24-Issue 1
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Item 2004 Eurographics Symposium on Parallel Graphics and Visualization(The Eurographics Association and Blackwell Publishing Ltd., 2005) Raffin, BrunoItem Acquisition, Synthesis, and Rendering of Bidirectional Texture Functions(The Eurographics Association and Blackwell Publishing Ltd., 2005) Mueller, G.; Meseth, J.; Sattler, M.; Sarlette, R.; Klein, R.One of the main challenges in computer graphics is still the realistic rendering of complex materials such as fabric or skin. The difficulty arises from the complex meso structure and reflectance behavior defining the unique look-and-feel of a material. A wide class of such realistic materials can be described as 2D-texture under varying light- and view direction, namely, the Bidirectional Texture Function (BTF). Since an easy and general method for modeling BTFs is not available, current research concentrates on image-based methods, which rely on measured BTFs (acquired real-world data) in combination with appropriate synthesis methods. Recent results have shown that this approach greatly improves the visual quality of rendered surfaces and therefore the quality of applications such as virtual prototyping. This state-of-the-art report (STAR) will present the techniques for the main tasks involved in producing photo-realistic renderings using measured BTFs in details.Item A Bidirectional Deposition Model of Wax Crayons(The Eurographics Association and Blackwell Publishing Ltd., 2005) Rudolf, Dave; Mould, David; Neufeld, EricWe present a physically inspired model of wax crayons, which synthesizes drawings from collections of user-specified strokes. Paper is represented by a height-field texture, and a crayon is modeled with a 2D mask that evolves as it interacts with the paper. The amount of wax deposition is computed based on the crayon contact profile, contact force and friction. Previously deposited wax is smeared by crayon action, based on wax softness and contact information. Deposited wax can also be carved from the paper by the crayon and redeposited at another location. The distributed wax is rendered using a simplified Kubelka-Monk model, which approximates light transmission and scattering effects.Item CGForum 2005 Cover Image(The Eurographics Association and Blackwell Publishing Ltd., 2005)Item Collision Detection for Deformable Objects(The Eurographics Association and Blackwell Publishing Ltd., 2005) Teschner, M.; Kimmerle, S.; Heidelberger, B.; Zachmann, G.; Raghupathi, L.; Fuhrmann, A.; Cani, M.-P.; Faure, F.; Magnenat-Thalmann, N.; Strasser, W.; Volino, P.Interactive environments for dynamically deforming objects play an important role in surgery simulation and entertainment technology. These environments require fast deformable models and very efficient collision handling techniques. While collision detection for rigid bodies is well investigated, collision detection for deformable objects introduces additional challenging problems. This paper focuses on these aspects and summarizes recent research in the area of deformable collision detection. Various approaches based on bounding volume hierarchies, distance fields and spatial partitioning are discussed. In addition, image-space techniques and stochastic methods are considered. Applications in cloth modeling and surgical simulation are presented.Item Cutting and Pasting Irregularly Shaped Patches for Texture Synthesis(The Eurographics Association and Blackwell Publishing Ltd., 2005) Dong, Feng; Lin, Hai; Clapworthy, GordonThis paper proposes a patch-based texture synthesis approach that cuts and stitches irregularly shaped texture patches to generate new texture images with minimized visual discontinuity. It works well on a wide range of textures. A semiautomatic algorithm is developed to obtain the irregularly shaped patches. To synthesize strictly structured textures, a regular pasting method is proposed to identify the texture structures and subsequently position the irregularly shaped patches according to the identified structures. The results and comparisons with related work are given.Item Efficient Rendering of Local Subsurface Scattering(The Eurographics Association and Blackwell Publishing Ltd., 2005) Mertens, Tom; Kautz, Jan; Bekaert, Philippe; Van Reeth, Frank; Seidel, Hans-PeterA novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm, which operates in image space, and which is even amenable for implementation on graphics hardware. We demonstrate the applicability of our technique to the problem of skin rendering, for which the subsurface transport of light typically remains local. Our implementation shows that plausible images can be rendered interactively using hardware acceleration.Item EG Editorial(The Eurographics Association and Blackwell Publishing Ltd., 2005)Item EG Editorial(The Eurographics Association and Blackwell Publishing Ltd., 2005) Brunet, Pere; Willis, Phil; Seidel, Hans-PeterItem Eurographics Awards Programme(The Eurographics Association and Blackwell Publishing Ltd., 2005)Item An Interactive Deformation System for Granular Material(The Eurographics Association and Blackwell Publishing Ltd., 2005) Onoue, Koichi; Nishita, TomoyukiComputer Graphics (CG) animations of natural phenomena are currently widely used for movies and in video games. Granular materials occur widely in nature, and therefore it is necessary that CG animations represent ground surfaces composed of a granular material as well as model deformations when the granular material comes into contact with other physical rigid objects (called solid objects). In this paper, we propose a deformation algorithm for ground surfaces composed of granular material. The deformation algorithm is divided into three steps: (1) detection of the collision between a solid object and the ground surface, (2) displacement of the granular material and (3) erosion of the material at steep slopes. The proposed algorithm can handle solid objects of various shapes, including concave polyhedra by additionally using a layered data structure called the Height Span Map. Furthermore, a texture sliding technique is presented to render the motion of granular materials. In addition, our implementation of the deformation algorithm can be used at interactive frame rates.Item A New Interpolatory Subdivision for Quadrilateral Meshes(The Eurographics Association and Blackwell Publishing Ltd., 2005) Li, G.; Ma, W.; Bao, H.This paper presents a new interpolatory subdivision scheme for quadrilateral meshes based on a 1-4 splitting operator. The scheme generates surfaces coincident with those of the Kobbelt interpolatory subdivision scheme for regular meshes. A new group of rules are designed for computing newly inserted vertices around extraordinary vertices. As an extension of the regular masks,the new rules are derived based on a reinterpretation of the regular masks. Eigen-structure analysis demonstrates that subdivision surfaces generated using the new scheme are C1 continuous and, in addition, have bounded curvature.Item VAST2003 5-7 November 2003(The Eurographics Association and Blackwell Publishing Ltd., 2005) Chalmers, Alan; Arnold, DavidItem Virtual Endoscopy in Research and Clinical Practice(The Eurographics Association and Blackwell Publishing Ltd., 2005) Bartz, DirkVirtual endoscopy is among the most active topics in virtual medicine and medical imaging. It focuses on the virtual representation of minimally invasive procedures for training, planning and diagnosis without an actual invasive intervention. In the past few years, virtual endoscopy modes have been transferred from research systems in virtually every commercial medical imaging software, but with varying quality and flexibility. This report covers concepts used in current systems in research and products, and how they might be applied to daily practice in health care. Specifically, I will start with an introduction into virtual endoscopy and the related medical field. This will also include typical scenarios of virtual endoscopy applications as they appear in clinical practice. This part will be followed by a discussion of the technical issues of virtual endoscopy and how they are addressed in currently available systems. Among these issues are navigation through the respective body organ and the orientation aids for the users. In addition, I will highlight the different rendering techniques used and its impact on rendering speed and quality.Item Vissym04(The Eurographics Association and Blackwell Publishing Ltd., 2005) Deussen, Oliver; Hanson, Charles; Keim, Daniel; Saupe, Dietmar