Issue 2
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Item Book Reviews(Blackwell Publishers Ltd and the Eurographics Association, 1999)Books reviewed:Arlov, Laura. GUI Design for DummiesLeopoldseder, Hannes and Schopf, Christine (Editors). Cyberarts98Lorentz, H. A. On the Theory of the Reflection and Refraction of LightVince, John. Essential Virtual Reality FastJolion, J.-M. and Kropatsch, W. G. Graph-Based Representations in Pattern RecognitionKokaram, Anil C. Motion Picture Restoration: Digital Algorithms for Artefact Suppression in Degraded Motion Picture Film and VideoItem Calendar of Events(Blackwell Publishers Ltd and the Eurographics Association, 1999)Item Editorial(Blackwell Publishers Ltd and the Eurographics Association, 1999) Coquillart, Sabine; Seidel, Hans-PeterItem Erratum(Blackwell Publishers Ltd and the Eurographics Association, 1999)Item Eurographics(Blackwell Publishers Ltd and the Eurographics Association, 1999)Item Event Reports(Blackwell Publishers Ltd and the Eurographics Association, 1999)VisSym '99: Joint EUROGRAPHICS - IEEE TCVG Symposium on Visualization6th Eurographics Workshop on Design, Specification, and Verification of Interactive Systems â 99Item Extending the CSG Tree. Warping, Blending and Boolean Operations in an Implicit Surface Modeling System(Blackwell Publishers Ltd and the Eurographics Association, 1999) Wyvill, Brian; Guy, Andrew; Galin, EricAutomatic blending has characterized the major advantage of implicit surface modeling systems. Recently, the introduction of deformations based on space warping and Boolean operations between primitives has increased the usefulness of such systems. We propose a further enhancement which will extend the range of models that can be easily and intuitively defined with a skeletal implicit surface system. We describe a hierarchical method which allows arbitrary compositions of models that make use of blending, warping and Boolean operations. We call this structure the BlobTree. Blending and space warping are treated in the same way as union, difference and intersection, i.e. as nodes in the BlobTree. The traversal of the BlobTree is described along with two rendering algorithms; a polygonizer and a ray tracer. We present some examples of interesting models which can be made easily using our approach that would be very difficult to represent with conventional systems.Item Fast Ray Tracing of Implicit Surfaces(Blackwell Publishers Ltd and the Eurographics Association, 1999) Sherstyuk, AndreiA ray-tracing algorithm is described for rendering implicit surfaces formed with C1-continuous bounded functions f(x, y, z). This class of functions includes such popular implicit models as blobby molecules, metaballs, soft objects and convolution surfaces. The algorithm employs analytical methods only, which makes it fast, robust, and numerically stable.An earlier version of this work was presented at the 3rd International Workshop on Implicit Surfaces held in Seattle in 1998.Item Generic Geometric Programming in the Computational Geometry Algorithms Library(Blackwell Publishers Ltd and the Eurographics Association, 1999) Veltkamp, Remco C.This paper describes a number of design issues and programming paradigms that affect the development of Cgal, the computational geometry algorithms library. Genericity of the library is achieved by concepts such as templates, iterators, and traits classes. This allows the application programmer to plug in own types of containers and point types, for example. The paper gives an explanation of these concepts and examples of how they are used.Item Metis - An Object-Oriented Toolkit for Constructing Virtual Reality Applications(Blackwell Publishers Ltd and the Eurographics Association, 1999) Turner, Russell; Li, Song; Gobbetti, EnricoVirtual reality systems provide realistic look and feel by seamlessly integrating three-dimensional input and output devices. One software architecture approach to constructing such systems is to distribute the application between a computation-intensive simulator back-end and a graphics-intensive viewer front-end which implements user interaction. In this paper we discuss Metis, a toolkit we have been developing based on such a software architecture, which can be used for building interactive immersive virtual reality systems with computationally intensive components. The Metis toolkit defines an application programming interface on the simulator side, which communicates via a network with a standalone viewer program that handles all immersive display and interactivity. Network bandwidth and interaction latency are minimized, by use of a constraint network on the viewer side that declaratively defines much of dynamic and interactive behavior of the application.Item Modeling and Rendering Escher-Like Impossible Scenes(Blackwell Publishers Ltd and the Eurographics Association, 1999) Savransky, Guillermo; Dimerman, Dan; Gotsman, CraigInspired by the drawings of "impossible" objects by artists such as M.C. Escher, we describe a mathematical theory which captures some of the underlying principles of their work. Using this theory, we show how impossible three-dimensional scenes may be modeled and rendered synthetically.Item Modelling and Rendering Graphics Scenes Composed of Multiple Volumetric Datasets(Blackwell Publishers Ltd and the Eurographics Association, 1999) Leu, Adrian; Chen, MinThis paper presents a method for modelling graphics scenes consisting of multiple volumetric objects. A two-level hierarchical representation is employed, which enables the reduction of the overall storage consumption as well as rendering time. With this approach, different objects can be derived from the same volumetric dataset, and 2D images can be trivially integrated into a scene. The paper also describes an efficient algorithm for rendering such scenes on ordinary workstations, and addresses issues concerning memory requirements and disk swapping.Item Multiresolution Curve and Surface Representation: Reversing Subdivision Rules by Least-Squares Data Fitting(Blackwell Publishers Ltd and the Eurographics Association, 1999) Samavati, Faramarz F.; Bartels, Richard H.This work explores how three techniques for defining and representing curves and surfaces can be related efficiently. The techniques are subdivision, least-squares data fitting, and wavelets. We show how least-squares data fitting can be used to "reverse" a subdivision rule, how this reversal is related to wavelets, how this relationship can provide a multilevel representation, and how the decomposition/reconstruction process can be carried out in linear time and space through the use of a matrix factorization.Some insights that this work brings forth are that the inner product used in a multiresolution analysis in uences the support of a wavelet, that wavelets can be constructed by straightforward matrix observations, and that matrix partitioning and factorization can provide alternatives to inverses or duals for building efficient decomposition and reconstruction processes. We illustrate our findings using an example curve, grey-scale image, and tensor-product surface.