Issue 3
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Item 3D Scanning Technology: Capabilities and Issues(Blackwell Publishers, Inc and the Eurographics Association, 2002) Scopigno, RobertoThe recent evolution of graphics technology makes it possible to manage very complex models on inexpensive platforms. These impressive rendering capabilities should be paired with detailed and accurate digital models. The construction of high quality 3D models is made easier by the increasing diffusion of automatic 3D measuring devices (often called 3D scanners). These allow to build highly accurate models of real 3D objects in a cost- and time-effective manner. The talk will present the capabilities of this technology focusing mainly on a particular application context: the acquisition of Cultural Heritage artifacts. The peculiar requirements of this domain (high accuracy in the acquisition of both shape and surface appearance, expected low cost and easiness of use of the tools) make it a perfect application example. This talk aims also at presenting and discussing the main issues in the acquisition of accurate 3D models, together with some limitations of current hardware and software tools. Some examples of the results of current projects will be shown.Item Advanced Radiance Estimation For Photon Map Global Illumination(Blackwell Publishers, Inc and the Eurographics Association, 2002) Hey, Heinrich; Purgathofer, WernerWe present a new method to compute radiance in photon map based global illumination simulation for polygonal scenes with general bidirectional scattering distribution functions (BSDFs). Our new radiance estimation uses the actual geometry in the neighborhood of the illuminated point, and does not assume that the nearest neighbor photons lie in the same plane as the point, nor that they are distributed in a circular area around that point. This allows us to achieve accurate indirect illumination by direct visualization of the photon map - which is especially important for the simulation of caustics(LS+DS*Epaths) - even in the vicinity of edges and corners of objects, and on surfaces with differently oriented small geometric details.Item Angle-Analyzer: A Triangle-Quad Mesh Codec(Blackwell Publishers, Inc and the Eurographics Association, 2002) Lee, Haeyoung; Alliez, Pierre; Desbrun, MathieuItem Artificial Animals and Humans: From Physics to Intelligence(Blackwell Publishers, Inc and the Eurographics Association, 2002) Terzopoulos, DemetriThe confluence of virtual reality and artificial life, an emerging discipline that spans the computational and biological sciences, has yielded synthetic worlds inhabited by realistic, artificial flora and fauna. Artificial animals are complex synthetic organisms that possess functional biomechanical bodies, sensors, and brains with locomotion, perception, behavior, learning, and cognition centers. Artificial humans and other animals are of interest in computer graphics because they are self-animating characters that dramatically advance the state of the art of production animation and interactive game technologies. More broadly, these biomimetic autonomous agents in their realistic virtual worlds also foster deeper, computationally oriented insights into natural living systems.Item Automatic Integration of Facade Textures into 3D Building Models with a Projective Geometry Based Line Clustering(Blackwell Publishers, Inc and the Eurographics Association, 2002) Lee, Sung Chun; Jung, Soon Ki; Nevatia, RamVisualization of city scenes is important for many applications including entertainment and urban mission planning. Models covering wide areas can be efficiently constructed from aerial images. However, only roof details are visible from aerial views; ground views are needed to provide details of the building facades for high quality 'fly-through' visualization or simulation applications. We present an automatic method of integrating facade textures from ground view images into 3D building models for urban site modeling. We first segment the input image into building facade regions using a hybrid feature extraction method, which combines global feature extraction with Hough transform on an adaptively tessellated Gaussian Sphere and local region segmentation. We estimate the external camera parameters by using the corner points of the extracted facade regions to integrate the facade textures into the 3D building models. We validate our approach with a set of experiments on some urban sites.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Modeling packagesItem A Biologically-Parameterized Feather Model(Blackwell Publishers, Inc and the Eurographics Association, 2002) Streit, L.; Heidrich, W.Feathers, unlike other cutaneous appendages such as hair, fur, or scales have a definite structure. Variation in feather structure creates a wide range of resulting appearances. Collectively, feather structure determines the appearance of the feather coat, which can largely affect the resulting look of a feathered object (bird). In this paper we define the structure of individual feathers using a parameterization based on biological structure and substructures of actual feathers. We show that our parameterization can generate a large variety of feathers at multiple levels of detail and provide an initial step to semi-automatically generating a wide range of feather coats. his is achieved by specifying an intuitive interpolation between different structures and ages of feathers.Item Color Section(Blackwell Publishers Ltd and the Eurographics Association., 2002)Item Deferred, Self-Organizing BSP Trees(Blackwell Publishers, Inc and the Eurographics Association, 2002) Ar, Sigal; Montag, Gil; Tal, Ayelletbsptrees and KD trees are fundamental data structures for collision detection in walkthrough environments. A basic issue in the construction of these hierarchical data structures is the choice of cutting planes. Rather than base these choices solely on the properties of the scene, we propose using information about how the tree is used in order to determine its structure. We demonstrate how this leads to the creation ofbsptrees that are small, do not require much preprocessing time, and respond very efficiently to sequences of collision queries.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling I.3.6 [Computer Graphics]: Graphics data structures and data types, Interaction techniques I.3.7 [Computer Graphics]: Virtual realityItem Designing 2D Vector Fields of Arbitrary Topology(Blackwell Publishers, Inc and the Eurographics Association, 2002) Theisel, H.We introduce a scheme of control polygons to design topological skeletons for vector fields of arbitrary topology. Based on this we construct piecewise linear vector fields of exactly the topology specified by the control polygons. This way a controlled construction of vector fields of any topology is possible. Finally we apply this method for topology-preserving compression of vector fields consisting of a simple topology.Item Dynamic Textures for Image-based Rendering of Fine-Scale 3D Structure and Animation of Non-rigid Motion(Blackwell Publishers, Inc and the Eurographics Association, 2002) Cobzas, Dana; Yerex, Keith; Jagersand, MartinThe problem of capturing real world scenes and then accurately rendering them is particularly difficult for fine-scale 3D structure. Similarly, it is difficult to capture, model and animate non-rigid motion. We present a method where small image changes are captured as a time varying (dynamic) texture. In particular, a coarse geometry is obtained from a sample set of images using structure from motion. This geometry is then used to subdivide the scene and to extract approximately stabilized texture patches. The residual statistical variability in the texture patches is captured using a PCA basis of spatial filters. The filters coefficients are parameterized in camera pose and object motion. To render new poses and motions, new texture patches are synthesized by modulating the texture basis. The texture is then warped back onto the coarse geometry. We demonstrate how the texture modulation and projective homography-based warps can be achieved in real-time using hardware accelerated OpenGL. Experiments comparing dynamic texture modulation to standard texturing are presented for objects with complex geometry (a flower) and non-rigid motion (human arm motion capturing the non-rigidities in the joints, and creasing of the shirt).Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Image Based RenderingItem Efficient Fitting and Rendering of Large Scattered Data Sets Using Subdivision Surfaces(Blackwell Publishers, Inc and the Eurographics Association, 2002) Scheib, Vincent; Haber, Jorg; Lin, Ming C.; Seidel, Hans-PeterWe present a method to efficiently construct and render a smooth surface for approximation of large functional scattered data. Using a subdivision surface framework and techniques from terrain rendering, the resulting surface can be explored from any viewpoint while maintaining high surface fairness and interactive frame rates. We show the approximation error to be sufficiently small for several large data sets. Our system allows for adaptive simplification and provides continuous levels of detail, taking into account the local variation and distribution of the data.Categories and Subject Descriptors (according to ACM CCS): G.1.2 [Approximation]: Approximation of surfaces, Least squares approximation, Piecewise polynomial approximation; I.3.3 [Picture/Image Generation]: Display algorithms, Viewing algorithms; I.3.5 [Computational Geometry and Object Modeling]: Surface representation.Item Efficient Multidimensional Sampling(Blackwell Publishers, Inc and the Eurographics Association, 2002) Kollig, Thomas; Keller, AlexanderImage synthesis often requires the Monte Carlo estimation of integrals. Based on a generalized concept of stratification we present an efficient sampling scheme that consistently outperforms previous techniques. This is achieved by assembling sampling patterns that are stratified in the sense of jittered sampling and N-rooks sampling at the same time. The faster convergence and improved anti-aliasing are demonstrated by numerical experiments.Categories and Subject Descriptors (according to ACM CCS): G.3 [Probability and Statistics]: Probabilistic Algorithms (including Monte Carlo); I.3.2 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism.Item Fast Continuous Collision Detection between Rigid Bodies(Blackwell Publishers, Inc and the Eurographics Association, 2002) Redon, Stephane; Kheddar, Abderrahmane; Coquillart, SabineThis paper introduces a fast continuous collision detection technique for polyhedral rigid bodies. As opposed to most collision detection techniques, the computation of the first contact time between two objects is inherently part of the algorithm. The method can thus robustly prevent objects interpenetrations or collisions misses, even when objects are thin or have large velocities. The method is valid for general objects (polygon soups), handles multiple moving objects and acyclic articulated bodies, and is efficient in low and high coherency situations. Moreover, the method can be used to speed up existent continuous collision detection methods for parametric or implicit rigid surfaces. The collision detection algorithms have been successfully coupled to a real-time dynamics simulator. Various experiments are conducted that show the method's ability to produce high-quality interaction (precise objects positioning for example) between models up to tens of thousands of triangles, which couldn't have been performed with previous continuous methods.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation - Virtual RealityItem Flattening 3D objects using silhouettes(Blackwell Publishers, Inc and the Eurographics Association, 2002) Martin, D.; Fekete, J.D.; Torres, J. C.An important research area in non-photorealistic rendering is the obtention of silhouettes. There are many methods to do this using 3D models and raster structures, but these are limited in their ability to create stylised silhouettes while maintaining complete flexibility. These limitations do not exist in illustration, as each element is plane and the interaction between them can be eliminated by locating each one in a different layer. This is the approach presented in this paper: a 3D model is flattened into plane elements ordered in space, which allows the silhouettes to be drawn with total flexibility.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Line and Curve GenerationItem Free-form sketching with variational implicit surfaces(Blackwell Publishers, Inc and the Eurographics Association, 2002) Karpenko, Olga; Hughes, John F.; Raskar, RameshWith the advent of sketch-based methods for shape construction, there's a new degree of power available in the rapid creation of approximate shapes. Sketch [Zeleznik, 1996] showed how a gesture-based modeler could be used to simplify conventional CSG-like shape creation. Teddy [Igarashi, 1999] extended this to more free-form models, getting much of its power from its 'inflation' operation (which converted a simple closed curve in the plane into a 3D shape whose silhouette, from the current point of view, was that curve on the view plane) and from an elegant collection of gestures for attaching additional parts to a shape, cutting a shape, and deforming it.But despite the powerful collection of tools in Teddy, the underlying polygonal representation of shapes intrudes on the results in many places. In this paper, we discuss our preliminary efforts at using variational implicit surfaces [Turk, 2000] as a representation in a free-form modeler. We also discuss the implementation of several operations within this context, and a collection of user-interaction elements that work well together to make modeling interesting hierarchies simple. These include 'stroke inflation' via implicit functions, blob-merging, automatic hierarchy construction, and local surface modification via silhouette oversketching. We demonstrate our results by creating several models.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Modeling packages I.3.6 [Computer Graphics]: Interaction techniquesItem A Frequency-Domain Approach to Watermarking 3D Shapes(Blackwell Publishers, Inc and the Eurographics Association, 2002) Ohbuchi, 1 Ryutarou; Mukaiyama, 1 Akio; Takahashi, 2 ShigeoThis paper presents a robust watermarking algorithm with informed detection for 3D polygonal meshes. The algorithm is based on our previous algorithm [22] that employs mesh-spectral analysis to modify mesh shapes in their transformed domain. This paper presents extensions to our previous algorithm so that (1) much larger meshes can be watermarked within a reasonable time, and that (2) the watermark is robust against connectivity alteration (e.g., mesh simplification), and that (3) the watermark is robust against attacks that combine similarity transformation with such other attacks as cropping, mesh simplification, and smoothing. Experiment showed that our new watermarks are resistant against mesh simplification and remeshing combined with resection, similarity transformation, and other operations..Item Geometric Approximations Towards Free Specular Comic Shading(Blackwell Publishers, Inc and the Eurographics Association, 2002) Winnemoller, Holger; Bangay, ShaunWe extend the standard solution to comic rendering with a comic-style specular component. To minimise the computational overhead associated with this extension, we introduce two optimising approximations; the perspective correction angle and the vertex face-orientation measure. Both of these optimisations are generally applicable, but they are especially well suited for applications where a physically correct lighting simulation is not required. Using our optimisations we achieve performances comparable to the standard solution. As our approximations favour large models, we even outperform the standard approach for models consisting of 10,000 triangles or more, which we can render exceeding 40 frames per second, including the specular component.Categories and Subject Descriptors (according to ACM CSS): I.3.3 [Computer Graphics] Picture/Image Generation: Display algorithms; I.3.7 [Computer Graphics] Three-Dimensional Graphics and Realism: Color, shading, shadowing, and texture; I.4.3 [Image Processing and Computer Vision] Enhancements: Geometric Correction.Item Geometric Snakes for Triangular Meshes(Blackwell Publishers, Inc and the Eurographics Association, 2002) Lee, Y.; Lee, S.Feature detection is important in various mesh processing techniques, such as mesh editing, mesh morphing, mesh compression, and mesh signal processing. In spite of much research in computer vision, automatic feature detection even for images still remains a difficult problem. To avoid this difficulty, semi-automatic or interactive techniques for image feature detection have been investigated. In this paper, we propose a geometric snake as an interactive tool for feature detection on a 3D triangular mesh. A geometric snake is an extension of an image snake, which is an active contour model that slithers from its initial position specified by the user to a nearby feature while minimizing an energy functional. To constrain the movement of a geometric snake onto the surface of a mesh, we use the parameterization of the surrounding region of a geometric snake. Although the definition of a feature may vary among applications, we use the normal changes of faces to detect features on a mesh. Experimental results demonstrate that geometric snakes can successfully capture nearby features from user-specified initial positions.Item Grid Based Final Gather for Radiosity on Complex Clustered Scenes(Blackwell Publishers, Inc and the Eurographics Association, 2002) Scheel, Annette; Stamminger, Marc; Seidel, Hans-PeterRadiosity methods handle large scenes and complex objects using clustering techniques. To reconstruct a high quality image, usually a second very time consuming final gather pass is applied which exactly recomputes the last light transport before reaching the eye. We propose a new final gather technique which is especially suited for scenes with fine polygonal geometry. In such scenes, substantial parts of the incident illumination vary only smoothly across the surfaces and can be reconstructed on a much coarser structure. We therefore propose a final gather reconstruction based on an object-independent 3D grid. The illumination of each sender is investigated separately: If it varies smoothly across a grid cell, it is interpolated between the vertices of the grid cell, or recomputed exactly, otherwise. We further reduce the number of required samples using view-dependent optimizations. So complex objects with a very detailed structure-plants are good example here-exhibit strong masking effects, which can be exploited by our method. Finally, the estimation of penumbra screen sizes can be used to further reduce costly visibility reevaluations.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Copmuter Graphics]: Picture/Image generation I.3.7 [Copmuter Graphics]: Three-Dimensional Graphics and RealismItem Hardware Accelerated Interactive Vector Field Visualization: A level of detail approach(Blackwell Publishers, Inc and the Eurographics Association, 2002) Bordoloi, Udeepta; Shen, Han-WeiThis paper presents an interactive global visualization technique for dense vector fields using levels of detail. We introduce a novel scheme which combines an error-controlled hierarchical approach and hardware acceleration to produce high resolution visualizations at interactive rates. Users can control the trade-off between computation time and image quality, producing visualizations amenable for situations ranging from high frame-rate previewing to accurate analysis. Use of hardware texture mapping allows the user to interactively zoom in and explore the data, and also to configure various texture parameters to change the look and feel of the visualization. We are able to achieve sub-second rates for dense LIC-like visualizations with resolutions in the order of a million pixels for data of similar dimensions.Categories and Subject Descriptors (according to ACM CCS): I.3 [Computer Graphics]: Applications