K. Baumann, J. Döllner, K. Hinrichs, Oliver Kersting
{"title":"A hybrid, hierarchical data structure for real-time terrain visualization","authors":"K. Baumann, J. Döllner, K. Hinrichs, Oliver Kersting","doi":"10.1109/CGI.1999.777920","DOIUrl":"https://doi.org/10.1109/CGI.1999.777920","url":null,"abstract":"The approximation tree is a hybrid, hierarchical data structure for real-time terrain visualization which represents both geometry data and texture data of a terrain in a hierarchical manner. This framework can integrate different multiresolution modeling techniques operating on different types of data sets such as TLNs, regular grids, and non-regular grids. An approximation tree recursively aggregates terrain patches which reference geometry data and texture data. The rendering algorithm selects patches based on a geometric approximation error and a texture approximation error. Terrain shading and thematic texturing, which can be generated in a preprocessing step, improve the visual quality of level of detail models and eliminate the defects resulting from a Gouraud shaded geometric model since they do not depend on the current (probably reduced) geometry. The approximation tree can be implemented efficiently using object-oriented design principles. A case study for cartographic landscape visualization illustrates the use of approximation trees.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125591313","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":"Interactive specification of 3D displacement vectors using arcball","authors":"S. Pinheiro, J. Gomes, L. Velho","doi":"10.1109/CGI.1999.777915","DOIUrl":"https://doi.org/10.1109/CGI.1999.777915","url":null,"abstract":"Direct interactive manipulation of 3D objects is very important in computer graphics. The user interface to deal with this problem poses a difficult problem because of the high number of degrees of freedom involved, associated with the loss of depth in the viewing projection. We introduce a new technique to specify displacement vectors in the three-dimensional space. The technique is built on top of the arcball interface introduced in (Shoemake, 1992). In fact, it constitutes a novel use of the arcball. We also discuss an implementation of the proposed technique in an interactive interface to specify displacement vectors in a widget for surface warping in 3D space.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132466068","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":"Interactive 3D landscape visualization: improved realism through use of remote sensing data and geoinformation","authors":"Philipp Hirtz, H. Hoffmann, D. Nüesch","doi":"10.1109/CGI.1999.777922","DOIUrl":"https://doi.org/10.1109/CGI.1999.777922","url":null,"abstract":"We describe strategies to generate interactive real-time landscape visualizations using remote sensing data and additional geoinformation. The goal is to achieve highly realistic and geoscientifically correct visualizations of real landscapes. To minimize costs, the modeling process should be automated as much as possible. The resulting data structure has to allow interactive real-time walk or fly-throughs. The terrain surface is represented by digital elevation models (DEM) and geospecific textures derived from remote sensing data of the Thematic Mapper (TM) sensor on the Landsat satellites and data from the high resolution visible sensor (HRV) on the French SPOT satellite. Additional remote sensing and geographic datasets are used to extract visually relevant features (e.g. distribution, height and structure of the vegetation) of existing landscapes. To automate the modeling process, we present a strategy which uses templates describing the transformation of geoinformation into computer graphics structures. As an illustrative example, a database covering the territory of Switzerland has been created.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115762899","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":"Edge extraction for adaptive mesh construction","authors":"R. Miyazaki, K. Harada","doi":"10.1109/CGI.1999.777955","DOIUrl":"https://doi.org/10.1109/CGI.1999.777955","url":null,"abstract":"We propose the method of extracting sharp edges of an object from range data in order to create an adaptive mesh model. So far, when an adaptive mesh model is created from range data, we extract points that present important features such as high curvature points of an object. The human vision system relies heavily on sharp edges to recognize objects. So the location of sharp edges of an object should be retained as well when creating an adaptive mesh model. Sharp edges are expressed by the connectivity of points in a mesh model. Our method handles directly the information of the connectivity to create the mesh model.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115216321","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":"Visualizing knowledge about virtual reconstructions of ancient architecture","authors":"T. Strothotte, M. Masuch, Tobias Isenberg","doi":"10.1109/CGI.1999.777901","DOIUrl":"https://doi.org/10.1109/CGI.1999.777901","url":null,"abstract":"One of the assumptions of current software for visualizing architecture is that the underlying geometry is a correct, objective and complete representation of the objects in question. However, we argue that such an ideal situation can hardly be met. Instead, there are a variety of situations in which there is considerable uncertainty associated with some features of a model. Furthermore, the model usally stems from design decisions which are not encoded in the model but which may be important for users. We argue that more information about geometric models should be representable and visualizable. In particular, we propose non-photorealistic rendering styles for encoding such additional information in a visualization of a 3D model which goes over and above the geometry. We then apply this concept to visualizations of virtual reconstructions of ancient architecture. Finally, we describe the prototypical system AncientVis, which represents an approach to visualizing models with uncertain features.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116024432","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":"Homotopical modeling as the basis of new CAD standard: homotopy CAD for collaboration engineering","authors":"I. Hagiwara, Shinsuke Noda","doi":"10.1109/CGI.1999.777959","DOIUrl":"https://doi.org/10.1109/CGI.1999.777959","url":null,"abstract":"We are making progress on a new CAD standard based on homotopy data. There are substantial limitations in CSG and BREPS. Although the research is still at the initial stages and has yet to achieve sufficient results, it should be noted that there are more enterprises focusing on the necessity of this new development than ever before. We explain why this new type of CAD is necessary. Then, we describe the present status and the future prospects for homotopy CAD. We have clarified which subjects need to be examined, and are ready to apply them for practical purposes, in the following stages: the creation of an analysis model; the creation of a facet model; and the linkage of CAD with CAM.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126846731","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":"Object reconstruction from slices for vision","authors":"J. Parker, E. N. Attia","doi":"10.1109/CGI.1999.777907","DOIUrl":"https://doi.org/10.1109/CGI.1999.777907","url":null,"abstract":"A method for reconstructing 3D models from cross-sectional signals is presented. This is specifically useful for low-resolution images (e.g. seismic or ultrasound images). The method is not voxel-based, and is faster and uses less memory than methods that are. The algorithm starts by pre-processing the images by thresholding, segmenting, contour finding, point sampling and then triangulating. The main objective of this algorithm is to produce the smoothest possible model for branching bodies, taking into consideration the fact that the slices might be far apart in reality, and consequently a novel branching/interpolation technique is used that proved superior to existing methods for this purpose. At the same time, it did not need the involvement of the user for objects within defined classes. Seismic simulations and CT data have been used to test the algorithm. We succeeded in reconstructing the tomb of the Egyptian Pharaoh Tutankhamen from simulated seismic data.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115728476","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":"Time warping of audio signals","authors":"S. Goldenstein, Jonas Gomes","doi":"10.1109/CGI.1999.777905","DOIUrl":"https://doi.org/10.1109/CGI.1999.777905","url":null,"abstract":"Describes a technique to obtain a time dilation or contraction of an audio signal. Different computer graphics applications can take advantage of this technique. In real-time networked virtual reality applications, such as teleconferences or games, the audio might be transmitted independently from the rest of the data. These different signals arrive asynchronously and need to be somehow resynchronized on-the-fly. In animation, it can help to automatically fit and merge pre-recorded sound samples to special timed events. It also makes it easier to accomplish special effects, like lip-sync for dubbing or changing the voice of an animated character. Our technique tries to eliminate distortions by the replication of the original signal frequencies. Malvar wavelets are used to avoid clicking between segment transitions.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131869658","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":"Generating motion fields of complex scenes","authors":"David Mason, B. McCane, K. Novins","doi":"10.1109/CGI.1999.777910","DOIUrl":"https://doi.org/10.1109/CGI.1999.777910","url":null,"abstract":"In the past, evaluation of the effectiveness of optical flow algorithms on real scenes has been difficult due to a lack of complex test data for which the correct flow is known. We give a detailed description of how a simple ray tracing technique can be used to generate ground truth motion fields for the evaluation of optical flow algorithms on scenes of arbitrary complexity.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116235491","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":"A hashing strategy for efficient k-nearest neighbors computation","authors":"M. Vanco, G. Brunnett, Thomas Schreiber","doi":"10.1109/CGI.1999.777924","DOIUrl":"https://doi.org/10.1109/CGI.1999.777924","url":null,"abstract":"The problem of k-nearest neighbors computation within a 3D data set is frequently encountered in computer graphics. Applications include the technique of photon-map rendering where the closest photons to a given one have to be identified and the segmentation phase within a reverse engineering process. We present a new algorithm for k-nearest neighbors computation based on median subdivision and a hashing strategy. The major advantage of our hashing function is that bounds can be established that limit the number of points to be inspected during the search process. Estimates for the asymptotic complexity of our search method are given. Finally we compare our algorithm with a different search strategy based on KD-Trees.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126738133","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}