{"title":"Collaborative interactive physical simulation","authors":"Jérémie Dequidt, L. Grisoni, C. Chaillou","doi":"10.1145/1101389.1101419","DOIUrl":"https://doi.org/10.1145/1101389.1101419","url":null,"abstract":"This article proposes a flexible solution for collaborative physical simulation. The proposed solution is resistant to low-performance networks. Unlike classical client/server models, it maintains the level of interaction of user in case of network shutdown. For such purpose, we use a loose-synchronized simulation framework that weakens (under some tolerance) the classical condition of synchronization for physical simulation. In the case of deterministic simulations, such simulation schemes ensures that all hosts asymptotically share the same, physically consistent, physical configuration. What is more, all hosts converge to this configuration in a smooth way.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"24 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":"124441386","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 neural network scheme for transparent surface modelling","authors":"M. I. Fanany, I. Kumazawa, Kiichi Kobayashi","doi":"10.1145/1101389.1101475","DOIUrl":"https://doi.org/10.1145/1101389.1101475","url":null,"abstract":"This paper presents a new neural network (NN) scheme for recovering three dimensional (3D) transparent surface. We view the transparent surface modeling, not as a separate problem, but as an extension of opaque surface modeling. The main insight of this work is we simulate transparency not only for generating visually realistic images, but for recovering the object shape. We construct a formulation of transparent surface modeling using ray tracing framework into our NN. We compared this ray tracing method, with a texture mapping method that simultaneously map the silhouette images and smooth shaded images (obtained form our NN), and textured images (obtained from the teacher image) to an initial 3D model. By minimizing the images error between the output images of our NN and the teacher images, observed in multiple views, we refine vertices position of the initial 3D model. We show that our NN can refine the initial 3D model obtained by polarization images and converge into more accurate surface.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"98 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":"122656741","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":"View-dependent progressive mesh using non-redundant DAG hierarchy","authors":"Zhi Zheng, T. Chan","doi":"10.1145/1101389.1101470","DOIUrl":"https://doi.org/10.1145/1101389.1101470","url":null,"abstract":"We propose a non-redundant DAG hierarchy for view-dependent multiresolution mesh for client-server based online browsing of triangle mesh models. The multiresolution hierarchy and the selectively refined mesh for rendering are two relatively independent units, analogous to the server and the client. The multiresolution hierarchy, which is a DAG of vertex split operations, encodes all the dependent relationships between the vertex splits, so no extra legality checks on the surrounding neighborhood are required before a refinement or simplification operation. The DAG built by our algorithm has no redundant edges. This property can reduce run-time memory cost and time cost. We present a method to incrementally traverse the DAG as the viewing parameters change, and a mesh updating approach that is convenient for triangle budget control.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"22 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":"114335787","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":"Local metamorphosis of functionally defined shapes","authors":"B. Schmitt, A. Pasko, Pierre-Alain Fayolle","doi":"10.1145/1101389.1101460","DOIUrl":"https://doi.org/10.1145/1101389.1101460","url":null,"abstract":"We propose a new operation to locally control the metamorphosis of two functionally defined shapes. To implement this operation, a set of non-overlapping space partitions is introduced, where the metamorphosis occurs locally. The sequence of local metamorphosis processes is controlled by a specific time schedule. The definitions of the partitions, of the time schedule, and finally of the local metamorphosis operation, are described in this paper. Experimental results and comparison with the traditional metamorphosis operations are also provided.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"13 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":"121489384","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":"Create free-form digital shapes with hands","authors":"M. Bordegoni, U. Cugini","doi":"10.1145/1101389.1101474","DOIUrl":"https://doi.org/10.1145/1101389.1101474","url":null,"abstract":"Current tools aimed at supporting the conceptual phase of product design are not intuitive to use, and do not exploit designers' skill and creativity. This paper presents the results of a research work aiming at integrating user-friendly and effective ways of interaction based on ad-hoc haptic interfaces into free-form shape modeling systems.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"4 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":"117280779","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":"Surfel Stripping","authors":"T. Boubekeur, Patrick Reuter, C. Schlick","doi":"10.1145/1101389.1101427","DOIUrl":"https://doi.org/10.1145/1101389.1101427","url":null,"abstract":"This paper presents an efficient combination of techniques for fast stripping and multiresolution rendering of Point-Based Surfaces (PBS) called Surfel Stripping. Surfel Strips are small triangle strips that interpolate the PBS. There are two major contributions. First, at loading time, we efficiently convert the PBS into triangle strips. This is done by first generating a set of overlapping small triangular meshes that interpolate the PBS, then removing redundant triangles and finally stripping the small triangular meshes by using a cache-friendly stripping method. All these operations are performed by using an octree data structure. Second, we reuse this data structure for providing a multiresolution interactive visualization of the surfel strips at rendering time. Since Surfel Stripping is local and very fast, it can be used in a lot of situations as an object-space alternative to the image-space surface splatting and thus be considered half way between point-based rendering and local polygonal generation. Rendering Surfel Strips is very efficient since it neither requires multi-pass rendering nor time-consuming vertex/fragment shaders compared to surface splatting. We show also how to exploit the locality of the surfel strips for maintaining compatibility with point-based modeling tools, such as local deformations of surfaces. We finally give some examples of well known visual enrichments developed for polygons, directly applied to PBS thanks to surfel strips.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"23 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":"115675825","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 image-space refraction of nearby geometry","authors":"Chris Wyman","doi":"10.1145/1101389.1101431","DOIUrl":"https://doi.org/10.1145/1101389.1101431","url":null,"abstract":"Interactive applications often strive for realism, but framerate constraints usually limit realistic effects to those that run efficiently in graphics hardware. One effect largely ignored in interactive applications is refraction. We build upon a simple, image-space approach to refraction [Wyman 2005] that easily runs on modern graphics cards. This image-space approach requires two passes on a GPU, and allows refraction of distant environments through two interfaces. Our work explores extensions allowing the refraction of nearby opaque objects, at the cost of one additional pass to render nearby geometry to texture and a more complex fragment shader for computing refracted color. Like all image-based algorithms, aliasing can occur in certain circumstances, especially when a few texels are magnified to cover a sizable portion of screen space. However, our plausible refractions should suffice for many applications.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"24 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":"115683077","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":"Tracking points using projective reconstruction for augmented reality","authors":"S. Ong, M. Yuan, A. Nee","doi":"10.1145/1101389.1101472","DOIUrl":"https://doi.org/10.1145/1101389.1101472","url":null,"abstract":"Natural feature tracking is a popular research topic in computer vision and has been used in Augmented Reality (AR) applications. Current natural feature trackers have two major limitations in AR applications. Firstly, the natural features may be lost during the tracking process such that the annotations that are linked to these natural features will also be lost. Secondly, if the virtual objects have to be augmented on regions where there are no distinct natural features that can be tracked, the current natural feature cannot be used directly. This paper proposes a method for points tracking or transferring based on the Kanade-Lucas-Tomasi (KLT) feature tracker and the projective reconstruction technique. The points to be tracked include the lost natural features, and any points that are specified by the users. The proposed method is useful for AR applications, including scene annotation, registration, etc. Some indoor and outdoor experiments have been conducted to validate the performance of the proposed method.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"3 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":"124632408","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 topology-preserving polygonal simplification using vertex clustering","authors":"T. Kanaya, Yuji Teshima, K. Kobori, Koji Nishio","doi":"10.1145/1101389.1101410","DOIUrl":"https://doi.org/10.1145/1101389.1101410","url":null,"abstract":"Product developers have used a lot of polygon data, approximated from 3D-CAD data, as a collaboration tool on the Internet. It is difficult to deal with this data for example with respect to transmission, computational cost, or rendering, so simplification algorithms are required for data compression. In general, a vertex-clustering algorithm in simplification algorithms is very fast, although it has the problem that topology information is not preserved and for some applications, such as 3D-CAD, it is important to preserve topology information. We define topology information in this paper as genus on the polyhedron and 2-manifold. In this paper, we propose a topology-preserving simplification method using a depth-first search tree on a vertex-clustering algorithm. Our method does not lose the advantage that vertex-clustering algorithms are fast yet it solves the problem of lost topology information. Experimental results show that this method is effective and is easily adapted to space division algorithms of other vertex-clustering algorithms","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"21 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":"125700579","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":"Integrating procedural textures with replicated image editing","authors":"Stephen Brooks, N. Dodgson","doi":"10.1145/1101389.1101443","DOIUrl":"https://doi.org/10.1145/1101389.1101443","url":null,"abstract":"Image editing software is often characterized by a seemingly endless array of toolbars, filters, transformations and layers. But recently, a counter trend has emerged in the field of image editing which aims to reduce the user's workload through semi-automation. This alternate style of interaction has been made possible through advances in directed texture synthesis and computer vision. and it is in this context that we have developed our texture editing system that allows complex operations to be performed on images with minimal user interaction. This is achieved by utilizing the inherent self-similarity of image textures to replicate intended manipulations globally. In this paper, we expand the capabilities of replicated image editing by integrating procedural texture generation.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"70 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":"134173333","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}