Short Presentations

Permanent URI for this collection


PREFACE


Parallel Visibility Test and Occlusion Culling in Avango Virtual Environment Framework

Klimenko, Stanislav
Nikitina, Lialia
Nikitin, Igor

Crosstalk reduction in passive stereo-projection systems

Klimenko, Stanislav
Frolov, Pavel
Nikitina, Lialia
Nikitin, Igor

Real-Time Simulation of Flexible Materials in Avango Virtual Environment Framework

Klimenko, Stanislav
Nikitina, Lialia
Nikitin, Igor

Occlusion Culling for Image-Based Rendering withWarping

Soner, I. Sen
Atalay, Volkan

Trans-Polygon Stroke Method for Frame Coherent Pastel Images

Murakami, Kyoko
Tsuruno, Reiji

ActiveInk

Tobita, Hiroaki
Rekimoto, Jun

Morphing Rational B-spline Curves and Surfaces Using Mass Distributions

Ju, Tao
Goldman, Ron

Information Visualization using Transparent Shape Impostors

Seipel, Stefan

On the characterization of avatars in Distributed Virtual Worlds

Morillo, Pedro
Fernandez, Marcos
Orduna, Juan Manuel

Skeleton Subspace Deformation with Displacement Map

Liu, Feng
Liang, Ronghua
Ye, Dahai

Evolutionary Design of BRDFs

Meyer-Spradow, Jennis
Loviscach, Joern

Goniometric Diagram Mapping for Hemisphere

Havran, Vlastimil
Dmitriev, Kirill
Seidel, Hans-Peter

Reconstruction of Animatable Personalized 3D Faces by Adaptation-based Modeling

Zhang, Yu
Sim, Terence
Tan, Chew Lim

An Iterative Stripification Algorithm Based on Dual Graph Operations

Porcu, Massimiliano B.
Scateni, Riccardo

Accurate Dense Stereo Reconstruction using Graphics Hardware

Zach, Christopher
Klaus, Andreas
Hadwiger, Markus
Karner, Konrad

High quality images from 2.5D video

Berretty, Robert-Paul
Ernst, Fabian

VelvetPath - Layout Design System with Sketch and Paint Manipulations

Tobita, Hiroaki

Cyclification of Human Motion for Animation Synthesis

Ahmed, Amr
Mokhtarian, Farzin
Hilton, Adrian

Efficient Sampling of Textured Scenes in Vertex Tracing

Ullmann, Thomas
Preidel, Thomas
Bruderlin, Beat

Particle-based Collision Detection

Senin, Mikhail
Nikita, Kojekine
Savchenko, Vladimir
Hagiwara, Ichiro

Precise Deformation of Rheology MSD Model Calibrated by Randomized Algorithm

Noborio, Hiroshi
Nogami, Ryo
Enoki, Ryo

Motion Planning and Visibility Problems using the Polar Diagram

Grima, C.I.
Márquez, A.
Ortega, L.

The Virtual Painting Paintbox

Sobczyk, D.
Boyer, V.
Bourdin, J-J.

Uncertainty Visualization Methods in Isosurface Rendering

Rhodes, Philip J.
Laramee, Robert S.
Bergeron, R. Daniel
Sparr, Ted M.

Extending the Immediate Buckling Model to Triangular Meshes for Simulating Complex Clothes

Choi, Kwang-Jin
Ko, Hyeong-Seok

Interactive Dynamic Environments Using Image-Based Modeling and Rendering (393.4 kB) Timothy A. Davis, Stephen P. Ficklin An approach to construct augmented CAD models using acquired digital images

Bianconi, Francesco
Conti, Paolo

Implicit Surface Reconstruction and uniform Sampling by Striped Marching Triangles

Leborán, Víctor
Pardo, Xose M.

Inelastic Scattering and Participating Media.Application to the ocean

Cerezo, Eva
Seron, Francisco J.

Shadow Mapping Based on Dual Depth Layers

Weiskopf, Daniel
Ertl, Thomas

Estimating Positions and Radiances of a Small Number of Light Sources for Real-Time Image-Based Lighting

Madsen, Claus B.
Sorensen, Mads K. D.
Vittrup, Michael

Multilevel modelling and rendering of architectural scenes

Kushal, Akash M.
Chanda, Gaurav
Shrivastava, Kanishka
Gupta, Mohit
Sanyal, Subhajit
Sriram, T. V. N.
Kalra, Prem
Banerjee, Subhashis

Parameter-driven freeform deformations

Song, Y.
Vergeest, J.S.M.
Saakes, D.P.

Improved Indirect Photon Mapping withWeighted Importance Sampling

Szirmay-Kalos, Laszlo
Szecsi, Laszl

Generation of Radiosity Texture Atlas for Realistic Real-Time Rendering

Ray, Nicolas
Ulysse, Jean-Christophe
Cavin, Xavier
Levy, Bruno

A Precise Approach Calibrated by Experimental Data to Make an Artificial Impulse

Iguchi, Toshiko
Kodama, Tetsuya
Noborio, Hiroshi

Beyond Image Quality Comparison

Bornik, Alexander
Cech, Peter
Ferko, Andrej
Perko, Roland

Mobile Augmented Reality for Environmental Management (MARE)

Danado, Jose
Dias, Eduardo
Serpa, Joao
Costa, Manuel
Camara, Antonio
Romao, Teresa
Correia, Nuno
Trabuco, Adelaide
Santos, Carlos
Araujo, David
Duarte, Pedro
Rebocho, Rui
Palmeiro, Jose

Adaptive quantization with error bounds for compressed view-dependent multiresolution meshes

Grabner, Markus
Zach, Christopher

Continuous Local Parameterization of Polygons

Maillot, Jerome

Animatope: A Manga-Styled Animation Expression Toolkit

Tohda, Asuka
Hasegawa, Sho
Inakage, Masa

Automatic High Level Avatar Guidance Based on Affordance of Movement

Michael, Despina
Chrysanthou, Yiorgos

Interactive Dynamic Environments Using Image-Based Modeling and Rendering

Davis, Timothy A.
Ficklin, Stephen P.

A Framework for Video-based and Hardware-Accelerated Remote 3D-Visualization

Goetz, Frank
Domik, Gitta


BibTeX (Short Presentations)
@inproceedings{
:10.2312/egs.20031036,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Parallel Visibility Test and Occlusion Culling in Avango Virtual Environment Framework}},
author = {
Klimenko, Stanislav
and
Nikitina, Lialia
and
Nikitin, Igor
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031036}
}
@inproceedings{
:10.2312/egs.20031037,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Crosstalk reduction in passive stereo-projection systems}},
author = {
Klimenko, Stanislav
and
Frolov, Pavel
and
Nikitina, Lialia
and
Nikitin, Igor
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031037}
}
@inproceedings{
:10.2312/egs.20031035,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Real-Time Simulation of Flexible Materials in Avango Virtual Environment Framework}},
author = {
Klimenko, Stanislav
and
Nikitina, Lialia
and
Nikitin, Igor
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031035}
}
@inproceedings{
:10.2312/egs.20031044,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Occlusion Culling for Image-Based Rendering withWarping}},
author = {
Soner, I. Sen
and
Atalay, Volkan
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031044}
}
@inproceedings{
:10.2312/egs.20031038,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Trans-Polygon Stroke Method for Frame Coherent Pastel Images}},
author = {
Murakami, Kyoko
and
Tsuruno, Reiji
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031038}
}
@inproceedings{
:10.2312/egs.20031039,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
ActiveInk}},
author = {
Tobita, Hiroaki
and
Rekimoto, Jun
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031039}
}
@inproceedings{
:10.2312/egs.20031046,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Morphing Rational B-spline Curves and Surfaces Using Mass Distributions}},
author = {
Ju, Tao
and
Goldman, Ron
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031046}
}
@inproceedings{
:10.2312/egs.20031040,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Information Visualization using Transparent Shape Impostors}},
author = {
Seipel, Stefan
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031040}
}
@inproceedings{
:10.2312/egs.20031041,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
On the characterization of avatars in Distributed Virtual Worlds}},
author = {
Morillo, Pedro
and
Fernandez, Marcos
and
Orduna, Juan Manuel
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031041}
}
@inproceedings{
:10.2312/egs.20031045,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Skeleton Subspace Deformation with Displacement Map}},
author = {
Liu, Feng
and
Liang, Ronghua
and
Ye, Dahai
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031045}
}
@inproceedings{
:10.2312/egs.20031043,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Evolutionary Design of BRDFs}},
author = {
Meyer-Spradow, Jennis
and
Loviscach, Joern
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031043}
}
@inproceedings{
:10.2312/egs.20031042,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Goniometric Diagram Mapping for Hemisphere}},
author = {
Havran, Vlastimil
and
Dmitriev, Kirill
and
Seidel, Hans-Peter
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031042}
}
@inproceedings{
:10.2312/egs.20031051,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Reconstruction of Animatable Personalized 3D Faces by Adaptation-based Modeling}},
author = {
Zhang, Yu
and
Sim, Terence
and
Tan, Chew Lim
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031051}
}
@inproceedings{
:10.2312/egs.20031052,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
An Iterative Stripification Algorithm Based on Dual Graph Operations}},
author = {
Porcu, Massimiliano B.
and
Scateni, Riccardo
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031052}
}
@inproceedings{
:10.2312/egs.20031048,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Accurate Dense Stereo Reconstruction using Graphics Hardware}},
author = {
Zach, Christopher
and
Klaus, Andreas
and
Hadwiger, Markus
and
Karner, Konrad
}, year = {
2003},
publisher = {
Konrad},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031048}
}
@inproceedings{
:10.2312/egs.20031049,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
High quality images from 2.5D video}},
author = {
Berretty, Robert-Paul
and
Ernst, Fabian
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031049}
}
@inproceedings{
:10.2312/egs.20031050,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
VelvetPath - Layout Design System with Sketch and Paint Manipulations}},
author = {
Tobita, Hiroaki
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031050}
}
@inproceedings{
:10.2312/egs.20031047,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Cyclification of Human Motion for Animation Synthesis}},
author = {
Ahmed, Amr
and
Mokhtarian, Farzin
and
Hilton, Adrian
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031047}
}
@inproceedings{
:10.2312/egs.20031057,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Efficient Sampling of Textured Scenes in Vertex Tracing}},
author = {
Ullmann, Thomas
and
Preidel, Thomas
and
Bruderlin, Beat
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031057}
}
@inproceedings{
:10.2312/egs.20031053,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Particle-based Collision Detection}},
author = {
Senin, Mikhail
and
Nikita, Kojekine
and
Savchenko, Vladimir
and
Hagiwara, Ichiro
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031053}
}
@inproceedings{
:10.2312/egs.20031055,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Precise Deformation of Rheology MSD Model Calibrated by Randomized Algorithm}},
author = {
Noborio, Hiroshi
and
Nogami, Ryo
and
Enoki, Ryo
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031055}
}
@inproceedings{
:10.2312/egs.20031060,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Motion Planning and Visibility Problems using the Polar Diagram}},
author = {
Grima, C.I.
and
Márquez, A.
and
Ortega, L.
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031060}
}
@inproceedings{
:10.2312/egs.20031059,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
The Virtual Painting Paintbox}},
author = {
Sobczyk, D.
and
Boyer, V.
and
Bourdin, J-J.
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031059}
}
@inproceedings{
:10.2312/egs.20031054,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Uncertainty Visualization Methods in Isosurface Rendering}},
author = {
Rhodes, Philip J.
and
Laramee, Robert S.
and
Bergeron, R. Daniel
and
Sparr, Ted M.
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031054}
}
@inproceedings{
:10.2312/egs.20031062,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Extending the Immediate Buckling Model to Triangular Meshes for Simulating Complex Clothes}},
author = {
Choi, Kwang-Jin
and
Ko, Hyeong-Seok
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031062}
}
@inproceedings{
:10.2312/egs.20031058,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Interactive Dynamic Environments Using Image-Based Modeling and Rendering (393.4 kB) Timothy A. Davis, Stephen P. Ficklin An approach to construct augmented CAD models using acquired digital images}},
author = {
Bianconi, Francesco
and
Conti, Paolo
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031058}
}
@inproceedings{
:10.2312/egs.20031061,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Implicit Surface Reconstruction and uniform Sampling by Striped Marching Triangles}},
author = {
Leborán, Víctor
and
Pardo, Xose M.
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031061}
}
@inproceedings{
:10.2312/egs.20031056,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Inelastic Scattering and Participating Media.Application to the ocean}},
author = {
Cerezo, Eva
and
Seron, Francisco J.
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031056}
}
@inproceedings{
:10.2312/egs.20031069,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Shadow Mapping Based on Dual Depth Layers}},
author = {
Weiskopf, Daniel
and
Ertl, Thomas
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031069}
}
@inproceedings{
:10.2312/egs.20031065,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Estimating Positions and Radiances of a Small Number of Light Sources for Real-Time Image-Based Lighting}},
author = {
Madsen, Claus B.
and
Sorensen, Mads K. D.
and
Vittrup, Michael
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031065}
}
@inproceedings{
:10.2312/egs.20031067,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Multilevel modelling and rendering of architectural scenes}},
author = {
Kushal, Akash M.
and
Chanda, Gaurav
and
Shrivastava, Kanishka
and
Gupta, Mohit
and
Sanyal, Subhajit
and
Sriram, T. V. N.
and
Kalra, Prem
and
Banerjee, Subhashis
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031067}
}
@inproceedings{
:10.2312/egs.20031066,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Parameter-driven freeform deformations}},
author = {
Song, Y.
and
Vergeest, J.S.M.
and
Saakes, D.P.
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031066}
}
@inproceedings{
:10.2312/egs.20031068,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Improved Indirect Photon Mapping withWeighted Importance Sampling}},
author = {
Szirmay-Kalos, Laszlo
and
Szecsi, Laszl
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031068}
}
@inproceedings{
:10.2312/egs.20031064,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Generation of Radiosity Texture Atlas for Realistic Real-Time Rendering}},
author = {
Ray, Nicolas
and
Ulysse, Jean-Christophe
and
Cavin, Xavier
and
Levy, Bruno
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031064}
}
@inproceedings{
:10.2312/egs.20031063,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
A Precise Approach Calibrated by Experimental Data to Make an Artificial Impulse}},
author = {
Iguchi, Toshiko
and
Kodama, Tetsuya
and
Noborio, Hiroshi
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031063}
}
@inproceedings{
:10.2312/egs.20031074,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Beyond Image Quality Comparison}},
author = {
Bornik, Alexander
and
Cech, Peter
and
Ferko, Andrej
and
Perko, Roland
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031074}
}
@inproceedings{
:10.2312/egs.20031075,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Mobile Augmented Reality for Environmental Management (MARE)}},
author = {
Danado, Jose
and
Dias, Eduardo
and
Serpa, Joao
and
Costa, Manuel
and
Camara, Antonio
and
Romao, Teresa
and
Correia, Nuno
and
Trabuco, Adelaide
and
Santos, Carlos
and
Araujo, David
and
Duarte, Pedro
and
Rebocho, Rui
and
Palmeiro, Jose
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031075}
}
@inproceedings{
:10.2312/egs.20031072,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Adaptive quantization with error bounds for compressed view-dependent multiresolution meshes}},
author = {
Grabner, Markus
and
Zach, Christopher
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031072}
}
@inproceedings{
:10.2312/egs.20031073,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Continuous Local Parameterization of Polygons}},
author = {
Maillot, Jerome
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031073}
}
@inproceedings{
:10.2312/egs.20031070,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Animatope: A Manga-Styled Animation Expression Toolkit}},
author = {
Tohda, Asuka
and
Hasegawa, Sho
and
Inakage, Masa
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031070}
}
@inproceedings{
:10.2312/egs.20031076,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Automatic High Level Avatar Guidance Based on Affordance of Movement}},
author = {
Michael, Despina
and
Chrysanthou, Yiorgos
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031076}
}
@inproceedings{
:10.2312/egs.20031077,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
Interactive Dynamic Environments Using Image-Based Modeling and Rendering}},
author = {
Davis, Timothy A.
and
Ficklin, Stephen P.
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031077}
}
@inproceedings{
:10.2312/egs.20031071,
booktitle = {
Eurographics 2003 - Short Presentations},
editor = { title = {{
A Framework for Video-based and Hardware-Accelerated Remote 3D-Visualization}},
author = {
Goetz, Frank
and
Domik, Gitta
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/egs.20031071}
}

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Recent Submissions

Now showing 1 - 44 of 44
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    PREFACE
    (Eurographics Association, 2003)
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    Parallel Visibility Test and Occlusion Culling in Avango Virtual Environment Framework
    (Eurographics Association, 2003) Klimenko, Stanislav; Nikitina, Lialia; Nikitin, Igor
    Real-time visibility test is an attractive feature for Virtual Environment (VE) applications where large datasets should be interactively explored. In such scenes most of the objects are usually occluded by other ones, and their omission from rendering can significantly accelerate the graphical performance. In this paper we present our novel approach for occlusion culling and its implementation in VE system Avango1. Visibility test module performs real-time update of the list of visible objects by means of color labeling and either hardware or software histogramming of corresponding color buffer. Exploiting the distribution capabilities of Avango, the main draw and visibility test processes are parallelized to different computers running Irix or Linux. Being applied to an architectural model containing 260,000 textured triangles, our method accelerates the graphical performance from 8 to 32 stereoimages/sec.
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    Crosstalk reduction in passive stereo-projection systems
    (Eurographics Association, 2003) Klimenko, Stanislav; Frolov, Pavel; Nikitina, Lialia; Nikitin, Igor
    We describe a scheme for reduction of depolarization artefacts in passive stereo-projection systems. These problems appear due to non-perfectness of stereo-projection equipment: depolarization of the light due to reflection from the screen or due to the passage through the screen, non-ideality of polarizing filters, mixing of left- and right-eye images in a change of relative orientation of the filters, which together produce a strong crosstalk effect, resulting to difficulting stereo-perception. The artefacts are eliminated by software methods, using linear filtering of the image before its projection to the screen. We have implemented this algorithm in VE system Avango 1 by means of texture mappings. All necessary operations are performed by the graphics board, thus providing the real-time rendering rate. The described method considerably improves stability of stereo-perception, making high-quality performances of virtual environment possible on affordable equipment.
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    Real-Time Simulation of Flexible Materials in Avango Virtual Environment Framework
    (Eurographics Association, 2003) Klimenko, Stanislav; Nikitina, Lialia; Nikitin, Igor
    his paper describes a system for real-time simulation of linear elastic deformations of volumetric objects in Virtual Environments, implemented in Avango VE Framework 1. The approach makes use of the methods of Finite and Boundary Elements and precomputed Greens functions, and supports real-time interactive deformations of large elastic models, containing more than 10,000 volumetric nodes, at the graphics update rate 85fps.
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    Occlusion Culling for Image-Based Rendering withWarping
    (Eurographics Association, 2003) Soner, I. Sen; Atalay, Volkan
    The basic idea of the proposed algorithm is to reduce the number of depth pixels in Layer Depth Images (LDI) by culling the occluded ones before warping. The method combines the octree spatial subdivision concept with LDI concept, using the implicit geometry stored in depth pixels. The algorithm uses an octree to group depth pixels in a hierarchical way. The proposed algorithm is very effective when used in highly occluded scenes, and the density of the depth pixels should be high enough to get a high performance from the algorithm
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    Trans-Polygon Stroke Method for Frame Coherent Pastel Images
    (Eurographics Association, 2003) Murakami, Kyoko; Tsuruno, Reiji
    We propose Trans-Polygon Stroke Method (TPSM) for creating pastel-like animation that keeps frame-to-frame coherence. There are several variable factors in hand-drawn pastel such as paper roughness and pigments. When these factors are simulated in computer graphics animation, they cause flickers, which reduces visibility. To increase the visibility of pastel-like animation by reducing the flickers, it is need to fix the factors. The procedure of the TPSM is to (1) model objects with quadrilateral polygons, (2) generate particles on the polygons, (3) give a vector direction to each particle, and (4) draw a line from the particle to the n-th polygon along with the direction. Besides the TPSM, the amount of pigments used for one stroke is read from a given table to fix this variable factor. We demonstrate several types of drawn strokes, such as hatching, stipple, and blending, using the proposed method.
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    ActiveInk
    (Eurographics Association, 2003) Tobita, Hiroaki; Rekimoto, Jun
    The ActiveInk system integrates the advantages of real world painting techniques with computer graphics (CG) effects such as natural phenomenon animations (e.g., water, fire, snow, and clouds), attributes (e.g., rubber, cloth, and land), surface materials (e.g., texture effects, metal, and glass), and so on. Most conventional paint systems mainly allow users to set a simple and static color. Also, they require users to control many parameters if the user applies complex effects. However, the ActiveInk system treats many behaviors as separate behavior inks (e.g., water, cloud, and cloth ink), so a user can add effects by selecting a behavior ink and painting it onto objects to realize CG effects. Moreover, the system has a palette area that is similar in function to an actual painters palette, so the user can create a new ink by mixing different types of behavior ink and can control the behavior in the palette area directly. In this paper, we describe a prototype of the ActiveInk system, explain how it allows CG effects to be applied through simple and easy manipulations, and discuss its implementation.
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    Morphing Rational B-spline Curves and Surfaces Using Mass Distributions
    (Eurographics Association, 2003) Ju, Tao; Goldman, Ron
    A rational B-spline curve or surface is a collection of points associated with a mass (weight) distribution. These mass distributions can be used to exert local control over the morph between two rational B-spline curves or surfaces. Here we propose a technique for designing customized morphs by attaching appropriate mass distributions to target B-spline curves and surfaces. We also develop a user interface for this morphing method that is easy to use and requires no knowledge of B-splines on the part of the designer.
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    Information Visualization using Transparent Shape Impostors
    (Eurographics Association, 2003) Seipel, Stefan
    Transparency is a graphical effect used in visualizations to present co-located graphical glyphs. Accomplishing a visually convincing transparency effect requires complex calculations of light absorption and refraction in object space. Alternatively, screen-space sorted rendering of graphical primitives using colour- blending techniques can be used for interactive applications. In this paper an efficient way is presented to render transparent glyphs for information visualization. The technique combines random dot surface plots with pre-computed transparent shape impostors to present different levels of transparency for co-located graphical glyphs. It is shown that this rendering method is faster than ordered polygon rendering using blending.
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    On the characterization of avatars in Distributed Virtual Worlds
    (Eurographics Association, 2003) Morillo, Pedro; Fernandez, Marcos; Orduna, Juan Manuel
    Current Distributed Virtual Environment (DVE) systems run simulations based on a server-network architecture, where the population of avatars should be properly assigned to the servers in the DVE. This goal, called partitioning problem, is a hot research problem in the field of networked 3D real time graphics. Some approaches have been proposed for resolving this problem, all of them based on a very basic model which describes the behaviour of an avatar in a virtual world. This model estimates the workload that a given avatar adds to its server as an independent and static value. In order to design scalable and accurate partitioning schemes we propose a new characterization of the workload generated by the avatars in the system. In this model, the workload is computed as a function of two factors: avatar movement rate and factor of presence. Evaluation results show that this proposed model correlates with real systems properly, providing an accurate abstraction of avatars for load balancing purposes.
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    Skeleton Subspace Deformation with Displacement Map
    (Eurographics Association, 2003) Liu, Feng; Liang, Ronghua; Ye, Dahai
    Skeleton Subspace Deformation (SSD) is a novel Free Form Deformation technology (FFD), and plays an important role in character animation, interactive game and other fields. In this paper, we present a new layered algorithm of SSD. After a preliminary conventional SSD, a displacement map is constructed based on the pose of the skeleton and the original surface. And then synthesize the displacement map with the defectively deformed surface and thus solve the inherent problems of conventional SSD, called "collapse" and "pinch". The experiment shows the effectiveness of this algorithm to create the realistic skin for an animated character.
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    Evolutionary Design of BRDFs
    (Eurographics Association, 2003) Meyer-Spradow, Jennis; Loviscach, Joern
    The look of a non-transparent material is determined by its bidirectional reflection distribution function (BRDF). To design 3-D objects for example for games or animation films thus includes to design BRDFs. However, as functions defined on a four-dimensional domain, these form a vast space that is very difficult to explore interactively. Typically, the infinite number of degrees of freedom is reduced to a tractable handful of parameters by introducing simplified physical models or heuristic approximations such as Phongs. As the complexity of such approaches increases, they become difficult to master for a human operator. Even if many parameters are made accessible, an infinite variety of useful and/or interesting BRDFs remains hidden and inaccessible. We therefore propose a method of constructing BRDFs through genetic programming with a human operator making choices based on his or her preferences. With the pixel shader programmability of modern graphics cards this can be performed in real time.
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    Goniometric Diagram Mapping for Hemisphere
    (Eurographics Association, 2003) Havran, Vlastimil; Dmitriev, Kirill; Seidel, Hans-Peter
    Describing the light intensity over the hemisphere using a goniometric diagram is a common practice in the lighting industry and is prescribed for instance by IESNA (Illuminating Engineering Society of North America) standards. Goniometric diagram specifies the spatial distribution of the emitted power via a hemispherical surface subdivided by meridians and parallels. Similar tabulated representations are extensively used for complex bidirectional refiectance distribution functions (BRDF) that are difficult to approximate with analytical models. We present an approximative bicontinuous mapping from the unit square to a goniometric diagram on the hemisphere. This mapping has low distortion and the error of the approximation is low. The proposed mapping algorithm is obtained as a composition of four mappings. We outline its use for importance sampling of light sources described by goniometric diagrams and for the representation of BRDF.
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    Reconstruction of Animatable Personalized 3D Faces by Adaptation-based Modeling
    (Eurographics Association, 2003) Zhang, Yu; Sim, Terence; Tan, Chew Lim
    We present an efficient method for the construction of an animatable 3D facial model of a specific person with minimal user interaction. The method is based on adapting an anatomy-based prototype facial model that is suitable for physically-based facial animation to the geometry of a real persons face recovered from laser-scanned range data. Starting with specification of a set of anthropometric landmarks on the 2D images, we automatically recover the 3D positions of the landmark points on the facial surface. A global shape adaptation is then carried out to align the prototype model to the target geometry using the transformation parameters estimated from measurements between recovered 3D landmark points. A local shape adaptation follows to deform the prototype model for fitting all of its vertices to the scanned surface data. The reconstructed 3D face portrays the geometry and color of the individual face and can be animated immediately with the given muscle parameters.
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    An Iterative Stripification Algorithm Based on Dual Graph Operations
    (Eurographics Association, 2003) Porcu, Massimiliano B.; Scateni, Riccardo
    This paper describes the preliminary results obtained using an iterative method for generating a set of triangle strips from a mesh of triangles. The algorithm uses a simple topological operation on the dual graph of the mesh, to generate an initial stripification and iteratively rearrange and decrease the number of strips. Our method is a major improvement of a proposed one originally devised for both static and continuous level-of-detail (CLOD) meshes and retains this feature. The usage of a dynamical identification strategy for the strips allows us to drastically reduce the length of the searching paths in the graph needed for the rearrangement and produce loop-free triangle strips without any further controls and post-processing.
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    Accurate Dense Stereo Reconstruction using Graphics Hardware
    (Konrad, 2003) Zach, Christopher; Klaus, Andreas; Hadwiger, Markus; Karner, Konrad
    Vertex programs and pixel shaders found in modern graphics hardware are commonly used to enhance the realism of rendered scenes. Recently these hardware facilities were exploited to obtain interactive non-photorealistic effects and to perform low-level image processing tasks like texture filtering for volume visualization. We exploit modern graphics hardware to accomplish the higher level vision task of dense stereo reconstruction. In our system almost every stage of the matching procedure is executed on 3D graphics hardware, therefore utilizing the parallel vertex and pixel pipelines. Our implementation performs accurate calculations and does not suffer from the limited precision of color channels. On state of the art PC hardware our algorithm requires less than one second to reconstruct a dense mesh with subpixel accuracy for input images with one megapixel resolution.
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    High quality images from 2.5D video
    (Eurographics Association, 2003) Berretty, Robert-Paul; Ernst, Fabian
    Given a 2D video stream with an accompanying depth channel, we render high quality images from viewpoints close to the original one. This is for instance required to generate a 3D impression on stereoscopic or multiview screens. We propose a technique for video based rendering that supports higher order video filtering. We focus on screens that support horizontal parallax. We can optionally incorporate rendering of a so called hidden layer that contains data of parts of the scene that are hidden from the original viewpoint. We are able to render high quality images at only the added cost of the video filtering.
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    VelvetPath - Layout Design System with Sketch and Paint Manipulations
    (Eurographics Association, 2003) Tobita, Hiroaki
    We describe the VelvetPath system, a system that allows users to design layouts for visualized information by using sketch and paint manipulations. Many systems enable users to visually search and browse through information by treating the data as visualized nodes (e.g., related images and simple figures). While these layouts are pre-defined and useful for the applications considered by the designers, users cannot freely change or redesign the layouts. In contrast, users of the VelvetPath system can freely design and change layouts by simply drawing strokes. Since the information layouts are defined automatically according to the users strokes, the user can create layouts based on his/her own needs and retrieve information using these layouts. Moreover, because all the manipulations in the system are based on simple sketching and painting interactions, the system is easy to use. These simple manipulations are useful not only for information retrieval, but also for a wide variety of applications such as 2D and 3D content creation, preparing slide presentations, and communication through a computer. In this paper, we describe our VelvetPath system and how it can be effectively applied.
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    Cyclification of Human Motion for Animation Synthesis
    (Eurographics Association, 2003) Ahmed, Amr; Mokhtarian, Farzin; Hilton, Adrian
    In this paper, new techniques are introduced for matching cyclic motion boundaries by using simple animation processing algorithms based on some observed characteristics from different families of cyclic motions. Matching the cycle boundaries is one of the essential stages in generating a stream of animation of cyclic human movements. If the cycle boundaries are not matched, noticeable artefacts and flickers will appear regardless of how realistic the available motion cycle is. The proposed techniques are developed to modify the motion cycle even in the case, where only one cycle is provided. These techniques do not only match the cycle boundaries but also correct other parts of the cycle and motion constraints. The techniques are computationally efficient as they work directly on the animation data (without conversion to intermediate representations such as spline or time-frequency transforms). Moreover, many aspects of animation (including joint limits and important motion constraints) are preserved as the modification is guided by the original motions. A simple framework for automatic detection of gait phases timing is also introduced.
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    Efficient Sampling of Textured Scenes in Vertex Tracing
    (Eurographics Association, 2003) Ullmann, Thomas; Preidel, Thomas; Bruderlin, Beat
    We present vertex tracing, an adaptive progressive ray tracing approach for efficient sampling of the radiance function, based on refinement in object space and subsequent reconstruction, using standard 3D graphics accelerator hardware. The main focus of this paper is the reconstruction of reflected and transmitted texture maps. By taking advantage of the newest graphics hardware features (such as the pixel shader) even higher levels of recursion can be supported without explicit sampling of the textures. In addition, the graphics hardware is used for an efficient visibility test, which leads to a further reduction of ray samples, and for the rendering of diffuse local illumination effects, as well as for progressive rendering of the global illumination effects, which are superimposed over the hardware-rendered scene in object space. With this approach, interactive performance for realistically rendered illumination effects of scenes of average complexity, can be achieved on a standard PC with off-the-shelf 3D graphics accelerators.
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    Particle-based Collision Detection
    (Eurographics Association, 2003) Senin, Mikhail; Nikita, Kojekine; Savchenko, Vladimir; Hagiwara, Ichiro
    In the paper we present a novel algorithm for collision detection between complex geometric objects represented by polygonal models and undergoing rigid motions and deformations. Most algorithms described in the literature deal with rigid bodies and are based on some kind of hierarchical representations. We present the alternative approach. The algorithm relies on the idea of "sensor particles": interacting particles distributed on a surface. Two types of particles that interact in a special way are used for determining the minimum distance between two models. The algorithm has been implemented and used in real time simulation of dynamic interaction between geometric objects. A detailed description of the algorithm, animation examples, and benchmarks are included in the paper. A potential application of this software algorithm is collision detection for animation of bodies with deformable surfaces.
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    Precise Deformation of Rheology MSD Model Calibrated by Randomized Algorithm
    (Eurographics Association, 2003) Noborio, Hiroshi; Nogami, Ryo; Enoki, Ryo
    In this paper, we propose and compare three kinds of mass-spring-damper (MSD) models of rheology object, and experimentally select the best model concerning to shape deformation and volume accuracy. The MSD model requires a few costs to calculate force propagation and shape deformation of rheology object. For this reason, the dynamic animation can be made by a personal computer within the video-frame rate (about twenty milli-seconds). Moreover, in order to maintain deformation precision, we calibrate all coefficients of dampers and springs under many experimental data by the randomized algorithm. Then in the set of simple pushing experimental operations, shape deformation and volume of virtual rheology object based on the best model is similar to these of real rheology object. This is a case study to generate dynamic animation efficiently and precisely by the MSD model.
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    Motion Planning and Visibility Problems using the Polar Diagram
    (Eurographics Association, 2003) Grima, C.I.; Márquez, A.; Ortega, L.
    Motion planning and visibility problems are some of the most important topics studied in Computer Graphics, Computational Geometry and Robotics. There exits several and important results to these problems. We propose a new approach in this paper using a preprocessing in the plane, the polar diagram. The polar diagram can be considered as a plane tessellation with similar characteristics to the Voronoi Diagram. The Euclidean distance criterion is changed by the minimal angle criterion in this new approach. The advantage of using polar diagrams is an optimal computing preprocessing time and their immediate applications to angle problems as visibility or motion planning problems.
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    The Virtual Painting Paintbox
    (Eurographics Association, 2003) Sobczyk, D.; Boyer, V.; Bourdin, J-J.
    We present VPUP8 a new kind of paint boxes. It includes a model for the simulation of physic dynamics involved in the painting process and a human-machine interface to manage the position and the moves of the user. Usually digital painting is bounded to a 2D model and a 2D representation. Our 3D model is designed to accurately reproduce the painting process, stroke per stroke. To obtain the subtle details real painting provides, the model needs a very high resolution and the modeling of the picture as a 3D object thick with paint. In front of a real painting, any move brings new impressions.With VPUP8 the position of the user is the main factor of the viewpoint and of the scale of vision computation: from a whole view to a precise zoom-in well adapted to detail work. The position of the user is measured through a non-intrusive face tracker. The images generated prove that VPUP8 is well adapted to any style of painting.
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    Uncertainty Visualization Methods in Isosurface Rendering
    (Eurographics Association, 2003) Rhodes, Philip J.; Laramee, Robert S.; Bergeron, R. Daniel; Sparr, Ted M.
    We describe two techniques for rendering isosurfaces in multiresolution volume data such that the uncertainty (error) in the data is shown in the resulting visualization. In general the visualization of uncertainty in data is difficult, but the nature of isosurface rendering makes it amenable to an effective solution. In addition to showing the error in the data used to generate the isosurface, we also show the value of an additional data variate on the isosurface. The results combine multiresolution and uncertainty visualization techniques into a hybrid approach. Our technique is applied to multiresolution examples from the medical domain.
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    Extending the Immediate Buckling Model to Triangular Meshes for Simulating Complex Clothes
    (Eurographics Association, 2003) Choi, Kwang-Jin; Ko, Hyeong-Seok
    The immediate buckling model is an essential element for simulating realistic cloth animations without introducing buckling instability. The original model is restricted to structured regular quad meshes, by which its use is severely limited. This paper extends the immediate buckling model from its original formulation in terms of regular quad meshes to irregular triangular meshes, thereby significantly increasing the applicability of the technique. Using a model that included cloth-specific buckling and anisotropy, we produced realistic animations of quite complex clothes.
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    Interactive Dynamic Environments Using Image-Based Modeling and Rendering (393.4 kB) Timothy A. Davis, Stephen P. Ficklin An approach to construct augmented CAD models using acquired digital images
    (Eurographics Association, 2003) Bianconi, Francesco; Conti, Paolo
    An approach for integrating CAD models and information associated with digital images is discussed in this paper. The main objective of the proposed framework is the construction of augmented CAD models using digital images acquired on real components of that models. An approach to associate general shape surfaces with related images is discussed. The proposed method can be used to associate engineering information retrieved through optical methods (thermoelasticity, photoelasticity, surface analysis and similar) with CAD models. The overall architecture and the first outcomes of the implementation of the framework are presented.
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    Implicit Surface Reconstruction and uniform Sampling by Striped Marching Triangles
    (Eurographics Association, 2003) Leborán, Víctor; Pardo, Xose M.
    The synthesis of computer models from real objects is a usual procedure in medical image processing and reverse engineering. In both cases, the main issues are to reach a topologically consistent and geometrically precise object reconstruction. Implicit surfaces provide a solution to this problem. They define a smooth surface surrounding objects which must be polygonized for an efficient visualization. Due to the increasing size of the application generated data, it becomes necessary to use precise and efficient methods. This work presents a modified method of implicit surface polygonization based on “Marching Triangles”. This modification assures the topological consistency with the initial dataset during the progressive reconstruction of the surface, avoiding overlapping triangles. In addition, a comparison of our method with the marching cubes and the adaptive skeleton climbing algorithms is provided.
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    Inelastic Scattering and Participating Media.Application to the ocean
    (Eurographics Association, 2003) Cerezo, Eva; Seron, Francisco J.
    A system, developed to treat general participating media, is generalized to make it capable of considering volumetric inelastic processes such as fluorescence. The system is based on the discrete ordinates method, and can treat complex participating medium such as natural waters. It can deal with highly-peaked anisotropic phase functions and can handle the spectral behavior of the medium's characteristic parameters.The system is applied to the study of fluorescence, the most common inelastic effect in natural waters.
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    Shadow Mapping Based on Dual Depth Layers
    (Eurographics Association, 2003) Weiskopf, Daniel; Ertl, Thomas
    Shadow maps are a widely used means for the generation of shadows although they exhibit aliasing artifacts and problems of numerical precision. In this paper we extend the concept of a single shadow map by introducing dual shadow maps, which are based on the two depth layers that are closest to the light source. Our shadow algorithm takes into account these two depth values and computes an adaptive depth bias to achieve a robust determination of shadowed regions. Dual depth mapping only modifies the construction of the shadow map and can therefore be combined with other extensions such as filtering, perspective shadow maps, or adaptive shadow maps. Our approach can be mapped to graphics hardware for interactive applications and can also be used in high-quality software renderers.
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    Estimating Positions and Radiances of a Small Number of Light Sources for Real-Time Image-Based Lighting
    (Eurographics Association, 2003) Madsen, Claus B.; Sorensen, Mads K. D.; Vittrup, Michael
    Image-based lighting (IBL) of virtual objects has become a popular approach to blending virtual and real scenes. In IBL an omni-directional image of a scene is used as the illumination environment for rendering virtual objects. Typically, this rendering is based on global illumination techniques which are far from capable of real-time performance. In this paper we describe how to estimate the positions and radiances of a small number of point light sources, e.g., on the order of 5 to 10, which will produce virtual object appearances which are consistent with those obtained using IBL. The estimated light source parameters can be used directly in OpenGL rendering for real-time performance. We demonstrate the approach on natural scenes.
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    Multilevel modelling and rendering of architectural scenes
    (Eurographics Association, 2003) Kushal, Akash M.; Chanda, Gaurav; Shrivastava, Kanishka; Gupta, Mohit; Sanyal, Subhajit; Sriram, T. V. N.; Kalra, Prem; Banerjee, Subhashis
    We present a novel approach for multilevel modelling and rendering of architectural scenes using a small set of photographs. Our approach is based on interactive probing of intuitive measures like lengths, widths and heights using single view metrology. These measures can then be aggregated with additional input if need be, for defining high-level primitives such as planes, prismatic blocks, cuboids, spheres, and general surfaces of translation and revolution. The modelling approach is modular and incremental which enables ease and flexibility in building large architectural scenes. Further, our approach allows multilevel modelling and rendering. That is, the model can be enhanced/reduced both in terms of changing details at the primitive level and at the model level. This requires inter-registration of two or more images with common contents. Our approach is computationally simple, fast and robust. We demonstrate our results by building a model of a magnificent historical monument in Delhi - Humayunss tomb.
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    Parameter-driven freeform deformations
    (Eurographics Association, 2003) Song, Y.; Vergeest, J.S.M.; Saakes, D.P.
    High-level parameters offer user an easy and intuitive tool to modify an existing model. In this paper, an approach of deforming freeform shapes using intrinsic parameters is proposed, where those parameters were not part of the model. Instead the parameters are introduced by user at the time he/she needs them. To achieve this, different from existing freeform deformation methods, a deformable template defined by intrinsic parameters is used as the bridge to link the original freeform shape and the user actions. Those templates can be defined by the user or simply derived from freeform feature concepts. With shape similarity analysis, a user-defined region of interest in the freeform shape is matched, or fitted, to a deformable shape template. By several different kinds of R3 to R3 functions, the region of interest is mapped to the fitted deformable shape template. Thus template parameters can be transferred to the original freeform shape. Through those quantitative intrinsic parameters, the user can easily modify the freeform shape. Several simple implementations were conducted in order to verify the proposed method. It is also described how the proposed technique can be applied in practical shape modelling applications.
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    Improved Indirect Photon Mapping withWeighted Importance Sampling
    (Eurographics Association, 2003) Szirmay-Kalos, Laszlo; Szecsi, Laszl
    This paper offers a novel approach to the indirect photon mapping method. The placement of photons acting as virtual light sources is regarded as a cheap sampling scheme, allowing for the reuse of a complete shooting path at the cost a single shadow ray. In order to counter for its shortcomings, the variance reduction technique called weighted importance sampling is applied. This allows for the extension of the indirect photon mapping method for specular settings, because the weighting function can mimic surface BRDF characteristics disregarded by the virtual light source placement. On the other hand, weighted importance sampling also helps to eliminate the "corner spikes" caused by the fact that shooting cannot mimic the geometric factor of the connection rays. Advantages and problems are examined for several weighting schemes.
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    Generation of Radiosity Texture Atlas for Realistic Real-Time Rendering
    (Eurographics Association, 2003) Ray, Nicolas; Ulysse, Jean-Christophe; Cavin, Xavier; Levy, Bruno
    Radiosity methods are a both physically correct and efficient way to compute the global illumination giving the visual atmosphere to a 3D scene. In this paper, we present a new approach to optimizing the visualization of meshed models illuminated using these methods. Our approach is based on a texture atlas, which makes it possible to store the global illumination in a set of textures, that can be mapped in real-time onto the model by the graphics hardware. Our contribution is a new robust atlas generation method well adapted to the visualization of illuminated complex meshed models, and based on a tight cooperation between the segmentation and the parameterization algorithms. In our segmentation method, the combinatorial information of the mesh is systematically preferred over the geometry whenever possible, which makes the algorithm both simpler and more robust. Large industrial models with complex topologies and poor mesh qualities can be efficiently processed. The paper concludes with some results, showing our method applied to architectural and car design industry models, and demonstrating that it both speeds up the visualization and is easy to integrate into existing advanced rendering software.
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    A Precise Approach Calibrated by Experimental Data to Make an Artificial Impulse
    (Eurographics Association, 2003) Iguchi, Toshiko; Kodama, Tetsuya; Noborio, Hiroshi
    Baraffs and Mirtichs approaches are well known so as to generate force and impulsive force artificially at collision between rigid bodies. However, both cannot be unfortunately applied for a practical use such as complex dynamic animation and simple haptic rendering. The reason is as follows: Baraff s approach deals with many forces at multiple contacts, but does not always calculate a solution under static and dynamic frictions. Moreover, since almost natural contact phenomena should be operated by not force but impulse (a sequence of forces) supervised by time, his approach cannot manage such practical aspects. On the other hand, Mirtichs approach completely neglects time, e.g., the interval of collision, and consequently make only an impulsive force (does not generate a true impulse as force distribution). Consequently, they cannot be applicable to dynamic animation including simultaneous multiple contacts and haptic rendering. For this reason, we propose a new approach based upon integration of an arbitrarily chosen force distribution over a finite time interval by time. Also, we discuss a new method to calibrate completely the force distribution and uncertain parameters required in our new approach. By the deep calibration, the accuracy of linear tangential and angular impulses in our approach is superior to that of these impulsive forces in Mirtichs approach.
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    Beyond Image Quality Comparison
    (Eurographics Association, 2003) Bornik, Alexander; Cech, Peter; Ferko, Andrej; Perko, Roland
    We solve the problem of quantitative measuring of image quality, beyond the widely used MSE (mean square error) or even visual comparison. We combine eight feature-based and perceptually-oriented image quality metrics. The need for this comes from virtual archaeology, where various image acquisitions, antialiasing, multiresolution, image reconstruction or texturing methods produce very similar images. The proposed evaluation framework is suitable for any image quality decision-making, being not restricted to virtual archaeology. In particular, we compare a representative database of visually indistiguishable image pairs from different cameras, anisotropic texture filters and various antialiasing methods. For image registration we propose a modified video processing step. The results support the selection beyond commonly used visual comparison.
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    Mobile Augmented Reality for Environmental Management (MARE)
    (Eurographics Association, 2003) Danado, Jose; Dias, Eduardo; Romao, Teresa; Correia, Nuno; Trabuco, Adelaide; Santos, Carlos; Araujo, David; Duarte, Pedro; Rebocho, Rui; Palmeiro, Jose; Serpa, Joao; Costa, Manuel; Camara, Antonio
    Access to real-time data while in field observations is often a requested issue in environmental management. Additionally, it is easier to see that information spatially distributed where it makes sense, leveraging users of the task of searching for the context where the retrieved information can be applied. Augmented Reality (AR) is a technology that allows the superimposition of synthetic images over real images, providing augmented knowledge about the environment in the users vicinity. AR will also make the task more pleasant and effective for the user, since the required information is spatially superimposed over real information related to it. This short paper describes ANTS (Augmented Environments), an AR project for environmental management providing geo-referenced information to the user. The systems architecture has a flexible design based on a client/ server model, where several independent, but functionally interdependent modules are articulated. Therefore, modules can be moved from the server side to the client side or vice-versa, according to the client processing capacity. The system is being deployed in laptop computers and work is in progress to deploy the system using Personal Digital Assistant (PDA) devices. A 3D model and a geo-referenced database are used in the server for user positioning, and presentation components are used in the client to superimpose synthetic information over real images. Several applications for the system are being developed and will also be discussed in this short paper.
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    Adaptive quantization with error bounds for compressed view-dependent multiresolution meshes
    (Eurographics Association, 2003) Grabner, Markus; Zach, Christopher
    We present a simple method to adaptively determine compression parameters according to the given input data. Our method allows to make better use of the available dynamic range (number of bits per component of vertex locations) than with a given fixed-point representation. Moreover, the number of bits per component is also determined adaptively under a user-specified upper bound for the quantization error. Our adaptive quantization method can handle models with largely non-uniform geometric resolution. This is typically the case for manually created models or models derived from different sensors. The experiments we performed demonstrate the benefits of the proposed method.
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    Continuous Local Parameterization of Polygons
    (Eurographics Association, 2003) Maillot, Jerome
    Texture mapping has now become a standard technique for adding visual details to 3d models. Nevertheless, intuitive mapping tools have made little progress in the past decade, compared to other computer graphics areas: defining a good quality parameterization is still a tedious process, requiring experienced and skilled users. In this paper, we specifically address the problem of finding automatically a parameterization of a reasonably small portion of the surface. This method is simple and efficient, which makes it suitable for interactive applications. It is also continuous in terms of the user input, so that it is stable during animation and interaction. Finally, it only requires the user to define a small set of intuitive parameters, mostly position, size and orientation of the area to be parameterized. Thus, it can be used by inexperienced users and easily connected to existing applications. We show how our method can improve 3D-paint systems and decal placement on surfaces. The same approach can also be used to adapt 2D image processing tools to geometry filtering.
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    Animatope: A Manga-Styled Animation Expression Toolkit
    (Eurographics Association, 2003) Tohda, Asuka; Hasegawa, Sho; Inakage, Masa
    Manga, a Japanese comic style, is becoming widely accepted within comic readers worldwide. In Manga, mimetic symbols and onomatopoeia symbols are heavily used to express emotions and various movements in a comic frame. In this paper, we present a toolkit named "Animatope", to emulate Manga-style symbols in a non-photorealisitc animation. Animatope transfers the Manga-sytle symbol grammar to 3D animation. We extend Manga symbols to Meta-symbols, or animated symbols, to enrich the emotional expressions and subtle behaviors. Meta-symbols are categorized into several classifications in Animatope Toolkit. Meta-symbols are controlled with basic parameters, shape of emitters, and motion handles.
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    Automatic High Level Avatar Guidance Based on Affordance of Movement
    (Eurographics Association, 2003) Michael, Despina; Chrysanthou, Yiorgos
    As virtual cities become ever more common and more extensive, the need to populate them with virtual pedestrians grows. One of the problems to be resolved for the virtual population is the behaviour simulation. Currently specifying the behaviour requires a lot of laborious work. In this paper we propose a method for automatically deriving the high level behaviour of the avatars. We introduce to the Graphics community a new method adapted from ideas recently presented in the Architecture literature. In this method, the general avatar movements are derived from an analysis of the structure of the architectural model. The analysis tries to encode Gibsons 7 principle of affordance, interpreted here as: pedestrians are more attracted towards directions with greater available walkable surface. We have implemented and tested the idea in a 2x2 km2 model of the city of Nicosia. Initial results indicate that the method, although simple, can automatically and efficiently populate the model with realistic results.
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    Interactive Dynamic Environments Using Image-Based Modeling and Rendering
    (Eurographics Association, 2003) Davis, Timothy A.; Ficklin, Stephen P.
    This paper presents a method for rendering a dynamic virtual environment using IBMR at interactive rates. Most IBMR methods are designed for use with static scenes and are awkward when extended temporally due to excessive memory requirements or user intervention. In our method, spatial and temporal redundancy are removed from sets of input images to reduce the time and space needed to render an interactive dynamic scene. A pre-processing step is initially applied to remove the redundancy; rendering is performed any time afterward by the explorer. The rendering process is most similar to Layered Depth Images (LDI), while image storage is most similar to video encoding technology. The benefits of our method include the preservation of pixels sampled at higher rates without requiring additional data structures, and the freedom of movement for the user throughout the scene.
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    A Framework for Video-based and Hardware-Accelerated Remote 3D-Visualization
    (Eurographics Association, 2003) Goetz, Frank; Domik, Gitta
    This paper presents a framework for video-based and hardware-accelerated remote 3d-visualization that produces and delivers high quality video streams at an accurate frame rate. The framework is based on the portable scenegraph system OpenSG, the MPEG4IP package and the Apple Darwin Streaming Server. In realtime generated visualizations will be multicast as an ISO MPEG-4 compliant video stream over the RealTime Streaming Protocol from a server to a client computer. On the client computer a Java program and an ISO MPEG-4 compliant video player are used to interact with the delivered visualization. While using MPEG-4 video streams we can achieve high image quality at a low bandwidth.