Short Presentations

Permanent URI for this collection


Robust Polygons Clipping to Model Complex Objects

Segura, Rafael J.
Feito, Francisco R.

A Novel Image-Based Rendering System With A Longitudinally Aligned Camera Array

Li, Jiang
Zhou, Kun
Wang, Yong
Shum, Heung-Yeung

Adding a scalar value to 2D vector field visualization: the BLIC (Bumped LIC)

Sanna, A.
Montrucchio, B.

Discrete Analysis for Antialiased Lines

Boyer, V.
Bourdin, J. J.

Selecting Effective Occluders for Visibility Culling

Koltun, Vladlen
Cohen-Or, Daniel

Automatic Fitting of Digitised Contours at Multiple Scales through Curvature Scale Space

Mokhtarian, Farzin
Ung, Yoke Khim

Interactive Vegetation Rendering with Slicing and Blending

Jakulin, Aleks

Efficient Evaluation of the Field Functions of Soft Objects Using Interval Tree

Min, Kyung-Ha
Lee, In-Kwon
Park, Chan-Mo

Scene understanding techniques using a virtual camera

Barral, Pierre
Dorme, Guillaume
Plemenos, Dimitri

Component Based Human Animation Architecture

Jing, Huang
Fi, Chin Kah
Prakash, Edmond C.

An Image Processing Approach to Detection of Ridges and Ravines on Polygonal Surfaces

Belyaev, Alexander
Ohtake, Yutaka

Visualizing Stars and Emission Nebulas

Nadeau, David R.
Genetti, Jon D.
Napear, Steve
Pailthorpe, Bernard
Emmart, Carter
Wesselak, Erik
Davidson, Dennis

Towards Communicating Agents and Avatars in Virtual Worlds

Nijholt, Anton
Hondorp, Hendri

Combining finite element deformation with cutting for surgery simulations

Nienhuys, Han-Wen
van der Stappen, A. Frank

Interactive Modelling of Convolution Surfaces with an Extendable User Interface

Goto, Yuichiro
Pasko, Alexander

Imaging Geometry for Concentric Mosaics

Watson, G. C.
Vaughan, N.
Wright, M. W.

Spreading of the cultural heritage by means of multi-configurable, low cost virtual reality techniques

Flores, J.
Arias, J.
Saavedra, S.
Varela, E.
Ferro, J. M.
Taboada, J.

A Procedural Approach to Solving Constraints of Articulated Bodies

Lee, J. Won
Baek, Nakhoon
Kim, Dongho
Hahn, James K.

An Accurate Illumination Model for Objects Coated with Multilayer Films

Hirayama, H.
Kaneda, K.
Yamashita, H.
Monden, Y.

MeshSweeper: From Closest Point to Hausdorff Distance Between Meshes

Gueziec, A.

A Facial Repertoire for Animation

ten Hagen, Paul J. W.

Visibility Complexity of a Region in Flatland

Rigau, Jaume
Feixas, Miquel
Sbert, Mateu

Volumetric Textures

Gonzalez Clua, Esteban W.
Dreux, Marcelo

ALOHA : Adaptive Level Of Detail for Human Animation Towards a new framework

Giang, Thanh
Mooney, Robert
Peters, Christopher
Sullivan, Carol O.


BibTeX (Short Presentations)
@inproceedings{
10.2312:egs.20001002,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Robust Polygons Clipping to Model Complex Objects}},
author = {
Segura, Rafael J.
 and
Feito, Francisco R.
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001002}
}
@inproceedings{
10.2312:egs.20001001,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
A Novel Image-Based Rendering System With A Longitudinally Aligned Camera Array}},
author = {
Li, Jiang
 and
Zhou, Kun
 and
Wang, Yong
 and
Shum, Heung-Yeung
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001001}
}
@inproceedings{
10.2312:egs.20001000,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Adding a scalar value to 2D vector field visualization: the BLIC (Bumped LIC)}},
author = {
Sanna, A.
 and
Montrucchio, B.
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001000}
}
@inproceedings{
10.2312:egs.20001007,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Discrete Analysis for Antialiased Lines}},
author = {
Boyer, V.
 and
Bourdin, J. J.
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001007}
}
@inproceedings{
10.2312:egs.20001009,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Selecting Effective Occluders for Visibility Culling}},
author = {
Koltun, Vladlen
 and
Cohen-Or, Daniel
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001009}
}
@inproceedings{
10.2312:egs.20001006,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Automatic Fitting of Digitised Contours at Multiple Scales through Curvature Scale Space}},
author = {
Mokhtarian, Farzin
 and
Ung, Yoke Khim
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001006}
}
@inproceedings{
10.2312:egs.20001004,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Interactive Vegetation Rendering with Slicing and Blending}},
author = {
Jakulin, Aleks
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001004}
}
@inproceedings{
10.2312:egs.20001005,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Efficient Evaluation of the Field Functions of Soft Objects Using Interval Tree}},
author = {
Min, Kyung-Ha
 and
Lee, In-Kwon
 and
Park, Chan-Mo
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001005}
}
@inproceedings{
10.2312:egs.20001003,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Scene understanding techniques using a virtual camera}},
author = {
Barral, Pierre
 and
Dorme, Guillaume
 and
Plemenos, Dimitri
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001003}
}
@inproceedings{
10.2312:egs.20001008,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Component Based Human Animation Architecture}},
author = {
Jing, Huang
 and
Fi, Chin Kah
 and
Prakash, Edmond C.
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001008}
}
@inproceedings{
10.2312:egs.20001016,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
An Image Processing Approach to Detection of Ridges and Ravines on Polygonal Surfaces}},
author = {
Belyaev, Alexander
 and
Ohtake, Yutaka
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001016}
}
@inproceedings{
10.2312:egs.20001010,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Visualizing Stars and Emission Nebulas}},
author = {
Nadeau, David R.
 and
Genetti, Jon D.
 and
Napear, Steve
 and
Pailthorpe, Bernard
 and
Emmart, Carter
 and
Wesselak, Erik
 and
Davidson, Dennis
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001010}
}
@inproceedings{
10.2312:egs.20001014,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Towards Communicating Agents and Avatars in Virtual Worlds}},
author = {
Nijholt, Anton
 and
Hondorp, Hendri
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001014}
}
@inproceedings{
10.2312:egs.20001017,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Combining finite element deformation with cutting for surgery simulations}},
author = {
Nienhuys, Han-Wen
 and
van der Stappen, A. Frank
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001017}
}
@inproceedings{
10.2312:egs.20001012,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Interactive Modelling of Convolution Surfaces with an Extendable User Interface}},
author = {
Goto, Yuichiro
 and
Pasko, Alexander
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001012}
}
@inproceedings{
10.2312:egs.20001011,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Imaging Geometry for Concentric Mosaics}},
author = {
Watson, G. C.
 and
Vaughan, N.
 and
Wright, M. W.
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001011}
}
@inproceedings{
10.2312:egs.20001015,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Spreading of the cultural heritage by means of multi-configurable, low cost virtual reality techniques}},
author = {
Flores, J.
 and
Arias, J.
 and
Saavedra, S.
 and
Varela, E.
 and
Ferro, J. M.
 and
Taboada, J.
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001015}
}
@inproceedings{
10.2312:egs.20001013,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
A Procedural Approach to Solving Constraints of Articulated Bodies}},
author = {
Lee, J. Won
 and
Baek, Nakhoon
 and
Kim, Dongho
 and
Hahn, James K.
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001013}
}
@inproceedings{
10.2312:egs.20001019,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
An Accurate Illumination Model for Objects Coated with Multilayer Films}},
author = {
Hirayama, H.
 and
Kaneda, K.
 and
Yamashita, H.
 and
Monden, Y.
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001019}
}
@inproceedings{
10.2312:egs.20001020,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
MeshSweeper: From Closest Point to Hausdorff Distance Between Meshes}},
author = {
Gueziec, A.
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001020}
}
@inproceedings{
10.2312:egs.20001022,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
A Facial Repertoire for Animation}},
author = {
ten Hagen, Paul J. W.
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001022}
}
@inproceedings{
10.2312:egs.20001021,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Visibility Complexity of a Region in Flatland}},
author = {
Rigau, Jaume
 and
Feixas, Miquel
 and
Sbert, Mateu
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001021}
}
@inproceedings{
10.2312:egs.20001023,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
Volumetric Textures}},
author = {
Gonzalez Clua, Esteban W.
 and
Dreux, Marcelo
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001023}
}
@inproceedings{
10.2312:egs.20001018,
booktitle = {
Eurographics 2000 - Short Presentations},
editor = { title = {{
ALOHA : Adaptive Level Of Detail for Human Animation Towards a new framework}},
author = {
Giang, Thanh
 and
Mooney, Robert
 and
Peters, Christopher
 and
Sullivan, Carol O.
}, year = {
2000},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egs.20001018}
}

Browse

Recent Submissions

Now showing 1 - 24 of 24
  • Item
    Robust Polygons Clipping to Model Complex Objects
    (Eurographics Association, 2000) Segura, Rafael J.; Feito, Francisco R.
    One of the most important problems to solve in Solids Modelling is computing the boolean operations for solids (union, intersection and difference). In order to implement these three operations an algorithm to compute the intersection between faces is needed (polygons clipping). In the case of solids with planar faces there are many solutions, although most of them are valid only when the faces are convex. In this paper we present an algorithm to determine the intersection between polygons of any nature (concave or convex, manifol or non-manifold, with or without holes, etc.) based on the idea of simplicial coverings proposed by Feito 11. One of the advantages of this approach is the robustness of algorithms, since decompositions or complex operations that may alter the results obtained are not avoided. A very interesting application of this algorithm is the modelling of complex solids with this type of polygons as faces.
  • Item
    A Novel Image-Based Rendering System With A Longitudinally Aligned Camera Array
    (Eurographics Association, 2000) Li, Jiang; Zhou, Kun; Wang, Yong; Shum, Heung-Yeung
  • Item
    Adding a scalar value to 2D vector field visualization: the BLIC (Bumped LIC)
    (Eurographics Association, 2000) Sanna, A.; Montrucchio, B.
    Visualization of vector data produced from application areas such as computational fluid dynamics (CFD), environmental sciences, and material engineering is a challenging task. Texture-based methods reveal to be effective, versatile, and suitable for a large spectrum of applications since they allow to obtain high resolution output textures where direction, orientation, and magnitude of the flow can be displayed. In this paper we present a new method called BLIC (Bumped LIC), which allows both to characterize and visualize interesting structures in the flow and to map an additional scalar value in the output texture by bumps and depressions, leaving colors for further information mapping. Some examples show how the proposed method can enhance the quality of output textures with respect to the classical texture-based approaches.
  • Item
    Discrete Analysis for Antialiased Lines
    (Eurographics Association, 2000) Boyer, V.; Bourdin, J. J.
    This paper presents a new fast and smooth antialiasing technique. Drawing straight line is the graphic tool’s main primitive. Previous antialiasing techniques improve smoothness but slow down computation.
  • Item
    Selecting Effective Occluders for Visibility Culling
    (Eurographics Association, 2000) Koltun, Vladlen; Cohen-Or, Daniel
    This paper deals with the problem of identifying effective occluders for visibility culling. The solid-angle metric is commonly used for measuring the potential significance of occluders from a single viewpoint. In this paper, we show that it does not extend properly to from-region occlusion calculations. We propose to measure the effectiveness of an occluder by means of the size of its umbra. We first present an analytic object-space algorithm to accurately compute this measure. We then define an approximation which reflects the effectiveness of an occluder, and introduce a hardware-assisted algorithm to rapidly compute it.
  • Item
    Automatic Fitting of Digitised Contours at Multiple Scales through Curvature Scale Space
    (Eurographics Association, 2000) Mokhtarian, Farzin; Ung, Yoke Khim
    The Curvature Scale Space (CSS) technique has been used in conjunction with Hermite curves for automatic fitting of digitised contours at multiple scales. CSS is a powerful contour shape descriptor which is expected to be in the MPEG-7 standard. A parametric representation of the input contour is convolved with Gaussian functions in order to obtain multi-scale descriptions of the contour. Curvature can be computed directly at each point of the smoothed contours. As a result, a set of curvature zero-crossing points can be recovered from each smoothed contour. Hermite curves were used since each Hermite curve is defined by two endpoints and the tangent vectors at those points. No points external to the input contour are required for Hermite curves. Hermite endpoints are defined as consecutive curvature zero-crossing points extracted at multiple scales using the CSS method. Hermite tangent vectors can also be determined using the CSS technique. The only data stored are the endpoints and the tangent vectors needed by the Hermite curves in order to arrive at an approximate reconstruction of the original contour. Approximation Error and Compression Ratio are computed at each scale. The graph of compression ratio as a function of approximation error is smoothed to remove noise and small fluctuations. The bending point of that function is then defined as the largest maximum of its second derivative. The bending point can be considered as the boundary between the mostly vertical and the mostly horizontal segments of the graph. It can be used for automatic selection of an optimal scale.
  • Item
    Interactive Vegetation Rendering with Slicing and Blending
    (Eurographics Association, 2000) Jakulin, Aleks
    Detailed and interactive 3D rendering of vegetation is one of the challenges of traditional polygon-oriented computer graphics, due to large geometric complexity even of simple plants. In this paper we introduce a simplified image-based rendering approach based solely on alpha-blended textured polygons. The simplification is based on the limitations of human perception of complex geometry. Our approach renders dozens of detailed trees in real-time with off-the-shelf hardware, while providing significantly improved image quality over existing real-time techniques. The method is based on using ordinary mesh-based rendering for the solid parts of a tree, its trunk and limbs. The sparse parts of a tree, its twigs and leaves, are instead represented with a set of slices, an imagebased representation. A slice is a planar layer, represented with an ordinary alpha or color-keyed texture; a set of parallel slices is a slicing. Rendering from an arbitrary viewpoint in a 360 degree circle around the center of a tree is achieved by blending between the nearest two slicings. In our implementation, only 6 slicings with 5 slices each are sufficient to visualize a tree for a moving or stationary observer with the perceptually similar quality as the original model.
  • Item
    Efficient Evaluation of the Field Functions of Soft Objects Using Interval Tree
    (Eurographics Association, 2000) Min, Kyung-Ha; Lee, In-Kwon; Park, Chan-Mo
    We present an algorithm to evaluate the field function of a soft object efficiently. Instead of using a global field function that is defined by the sum of all local field functions, we consider only the set of local field functions that affects a point at which we want to evaluate the field function. To find the affecting local field functions efficiently, we exploit a data structure called interval tree based on the bounding volume of the component corresponding to the primitives (skeletons) of a soft object. The bounding volume of each component is generated with respect to the radius of a local field function of the component, threshold value, and the relations between the components and other neighboring components. The proposed scheme of field function evaluation can be used in many applications for soft objects such as modeling and rendering, especially in interactive modeling process.
  • Item
    Scene understanding techniques using a virtual camera
    (Eurographics Association, 2000) Barral, Pierre; Dorme, Guillaume; Plemenos, Dimitri
    An automatic computation of the path for a camera around a three-dimensional scene is discussed. Previous work on automatic virtual camera, based on a heuristic evaluation function, is reviewed, and new methods to improve this work are presented. Theses methods consist of additional criteria in the evaluation function as well as new ways to determine the camera’s path. Ideas to animate automatically a camera inside a scene are presented, and in the end, results are discussed.
  • Item
    Component Based Human Animation Architecture
    (Eurographics Association, 2000) Jing, Huang; Fi, Chin Kah; Prakash, Edmond C.
    This paper describes a method to predict the free reach movement of different components of the human body. Since the human body is composed of the following components: arms, legs, torso, head & neck, and each of these components has similar features, the same geometric inverse kinematics algorithm can be used in different parts of the body to realize free reach movement task. The main advantage of the proposed method is that it avoids matrix inverse calculation, which is very time consuming. And by using this method, the task can be mostly simplified.
  • Item
    An Image Processing Approach to Detection of Ridges and Ravines on Polygonal Surfaces
    (Eurographics Association, 2000) Belyaev, Alexander; Ohtake, Yutaka
    Surface creases, ridges and ravines, provide us with important information about the shapes of 3D objects and can be intuitively defined as curves on a surface along which the surface bends sharply. Exploring similarity between edges of 2D grey-scale images and curvature extrema of 3D shapes and generalizing a basic edge detection approach to triangular meshes, we develop a method for detection of ridges and ravines on a smooth surface approximated by a triangular mesh. We also sketch three potential applications of our approach: mesh fairness evaluation, improving mesh decimation techniques, and simulating artistic pen-and-ink drawings of 3D objects.
  • Item
    Visualizing Stars and Emission Nebulas
    (Eurographics Association, 2000) Nadeau, David R.; Genetti, Jon D.; Napear, Steve; Pailthorpe, Bernard; Emmart, Carter; Wesselak, Erik; Davidson, Dennis
    We describe star and nebula visualization techniques used to create a 3D volumetric visualization of the Orion Nebula. The nebula’s ionization layer is modeled first as a surface model, derived from infrared and visible light observations. The surface model is imported into a volume scene graph-based visualization system that uses procedural volume modeling to simulate the nebula’s emissive gas layers. Additional scene graphs model proplyds and shock fronts within the nebula. Stars are rendered using Gaussian spots that are attenuated with distance. Finally, eighty-six separate volumes are voxelized from these scene graphs, then simultaneously volume rendered.
  • Item
    Towards Communicating Agents and Avatars in Virtual Worlds
    (Eurographics Association, 2000) Nijholt, Anton; Hondorp, Hendri
    We report about ongoing research in a virtual reality environment where visitors can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done. In addition, in a multi-user version of the system visitors can chat with each other. Our environment is a laboratory for research and for experiments with users interacting with agents in multimodal ways, referring to visualized information and making use of knowledge possessed by domain agents, but also by agents that represent other visitors of this environment. We discuss standards that are under development for designing such environments. Our environment models a local theatre in our hometown. We discuss our attempts to let this environment evolve into a theatre community where we do not only have goal-directed visitors buying tickets, but also visitors that that are not yet sure whether they want to buy or just want information or visitors who just want to look around, talk with others, etc. It is shown that we need a multi-user and multi-agent environment to realize our goals and that we need to have a unifying framework in order to be able to introduce and maintain different agents and user avatars with different abilities, including intellectual, interaction and animation abilities.
  • Item
    Combining finite element deformation with cutting for surgery simulations
    (Eurographics Association, 2000) Nienhuys, Han-Wen; van der Stappen, A. Frank
    Interactive surgery simulations have conflicting requirements of speed and accuracy. In this paper we show how to combine a relatively accurate deformation model—the Finite Element (FE) method—and interactive cutting without requiring expensive matrix updates or precomputation. Our approach uses an iterative algorithm for an interactive linear FE deformation simulation. The iterative process requires no global precomputation, so runtime changes of the mesh, i.e. cuts, can be simulated efficiently. Cuts are performed along faces of the mesh; this prevents growth of the mesh. We present a provably correct method for changing the mesh topology, and a satisfactory heuristic for determining along which faces to perform cuts. The incision surface will be jagged; this problem is a subject of current research.
  • Item
    Interactive Modelling of Convolution Surfaces with an Extendable User Interface
    (Eurographics Association, 2000) Goto, Yuichiro; Pasko, Alexander
    Convolution surfaces enable the user to model complex free-form shapes. Due to analytical solutions for some kernel functions and skeletal elements, it is possible to model convolution surfaces interactively. An extendable user interface allows the user to design models using different types of convolution surfaces. New primitives can be easily bound to the modeller using the proposed binding technique. Models generated in HyperFun language can be exchanged between modelling tools on several platforms.
  • Item
    Imaging Geometry for Concentric Mosaics
    (Eurographics Association, 2000) Watson, G. C.; Vaughan, N.; Wright, M. W.
    Image-based models of environments can be captured with the use of a rotating video camera. In this paper we consider the nature of the display to develop a simple quantitative measure of the quality of ray sampling which we use to compare different imaging geometries for concentric mosaics. We propose a novel arrangement for the rotating camera, which we show to produce a better sampling of rays for viewing on displays where the display surface is fixed in space and the view position is varied. We show how this improved capture geometry can be employed in a head tracked display to produce a display that resembles a virtual window through which a captured environment can be viewed.
  • Item
    Spreading of the cultural heritage by means of multi-configurable, low cost virtual reality techniques
    (Eurographics Association, 2000) Flores, J.; Arias, J.; Saavedra, S.; Varela, E.; Ferro, J. M.; Taboada, J.
    In the last few years, computer graphics techniques have been applied to preserve and promote the cultural heritage. In this first steps the bottleneck of these applications developed was the price of the hardware that limited the use of these tools to museums or exhibition rooms. Nevertheless, the fast increase of graphic capacity of the computers allows the development of high -quality complex applications which can be visualized in personal computers. This is completed by multidisciplinary research groups that focus their efforts on the most relevant aspect of the learning and presence sense in virtual environments. In this paper, an application of V.R. techniques to the promotion of heritage patrimony bases, in a PC platform, is presented. Focus has been put into high screen quality, multiple screen, multi-user, stereoscopic image, 3D sound and multisensorial environments as well as the high transportability, scalability and low price aiming at a quite widespread use of this hardware. The virtual reality application developed shows the old part of Santiago de Compostela, European City of Culture for the year 2000. The model of t he city is complex enough to prove that it is possible to use PC´s as visualization engine, over high quality and complex models.
  • Item
    A Procedural Approach to Solving Constraints of Articulated Bodies
    (Eurographics Association, 2000) Lee, J. Won; Baek, Nakhoon; Kim, Dongho; Hahn, James K.
    Realistic motions of articulated bodies are usually generated by using physically-based animation methods such as constrained dynamics. However, these methods involve heavy computations and complicated numerical methods. We present an alternative way of solving constraints of articulated bodies. Our objective is not physically correct motions but visually plausible animation. In our method, each object of the constrained body is first moved according to their physical parameters and external forces, without considering any constraints. Then the objects are translated and rotated to satisfy the given constraints. Instead of strict simulation of physical laws, we suggest procedural formulations for solving constraints. This formulation has the power of generating visually plausible motions as presented in our example animation sequences. Since our method is free from complex numerical methods, it is fast enough to be used in real-time applications such as virtual reality, computer games and real-time simulations. Numerical stability is another merit of our method. This procedural approach can be an alternative to strict physically-based animation methods.
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    An Accurate Illumination Model for Objects Coated with Multilayer Films
    (Eurographics Association, 2000) Hirayama, H.; Kaneda, K.; Yamashita, H.; Monden, Y.
    This paper proposes an accurate illumination model for rendering objects coated with multilayer films. Optical phenomenaof multilayer films are caused by reflection, refraction, interference, and absorption of light inside each layer of multiple films, and these physical phenomena are complicatedly related with each other. The proposed method calculates composite reflectance and transmittance of multilayer films, taking into account all the physical phenomena described above, and visualizes the optical phenomena caused by the multilayer films accurately. The illumination model proposed in the paper can handle both smooth surface and locally smooth rough surfaces. Several examples of objects coated with various kinds of films demonstrate the usefulness of the proposed method.
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    MeshSweeper: From Closest Point to Hausdorff Distance Between Meshes
    (Eurographics Association, 2000) Gueziec, A.
    We introduce a new algorithm for computing the distance from a point to an arbitrary polygonal mesh. Our algorithm uses a multi-resolution hierarchy of bounding volumes generated by geometric simplification. Our algorithm is dynamic, exploiting coherence between subsequent queries using a priority process (without caching the closest point), and achieving constant time queries in some cases. The method also applies to a mesh that deforms nonrigidly. Achieving from about 500 to several thousand queries per second for a complex polygonal shape on a PC, our method has applications both for interactive and photo-realistic graphics. In particular, we study in this paper the application to computing the Hausdorff distance between two polygonal shapes, with an arbitrary precision.
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    A Facial Repertoire for Animation
    (Eurographics Association, 2000) ten Hagen, Paul J. W.
    Character design and facial animation of characters is among the most tedious parts of creation of animations. In contrast to body animations, performer data have not been successfully used for faces. The CharToon system provides a facility to create a powerful repertoire of reusable components at several levels for the construction of faces and face animations. The knowledge embedded in the system allows for reuse of facial architectures, motion methods and animation definitions for newly constructed or adapted faces. These methods cover among other things, expressions, speech animations and changing view points. This paper describes the organization of the repertoire, how it can be built and extended, and gives examples of its usage. The repertoire offers a perspective of how a higher level system of animation behaviors can be created on top. The presentation will show many animated examples of the contents and working of the repertoire.
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    Visibility Complexity of a Region in Flatland
    (Eurographics Association, 2000) Rigau, Jaume; Feixas, Miquel; Sbert, Mateu
    The aim of this paper is to study the visibility complexity of different regions in a 2D scene. Based on mutual information, which we used in our previous work to define scene complexity, we propose two measures that quantify the complexity of a region from two different points of view. The knowledge of the complexity of a region can be useful to determine how difficult it is to recompute the visibility links for an animation depending on the regions visited or to obtain the complexity of the movement of a robot. We also envisage its applicability to obtain an optimal load balancing in a parallel computation by dividing the geometry in equal complexity regions.
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    Volumetric Textures
    (Eurographics Association, 2000) Gonzalez Clua, Esteban W.; Dreux, Marcelo
    There are some types of nature elements that are adequately represented in Computer Graphics only through volumes. In order to visualize scenes with volumes, together with geometrical objects, it is necessary to make use of a hybrid rendering algorithm. However, the presence of volumetric elements heavily increases the visualization processing time, independently of the technique being used. This article presents a method that is being developed in order to reduce the volumetric rendering to a projection of a special texture on a geometric surface that surrounds the volume. This technique seems to be particularly efficient to volumes that represent nature elements, such as gases, clouds and smoke. It is possible, however, to extend the method to other types of volumetric objects.
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    ALOHA : Adaptive Level Of Detail for Human Animation Towards a new framework
    (Eurographics Association, 2000) Giang, Thanh; Mooney, Robert; Peters, Christopher; Sullivan, Carol O.
    The task of animating and rendering virtual humans in real-time is challenging. One must first establish a sense of realism through appearance, and then maintain this realism through correct and plausible motion, while continually satisfying the real-time constraint imposed. One technique that aids in achieving such a task is to take advantage of the viewer’s perception to compute less accurate models when loss of accuracy is unlikely to be noticed. Traditionally, these ‘level of detail’ techniques have been used primarily for geometric modelling. However, more recently, they have also been applied to animation. This paper seeks to amalgamate animation and geometric level of detail research in order to produce an integrated framework on which to build a totally scalable system for virtual human animation.