{"title":"High performance visualization in a hospital operating theatre","authors":"N. John","doi":"10.1109/TPCG.2003.1206945","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206945","url":null,"abstract":"This paper describes an innovative system called Op3D that delivers high performance visualization to a hospital operating theatre. This is the first time that a hepato-pancreatic surgeon has been able to benefit from 3D (three-dimensional) visualization tools at the sharp end of his clinical practice. Early results are supporting our hypothesis that interactive access to 3D visualization and reconstruction from the operating theatre improves the prospect of successful resection of hepato-pancreatic tumors (and could easily be exploited in other surgical areas too). The implementation of the system is discussed in detail, including all of the software and hardware components involved. The paper ends with a discussion of the future potential of the system to take advantage of high performance computing, visual area networking, and the grid.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130509877","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Modeling virtual gardens by autonomous procedural agents","authors":"Bedrich Benes, Javier Abdul Cordóba, J. M. Soto","doi":"10.1109/TPCG.2003.1206931","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206931","url":null,"abstract":"A cultivated virtual plant ecosystems modeling by means of simple memoryless procedural agents is presented. The ecosystem growth is a dynamic process with a tendency to chaos. An agent can move in the ecosystem and perform certain actions defined by users in the agent description file. Agents can seed new plants, pull out weeds, water plants, and communicate by message passing to distribute their tasks. An example of a successive garden cultivation in a wild ecosystem is presented. Agents first eliminate weeds, prepare space for and lay sidewalks, plant garden flowers, and protect their development. The main contribution of the paper is to show that autonomous agents can be used as a tool for user assisted procedural modeling of highly complex scenes.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133196122","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Generic graphics architecture","authors":"R. Ošlejšek, Jirí Sochor","doi":"10.1109/TPCG.2003.1206937","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206937","url":null,"abstract":"We introduce a generic architecture that is sufficiently general to treat a wide variety of rendering strategies. The architecture is particularized according to common features of energy distribution techniques. The survey of energy distribution techniques and the principles used by various illumination algorithms are discussed in the context of possible solutions in an object-oriented generic rendering architecture.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"415 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115227708","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Shell representation and compression conscious manipulation for three-dimensional graphical datasets","authors":"M. Turner","doi":"10.1109/TPCG.2003.1206944","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206944","url":null,"abstract":"Although there have been a large number of standards for two-dimensional images, there has not been as extensive a study into representing three-dimensional datasets. Presented here is a test from an extended system to cater for initially autostereo sequence datasets, although still suitable for all types of three-dimensional datasets. Extensions to do three-dimensional manipulation operations are defined that are both computationally efficient when applied to the coded form and are compression conscious in that they maintain compression performance. Autostereoscopic displays have been developed which create a three-dimensional image without the need for special glasses or headsets. They work by displaying multiple images each viewable over a very narrow field of view. This has the advantage of being able to look around objects. Increasing the number of images per view increases the bandwidth required. To aid stereo disparity in the human visual system the important features to retain in stereo sets are potentially different from standard two-dimensional images. Edge information and highlights have been shown to be of paramount importance for the human visual system to accurately perceive depth. The theme of coding three-dimensional regions as separate entities allows for a potential high compression ratio and subsequent transmission rate speed-up. A controlled merging scheme of regions is also presented which, being designed to keep all highlights and avoid defocusing of the image, gives a corresponding compression ratio increase while retaining the majority of the stereo cues.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131319486","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Intuitive crowd behavior in dense urban environments using local laws","authors":"C. Loscos, David Marchal, Alexandre Meyer","doi":"10.1109/TPCG.2003.1206939","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206939","url":null,"abstract":"In games, entertainment, medical and architectural applications, the creation of populated virtual city environments has recently become widespread. In this paper we want to provide a technique that allows the simulation of up to 10,000 pedestrians walking in real-time. Simulation for such environments is difficult as a trade off needs to be found between realism and real-time simulation. This paper presents a pedestrian crowd simulation method aiming at improving the local and global reactions of the pedestrians. The method uses a subdivision of space into a 2D (two-dimensional) grid for pedestrian-to-pedestrian collision avoidance, while assigning goals to pedestrians to make their trajectories smoother and coherent. Goals are computed automatically and connected into a graph that reflects the structure of the city and triggers a spatial repartition of the density of pedestrians. In order to create realistic reactions when areas become crowded, local directions are stored and updated in real-time, allowing the apparition of pedestrian streams. Combining the different methods contributes to a more realistic model, while keeping a real-time frame rate for up to 10,000 simulated pedestrians.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125099436","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Planar Bones for MPEG-4 facial animation","authors":"Manuel A. Sánchez Lorenzo, Steve C. Maddock","doi":"10.1109/TPCG.2003.1206934","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206934","url":null,"abstract":"This paper proposes a deformation technique called Planar Bones, derived from surface-oriented free form deformations, and explores its application to the context of facial animation. The warping method proposed uses as the control input a polygonal mesh, which is built as a triangulation of the feature points defined by MPEG-4 (Motion Picture Experts Group). A strong correspondence between the facial geometry and this control structure is maintained throughout the animation, overcoming the issues of many of the current systems defined using this standard.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131167484","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Schematic diagrams, XML and accessibility","authors":"Zaineb Ben Fredj, D. Duce","doi":"10.1109/TPCG.2003.1206930","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206930","url":null,"abstract":"This paper describes work in progress at Oxford Brookes University. The aim of the project is to define a higher-level diagram description language for the World Wide Web, which captures the structure and the semantics of a diagram and enables the generation of accessible presentations in different modalities such as speech, text, graphic, etc. This project, called Graphical Structure Semantic Markup Languages (GraSSML), is decomposed into three levels: presentation, structure and semantics. Each of these levels captures a specific aspect of a diagram. The language at the structure level (called \"ZineML\") uses SVG as the output renderer at the presentation level. The semantic level language is highly dependent on the type of diagram considered and the field in which it is used. The paper outlines the relevant limitation of SVG and describes our approach, which addresses some of these limitations and can allow Web graphics to be written easily and made accessible.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121885262","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Proceedings Theory and Practice of Computer Graphics","authors":"","doi":"10.1109/TPCG.2003.1206923","DOIUrl":"https://doi.org/10.1109/TPCG.2003.1206923","url":null,"abstract":"The following topics are discussed: images and display; information visualization; natural environments and facial animation; rendering and modeling; virtual worlds; and volumes.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122943946","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}