{"title":"Simulating tree growth based on internal and environmental factors","authors":"Z. Lam, Scott A. King","doi":"10.1145/1101389.1101406","DOIUrl":"https://doi.org/10.1145/1101389.1101406","url":null,"abstract":"This paper describes a method using L-systems that models tree growth based on the interaction of the tree's internal attributes with themselves and with environmental conditions. Modeled components include chemical flow and water distribution within the tree, phototropism, space tropism, energy generation and usage, weight support, and self-pruning.Our system is described and many results are presented which show how the individual factors affect tree growth, and also how they interact with each other.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"16 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":"132783388","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":"Modeling landscapes with ridges and rivers: bottom up approach","authors":"Farès Belhadj, P. Audibert","doi":"10.1145/1101389.1101479","DOIUrl":"https://doi.org/10.1145/1101389.1101479","url":null,"abstract":"We present a new fractal based method of generating realistic models of natural landscapes. In this paper, we describe a three-steps method that produces a terrain mesh using ridge lines and rivers drainage network. As opposed to previous methods that compute water erosion for a given terrain model --- Digital Elevation Map ---, our terrain mesh is generated constrained by a precomputed set of ridge lines and rivers network. A skeleton of a ridges and rivers network is computed and stored in a Digital Elevation Map (D.E.M.) as initial values. Then, the elevations data set is enriched using a novel interpolation method based on a Midpoint Displacement's Inverse process. Finally, a midpoint displacement subdivision is applied to interpolate the remaining elevation coordinates. The resulting terrain meshes lead to naturalistic landscape models and our method seems to be very promising. Images produced by our model are presented.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"402 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":"133464975","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}
Georgia Mastoropoulou, K. Debattista, A. Chalmers, T. Troscianko
{"title":"Auditory bias of visual attention for perceptually-guided selective rendering of animations","authors":"Georgia Mastoropoulou, K. Debattista, A. Chalmers, T. Troscianko","doi":"10.1145/1101389.1101462","DOIUrl":"https://doi.org/10.1145/1101389.1101462","url":null,"abstract":"The developers and users of real-time graphics, such as games and virtual reality, are demanding ever more realistic computer generated images. Despite the availability of modern graphics hardware, such real-time high fidelity graphics is still not feasible on a single PC. Research on visual perception has shown that the perceived quality of rendered graphics depends not only on the fidelity of the generated imagery but also on the characteristics of visual attention and the limitations of the human visual system. The findings of this research have been used to define perceptually driven criteria for rendering with the aim to reduce rendering times. Furthermore, in reality there are strong crossmodal interactions between auditory and visual stimuli, with a number of studies showing that stimuli reaching the various senses are not, in general, processed independently. In this paper we investigate whether auditory stimuli, and more specifically sound effects with abrupt onsets, affect a viewer's perceived quality of rendered images while watching computer generated animations. In fact, we show how we can potentially accelerate the rendering of animations by directing the viewer's attention towards the source of a sound and selectively render at high quality only the sound emitting object. For this purpose a renderer was implemented which selectively renders the sound emitting objects and the surrounding pixels to high quality while the rest of the scene is rendered at a significantly lower quality. A psychophysical experiment with 120 participants was run which revealed a significant effect of sound effects on the perceived rendering quality. Our results show that audio stimuli, and in particular sound effects, can be exploited when rendering animations, to significantly reduce rendering time without any loss in the user's perception of delivered quality.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"45 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":"130360719","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":"Real-time rendering of realistic-looking grass","authors":"Musawir A. Shah, Jaakko Kontinnen, S. Pattanaik","doi":"10.1145/1101389.1101403","DOIUrl":"https://doi.org/10.1145/1101389.1101403","url":null,"abstract":"The absence of accurately rendered grass in real-time applications such as games and simulation systems can be directly attributed to the massive amounts of geometry required to model grass patches. This in turn is responsible for the drastic increase in the computational complexity of light transport for global illumination. Our work attempts to fill the void by presenting an image-based algorithm for interactive rendering of realistic-looking grass. A bidirectional texture function (BTF) is constructed and employed in combination with a view-dependent depth map to synthesize a grass texture for given viewing and illumination conditions. In addition to the visual effects captured by BTFs, our method is able to produce grass silhouettes as well as account for external occluders such as rocks and other objects scattered over a grass field.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"16 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":"126893055","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":"Real-time visualization of large textured terrains","authors":"A. Brodersen","doi":"10.1145/1101389.1101477","DOIUrl":"https://doi.org/10.1145/1101389.1101477","url":null,"abstract":"In this paper, we present a framework for real-time rendering of large scale terrains with texture maps larger than what the graphics hardware can display in a single texture. The presented system is compact and efficient, yet very simple and easy to implement.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"1 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":"116225696","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}
Julien Lenoir, L. Grisoni, C. Chaillou, P. Meseure
{"title":"Adaptive resolution of 1D mechanical B-spline","authors":"Julien Lenoir, L. Grisoni, C. Chaillou, P. Meseure","doi":"10.1145/1101389.1101467","DOIUrl":"https://doi.org/10.1145/1101389.1101467","url":null,"abstract":"This article presents an adaptive approach to B-spline curve physical simulation. We combine geometric refinement and coarsening techniques with an appropriate continuous mechanical model. We thus deal with the (temporal and geometric) continuity issues implied when mechanical adaptive resolution is used. To achieve real-time local adaptation of spline curves, some criteria and optimizations are shown. Among application examples, real-time knot tying is presented, and curve cutting is also pointed out as a nice side-effect of the adaptive resolution animation framework.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"1 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":"129693035","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}
Yueh-Yi Lai, Wen-Kai Tai, Chinchen Chang, Chen-Duo Liu
{"title":"Synthesizing transition textures on succession patterns","authors":"Yueh-Yi Lai, Wen-Kai Tai, Chinchen Chang, Chen-Duo Liu","doi":"10.1145/1101389.1101442","DOIUrl":"https://doi.org/10.1145/1101389.1101442","url":null,"abstract":"Synthesizing transition textures on succession patterns for displaying visually acceptable terrain is essential to applications such as computer games. In this paper, we exploited the Game of Life model to simulate successions on terrain to show that a good-looking profile can appear quickly and easily. Based on the proposed modified patch-based sampling texture synthesis approach, the basic types of transition textures on a succession pattern can be well synthesized. This method first generates a well-shaped transition cut along the source texture. Next, the feature maps of the source texture and the target texture are used to determine complementary patches from the target texture that will fit well along the source's transition cut. As the experimental results show, only a few input textures are required by our approach to synthesize plenty of tileable transition textures which are useful for obtaining vivid terrain while consuming only a small amount of texture memory.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"1 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":"130104561","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":"Events, actors and interaction of hybrid entities in virtual reality","authors":"Marissa Díaz, I. Goldberg, Daniel Rivera","doi":"10.1145/1101389.1101420","DOIUrl":"https://doi.org/10.1145/1101389.1101420","url":null,"abstract":"To develop an interface to improve interaction, the first step is usually to explore the user's needs and perceptions. However, in our changing world, it is necessary to connect not only humans to the computer world, but also to develop interfaces for entities such as animals and plants. We have developed and tested some interfaces allowing us to study the effects of different kinds of interaction and how people change their perception of other virtual and living entities. These interfaces allow the user to have contact with other living beings, such as plants and animals, in unique ways that provide a better understanding of their \"feelings\". In the specific case of plants, this is achieved by transforming the measurement of changes in the soil where the plant is into humanly abstracted experiences, such as thirst, sadness and happiness. These events are processed and analyzed by a computer program that infers the current status of the plant so that this can be modeled like a FSM.One way to link the actions performed by the user with a desirable result in the virtual world is to effectively guess the user's needs and expectations. However, this is not always achieved. Tactile sensations, sounds and images can help us to immerse the user into our application, but in heterogeneous VR applications we need to include virtual references to connect all the entities in the Virtual world and change the way the user observes these entities. The following paper describes a Plant-Computer-Human interface involving a real and a virtual plant that was developed for VR and Art applications. We also describe the reactions of users to these applications.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"158 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":"121488788","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":"Predictive crowd simulations for Cultural Heritage applications","authors":"D. Gutierrez, Ignacio Armenteros, B. Frischer","doi":"10.1145/1101389.1101408","DOIUrl":"https://doi.org/10.1145/1101389.1101408","url":null,"abstract":"Computer technologies and digital recreations have been widely used in the field of Cultural Heritage in the past decade. However, most of the effort has concentrated in accurate data gathering and geometrical representation of buildings and sites. Only very recently, works are starting to go beyond that approach by including digital people, performing specific rites, acting as guides or merely walking around. The main goal, however, is to depart from the dead, empty reconstructions, and to try to add a new level of realism.In this paper we present our use of virtual crowds to predict behaviors in Cultural Heritage applications, hoping to help scholars draw more educated conclusions on unknown matters. The two examples we are working on at this moment are a study of the ergonomics of the Roman Colosseum and the efficiency of the Roman Senate voting system.","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":"133707380","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. Muzy, N. Fauvet, P. Bourdot, F. Bosseur, C. Gouinaud
{"title":"A VR platform for field-scale phenomena: an application to fire spread experiments","authors":"A. Muzy, N. Fauvet, P. Bourdot, F. Bosseur, C. Gouinaud","doi":"10.1145/1101389.1101421","DOIUrl":"https://doi.org/10.1145/1101389.1101421","url":null,"abstract":"Digital computers are powerful tools for studying natural phenomena at large-scales. Nevertheless, custom-made methods have to be developed to digitalize, simulate and finally visualize these phenomena. First, the numerous data of the real-world have to be digitalized to be stored into a computer. Then, as dynamics of large-scale natural phenomena are usually not obvious to understand, computation-based simulation models have to be developed. Finally, Virtual Reality (VR) techniques are better than 3D visualization on conventional computer graphic displays to observe and manipulate real and large-scale data, to compare them with simulation ones. Consequently, in a first interdisciplinary effort, we present some new solutions to design a VR platform for the analysis and simulation of large-scale phenomena. Original digitalization and visualization techniques (in an immersive environment) constitute the main contribution of this paper.","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":"129270157","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}