to download the entire scene from the server. Our algorithm achieves this by selectively transmitting only small parts of the scene and lower quality representations of objects, based on the user's viewing parameters and the available connection bandwidth. An online optimization algorithm selects which object representations to send, based on the integral of a benefit measure along the predicted path of movement. The rendering quality at the client depends on the available bandwidth, but practical navigation of the scene is possible even when bandwidth is low.
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    Implementation and Complexity of the Watershed-from-Markers Algorithm Computed as a Minimal Cost Forest
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Felkel, Petr; Bruckschwaiger, Mario; Wegenkittl, Rainer
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    3D Metamorphosis Between Different Types of Geometric Models
    (Blackwell Publishers Ltd and the Eurographics Association, 2001) Breen, David E.; Mauch, Sean; Whitaker, Ross T.; Mao, Jia
    We present a powerful morphing technique based on level set methods, that can be combined with a variety of scan conversion/model processing techniques. Bringing these techniques together creates a general morphing approach that allows a user to morph a number of geometric model types in a single animation. We have developed techniques for converting several types of geometric models (polygonal meshes, CSG models and MRI scans) into distance volumes, the volumetric representation required by our level set morphing approach. The combination of these two capabilities allows a user to create a morphing sequence regardless of the model type of the source and target objects, freeing him/her to use whatever model type is appropriate for a particular animation.