Issue 3
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Item Virtual Dunhuang Art Cave: A Cave within a CAVE(Blackwell Publishers Ltd and the Eurographics Association, 1999) Lutz, B.; Weintke, M.Virtual Reality can present historical places in a three-dimensional and interactive way, giving visitors a photorealistic impression of objects. Not only existing scenarios can be shown, but VR can also be used to rebuild scenarios that were damaged or destroyed a long time ago, giving new life to the cultural heritage. We used Virtual Reality to present the Mogao Grottos in Dunhuang. This cave site is one of the most important cultural and religious places by the ancient Silk Road. The presentation is to give visitors the impression of visiting the cave site and provide information about the caves, paintings and statues in an interesting way. To achieve this, we developed a new, intuitive interaction paradigm, which enables the user to explore the caves. To give observers a photorealistic impression of the caves and to create a feeling of immersion, innovative rendering techniques were integrated.The resulting presentation combines Virtual Reality and archaeology to give tourists a realistic experience of this cave site and to support scientists in their research work.Item Improved Laplacian Smoothing of Noisy Surface Meshes(Blackwell Publishers Ltd and the Eurographics Association, 1999) Vollmer, J.; Mencl, R.; Muller, H.This paper presents a technique for smoothing polygonal surface meshes that avoids the well-known problem of deformation and shrinkage caused by many smoothing methods, like e.g. the Laplacian algorithm. The basic idea is to push the vertices of the smoothed mesh back towards their previous locations. This technique can be also used in order to smooth unstructured point sets, by reconstructing a surface mesh to which the smoothing technique is applied. The key observation is that a surface mesh which is not necessarily topologically correct, but which can efficiently be reconstructed, is sufficient for that purpose.Item Texturing 3D Models of Real World Objects from Multiple Unregistered Photographic Views(Blackwell Publishers Ltd and the Eurographics Association, 1999) Neugebauer, Peter J.; Klein, KonradAs the efficiency of computer graphic rendering methods is increasing, generating realistic models is now becoming a limiting factor. In this paper we present a new technique to enhance already existing geometry models of real world objects with textures reconstructed from a sparse set of unregistered still photographs. The aim of the proposed technique is the generation of nearly photo-realistic models of arbitrarily shaped objects with minimal effort. In our approach, we require neither a prior calibration of the camera nor a high precision of the user's interaction. Two main problems have to be addressed of which the first is the recovery of the unknown positions and parameters of the camera. An initial estimate of the orientation is calculated from interactively selected point correspondences. Subsequently, the unknown parameters are accurately calculated by minimising a blend of objective functions in a 3D-2D projective registration approach. The key point of the proposed method of registration is a novel filtering approach which utilises the spatial information provided by the geometry model. Second, the individual images have to be combined yielding a set of consistent texture maps. We present a robust method to recover the texture from the photographs thereby preserving high spatial frequencies and eliminating artifacts, particularly specular highlights. Parts of the object not seen in any of the photographs are interpolated in the textured model. Results are shown for three complex example objects with different materials and numerous self-occlusions.Item An Informed Environment Dedicated to the Simulation of Virtual Humans in Urban Context(Blackwell Publishers Ltd and the Eurographics Association, 1999) Farenc, Nathalie; Boulic, Ronan; Thalmann, DanielIn this paper, we outline the creation of an Informed Environment, dedicated to urban life simulation.We propose methods and tools for creating and providing the information necessary for animating virtual humans in a city using an Informed Environment. The Informed Environment is based on a hierarchical decomposition of a urban scene into Environment Entities providing geometrical information as well as semantic notions, thus allowing a more realistic simulation of human behaviour. In this manner, virtual humans can integrate with a certain kind of urban knowledge.Item Efficient and Handy Texture Mapping on 3D Surfaces(Blackwell Publishers Ltd and the Eurographics Association, 1999) Matsushita, Kenji; Kaneko, ToyohisaThere has been a rapid technical progress in three-dimensional (3D) computer graphics. But gathering surface and texture data is yet a laborious task. This paper addresses the problem of mapping photographic images on the surface of a 3D object whose geometric data are already known. We propose an efficient and handy method for acquiring textures and mapping them precisely on the surface, employing a digital camera alone. We describe an algorithm for selecting a minimal number of camera positions that can cover the entire surface of a given object and also an algorithm to determine camera's position and direction for each photograph taken so as to paste it to the corresponding surfaces precisely. We obtained a matching accuracy within a pixel on a surface through three experimental examples, by which the practicability of our method is demonstrated.Item A New Method of Image Mosaicking and Its Application to Cultural Heritage Representation(Blackwell Publishers Ltd and the Eurographics Association, 1999) Cortelazzo, G.M.; Lucchese, L.This paper presents an original two-step procedure for estimating projective transformations between pairs of images: first, the transformation between the images is approximated as an affine transformation; second, this estimate is refined into that of a projective transformation. This strategy for matching projective views is computationally very efficient. The proposed method can be applied both to mosaicking of high resolution images of planar textured objects (e.g., frescoes and paintings), with subpixel accuracy, and to construction of panoramic images. Practical examples of mosaicking of cultural heritage imagery obtained by using the presented procedure are discussed in the paper.Item Stochastic Iteration for Non-diffuse Global Illumination(Blackwell Publishers Ltd and the Eurographics Association, 1999) Szirmay-Kalos, LaszloThis paper presents a single-pass, view-dependent method to solve the rendering equation, using a stochastic iterational scheme where the transport operator is selected randomly in each iteration. The requirements of convergence are given for the general case. To demonstrate the basic idea, a very simple,continuous random transport operator is examined, which gives back the light tracing algorithm incorporating Russian roulette. Then, a new mixed continuous and finite-element based iteration method is proposed, which uses ray-bundles to transfer the radiance in a single random direction. The resulting algorithm is fast, it provides initial results in seconds and accurate solutions in minutes and does not suffer from the error accumulation problem and the high memory demand of other finite-element and hierarchical approaches.Item An Efficient and Flexible Perception Pipeline for Autonomous Agents(Blackwell Publishers Ltd and the Eurographics Association, 1999) Bordeux, Christophe; Boulic, Ronan; Thalmann, DanielAgents in virtual environments require a combination of perception and action to behave in an autonomous way. We extend a software architecture for the management of actions blending, called AGENTlib, with a perception mechanism. The perception system provides a uniform interface to various techniques in the field of virtual perception, including synthetic vision, database access and perception persistency. We describe the framework we designed to efficiently filter valuable information from the scene and we address concerns about computation redundancy and data propagation through multiple filtering modules.Item A Practical Analysis of Clustering Strategies for Hierarchical Radiosity(Blackwell Publishers Ltd and the Eurographics Association, 1999) Hasenfratz, Jean-Marc; Damez, Cyrille; Sillion, Francois; Drettakis, GeorgeThe calculation of radiant energy balance in complex scenes has been made possible by hierarchical radiosity methods based on clustering mechanisms. Although clustering offers an elegant theoretical solution by reducing the asymptotic complexity of the algorithm, its practical use raises many difficulties, and may result in image artifacts or unexpected behavior. This paper proposes a detailed analysis of the expectations placed on clustering and compares the relative merits of existing, as well as newly introduced, clustering algorithms. This comparison starts from the precise definition of various clustering strategies based on a taxonomy of data structures and construction algorithms, and proceeds to an experimental study of the clustering behavior for real-world scenes. Interestingly, we observe that for some scenes light is difficult to simulate even with clustering. Our results lead to a series of observations characterizing the adequacy of clustering methods for meeting such diverse goals as progressive solution improvement, efficient ray casting acceleration, and faithful representation of object density for approximate visibility calculations.Item Multi-layered impostors for accelerated rendering(Blackwell Publishers Ltd and the Eurographics Association, 1999) Decoret, Xavier; Sillion, Francois; Schaufler, Gernot; Dorsey, JulieThis paper describes the successful combination of pre-generated and dynamically updated image-based representations to accelerate the visualization of complex virtual environments. We introduce a new type of impostor, which has the desirable property of limiting de-occlusion errors to a user-specified amount. This impostor, composed of multiple layers of textured meshes, replaces the distant geometry and is much faster to draw. It captures the relevant depth complexity in the model without resorting to a complete sampling of the scene. We show that layers can be dynamically updated during visualization. This guarantees bounded scene complexity in each frame and also exploits temporal coherence to improve image quality when possible. We demonstrate the strengths of this approach in the context of city walkthroughs.Item Interactive Mechanical Design Variation for Haptics and CAD(Blackwell Publishers Ltd and the Eurographics Association, 1999) Nelson, Donald D.; Cohen, ElaineA fast design variation technique for mechanical systems is presented. It is used to interactively optimize mechanical characteristics while "self-assembling" or satisfying large systems of mechanical constraints. The high speed method is central to providing inverse dynamics force feedback in haptics and control applications. Performance advantages with the use of augmented coordinates for inverse dynamics of closed loop topologies are also noted. The interaction framework allows manipulation of complex assemblies while maintaining kinematically admissible configurations though linkage and joint limit constraints. Furthermore, design variables such as link length can be treated as free variables and optimized to meet design criteria such as assembly dexterity. Assemblies with flexible bodies fit naturally within this framework. Thus, the contribution of this paper is the advancement of techniques in augmented coordinates for the kinematic and force feedback interaction with virtual mechanical assembly design optimization at force control rates.Item Fast Polyhedral Cell Sorting for Interactive Rendering of Unstructured Grids(Blackwell Publishers Ltd and the Eurographics Association, 1999) Comba, Joao; Klosowsk, James T.; Max, Nelson; Mitchell, Joseph S. B.; Silva, Claudio T.; Williams, Peter L.Direct volume rendering based on projective methods works by projecting, in visibility order, the polyhedral cells of a mesh onto the image plane, and incrementally compositing the cell's color and opacity into the final image. Crucial to this method is the computation of a visibility ordering of the cells. If the mesh is "well-behaved" (acyclic and convex), then the MPVO method of Williams provides a very fast sorting algorithm; however, this method only computes an approximate ordering in general datasets, resulting in visual artifacts when rendered. A recent method of Silva et al. removed the assumption that the mesh is convex, by means of a sweep algorithm used in conjunction with the MPVO method; their algorithm is substantially faster than previous exact methods for general meshes.In this paper we propose a new technique, which we call BSP-XMPVO, which is based on a fast and simple way of using binary space partitions on the boundary elements of the mesh to augment the ordering produced by MPVO. Our results are shown to be orders of magnitude better than previous exact methods of sorting cells.Item A Practical Analysis of Clustering Strategies for Hierarchical Radiosity (Supplementary material)(Blackwell Publishers Ltd and the Eurographics Association, 1999) Hasenfratz, Jean-Marc; Damez, Cyrille; Sillion, Francois; Drettakis, GeorgeItem Generalized View-Dependent Simplification(Blackwell Publishers Ltd and the Eurographics Association, 1999) El-Sana, Jihad; Varshney, AmitabhWe propose a technique for performing view-dependent geometry and topology simplifications for level-of-detail-based renderings of large models. The algorithm proceeds by preprocessing the input dataset into a binary tree, the view-dependence tree of general vertex-pair collapses. A subset of the Delaunay edges is used to limit the number of vertex pairs considered for topology simplification. Dependencies to avoid mesh foldovers in manifold regions of the input object are stored in the view-dependence tree in an implicit fashion. We have observed that this not only reduces the space requirements by a factor of two, it also highly localizes the memory accesses at run time. The view-dependence tree is used at run time to generate the triangles for display. We also propose a cubic-spline-based distance metric that can be used to unify the geometry and topology simplifications by considering the vertex positions and normals in an integrated manner.Item A Free Form Feature Taxonomy(Blackwell Publishers Ltd and the Eurographics Association, 1999) Fontana, M.; Giannini, F.; Meirana, M.In this paper the notion of free form feature for aesthetic design is presented. The design of industrial products constituted by free form surfaces is done by using CAD systems representing curves and surfaces by means of NURBS functions, which are usually defined by low level entities that are not intuitive and require some knowledge of the mathematical language. Similarly to the feature-based approach adopted by CAD systems for classical mechanical design, a set of high level modelling entities which provides commonly performed shape modifications has been identified. Particularly, the paper suggests a classification of the so-called detail features for an aesthetic and/or functional characterization of predefined free form surfaces. Feature types are formally described by means of an analytical definition of the surface modification through deformation and elimination laws. A topological classification is then given according to the application domain of such laws. A further sub-classification of morphological types is then suggested according to geometric properties of weak convexity and concavity for the resulting modified shape, leading to a taxonomy of simple free form features meaningful for aesthetic design.Item Interactive Cuts through 3-Dimensional Soft Tissue(Blackwell Publishers Ltd and the Eurographics Association, 1999) Bielser, Daniel; Maiwald, Volker A.; Gross, Markus H.We describe a physically based framework for interactive modeling and cutting of 3-dimensional soft tissue that can be used for surgery simulation. Unlike existing approaches which are mostly designed for tensorproduct grids our methods operate on tetrahedral decompositions giving more topological and geometric flexibility for the efficient modeling of complex anatomical structures. We start from an initial tetrahedralization such as being provided by any conventional meshing method. In order to track topological changes tetrahedra intersected by the virtual scalpel are split into substructures whose connectivity follows the trajectory of the cut, which can be arbitrary. For the efficient computation of collisions between the scalpel and individual tetrahedra we devised a local collision detection algorithm. The underlying physics is approximated through masses and springs attached to each tetrahedral vertex and edge. A hierarchical Runge-Kutta iteration computes the relaxation of the system by traversing the designed data structures in a breadth-first order. The framework includes a force-feedback interface and uses real-time texture mapping to enhance the visual realism.Item Capturing and Re-Using Rendition Styles for Non-Photorealistic Rendering(Blackwell Publishers Ltd and the Eurographics Association, 1999) Hamel, J.; Strothotte, T.Rendering high-quality non-photorealistic images of a given geometric model is often associated with a considerable amount of effort on the part of a user to fine-tune the rendition. In this paper we introduce a method and tools for re-using the user's effort invested in one model for the rendering of other models.Our method uses templates to describe rendition styles. The paper gives a number of examples of the successful transfer of styles from one model to another.Item Partitioning and Handling Massive Models for Interactive Collision Detection(Blackwell Publishers Ltd and the Eurographics Association, 1999) Wilson, A.; Larsen, E.; Manocha, D.; Lin, M. C.We describe an approach for interactive collision detection and proximity computations on massive models composed of millions of geometric primitives. We address issues related to interactive data access and processing in a large geometric database, which may not fit into main memory of typical desktop workstations or computers. We present a new algorithm using overlap graphs for localizing the "regions of interest" within a massive model, thereby reducing runtime memory requirements. The overlap graph is computed off-line, pre-processed using graph partitioning algorithms, and modified on the fly as needed. At run time, we traverse localized sub-graphs to check the corresponding geometry for proximity and pre-fetch geometry and auxiliary data structures. To perform interactive proximity queries, we use bounding-volume hierarchies and take advantage of spatial and temporal coherence. Based on the proposed algorithms, we have developed a system called IMMPACT and used it for interaction with a CAD model of a power plant consisting of over 15 million triangles. We are able to perform a number of proximity queries in real-time on such a model. In terms of model complexity and application to large models, we have improved the performance of interactive collision detection and proximity computation algorithms by an order of magnitude.Item Seamless Integration of Databases in VR for Constructing Virtual Environments(Blackwell Publishers Ltd and the Eurographics Association, 1999) Soetebier, Ingo; Dorner, Ralf; Braun, NorbertAn approach for authoring virtual environments within the virtual environments themselves is presented, integrating a database containing arbitrary components that are used to construct the 3D scene. The issues important to a seamless integration of the database, such as multimedia data storage and database linkage are discussed, with the focus on the human-computer interaction component. A concept for a 3D database interface is described for query, presentation and usage of query results in the virtual environment. Finally, an implementation of the concept using VRML and Java is presented.Item Perceptual Principles and Computer Graphics(Blackwell Publishers Ltd and the Eurographics Association, 1999) May, Jon