{"title":"Function-defined shape metamorphoses in VRML","authors":"Qi Liu, A. Sourin","doi":"10.1145/1101389.1101458","DOIUrl":"https://doi.org/10.1145/1101389.1101458","url":null,"abstract":"In this paper we propose FVRML---a function-based extension of Virtual Reality Modeling Language which allows for time-dependent shape modeling on the web. Shape's geometry, 3D texture, color and transformations changing through time can be defined with analytical functions typed straight in VRML code. FVRML allows us to greatly extend the abilities of VRML with a very intuitive approach to shape modeling based on using analytical functions. Several functions can be combined into one using java scripts emulated in FVRML, which allows for even greater flexibility and convenience of shape modeling.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121269938","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":"Rendering translucency with Perlin noise","authors":"R. Barnard, Saim Ural","doi":"10.1145/1101389.1101414","DOIUrl":"https://doi.org/10.1145/1101389.1101414","url":null,"abstract":"Translucent photon mapping is a technique developed for the realistic rendering of translucent materials such as milk, skin, and fog. In the physical world, however, no material is perfectly translucent at a constant density. By using a 3D density map for a rendered object and jittering the values of the map by using a Perlin noise function will create a non-perfect density throughout the object and thereby present a more realistic image.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122149832","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":"Extraction of a representative tile from a near-periodic texture","authors":"Khalid Djado, R. Egli, F. Deschênes","doi":"10.1145/1101389.1101457","DOIUrl":"https://doi.org/10.1145/1101389.1101457","url":null,"abstract":"Near-periodic textures are all around us, in brick walls, fabrics, mosaics, and many other manifestations. They are made up of a basic motif, which can be extracted, yielding a small image known as a tile. In particular, such textures are used in 3D scenes in virtual environments like games. However, the memory allocated for textures on a video card is limited. Generating texture by tiling allows scenes to be rendered in a realistic manner while using very little memory. This paper presents a simple method for extracting a representative tile from a near-periodic texture, working from a photo. The period of the texture is calculated to determine the size of the tile. Then the representative tile is chosen based on two criteria: avoiding color discontinuities at the junction of tiles, and recreating a texture that is as faithful as possible to the original.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129304093","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 novel color region homogenization and its application in improving skin detection accuracy","authors":"M. Akbari, M. Nakajima","doi":"10.1145/1101389.1101441","DOIUrl":"https://doi.org/10.1145/1101389.1101441","url":null,"abstract":"Pixel based color classification is a primary process in some advanced intelligent user interfaces. It is especially applied for the human skin detection purpose and consequently in the more effective interactions through the face or hands gesture. The extracted areas by the skin classifier are usually scattered and not homogenous based on the nature of the images and the process. It is while in some applications like facial perception we will need more accurate and smoother skin region extraction.There are few methods applied in some previous skin detection researches but there is no special evaluation or judgment particularly on this topic. Here in this work it is tried to introduce a simple and effective method for region homogenization after a pixel based color classification based on distances in both color and spatial domains. Its higher accuracy is shown in compare of three other methods and then discussed about.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123500704","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":"Be here now together: extended abstract","authors":"Andrew S. Glassner","doi":"10.1145/1101389.1101391","DOIUrl":"https://doi.org/10.1145/1101389.1101391","url":null,"abstract":"Stories are an essential part of everyday life. We tell stories to entertain each other, to share our cultural and personal histories and values, and to make sense of our world. Stories are a common way to share emotional context. They are a powerful tool not only for understanding what the world is like, but for discovering our own place in the world and how to live our lives.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"162 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121611621","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":"Hierarchical clustering of large volumetric datasets","authors":"Carl J. Granberg, Ling Li","doi":"10.1145/1101389.1101473","DOIUrl":"https://doi.org/10.1145/1101389.1101473","url":null,"abstract":"In this paper we propose a multiresolution hierarchical data structure called the Ordered Cluster Binary Tree (OCBT). The OCBT is a binary tree structure that extends a Cluster Binary Tree with spatial splitting similar to that of a k-D Tree. We also show how this tree can be improved to extract data efficiently at different sub volumes and levels of detail at run time. We also incorporate a bounding sphere hierarchy to enable early search termination. This clustering algorithm can be made out-of-core and thus enables datasets of several giga bytes in size.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133272161","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":"Rayskip: faster ray tracing of implicit surface animations","authors":"E. D. Groot, B. Wyvill","doi":"10.1145/1101389.1101395","DOIUrl":"https://doi.org/10.1145/1101389.1101395","url":null,"abstract":"Implicit surfaces offer several advantages over other volume representations, but despite the ease with which CSG and smooth blending can be used to construct complex models they are not commonly used. The main reason for this is the long visualization time, especially when the surface is being rendered using ray tracing.In this paper an algorithm called RaySkip is described. Rayskip improves rendering times of ray tracing animations of implicit surfaces (19% to 55% per frame). This is accomplished by exploiting object space coherence and temporal coherence, reducing the number of evaluations of the surface needed to trace a ray.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127712517","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":"Photon Splatting for participating media","authors":"A. Boudet, P. Pitot, David Pratmarty, M. Paulin","doi":"10.1145/1101389.1101430","DOIUrl":"https://doi.org/10.1145/1101389.1101430","url":null,"abstract":"Since the beginning of image synthesis, much research have been done on global illumination simulation. However, simulation in participating media is still an open problem as far as computing time is concerned. Recently some methods, like Photon Mapping, proposed an optimization of the resolution of global illumination in participating media. Nevertheless, the computing costs of these methods remain very expensive.In this paper, we present a method which takes advantage of density estimation to efficiently reconstruct volume irradiance from the photon map. Our idea is to separate the computation of emission, absorption and out-scattering from the computation of in-scattering. Then we use a dual approach of density estimation to optimize this last part as it is the most computational expensive. Our method extends Photon Splatting, which optimizes the computation time of Photon Mapping for surface rendering, to participating media, and then considerably reduce participating media rendering times. Even though our method is faster than Photon Mapping for equal quality, we also propose a GPU based optimization of our algorithm.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131856338","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}
A. Henzen, Neculai Ailenei, F. D. Fiore, F. Reeth, J. Patterson
{"title":"Sketching with a low-latency electronic ink drawing tablet","authors":"A. Henzen, Neculai Ailenei, F. D. Fiore, F. Reeth, J. Patterson","doi":"10.1145/1101389.1101399","DOIUrl":"https://doi.org/10.1145/1101389.1101399","url":null,"abstract":"Drawing on paper is an experience which is still unmatched by any input device for drawing into a computer in terms of accuracy, dexterity and general pleasantness of use. This paper describes a paper-like drawing tablet which uses electronic ink as its output medium with stylus-based touchpanel input. The device mimics the experience of drawing in a manner which can be adjusted to approach the feel of different kinds of paper. We discuss further some basic issues which need to be addressed in managing interfacing to such a device, specifically the avoidance of the legacy of mouse-oriented point-and-click interfaces which have influenced GUI design for so long. We see a sketch-based model for interaction, based on free-form curve drawing, as being the way forward but new interaction models are required. The tablet is initially intended to serve as an input-device for cartoon drawing and editing, so the product of any sketching process has to be presented to the rest of the animation data-path in terms of a conventional curve model, here Bézier chains. We discuss models for achieving this without having to resort to legacy curve-editing techniques which have no counterpart in drawing on paper or in the repertoire of the traditional animator. Potential uses of these interaction techniques go well beyond supporting the cartoon drawing application.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116311191","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":"Generalized sweep templates for implicit modeling","authors":"Ryan M. Schmidt, B. Wyvill","doi":"10.1145/1101389.1101428","DOIUrl":"https://doi.org/10.1145/1101389.1101428","url":null,"abstract":"A technique is presented for generating implicit sweep objects that support direct specification and manipulation of the surface with no topological limitations on the 2D sweep template. The novelty of this method is that the underlying scalar field has global properties which are desirable for interactive implicit solid modeling, allowing multiple sweep objects to be composed. A simple method for converting distance fields to bounded fields is described, allowing implicit sweep templates to be generated from any set of closed 2D contours (including \"holes\"). To avoid blending issues arising from gradient discontinuities, a general distance field approximation technique is presented which preserves sharp creases on the contour but is otherwise C2 smooth. Flat endcaps are introduced into the 3D sweep formulation, which is implemented in the context of an interactive hierarchical implicit volume modeling tool.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"231 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126140352","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}