EG 1996 Conference Proceedings
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Item Incremental Volume Rendering Using Hierarchical Compression(Blackwell Science Ltd and the Eurographics Association, 1996) Haley, Michael B.; Blake, Edwin H.We present a new algorithm here for efficient incremental rendering of volumetric datasets. The primary goal of this algorithm is to give average workstations the ability to efficiently render volume data received over relatively low bandwidth network links in such a way that rapid user feedback is maintained. Common limitations of workstation rendering of volume data include: large memory overheads, the requirement of expensive rendering hardware, and high speed processing ability. The rendering algorithm presented here overcomes these problems by making use of the efficient Shear-Warp Factorisation method which does not require specialised graphics hardware. However the original Shear-Warp algorithm suffers from a high memory overhead and does not provide for incremental rendering which is required should rapid user feedback be maintained. Our algorithm represents the volumetric data using a hierarchical data structure which provides for the incremental classification and rendering of volume data. This exploits the multiscale nature of the octree data structure. The algorithm reduces the memory footprint of the original Shear-Warp Factorisation algorithm by a factor of more than two, while maintaining good rendering performance. These factors make our octree algorithm more suitable for implementation on average desktop workstations for the purposes of interactive exploration of volume models over a network. Results from tests using typical volume datasets will be presented which demonstrate the ability of the algorithm to achieve high rendering rates for both incremental rendering and standard rendering while reducing the runtime memory requirements.Item Implicit Sweep Objects(Blackwell Science Ltd and the Eurographics Association, 1996) Crespin, Benoit; Blanc, Carole; Schlick, ChristopheItem Generation of 3D Texture Using Multiple 2D Models Analysis(Blackwell Science Ltd and the Eurographics Association, 1996) GHAZANFARPOUR, Djamchid; DISCHLER, Jean-MichelSolid (30) texturing is commonly used in computer graphics for producing more realistic images. It is often more attractive than the conventional 20 texture mapping but remains more complex on some points. Its major difficulty concerns the generation of 30 texture in a general and efficient way. The well-known traditional procedural methods use generally a simplified mathematical model of a natural texture. No reliable way for the choice of the mathematical model parameters, which characterise directly the produced 30 texture, is given. Therefore, 30 texture generation becomes a more or less experimental process with these methods.Our recently published methodfor an automatic 30 texture generation avoids this problem by the use of the spectral analysis of one 2D model texture. The resulting 30 texture is of good quality but one open problem remains: the aspect of the produced texture cannot be fully controlled over the entire 30 space by only one 20 spectral analysis. This may be considered as a serious limitation for some kinds of textures representing important variations in any direction.In this paper we present a new and more powerful analytical approach for an automatic 30 texture generation. Contrarily to our previous method, this new approach is not exclusively based on the spectral analysis of only one 20 model. It uses two or three 2D models corresponding to different slices of a 30 texture block, so, the aspect of the produced 3D texture can be controlled more efficiently over the entire 30 space. In addition, a more efficient 30 texture antialiasing, well adapted to this new method is presented.Item Physically-Based Deformations Constrained in Displacements and Volume(Blackwell Science Ltd and the Eurographics Association, 1996) Promayon, E.; Baconnier, P.; Puech, C.This paper presents a method of constraining physically-based deformable objects. In this method, an object can be defined locally in terms of kinetic and dynamic (mass, position, speed), and physical parameters (compressibility, elasticity, motor functioning). Several problems are solved: constant volume deformation, displacement constraints (fixed or moving required positions), and real object modelling. An object is described by a set of mass points on its contour. The evolution algorithm runs in two phases dealing successively with forces and constraints (which are presented as reaction forces).The main contribution of the method is the control of object volumes during evolution. We define a function that explicitly gives the inside volume of an object in order to use it as a constraint. Thus, the volume can be kept exactly constant during deformation without using an iterative process, in opposition to lagrangian approaches. Some results are illustrated by examples at the end of the paper.Item Output-SensitiveVisibility Algorithms for Dynamic Scenes with Applications to Virtual Reality(Blackwell Science Ltd and the Eurographics Association, 1996) Sudarsky, Oded; Gotsman, CraigAn output-sensitive visibility algorithm is one whose runtime is proportional to the number of visible graphic primitives in a scene model-not to the total number of primitives, which can be much greater. The known practical output-sensitive visibility algorithms are suitable only for static scenes, because they include a heavy preprocessing stage that constructs a spatial data structure which relies on the model objects positions. Any changes to the scene geometry might cause significant modifications to this data structure. We show how these algorithms may be adapted to dynamic scenes. Two main ideas are used: first, update the spatial data structure to reflect the dynamic objects current positions- make this update efficient by restricting it to a small part of the data structure. Second, use temporal bounding volumes (TBVs) to avoid having to consider every dynamic object in each frame. The combination of these techniques yields efficient, output-sensitive visibility algorithms for scenes with multiple dynamic objects. The performance of our methods is shown to be significantly better than previous output-sensitive algorithms, intended for static scenes.TBVs can be adapted to applications where no prior knowledge of the objects trajectories is available, such as virtual reality (VR), simulations etc. Furthermore, they save updates of the scene model itself- notjust of the auxiliary data structure used by the visibility algorithm. They can therefore be used to greatly reduce the communications overhead in client-server VR systems, as well as in general distributed virtual environments.Item Integrating Computer Animation and Multimedia(Blackwell Science Ltd and the Eurographics Association, 1996) Preston, Martin; Hewitt, TerryItem Intelligent Control for Haptic Displays(Blackwell Science Ltd and the Eurographics Association, 1996) Munch, Stefan; Stangenberg, MartinUsually, a mouse is used for input activities only, whereas output from the computer is sent via the monitor and one or two loudspeakers. But why not use the mouse for output, too? For instance, if it would be possible to predict the next interaction object the user wants to click on, a mouse with a mechanical brake could stop the cursor movement at the desired position. This kind of aid is especially attractive for small targets like resize handles of windows or small buttons.In this paper, we present an approach for the integration of haptic feedback in everyday graphical user interfaces. We use a specialized mouse which, is able to apply simple haptic information, to the user s hand and index finger. A multi-agent system has been designed which observes the user in order to predict the next interaction object and launch haptic feedback, thus supporting positioning actions with the mouse. Although primarily designed in order to provide intelligent haptic feedback, the system can be combined with other output modalities as well, due to its modular and flexible architecture.Item Radiosity for dynamic scenes in flatland with the visibility complex(Blackwell Science Ltd and the Eurographics Association, 1996) ORTI, Rachel; RIVIERE, Stephane; DURAND, Fredo; PUECH, ClaudeThe radiosity method is particularly suitable for global illumination calculations in static environments. Nonetheless, recent applications of image synthesis such as architectural simulation or lighting design require the ability to modify environments. Previous methods have attempted to deal with dynamic environments (environments where the geometry, the material properties, etc., can change)but still suffer some limitations in the case of moving objects. One of the main problems remaining is the efficient and accurate detection of which form factors must really be recomputed, since their calculation is the most time-consuming part of the radiosity method. To correctly understand and solve this problem, we start with a method in 2D for polygonal scenes using the visibility complex. It is a powerful data structure representing the visibility relationships between objects in the plane. We have developed and implemented an algorithm which uses this structure to efficiently compute the discontinuity mesh and the form factors for static scenes. We also propose an extension to our algorithm to efficiently update only the modified form factors when an object is moving. This approach enhances our understanding and will hopefully lead to efficient solutions in 3D.Item An Energy-Based Approach for Contact Force Computation(Blackwell Science Ltd and the Eurographics Association, 1996) Faure, FrancoisA new approach for computing resting contact forces between solids is presented, which handles both static and sliding friction, while avoiding the problems arising from previous approaches. Each iteration provides values for all unknowns and needs a constant computation time. The first iteration is a global dynamic solution involving inertia and external forces. The subsequent iterations consist of global redistributions of energy through the solids in order to restrict the values within correct bounds, leading to a progressive refinement of the solution. This allows the termination of the computation when a user-defined level of precision is reached. Convergence is proven in the frictionless case.The method is concise and is easily usable in a motion control system. It was implemented and tested on some examples involving simultaneously static and sliding friction along with motion control.Item Interpolatory Subdivision on Open Quadrilateral Nets with Arbitrary Topology(Blackwell Science Ltd and the Eurographics Association, 1996) Kobbelt, LeifA simple interpolatory subdivision scheme for quadrilateral nets with arbitrary topology is presented which generates C1 surfaces in the limit. The scheme satisfies important requirements for practical applications in computer graphics and engineering. These requirements include the necessity to generate smooth surfaces with local creases and cusps. The scheme can be applied to open nets in which case it generates boundary curves that allow a C0-join of several subdivision patches. Due to the local support of the scheme, adaptive refinement strategies can be applied. We present a simple device to preserve the consistency of such adaptively refined nets.Item Full-range approximation of triangulated polyhedra.(Blackwell Science Ltd and the Eurographics Association, 1996) Ronfard, Remi; Rossignac, JarekWe propose a new algorithm for automatically computing approximations of a given polyhedral object at different levels of details. The application for this algorithm is the display of very complex scenes. where many objects are seen with a range of varying levels of detail. Our approach is similar to the region-merging method used for image segmentation. We iteratively collapse edges, based on a measure of the geometric deviation from the initial shape. When edges are merged in the right order, this strategy produces a continuum of valid approximations of the original object, which can be used for faster rendering at vastly different scales.Item Generation of Smooth Surfaces by Controlling Curvature Variation(Blackwell Science Ltd and the Eurographics Association, 1996) Higashi, Masatake; Tsutamori, Hideo; Hosaka, MamoruTo satisfy a designer s intention for constructing aesthetic shapes such as automotive bodies, we propose a surface generation method. In the surface design process, designers determine shapes according to their great concern for the reflected images of vehicle surroundings, shade lines and highlight lines. Since reflection and shading are affected by changes of surface normal, the curvature variation of the surface, which represents the change of the surface normal, should be smooth and distributed as designers want. The proposed method controls curvature distribution directly by determining a surface shape from an evolute, which is a locus of the curvature center of the generatrix and moves along directrices to form the surface. It first generates evolutes of boundary curves to be generatrices as rational Bezier curves, then interpolates their shapes with the Bezier polygons, and locates the interpolated shape to the corresponding position of the directrices. By applying this method, we have confirmed that a smooth shape is generated from four boundary curves.Item Fractal modeling using free form techniques(Blackwell Science Ltd and the Eurographics Association, 1996) Zair, Chems Eddine; Tosan, EricIFS models have become a powerful tool for the construction of fractal sets. They offer a straightforward way to generate complex, self-similar figures as attractors. However, they present the fundamental disadvantage of providing little control over the global form of the attractor. In contrast, free form techniques give a high control over smooth man-made objects with the use of a set of control points.In this paper, we present a new approach of fractal modeling which is based on IFS theory. We shall use free form techniques to give a practical and efficient way to build controlled fractal attractors. The resulting effect consists on the ability to deform a fractal shape interactively into the desired shape, in the same way as parametric forms (Bezier, splines).Item 3D Interactive Topological Modeling using Visible Human Dataset(Blackwell Science Ltd and the Eurographics Association, 1996) Beylot, P; Gingins, P; Kalra, P; Thalmann, N Magnenat; Maurel, W; Thalmann, D; Fasel, JAvailability of Visible Human Dataset (VHD)has provided numerous possibilities for its exploitation in both medical applications and 3D animation. In this paper, we present our interactive tools which enable extraction of surfaces for different organs, including bones, muscles, fascia, and skin, from the VHD. The reconstructed surfaces then are used for defining the inter-relationship of organs, a process we refer to as topological modeling. A data base is constructed, which encapsulates structural, topological, mechanical and other relevant information about organs. A 3D interactive tool enables the building and editing of this data base. Such a data base can later be used for different applications in fields such as medicine, sports, education, and entertainment.Item CCD-Camera Based Optical Beacon Tracking for Virtual and Augmented Reality(Blackwell Science Ltd and the Eurographics Association, 1996) Madritsch, Franz; Gervautz, MichaelWe introduce a scheme for optical beacon tracking using two CCD-cameras and LED beacons. Due to the sub-pixel accuracy of the beacon detection algorithm a very high precision can be achieved so that the tracking method is suitable for augmented reality applications. We describe the assembly of the equipment needed for the whole tracking system, the behavior of LED-beacons, and how three beacons can be combined to form a 6-DOF tracker. A report on our accuracy evaluation and its results are given. Furthermore we describe two application prototypes in which the tracker was incorporated and tested.Item Computation of Higher Order Illumination with a Non-Deterministic Approach(Blackwell Science Ltd and the Eurographics Association, 1996) Bouatouch, Kadi; Pattanaik, S. N.; Zeghers, EricIn spite of the number of efforts made by the computer graphics researchers, till today the computation of view-independent global illumination in an environment containing non-diffusely reflecting objects is a non-resolved problem. In general, non-deterministic techniques seem to be capable of solving this problem. In this article we propose one such non-deterministic method which will permit such calculation by using a combined technique of higher order function approximation and particle tracing. We have used multi-wavelets as basis functions and have calculated the illumination function approximation coefficients by exploiting the adjointness between the radiance equation and the potential equation.Item Surface Graph Sketching(Blackwell Science Ltd and the Eurographics Association, 1996) Hutchinson, D.; Lin, F.; Hewitt, W.T.The production of patterns and designs upon surfaces has received only limited attention, with texturing techniques being accepted as adequate. Texturing, however, can be a very unsatisfactory and clumsy method of producing complex and accurate designs upon a surface, even more so with surfaces such as NURBS where a texture may appear very much distorted when mapped to a surface. This paper introduces a new approach called surface graph sketching which draws upon ideas from planar graph sketching for the construction of complex curve networks across parametrically defined surfaces. Surface curves can be created by a number of methods and stored in the parameter space of the surface thereby allowing intricate and more importantly accurate surface designs to be created. Regions of the surface may be assigned a property such as colour or texture, or cut away to produce holes. Surface graph sketching has a number of applications, in the design of trimming curves, surface patterning and texture map definitions.Item Incremental constraint modelling in a feature modelling system(Blackwell Science Ltd and the Eurographics Association, 1996) Laakko, Timo; Mantyla, MarttiThe techniques of constraint propagation have recently been successfully applied to feature-based design. Because of their speed, constraint propagation methods allow incremental design and rapid local modifcations of the part. However, cyclic constraints cause serious problems to current constraint propagation algorithms. Variational geometric design systems can, in principle, manage these cases. Unfortunately, this typically requires complete re-evaluation of the underlying set of constraint equations, making the method unsuitable for interactive use.The proposed system aims to localize the problem of constraint solving and maintenance. The constraint graph of the part or assembly is divided into several independent partial graphs, subsystems. Afterwards, each subsystem is handled separately using a selected constraint solving technique for the subsystem.Item Automatic Generation of Multiresolution Boundary Representations(Blackwell Science Ltd and the Eurographics Association, 1996) Andujar, C.; Ayala, D.; Brunet, P.; Arinyo, R. Joan; Sole, J.The paper focuses on automatic simplification algorithms for the generation of a multiresolution family of solid models from an initial boundary representation of a polyhedral solid. An algorithm for general polyhedra based on an intermediate octree representation is proposed. Simplified elements of the multiresolution family approximate the initial solid within increasing tolerances. A discussion among different octree-based simplification methods and the standard marching cubes algorithm is presented.Item Compositing Computer and Video Image Sequences: Robust Algorithms for the Reconstruction of the Camera Parameters(Blackwell Science Ltd and the Eurographics Association, 1996) Berger, M.-O.; Chevrier, C.; Simon, G.Augmented reality shows great promises in fields where a simulation in situ would be impossible or too expensive. When mixing synthetic and real objects in the same animated sequence, we must be sure that the geometrical coherence as well as the photometrical coherence is ensured. One major challenge is to compute the camera viewpoint with sufficient accuracy to ensure a satisfactory composition. We especially address this point in this paper using computer vision techniques and robust statistical methods. We prove that such techniques make it possible to compute almost automatically the viewpoint for long video sequences even for bad quality images in outdoor environments. Significant results on the lighting simulation of the bridges of Paris are shown.