{"title":"Accelerated geometric queries and physical simulation using graphics processors","authors":"M. Lin","doi":"10.1109/PCCGA.2004.1348332","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348332","url":null,"abstract":"Given the increasing power and usage of commodity graphics processor units (GPUs), promising potential exists for exploiting the fast growing computational power on GPUs for general-purpose computing. We present some of our recent research on fast geometric queries and interactive physical simulation using GPUs.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133206660","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":"Simulation and control of physical phenomena in computer graphics","authors":"J. Stam","doi":"10.1109/PCCGA.2004.1348347","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348347","url":null,"abstract":"In computer graphics applications such as feature animation and games there is a need to produce convincing simulations of phenomena such as smoke, water, cloth and rigid bodies. Computational physics is the natural framework for such simulations. The physical equations describing most of these phenomena are well known and have been extensively studied over the last couple of centuries by the physics community. Which solution technique to use in practice depends on the application. In computer graphics it is desirable to have fast and stable simulations. Ideally, the simulations should run in realtime. This is important of course in games but also in movie production houses where animators have to fine tune the parameters of the simulation. On the other hand it is also desirable that these simulations are easy to implement. This makes the code easier to maintain in a commercial system. Our experience has been that good solutions very often result in simple algorithms which are relatively easy to code. This paper mainly focuses on the simulation of fluids such as smoke, water and fire. Our fluid solver which was first introduced in Stam (1999) relies on a spatial discretization of space into voxels. The physical quantities describing the fluid such as velocity and density are assumed to be constant in each voxel. These values are updated over each time step to create an animation of a fluid flow.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127381861","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. Senecal, Peter Lindstrom, M. Duchaineau, K. Joy
{"title":"An improved N-bit to N-bit reversible Haar-like transform","authors":"J. Senecal, Peter Lindstrom, M. Duchaineau, K. Joy","doi":"10.1109/PCCGA.2004.1348368","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348368","url":null,"abstract":"We introduce the piecewise-linear Haar (PLHaar) transform, a reversible n-bit to n-bit transform that is based on the Haar wavelet transform. PLHaar is continuous, while all current n-bit to n-bit methods are not, and is therefore uniquely usable with both lossy and lossless methods (e.g. image compression). PLHaar has both integer and continuous (i.e. non-discrete) forms. By keeping the coefficients to n bits PLHaar is particularly suited for use in hardware environments where channel width is limited, such as digital video channels and graphics hardware.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"252 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133160433","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 tolerance volumes for mesh processing","authors":"M. Botsch, D. Bommes, Christoph Vogel, L. Kobbelt","doi":"10.1109/PCCGA.2004.1348354","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348354","url":null,"abstract":"In an increasing number of applications triangle meshes represent a flexible and efficient alternative to traditional NURBS-based surface representations. Especially in engineering applications it is crucial to guarantee that a prescribed approximation tolerance to a given reference geometry is respected for any combination of geometric algorithms that are applied when processing a triangle mesh. We propose a simple and generic method for computing the distance of a given polygonal mesh to the reference surface, based on a linear approximation of its signed distance field. Exploiting the hardware acceleration of modern GPUs allows us to perform up to 3M triangle checks per second, enabling real-time distance evaluations even for complex geometries. An additional feature of our approach is the accurate high-quality distance visualization of dynamically changing meshes at a rate of 15M triangles per second. Due to its generality, the presented approach can be used to enhance any mesh processing method by global error control, guaranteeing the resulting mesh to stay within a prescribed error tolerance. The application examples that we present include mesh decimation, mesh smoothing and freeform mesh deformation.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"29 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116709204","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}
H. Theisel, Christian Rössl, Rhaleb Zayer, H. Seidel
{"title":"Normal based estimation of the curvature tensor for triangular meshes","authors":"H. Theisel, Christian Rössl, Rhaleb Zayer, H. Seidel","doi":"10.1109/PCCGA.2004.1348359","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348359","url":null,"abstract":"We introduce a new technique for estimating the curvature tensor of a triangular mesh. The input of the algorithm is only a single triangle equipped with its (exact or estimated) vertex normals. This way we get a smooth junction of the curvature tensor inside each triangle of the mesh. We show that the error of the new method is comparable with the error of a cubic fitting approach if the incorporated normals are estimated. If the exact normals of the underlying surface are available at the vertices, the error drops significantly. We demonstrate the applicability of the new estimation at a rather complex data set.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115800436","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":"NeuroEnveloping: a transferable character skin deformation technique","authors":"Zheng Guo, Kok Cheong Wong","doi":"10.1109/PCCGA.2004.1348337","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348337","url":null,"abstract":"We proposed a character skin deformation method, namely neuroEnveloping. The main idea relies on employing artificial neural networks to learn how to synthesize deformable skin from example shapes paired with skeleton postures of a character. Furthermore, having encoded the deformation information in the neural networks, the skinning model can be applied for the deformation of other similar characters. The character skin is decomposed into patches according to a base control mesh which is introduced as a common platform in the proposed framework. The deformation of each patch of the character is controlled by a trained neural network. We devised an effective stitching operator to eliminate discontinuities between neighboring patches. The experimental results show that the proposed approach can generate aesthetically pleasing results at interactive speed.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"129 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128296637","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":"Colored pencil filter with custom colors","authors":"S. Yamamoto, Xiaoyang Mao, A. Imamiya","doi":"10.1109/PCCGA.2004.1348364","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348364","url":null,"abstract":"This paper presents a new technique for automatically converting digital images into colored pencil drawings. In real colored pencil drawing, artists use different colors for different regions, and add pure colors directly onto paper to build the target color through optical blending. To support such effect, our technique extends the existing technique for reproducing color image with custom inks to automatically select the best color set for individual regions in a source image. Then layers of stroke image for each color are generated and superimposed with the Kubelka-Munk optical compositing model. We also allow users to specify regions and to customize the color set for a specified region interactively. The proposed technique can be easily extended to simulate other artistic media featured with optical color blending, such as pastel and wax crayons.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129347709","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":"Density measure for line-drawing simplification","authors":"Stéphane Grabli, F. Durand, F. Sillion","doi":"10.1109/PCCGA.2004.1348362","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348362","url":null,"abstract":"We present an approach for clutter control in NPR line drawing where measures of view and drawing complexity drive the simplification or omission of lines. We define two types of density information: the a-priori density and the causal density, and use them to control which parts of a drawing need simplification. The a-priori density is a measure of the visual complexity of the potential drawing and is computed on the complete arrangement of lines from the view. This measure affords a systematic approach for characterizing the structure of cluttered regions in terms of geometry, scale, and directionality. The causal density measures the spatial complexity of the current state of the drawing as strokes are added, allowing for clutter control through line omission or stylization. We show how these density measures permit a variety of pictorial simplification styles where complexity is reduced either uniformly, or in a spatially-varying manner through indication.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127178649","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}
K. D. Cheng, Wenping Wang, Hong Qin, Kwan-Yee Kenneth Wong, Huaiping Yang, Yang Liu
{"title":"Fitting subdivision surfaces to unorganized point data using SDM","authors":"K. D. Cheng, Wenping Wang, Hong Qin, Kwan-Yee Kenneth Wong, Huaiping Yang, Yang Liu","doi":"10.1109/PCCGA.2004.1348330","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348330","url":null,"abstract":"We study the reconstruction of smooth surfaces from point clouds. We use a new squared distance error term in optimization to fit a subdivision surface to a set of unorganized points, which defines a closed target surface of arbitrary topology. The resulting method is based on the framework of squared distance minimization (SDM) proposed by Pottmann et al. Specifically, with an initial subdivision surface having a coarse control mesh as input, we adjust the control points by optimizing an objective function through iterative minimization of a quadratic approximant of the squared distance function of the target shape. Our experiments show that the new method (SDM) converges much faster than the commonly used optimization method using the point distance error function, which is known to have only linear convergence. This observation is further supported by our recent result that SDM can be derived from the Newton method with necessary modifications to make the Hessian positive definite and the fact that the Newton method has quadratic convergence.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"280 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127503226","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":"Perceptually based approach for planar shape morphing","authors":"Ligang Liu, Guopu Wang, Bo Zhang, B. Guo, H. Shum","doi":"10.1109/PCCGA.2004.1348341","DOIUrl":"https://doi.org/10.1109/PCCGA.2004.1348341","url":null,"abstract":"This paper presents an approach for establishing vertex correspondences between two planar shapes. Correspondences are established between the perceptual feature points extracted from both source and target shapes. A similarity metric between two feature points is defined using the intrinsic properties of their local neighborhoods. The optimal correspondence is found by an efficient dynamic programming technique. Our approach treats shape noise by allowing discarding small feature points, which introduces skips in the traversal of the dynamic programming graph. Our method is fast, feature preserving, and invariant to geometric transformations. We demonstrate the superiority of our approach over other approaches by experimental results.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131166997","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}