1999 Proceedings Computer Graphics International最新文献

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Homotopy modeling as world modeling 同伦建模作为世界建模
1999 Proceedings Computer Graphics International Pub Date : 1999-06-07 DOI: 10.1109/CGI.1999.777925
T. Kunii
{"title":"Homotopy modeling as world modeling","authors":"T. Kunii","doi":"10.1109/CGI.1999.777925","DOIUrl":"https://doi.org/10.1109/CGI.1999.777925","url":null,"abstract":"As the scientific ground to support what is believed to be the largest business in the 21/sup st/ century called cyberbusiness, homotopy modeling has been explored and developed. Because of the scale and the growth rate beyond any existing social systems, cyberbusiness imposes challenging requirements for modeling, design, development and operation. Homotopy modeling is based on novel space-time modeling with cellular spatial structures. The paper discusses homotopy modelling as the architectural foundation of cyberworlds.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"134 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":"128792152","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}
引用次数: 21
Social and industrial impacts of homotopy modeling 同伦建模对社会和工业的影响
1999 Proceedings Computer Graphics International Pub Date : 1999-06-07 DOI: 10.1109/CGI.1999.777929
K. Akiyoshi, Nobuo Akiyoshi
{"title":"Social and industrial impacts of homotopy modeling","authors":"K. Akiyoshi, Nobuo Akiyoshi","doi":"10.1109/CGI.1999.777929","DOIUrl":"https://doi.org/10.1109/CGI.1999.777929","url":null,"abstract":"The information industry has reached a point where it is necessary to break through some barriers with some new thinking, not just in the technology side but also in the way in which research and business operates. This paper outlines the impact of advances in homotopy research and technology and also the impact of the new style of business that is driving it forward. The homotopy technology includes breakthroughs that provide: a unified data architecture, advanced neural net hardware, and advanced asynchronous hardware technology. The impact of these three elements will pave the way into the next generation of information technology.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"3 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":"134048156","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}
引用次数: 0
Behavior-friendly graphics Behavior-friendly图形
1999 Proceedings Computer Graphics International Pub Date : 1999-06-07 DOI: 10.1109/CGI.1999.777903
Kenneth B. Russell, B. Blumberg
{"title":"Behavior-friendly graphics","authors":"Kenneth B. Russell, B. Blumberg","doi":"10.1109/CGI.1999.777903","DOIUrl":"https://doi.org/10.1109/CGI.1999.777903","url":null,"abstract":"Interactive autonomous and directable characters require certain architectural support such as a motor system which moves the character based on decisions made by the behavior system. While previous work has focused on these higher-level systems, we focus on the infrastructure provided by the graphics system. We describe how a graphics system designed with synthetic characters in mind can be behavior friendly, simplifying motor and behavior system construction and making new characters easier to create. The system described in this paper was the underlying support for \"Swamped!\", an interactive 3D cartoon demonstrated in the Enhanced Realities section of SIGGRAPH 98. We describe how our design and implementation allowed us to achieve real-time performance in this Java application.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"18 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":"131404194","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}
引用次数: 19
Near-optimal adaptive polygonization 近最优自适应多边形化
1999 Proceedings Computer Graphics International Pub Date : 1999-06-07 DOI: 10.1109/CGI.1999.777956
W. Seibold, K. Joy
{"title":"Near-optimal adaptive polygonization","authors":"W. Seibold, K. Joy","doi":"10.1109/CGI.1999.777956","DOIUrl":"https://doi.org/10.1109/CGI.1999.777956","url":null,"abstract":"Consider a triangulation of the xy plane, and a general surface z=f(x, y). The points of the triangle, when lifted to the surface, form a linear spline approximation to the surface. We are interested in the error between the surface and the linear approximant. In fact, we are interested in building triangulations in the plane such that the induced linear approximant is near-optimal with respect to a given error. We describe a new method, which iteratively adds points to a \"Delaunay-like\" triangulation of the plane. We locally approximate f by a quadratic surface and utilize this surface to establish an edge-flipping criterion for a convex quadrilateral that enables us to minimize the error between the surface and the triangulation.","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":"129273870","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}
引用次数: 6
Homotopy and intellectual property 同伦与知识产权
1999 Proceedings Computer Graphics International Pub Date : 1999-06-07 DOI: 10.1109/CGI.1999.777932
Sakaki Morishita, Neil Henderson
{"title":"Homotopy and intellectual property","authors":"Sakaki Morishita, Neil Henderson","doi":"10.1109/CGI.1999.777932","DOIUrl":"https://doi.org/10.1109/CGI.1999.777932","url":null,"abstract":"Homotopy is a new non-linear science with vast applications throughout information technology. Monolith has taken on the role of promoting this new technology from the level of theory to a level from which practical applications can be developed. In order to maintain contact with both researchers and business, Monolith has developed a business model in which Monolith will not market commercial products itself but will obtain funding largely through the licensing of intellectual property. Monolith's IP strategy focuses on obtaining broad fundamental IP rights and then broadly licensing those rights on reasonable terms to create standards. In this way, the licensing revenue will provide on-going funding for research and researchers can focus on their research rather than on the business of getting funding.","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":"115201583","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}
引用次数: 0
Using the implicit surface paradigm for smooth animation of triangle meshes 使用隐式曲面范式实现三角形网格的平滑动画
1999 Proceedings Computer Graphics International Pub Date : 1900-01-01 DOI: 10.1109/CGI.1999.777957
C. van Overveld, B. C. van den Broek
{"title":"Using the implicit surface paradigm for smooth animation of triangle meshes","authors":"C. van Overveld, B. C. van den Broek","doi":"10.1109/CGI.1999.777957","DOIUrl":"https://doi.org/10.1109/CGI.1999.777957","url":null,"abstract":"We consider the problem of real-time animation of a cartoon character which is represented by a skeleton implicit surface. If the character's motions permit a constant topology for the skin, it is possible to reduce the problem of computing an approximation of the implicit surface to solve only one scalar equation per surface point for a fixed number of surface points; these surface points define the shape of a triangle mesh with constant topology. We present the algorithm, and demonstrate its working in a real-time model of walking cartoon legs.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"31 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":"124144999","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}
引用次数: 6
A field interpolated texture mapping algorithm for skeletal implicit surfaces 骨架隐式曲面的场插值纹理映射算法
1999 Proceedings Computer Graphics International Pub Date : 1900-01-01 DOI: 10.1109/CGI.1999.777896
M. Tigges, B. Wyvill
{"title":"A field interpolated texture mapping algorithm for skeletal implicit surfaces","authors":"M. Tigges, B. Wyvill","doi":"10.1109/CGI.1999.777896","DOIUrl":"https://doi.org/10.1109/CGI.1999.777896","url":null,"abstract":"Addresses the problem of texture mapping implicit surfaces. Recent work in providing 2D mappings for implicit surfaces maps points from an auxiliary parametric (support) surface to the implicit surface. In this work, we extend this method by observing that all commonly used skeletal elements are easily parameterized and can be used as their own support surfaces. In areas of a surface defined by the combination of multiple skeletal primitives, we compute a mapping through relations found with the zero-level surface of a primitive by using the gradient field.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"7 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":"125574905","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}
引用次数: 20
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