PG2011short
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Browsing PG2011short by Subject "Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling-Curve, surface, solid, and object representations"
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Item Diffusion Tensor Weighted Harmonic Fields for Feature Classification(The Eurographics Association, 2011) Wang, Shengfa; Hou, Tingbo; Su, Zhixun; Qin, Hong; Bing-Yu Chen and Jan Kautz and Tong-Yee Lee and Ming C. LinThis paper presents an efficient method for feature definition and classification on shapes. We tackle this challenge by exploring the weighted harmonic field (WHF), which is also the stable state of a heat diffusion regulated by an anisotropic diffusion tensor. The technical merit of our method is highlighted by the elegant integration of locallydefined diffusion tensor and globally-defined harmonic field in an anisotropic manner. At the computational front, the partial differential equation of heat diffusion becomes a linear system with Dirichlet boundary condition at heat sources (also called seeds). We develop an algorithm for automatic seed selection, enhanced by a fast update procedure in a high dimensional space. Various experiments are conducted to demonstrate the ease of manipulation and high performance of our method.Item Feature Adaptive Surfel Set Simplification(The Eurographics Association, 2011) Huang, Yan; Yan, Feihu; Wang, Bei; Peng, Jingliang; Bing-Yu Chen and Jan Kautz and Tong-Yee Lee and Ming C. LinIn this paper we propose a novel scheme for simplifying a surfel set with the resultant surfels computed and distributed in an effort to preserve prominent geometric and textural features with a reduced number of primitives. It works by iteratively collapsing local neighborhoods around surfels until a desired data reduction ratio is reached. The local neighborhood collapses are prioritized according to a cost metric that takes into account the local complexities of both the geometric and the textural information. Experimental results demonstrate that, besides yielding outstanding model quality at a reduced model size, the proposed scheme provides the flexibility for the users to specify the relative priorities in the geometric and the textural fidelity.Item Interactive Design of Planar Curved Folding by Reflection(The Eurographics Association, 2011) Mitani, Jun; Igarashi, Takeo; Bing-Yu Chen and Jan Kautz and Tong-Yee Lee and Ming C. LinDesigning curved folds of a developable surface remains an open problem. No analytical method for the design of curved folds has been reported. Although optimization methods exist, it is difficult to interactively design valid curved folds of a single developable surface using such methods. In the present paper, we propose an interactive system for designing a surface with planar curved folds based on mirror reflection. The key consideration is that a surface created by sequential reflective folding is guaranteed to be isometrically unfolded into a plane. We demonstrate that the proposed system enables the interactive design of a variety of expressive curved folds, which was very difficult using previous methods.Item Real-time Realistic Voxel-based Rendering(The Eurographics Association, 2011) Chang, S.-H.; Lai, Yu-Chi; Niu, Yuzhen; Liu, Feng; Hua, K.-L.; Bing-Yu Chen and Jan Kautz and Tong-Yee Lee and Ming C. LinWith the advance of graphics hardware, setting 3D texture as render target is newly available to allow voxelization algorithms to record the existence, color and normal information in a voxel directly without specific encoding and decoding mechanism. In this paper two new voxel-based applications are proposed to take advantage of this new functionality for interactively rendering realistic lighting effects including shadow of objects with complex occlusion and refraction and transmission of transparent objects. An absorption coefficient is computed according to the number of surface drawing in each voxel during voxelization and used to compute the amount of light passing through partial occluded complex objects. The refraction and transmission of light passing through transparent objects is simulated by our multiple refraction algorithm using surface normal, transmission coefficient and refraction index in each voxel. All these applications can generate the result in real-time without any preprocessing step. Additionally, we also found that the newly available geometry shader can be used to transform a highly complex surface-represented scene into a set of high-resolution voxels in only one GPU pass. This possibly improve the efficiency of the voxelization process.