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Item Eurographics(Blackwell Publishers Ltd and the Eurographics Association, 1999)Item Announcements(Blackwell Publishers Ltd and the Eurographics Association, 1999)Item Approximate Line Scan-Conversion and Antialiasing(Blackwell Publishers Ltd and the Eurographics Association, 1999) Chen, Jim X.; Wang, XushengItem Event Reports(Blackwell Publishers Ltd and the Eurographics Association, 1999)Second Eurographics Workshop on Parallel Graphics and Visualization, Rennes, France September 24-25, 1998Item A Progressive Algorithm for Three Point Transport(Blackwell Publishers Ltd and the Eurographics Association, 1999) Dumont, Reynald; Bouatouch, Kadi; Gosselin, PhilippeWhen computing global illumination in environments made up of surfaces with general Bidirectional Reflection Distribution Functions, a three point formulation of the rendering equation can be used. Brute-force algorithms can lead to a linear system of equations whose matrix is cubic, which is expensive in time and space. The hierarchical approach is more efficient. Aupperle et al. proposed a hierarchical three point algorithm to compute global illumination in the presence of glossy reflection. We present in this paper some improvements we brought to this method: shooting, "lazy" push-pull, photometric subdivision criterion, etc. Then we will show how our new method takes into account non-planar surfaces in the hierarchical resolution process.Item Animating Sand, Mud, and Snow(Blackwell Publishers Ltd and the Eurographics Association, 1999) Sumner, Robert W.; Oâ Brien, James F.; Hodgins, Jessica K.Computer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most runners leave no footprints. In this paper, we describe a simulation model of ground surfaces that can be deformed by the impact of rigid body models of animated characters. To demonstrate the algorithms, we show footprints made by a runner in sand, mud, and snow as well as bicycle tire tracks, a bicycle crash, and a falling runner. The shapes of the footprints in the three surfaces are quite different, but the effects were controlled through only five essentially independent parameters. To assess the realism of the resulting motion, we compare the simulated footprints to human footprints in sand.Item Nonphotorealistic Rendering by Q-mapping(Blackwell Publishers Ltd and the Eurographics Association, 1999) Hall, P.We present Q-mapping which is a technique for rendering three-dimensional objects using nonphotorealistic cues, by applying Q-maps. Q-maps are three-dimensional textures that make marks on objects, and thus provide visual cues for shape, shade, and texture. Q-maps adapt to light intensity, typically by making more marks in darker areas. Q-maps can produce images with a very wide range of visual styles (e.g. half tone shading, and pen-and-ink colour wash). The primary contribution is that these styles reside in a single parametric space. Importantly this space includes photorealism as a style, which is therefore regarded as a special case of nonphotorealistic image rendering in general. We illustrate our explanation of Q-mapping using examples from scientific visualisation and computer graphics - and provide a gallery of images to show the versatility of the approach.Item Wavelet-Based 3D Compression Scheme for Interactive Visualization of Very Large Volume Data(Blackwell Publishers Ltd and the Eurographics Association, 1999) Ihm, Insung; Park, SanghunInteractive visualization of very large volume data has been recognized as a task requiring great effort in a variety of science and engineering fields. In particular, such data usually places considerable demands on run-time memory space. In this paper, we present an effective 3D compression scheme for interactive visualization of very large volume data, that exploits the power of wavelet theory. In designing our method, we have compromised between two important factors: high compression ratio and fast run-time random access ability. Our experimental results on the Visual Human data sets show that our method achieves fairly good compression ratios. In addition, it minimizes the overhead caused during run-time reconstruction of voxel values. This 3D compression scheme will be useful in developing many interactive visualization systems for huge volume data, especially when they are based on personal computers or workstations with limited memory.Item Editorial(Blackwell Publishers Ltd and the Eurographics Association, 1999) Coquillart, Sabine; Seidel, Hans-PeterItem Tetrahedra Based Adaptive Polygonization of Implicit Surface Patches(Blackwell Publishers Ltd and the Eurographics Association, 1999) Hui, K. C.; Jiang, Z. H.This paper presents a tetrahedra based adaptive polygonization technique for tessellating implicit surface patches. An implicit surface patch is defined as an implicit surface bounded by its intersections with a set of clipping surfaces and which lies within an enclosing tetrahedron. To obtain the polygonization of an implicit surface patch, the tetrahedron containing the patch is adaptively subdivided into smaller tetrahedra according to the criteria introduced in the paper. The result is a set of tetrahedra each containing a facet approximating the surface. The intersections between the facets and the clipping surfaces are used to locate the surface patch boundary. Ambiguous results in generating the facets for highly curved surfaces or surfaces with singular points are also addressed. The result of the polygonization is a set of triangular facets that can be used for visualization and numerical analysis. The proposed method is also suitable for locating the intersection of two implicit surfaces.