Volume 17 (1998)
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Item Programming Paradigms in an Object-Oriented Multimedia Standard(Blackwell Publishers Ltd and the Eurographics Association, 1998) Duke, D. J.; Herman, I.Of the various programming paradigms in use today, object-orientation is probably the most successful in terms of industrial take-up and application, particularly in the field of multimedia. It is therefore unsurprising that this technology has been adopted by ISO/IEC JTC1/SC24 as the foundation for a forthcoming International Standard for Multimedia, called PREMO. Two important design aims of PREMO are that it be distributable, and that it provides a set of media-related services that can be extended in a disciplined way to support the needs of future applications and problem domains. While key aspects of the object-oriented paradigm provide a sound technical basis for achieving these aims, the need to balance extensibility and a high-level programming interface against the realities of efficiency and ease of implementation in a distributed setting meant that the task of synthesising a Standard from existing practice was non-trivial. Indeed, in order to meet the design aims of PREMO is was found necessary to augment the basic object infrastructure with facilities and ideas drawn from other programming paradigms, in particular concepts from constraint management and data flow. This paper describes the important trade-offs that have affected the development of PREMO and explains how these are addressed through the use of specific programming paradigms.Item Fast Feature-Based Metamorphosis and Operator Design(Blackwell Publishers Ltd and the Eurographics Association, 1998) Lee, Tong-Yee; Lin, Young-Ching; Sun, Y.N.; Lin, LeeweenMetamorphosis is a powerful visual technique, for producing interesting transition between two images or volume data. Image or volume metamorphosis using simple features provides flexible and easy control of visual effect. The feature-based image warping proposed by Beier and Neely is a brute-force approach. In this paper, first, we propose optimization methods to reduce their warping time without noticeable loss of image quality. Second, we extend our methods to 3D volume data and propose several interesting warping operators allowing global and local metamorphosis of volume data.Item Sixth Eurographics Workshop on Programming Paradigms in Graphics (WPPG97)(Blackwell Publishers Ltd and the Eurographics Association, 1998) Arbab, Farhad; Slusallek, PhilippItem 8th Eurographics Workshop on Rendering(Blackwell Publishers Ltd and the Eurographics Association, 1998) Dorsey, Julie; Slusallek, PhilippItem The Priority Face Determination Tree for Hidden Surface Removal(Blackwell Publishers Ltd and the Eurographics Association, 1998) James, A.; Day, A. M.Many virtual environments are built from a set of polygons that form the basis of objects in the scene. Using priority-list algorithms, the sequence in which these polygons are drawn is dependent upon the location of an observer; the polygons must be ordered correctly before a realistic image can be displayed. It is necessary for a scene to be drawn correctly in real time from all locations before the observer can move interactively around the scene with complete freedom.The binary-space partitioning (BSP) tree developed by Fuchs, Kedem and Naylor in 1980 stores the view independent priority of a set of polygons which can be used to obtain the correct order for any given view-point. However, the number of polygons grows significantly due to the BSP splitting stage, increasing the number of nodes in the tree. This affects linearly the number of tests necessary to traverse the tree to obtain the priority of the set of polygons.The algorithm presented here is built using its associated BSP tree, but attempts to reduce the number of tests to, log4/3n, at the cost of a tree of size of O(N1.5log4/3n?1), where n is the initial number of polygons in the scene, and N the resulting number after BSP splitting. To achieve the increase in run-time efficiency, a height plane is used to restrict the view point of the observer to a fixed height, but the key to the efficiency of the algorithm is in the use of polygonal dependencies. In the scene; if we know our location relative to the front or back of a polygon, then our position relative to one-quarter of the remaining polygons, in the expected worst-case, can be determined.Item Calendar of Events(Blackwell Publishers Ltd and the Eurographics Association, 1998)Item Multiresolution Isosurface Extraction with Adaptive Skeleton Climbing(Blackwell Publishers Ltd and the Eurographics Association, 1998) Poston, Tim; Wong, Tien-Tsin; Heng, Pheng-AnnAn isosurface extraction algorithm which can directly generate multiresolution isosurfaces from volume data is introduced. It generates low resolution isosurfaces, with 4 to 25 times fewer triangles than that generated by marching cubes algorithm, in comparable running times. By climbing from vertices (0-skeleton) to edges (1-skeleton) to faces (2-skeleton), the algorithm constructs boxes which adapt to the geometry of the true isosurface. Unlike previous adaptive marching cubes algorithms, the algorithm does not suffer from the gap-filling problem. Although the triangles in the meshes may not be optimally reduced, it is much faster than postprocessing triangle reduction algorithms. Hence the coarse meshes it produces can be used as the initial starts for the mesh optimization, if mesh optimality is the main concern.Item Interactive Construction and Animation of Layered Elastically Deformable Characters(Blackwell Publishers Ltd and the Eurographics Association, 1998) Turner, Russell; Gobbetti, EnricoAn interactive system is described for creating and animating deformable 3D characters. By using a hybrid layered model of kinematic and physics-based components together with an immersive 3D direct manipulation interface, it is possible to quickly construct characters that deform naturally when animated and whose behavior can be controlled interactively using intuitive parameters. In this layered construction technique, called the elastic surface layer model, a simulated elastically deformable skin surface is wrapped around a kinematic articulated figure. Unlike previous layered models, the skin is free to slide along the underlying surface layers constrained by geometric constraints which push the surface out and spring forces which pull the surface in to the underlying layers. By tuning the parameters of the physics-based model, a variety of surface shapes and behaviors can be obtained such as more realistic-looking skin deformation at the joints, skin sliding over muscles, and dynamic effects such as squash-and-stretch and follow-through. Since the elastic model derives all of its input forces from the underlying articulated figure, the animator may specify all of the physical properties of the character once, during the initial character design process, after which a complete animation sequence can be created using a traditional skeleton animation technique. Character construction and animation are done using a 3D user interface based on two-handed manipulation registered with head-tracked stereo viewing. In our configuration, a six degree-of-freedom head-tracker and CrystalEyes shutter glasses are used to display stereo images on a workstation monitor that dynamically follow the user head motion. 3D virtual objects can be made to appear at a fixed location in physical space which the user may view from different angles by moving his head. To construct 3D animated characters, the user interacts with the simulated environment using both hands simultaneously: the left hand, controlling a Spaceball, is used for 3D navigation and object movement, while the right hand, holding a 3D mouse, is used to manipulate through a virtual tool metaphor the objects appearing in front of the screen. Hand-eye coordination is made possible by registering virtual space to physical space, allowing a variety of complex 3D tasks necessary for constructing 3D animated characters to be performed more easily and more rapidly than is possible using traditional interactive techniques.Item Editorial(Blackwell Publishers Ltd and the Eurographics Association, 1998) Coquillart, Sabine; Seidel, Hans-PeterItem Dithered Color Quantization(Blackwell Publishers Ltd and the Eurographics Association, 1998) Buhmann, J. M.; Fellner, Dieter W.; Held, M.; Ketterer, J.; Puzicha, J.Image quantization and digital halftoning are fundamental problems in computer graphics, which arise when displaying high-color images on non-truecolor devices. Both steps are generally performed sequentially and, in most cases, independent of each other. Color quantization with a pixel-wise defined distortion measure and the dithering process with its local neighborhood optimize different quality criteria or, frequently, follow a heuristic without reference to any quality measure.In this paper we propose a new method to simultaneously quantize and dither color images. The method is based on a rigorous cost-function approach which optimizes a quality criterion derived from a generic model of human perception. A highly efficient algorithm for optimization based on a multiscale method is developed for the dithered color quantization cost function. The quality criterion and the optimization algorithms are evaluated on a representative set of artificial and real-world images as well as on a collection of icons. A significant image quality improvement is observed compared to standard color reduction approaches.Item The Art of Knitted Fabrics, Realistic & Physically Based Modelling Of Knitted Patterns(Blackwell Publishers Ltd and the Eurographics Association, 1998) Meißner, M.; Eberhardt, B.In this paper we will present a system to use three dimensional computer graphics in garment design. This system is capable to visualize the "real", i.e. the physically correct, appearance of a knitted fabric. A fast visualization of a physically correct micro-structure garment is of crucial importance in textile industry, since it enables fast and less expensive product development. This system may be either used in the design of new products or teaching the art of knitted fabrics.We use in our system directly the produced machine-code of the design system for knitting machines. A physical model, a particle system, is used to calculate the dynamics of the micro-structure of the knitted garment.Item 5th Eurographics Workshop on Design, Specification and Verification of Interactive Systems, DSV-IS '98(Blackwell Publishers Ltd, 1998)Item A New Approach for Direct Manipulation of Free-Form Curve(Blackwell Publishers Ltd and the Eurographics Association, 1998) Zheng, J.M.; Chan, K.W.; Gibson, I.There is an increasing demand for more intuitive methods for creating and modifying free-form curves and surfaces in CAD modeling systems. The methods should be based not only on the change of the mathematical parameters, such as control points, knots, and weights, but also on the userâ s specified constraints and shapes. This paper presents a new approach for directly manipulating the shape of a free-form curve, leading to a better control of the curve deformation and a more intuitive CAD modeling interface. The userâ s intended deformation of a curve is automatically converted into the modification of the corresponding NURBS control points and knot sequence of the curve. The algorithm for this approach includes curve elevation, knot refinement, control point repositioning, and knot removal. Several examples shown in this paper demonstrate that the proposed method can be used to deform a NURBS curve into the desired shape. Currently, the algorithm concentrates on the purely geometric consideration. Further work will include the effect of material properties.Item 2nd Eurographics Workshop on Parallel Graphics & Visualization - Call for Contributions(Blackwell Publishers Ltd and the Eurographics Association, 1998)Item Incident Light Metering in Computer Graphics(Blackwell Publishers Ltd and the Eurographics Association, 1998) Neumann, Laszlo; Matkovic, Kresimir; Neumann, Attila; Purgathofer, WernerEvery rendering process consists of two steps. The first is the computing of luminance values by methods like ray tracing or radiosity, and the second step is the mapping of the computed values to values appropriate for displaying. In the last years, as alternative to simple linear scaling which maps the average value to the medium luminance, some new ways of mapping were introduced. These new methods are based on photography analogies and on human vision models. All existing methods follow, implicitly or explicitly, the reflected light metering principle. The method introduced in this paper is the first that follows the incident light metering used in professional photography and in the movie industry. Actually the irradiances are measured using a set of diffusors, which are placed automatically in the scene, and a linear scale factor based on these measurements is used to map the computed radiances to the display device. The diffusors act as half space integrators, they collect the light energy from all half space directions. The light comes from the primary light sources, or it is the result of various interreflections. The newly introduced method reproduces original colors faithfully even for scenes with very low or very high average reflectivity.Item A Fast Algorithm for Inverse Colormap Computation(Blackwell Publishers Ltd and the Eurographics Association, 1998) Brun, L.; Secroun, C.The inverse colormap operation is the process which allows an image to be displayed with a limited set of colors. In order to obtain a minimal visual distortion between the input image annd the one displayed, inverse colormap algorithms associate each color with its nearest representative. The method presented in this paper is carried out in two steps. First, the 3D Voronoi diagram implicitly used by inverse colormap algorithms is approximated using a Karhunen-Loeve transformation. Then, a correcting step is carried out in order to reduce the in uence of the first approximation. The complexity of our algorithm is independent of the size of the colormap. Moreover, its results are equal or quite close to the optimal solution.Item Mass-Spring Simulation using Adaptive Non-Active Points(Blackwell Publishers Ltd and the Eurographics Association, 1998) Howlett, P.; Hewitt, W.T.This paper introduces an adaptive component to a mass-spring system as used in the modelling of cloth for computer animation. The new method introduces non-active points to the model which can adapt the shape of the cloth at inaccuracies. This improves on conventional uniform mass-spring systems by producing more visually pleasing results when simulating the drape of cloth over irregular objects. The computational cost of simulation is decreased by reducing the complexity of collision handling and enabling the use of coarser mass-spring networks.Item Calendar of Events(Blackwell Publishers Ltd and the Eurographics Association, 1998)Item An Exhaustive Error-Bounding Algorithm for Hierarchical Radiosity(Blackwell Publishers Ltd and the Eurographics Association, 1998) Holzschuch, Nicolas; Sillion, FrancoisThis paper presents a complete algorithm for the evaluation and control of error in radiosity calculations. Providing such control is both extremely important for industrial applications andd one of the most challenging issues remaining in global illumination research. In order to control the error, we need to estimate the accuracy of the calculation while computing the energy exchanged between two objects. Having this information for each radiosity interaction allows to allocate more resources to refine interactions with greater potential error, and to avoid spending more time to refine interactions already represented with sufficient accuracy. Until now, the accuracy of the computed energy exchange could only be approximated using heuristic algorithms. This paper presents the first exhaustive algorithm to compute fully reliable upper and lower bounds on the energy being exchanged in each interaction. This is accomplished by computing first and second derivatives of the radiosity function where appropriate, and making use of two concavity conjectures. These bounds are then used in a refinement criterion for hierarchical radiosity, resulting in a global illumination algorithm with complete control of the error incurred. Results are presented, demonstrating the possibility to create radiosity solutions with guaranteed precision. We then extend our algorithm to consider linear bounding functions instead of constant functions, thus creating simpler meshes in regions where the function is concave, without loss of precision. Our experiments show that the computation of radiosity derivatives along with the radiosity values only requires a modest extra cost, with the advantage of a much greater precision.Item A Bernstein-Bezier Based Approach to Soft Tissue Simulation(Blackwell Publishers Ltd and the Eurographics Association, 1998) Roth, S.H.; Gross, Markus H.; Turello, Silvio; Carls, Friedrich R.This paper discusses a Finite Element approach for volumetric soft tissue modeling in the context of facial surgery simulation. We elaborate on the underlying physics and address some computational aspects of the finite element discretization.In contrast to existing approaches speed is not our first concern, but we strive for the highest possible accuracy of simulation. We therefore propose an extension of linear elasticity towards incompressibility and nonlinear material behavior, in order to describe the complex properties of human soft tissue more accurately. Furthermore, we incorporate higher order interpolation functions using a Bernstein-Bezier formulation, which has various advantageous properties, such as its integral polynomial form of arbitrary degree, efficient subdivision schemes, and suitability for geometric modeling and rendering. In addition, the use of tetrahedral Finite Elements does not put any restriction on the geometry of the simulated volumes.Experimental results obtained from a synthetic block of soft tissue and from the Visible Human Data Set illustrate the performance of the envisioned model.