{"title":"Gridding Multivariate Positive Data for Real Time Visualization","authors":"G. Mustafa, A. Shah, M. Asim","doi":"10.1109/CGIV.2006.50","DOIUrl":"https://doi.org/10.1109/CGIV.2006.50","url":null,"abstract":"Common visualization methods require an underlying grid. For visualization of scattered data samples it is required to approximate the data at the same grid using some interpolation technique. It is common that the data samples are positive and representing the quantities for which negative value is meaningless. For example mass, volume and density are meaningless when negative. Modified quadratic Shepard method is a commonly used method for gridding purposes. However it does not preserve positivity for inherently positive data sets. This paper discusses the problem of gridding inherently positive data sets for real time visualization applications using modified quadratic Shepard's method. Key requirement for an algorithm to be used for real time application is its predictable timing behavior. We present an efficient and deterministic alternative quadratic Shepard method as a solution to the problem of visualization of multivariate positive data in real time","PeriodicalId":264596,"journal":{"name":"International Conference on Computer Graphics, Imaging and Visualisation (CGIV'06)","volume":"48 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133725281","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":"Stretch It - Realistic Smooth Skinning","authors":"Xiaosong Yang, J. Zhang","doi":"10.1109/CGIV.2006.81","DOIUrl":"https://doi.org/10.1109/CGIV.2006.81","url":null,"abstract":"Smooth skinning is still the most popular method for the animation of deformable human and creature characters. It has became almost an industry standard because of its intuitiveness to use and efficiency to compute. However it suffers from a number of problems, such as the collapsing elbow and candy-wrapper effect. In this paper, we present a new method, which is able to solve these defects with very little extra stretching computations. The advantage of this method is its compatibility with the current animation workflow. The animator can change the skin weight any way they like and therefore it favours creativity. The aim of our method is trying to retain the realism and computational efficiency at the same time. It is suitable for situations, where real time response is necessary, like computer games. A practical implementation in the form of a Maya plug-in is created to demonstrate the viability of the method","PeriodicalId":264596,"journal":{"name":"International Conference on Computer Graphics, Imaging and Visualisation (CGIV'06)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115540973","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":"Usability Evaluation of a Mixed Reality Collaborative Tool for Design Review","authors":"Xiangyu Wang, P. Dunston","doi":"10.1109/CGIV.2006.87","DOIUrl":"https://doi.org/10.1109/CGIV.2006.87","url":null,"abstract":"Formal usability evaluation of mixed reality (MR) environments to date has received very little attention in MR literature and research. While awareness of the need for usability evaluation of MR appears to be on the rise, the techniques needed to perform efficient, meaningful usability evaluation of these environments are not yet available. This paper presents how the usability of MR system interfaces could be evaluated by using a combination of heuristic evaluation and formative user testing. This paper demonstrates by applying in assessing an MR-based collaborative virtual environment prototype for mechanical design review - mixed reality-based collaborative virtual environment (MRCVE). The evaluation was implemented through a devised experiment where human subjects were invited to use the MRCVE system for identifying design errors collaboratively from virtual mechanical models. Usability suggestions were also identified for the interface of future versions of MRCVE","PeriodicalId":264596,"journal":{"name":"International Conference on Computer Graphics, Imaging and Visualisation (CGIV'06)","volume":"317 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124491829","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":"The Development of 3D Multimedia Learning Tool(MLTBS) in Information Communication Technology (ICT) for Teaching and Learning Purposes","authors":"A. Kamsin, Mohd Yusof Hj Abdullah","doi":"10.1109/CGIV.2006.84","DOIUrl":"https://doi.org/10.1109/CGIV.2006.84","url":null,"abstract":"Nowadays, as biology has been taught at schools for years, the teachers have been facing a problem on how to get the students to fully understand the human biology. Of course a student can explain what a skull is, based on the books that he or she has read, but does he or she truly know what a skull looks like. Has he or she touched one? Examine it closely. And not only that, the current method of teaching biology is too static and boring. The teachers teach, and the students listen to it. There has to be some way to change this. The learning tool that has been developed is called ''interactive 3D multimedia learning tool in biology - skeleton\", took the advantages from the full-grown potential of multimedia and 3D animations. The main goal of this CD-ROM platform product is as a tool that is able to teach the users what skeleton system is, its functions and know exactly how the bones look like in a very dynamic and interactive method. This courseware effectively communicates the subject for teachers as well as students to understand and stimulate their interest in the teaching and learning process. The MLTB-Skeleton contains a lot of multimedia elements, such as text, image, video and audio. But most importantly, MLTB-skeleton also contains interactive 3D models that the users can interact with. From the point of system architecture, this system is design with a user friendly interface that is interesting and easy to understand. Its main function is to teach the users about the human skeleton system in an interesting and interactive way","PeriodicalId":264596,"journal":{"name":"International Conference on Computer Graphics, Imaging and Visualisation (CGIV'06)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124796749","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}
J. Ho, T. Manwaring, Seok-Hee Hong, Uwe Röhm, D. Fung, Kai Xu, Tim Kraska, D. Hart
{"title":"PathBank: Web-Based Querying and Visualziation of an Integrated Biological Pathway Database","authors":"J. Ho, T. Manwaring, Seok-Hee Hong, Uwe Röhm, D. Fung, Kai Xu, Tim Kraska, D. Hart","doi":"10.1109/CGIV.2006.70","DOIUrl":"https://doi.org/10.1109/CGIV.2006.70","url":null,"abstract":"PathBank is a Web-based query and visualization system for biological pathways using an integrated pathway database. To address the needs for biologists to visualize and analyze biological pathways, PathBank is designed to be user-friendly, flexible and extensible. It is, to the best of our knowledge, the first Web-based system that allows biological pathways to be visualized in three dimensions. PathBank demonstrates the ability to automatically generate and layout biological pathways in response to Web-based database query about proteins, genes, gene ontology and small molecules. Using a novel OWL-to-relational database schema generation approach, it can automatically integrate biological data from different sources that support the BioPAX exchange format (e.g. KEGG, Bio- Cyc). The systems Web interface allows both simple keyword and complex query-based searches in the database. The pathway visualization component provides fast and interactive data access by using asynchronous data retrieval. Due to its modular implementation, it can be easily extended with new visualization algorithms","PeriodicalId":264596,"journal":{"name":"International Conference on Computer Graphics, Imaging and Visualisation (CGIV'06)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128323603","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 Study for Parametric Morpho-Semantic Operators to Assist Architectural Conception at the Drafting Stage","authors":"J. Wetzel, S. Belblidia, J. Bignon","doi":"10.1109/CGIV.2006.11","DOIUrl":"https://doi.org/10.1109/CGIV.2006.11","url":null,"abstract":"In this paper, we make the assumption that a shape modelling process can rely on the application of a set of morpho-semantic operators to initial shapes. In this paper, we refer to several researches which have attempted to identify such operators. We will attempt to validate this concept through the analysis of some ''innovative\" buildings. Thus, in different projects of contemporary architects, we can find the trace of some transformations (e.g. \"twist\", \"merge\", \"overlay\", etc.) recorded in the final geometry. These transformations have a symbolic representation. A design system based on the combination of these operators could enable the designer to quickly explore a great number of spatial solutions","PeriodicalId":264596,"journal":{"name":"International Conference on Computer Graphics, Imaging and Visualisation (CGIV'06)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129322068","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":"3D Model Generation by Morphing","authors":"Kosuke Kaneko, Y. Okada, K. Niijima","doi":"10.1109/CGIV.2006.4","DOIUrl":"https://doi.org/10.1109/CGIV.2006.4","url":null,"abstract":"This paper proposes a 3D model generation system that outputs intermediate 3D shape models between two already existing 3D models by morphing. Although there have been a lot of computer animation software, it takes a long time to create a 3D shape model even using such computer animation software. Morphing is one of the techniques used to easily create 3D models. If we have two different 3D shape models, it is possible to generate intermediate 3D shape models between them by morphing. However, there are two main problems in the morphing of polygonal models. Those are vertex mismatch and semantic topology mismatch. In this paper, the authors propose an algorithm that is free from the vertex mismatch problem and that automatically determines the semantic topology match. The proposed system based on the algorithm decomposes both two polygonal models, makes decomposed element pairs between them, and then generates intermediate 3D shape models by morphing as for the decomposed element pairs automatically","PeriodicalId":264596,"journal":{"name":"International Conference on Computer Graphics, Imaging and Visualisation (CGIV'06)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128781421","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}
Chihiro Kozasa, Hiromichi Fukutake, Hirokazu Notsu, Y. Okada, K. Niijima
{"title":"Facial Animation Using Emotional Model","authors":"Chihiro Kozasa, Hiromichi Fukutake, Hirokazu Notsu, Y. Okada, K. Niijima","doi":"10.1109/CGIV.2006.41","DOIUrl":"https://doi.org/10.1109/CGIV.2006.41","url":null,"abstract":"Recent 3D graphics hardware technologies have made it possible to create visually realistic 3D characters and 3D scenes in real time. And then, the video game has become one of the main applications of 3D graphics technologies. However, behaviors of non player characters (NPCs) in video games are not satisfactory because they are still predefined and then very simple. To attract game players, NPCs should have more complicated behaviors like the human. Facial expression is one of the most important factors for such a humanlike NPC. In this paper, the authors propose an NPC which interacts with the human. The NPC changes its facial expression according to its emotion during the interaction. For realizing such an NPC, the authors implemented a neural network based emotional model unit. By some experiments, this paper also shows that the NPC can change its facial expression according to its emotion like the human","PeriodicalId":264596,"journal":{"name":"International Conference on Computer Graphics, Imaging and Visualisation (CGIV'06)","volume":"176 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116602550","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":"GPU Based Real-time Shadow Research","authors":"Yang Xiao, Yicheng Jin, Yong Yin, Zhuoyu Wu","doi":"10.1109/CGIV.2006.48","DOIUrl":"https://doi.org/10.1109/CGIV.2006.48","url":null,"abstract":"Shadow can strengthen the reality of 3D virtual scene and provide important visual information for the objects' spatial relationship in the scene. This paper presents a GPU based method for all the process of shadow volume algorithm. It can achieve greater shadow performance in ship-handling simulator than previous methods by migrating the silhouette extraction and shadow volume rending to GPU, and applying a series of techniques for culling, clipping, and simplifying shadow volume geometry. We make a series of optimization for the visual system of the ship-handling simulator such as limit the range of illumination, the alternation of z-pass and z-fail algorithm, using the ultra shadow technology and two sided stencil buffer to accelerate the rending of shadow","PeriodicalId":264596,"journal":{"name":"International Conference on Computer Graphics, Imaging and Visualisation (CGIV'06)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125290555","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":"Automatic Digital Camera Based Fingerprint Image Preprocessing","authors":"B. Hiew, A. Teoh, D. Ngo","doi":"10.1109/CGIV.2006.27","DOIUrl":"https://doi.org/10.1109/CGIV.2006.27","url":null,"abstract":"Touch-less fingerprint recognition has been receiving attention recently as it frees from the problems in terms of hygienic, maintenance and latent fingerprints. However, the conventional techniques that used to preprocess the optical or capacitance sensor acquired fingerprint image, for segmentation, enhancement and core point detection, are inadequate to serve the purpose. The problems of the touch-less fingerprint recognition consist of low contrast between the ridges and the valleys in fingerprint images, defocus and motion blur. In this paper, we opt for digital camera as the device to capture the fingerprint image in RGB format and we outline the procedures to segment, enhance and detect the core point of the fingerprint image","PeriodicalId":264596,"journal":{"name":"International Conference on Computer Graphics, Imaging and Visualisation (CGIV'06)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131132233","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}