Proceedings of the 1997 symposium on Interactive 3D graphics最新文献

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Interactive generation of Scherk-Collins sculptures Scherk-Collins雕塑的互动生成
Proceedings of the 1997 symposium on Interactive 3D graphics Pub Date : 1997-04-30 DOI: 10.1145/253284.253331
C. Séquin, Houman Meshkin, L. Downs
{"title":"Interactive generation of Scherk-Collins sculptures","authors":"C. Séquin, Houman Meshkin, L. Downs","doi":"10.1145/253284.253331","DOIUrl":"https://doi.org/10.1145/253284.253331","url":null,"abstract":"A computer program has been developed to explore and optimize different configurations in a particular class of wood sctslptmes cseated by Brent Cotlins. These sculptures can be understood geometrically as rings of saddle surfaces resulting from a tomidal warping of a truncated section of a Scherk minimat surface. Experimenting with dtierent values for the number of holes, the amount of twis~ and for several other parameters of these virtual sculpturescan be done at interactive speeds and may result in more optimized solutions than if each prototype would have to be built from physical matter. l%e &st solution found is sliced into final construction blue-prints which saves the sculptor severat weeks of labor needed to build a physical prototype. The collaboration with Brent Collins has aheady resulted its several intriguing new wood sculptures. Categories and Subject Deacriptorw 1.3 [Computer Graphics]: 1.3.5 [computational Geometry and Object Modeling]: Modeling packages; 1.3.6 ~ethodology and Techniques]: Interaction Techniques. AdditionalKeyword.wvirtual prototyping, interactive sculpting.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124584287","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}
引用次数: 12
Motion editing with spacetime constraints 具有时空约束的运动编辑
Proceedings of the 1997 symposium on Interactive 3D graphics Pub Date : 1997-04-30 DOI: 10.1145/253284.253321
Michael Gleicher
{"title":"Motion editing with spacetime constraints","authors":"Michael Gleicher","doi":"10.1145/253284.253321","DOIUrl":"https://doi.org/10.1145/253284.253321","url":null,"abstract":"In this paper, we present a method for editing a pre-existing motion such that it meets new needs yet preserves as much of the original quality as possible. Our approach enables the user to interactively position characters using direct manipulation. A spacetime constraints solver finds these positions while considering the entire motion. This paper discusses the three central challenges of creating such an approach: defining a constraint formulation that is rich enough to be effective, yet simple enough to afford fast solution; providing a solver that is fast enough to solve the constraint problems at interactive rates; and creating an interface that allows users to specify and visualize changes to entire motions. We present examples with a prototype system that permits interactive motion editing for articulated 3D characters on personal computers. I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism – Animation; I.3.6 [Computer Graphics]: Methodology and Techniques Interaction Techniques; G.1.6 [Numerical Analysis]: Optimization. Spacetime Constraints, Motion Displacement Mapping.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124047160","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}
引用次数: 320
Post-rendering 3D warping 渲染后的3D变形
Proceedings of the 1997 symposium on Interactive 3D graphics Pub Date : 1997-04-30 DOI: 10.1145/253284.253292
W. Mark, L. McMillan, G. Bishop
{"title":"Post-rendering 3D warping","authors":"W. Mark, L. McMillan, G. Bishop","doi":"10.1145/253284.253292","DOIUrl":"https://doi.org/10.1145/253284.253292","url":null,"abstract":"A pair of rendered images and their Z-buffers contain almost all of the information necessary to re-render from nearby viewpoints. For the small changes in viewpoint that occur in a fraction of a second, this information is sufficient for high quality re-rendering with cost independent of scene complexity. Re-rendering from previously computed views allows an order-of-magnitude increase in apparent frame rate over that provided by conventional rendering alone. It can also compensate for system latency in local or remote display. We use McMillan and Bishop’s image warping algorithm to re-render, allowing us to compensate for viewpoint translation as well as rotation. We avoid occlusion-related artifacts by warping two different reference images and compositing the results. This paper explains the basic design of our system and provides details of our reconstruction and multi-image compositing algorithms. We present our method for selecting reference image locations and the heuristic we use for any portions of the scene which happen to be occluded in both reference images. We also discuss properties of our technique which make it suitable for real-time implementation, and briefly describe our simpler real-time remote display system. CR","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130152091","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}
引用次数: 556
An evaluation of techniques for grabbing and manipulating remote objects in immersive virtual environments 在沉浸式虚拟环境中抓取和操纵远程对象的技术评估
Proceedings of the 1997 symposium on Interactive 3D graphics Pub Date : 1997-04-30 DOI: 10.1145/253284.253301
D. Bowman, L. Hodges
{"title":"An evaluation of techniques for grabbing and manipulating remote objects in immersive virtual environments","authors":"D. Bowman, L. Hodges","doi":"10.1145/253284.253301","DOIUrl":"https://doi.org/10.1145/253284.253301","url":null,"abstract":"Grabbing and manipulating virtual objects is an important user interaction for immersive virtual environments. We present implementations and discussion of six techniques which allow manipulation of remote objects. A user study of these techniques was performed which revealed their characteristics and deficiencies, and led to the development of a new class of techniques. These hybrid techniques provide distinct advantages in terms of ease of use and efficiency because they consider the tasks of grabbing and manipulation separately. CR Categories and Subject Descriptors: 1.3.7 [Computer Graphics] :Three-Dimensional Graphics and Realism - Virtual Reality; 1.3.6 [Computer Graphics]:Methodology and Techniques - Interaction Techniques.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134598427","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}
引用次数: 767
Time critical lumigraph rendering 时间关键亮度渲染
Proceedings of the 1997 symposium on Interactive 3D graphics Pub Date : 1997-04-30 DOI: 10.1145/253284.253296
Peter-Pike J. Sloan, Michael F. Cohen, S. Gortler
{"title":"Time critical lumigraph rendering","authors":"Peter-Pike J. Sloan, Michael F. Cohen, S. Gortler","doi":"10.1145/253284.253296","DOIUrl":"https://doi.org/10.1145/253284.253296","url":null,"abstract":"It was illustrated in that the light leaving the con vex hull of an object or entering a convex region of empty space can be fully characterized by a D function over the space of rays crossing a surface surrounding the object or surrounding the empty space Methods to repre sent this function and quickly render individual images from this representation given an arbitrary cameras were also de scribed This paper extends the work outlined by Gortler et al by demonstrating a taxonomy of methods to accelerate the rendering process by trading o quality for time Given the speci c limitation of a given hardware con guration we discuss methods to tailor a critical time rendering strategy using these methods CR Descriptors I Computer Graphics Three Dimensional Graphics and Realism Additional","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133329770","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}
引用次数: 90
Consistent solid and boundary representations from arbitrary polygonal data 一致的实体和边界表示从任意多边形数据
Proceedings of the 1997 symposium on Interactive 3D graphics Pub Date : 1997-04-30 DOI: 10.1145/253284.253326
T. Murali, T. Funkhouser
{"title":"Consistent solid and boundary representations from arbitrary polygonal data","authors":"T. Murali, T. Funkhouser","doi":"10.1145/253284.253326","DOIUrl":"https://doi.org/10.1145/253284.253326","url":null,"abstract":"Consistent repreaentations of the boundary and interior of thredimensional solid objects are required by applications ramging from interactive visualization to finite element analysis. However, most commonly available models of solid objects contain errors and inconsistencies. We describe an algorithm that automatically constructs consistent representations of the solid objects modeled by an arbitrary set of polygons. The key feature of our algorithm is that it first partitions space into a set of polyhedral regions and then determines which regions are solid based on region adjacency relationships. Fromthe solid polyhedral regions, we are able to output umsistent boundary and solid representations in a variety of iile formats. Unlike previous approaches, our solid-based approach is effective even when the input polygons intersect, overlap, are wrongly-oriented, have T-junctions, or are unconnected.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134504832","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}
引用次数: 129
3D chainmail: a fast algorithm for deforming volumetric objects 3D链甲:一种快速的变形体积物体的算法
Proceedings of the 1997 symposium on Interactive 3D graphics Pub Date : 1997-04-30 DOI: 10.1145/253284.253324
S. Gibson
{"title":"3D chainmail: a fast algorithm for deforming volumetric objects","authors":"S. Gibson","doi":"10.1145/253284.253324","DOIUrl":"https://doi.org/10.1145/253284.253324","url":null,"abstract":"An algorithm is presented that enables fast deformation of volumetric objects. Using this algorithm, rigid, deformable, elastic and plastic materials can be modeled by adjusting deformation limits for indifvidual elements. An interactive system that combines the deformation algorithm with collision detection and an energy minimizing elastic relaxation step is described. Using this system, objects containing up to 125,000 elements have been deformed interactively on an SGI Indy.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115514264","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}
引用次数: 191
Proceedings of the 1997 symposium on Interactive 3D graphics 1997交互式3D图形研讨会论文集
Proceedings of the 1997 symposium on Interactive 3D graphics Pub Date : 1997-04-30 DOI: 10.1145/253284
A. V. Dam
{"title":"Proceedings of the 1997 symposium on Interactive 3D graphics","authors":"A. V. Dam","doi":"10.1145/253284","DOIUrl":"https://doi.org/10.1145/253284","url":null,"abstract":"","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"149 11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130151350","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}
引用次数: 27
Image plane interaction techniques in 3D immersive environments 三维沉浸式环境中的图像平面交互技术
Proceedings of the 1997 symposium on Interactive 3D graphics Pub Date : 1997-04-30 DOI: 10.1145/253284.253303
Jeffrey S. Pierce, Andrew S. Forsberg, M. Conway, Seung Hong, R. Zeleznik, M. Mine
{"title":"Image plane interaction techniques in 3D immersive environments","authors":"Jeffrey S. Pierce, Andrew S. Forsberg, M. Conway, Seung Hong, R. Zeleznik, M. Mine","doi":"10.1145/253284.253303","DOIUrl":"https://doi.org/10.1145/253284.253303","url":null,"abstract":"This paper presents a set of interaction techniques for use in headtracked immersive virtual environments. With these techniques, the user interacts with the 2D projections that 3D objects in the scene make on his image plane. The desktop analog is the use of a mouse to interact with objects in a 3D scene based on their projections on the monitor screen. Participants in an immersive environment can use the techniques we discuss for object selection, object manipulation, and user navigation in virtual environments. CR Categories and Subject Descriptors: 1.3.6 [Computer Graphics]: Methodology and Techniques - InteractionTechniques; 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - VirtualReality. Additional Keywords: virtual worlds, virtual environments, navigation, selection, manipulation.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134049896","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}
引用次数: 441
Direct haptic rendering of sculptured models 雕刻模型的直接触觉渲染
Proceedings of the 1997 symposium on Interactive 3D graphics Pub Date : 1997-04-30 DOI: 10.1145/253284.253336
Thomas V. Thompson, David E. Johnson, E. Cohen
{"title":"Direct haptic rendering of sculptured models","authors":"Thomas V. Thompson, David E. Johnson, E. Cohen","doi":"10.1145/253284.253336","DOIUrl":"https://doi.org/10.1145/253284.253336","url":null,"abstract":"A new tracing algorithm is described that supports haptic rendering of NURBS surfaces without the use of any intermediate representation. By using this tracing algorithm in conjunction with algorithms for surface proximity testing and surface transitions, a complete haptic rendering system for sculptured models has been developed. The system links an advanced CAD modeling system with a Sarcos force-reflecting exo-skeleton arm. A method for measuring the quality of the tracking component of the haptic rendering separately from the haptic device and force computation is also described. CR Descriptors: H.1.2 [Models and Principles] User/Machine Systems; C.3 [Special-Purpose and Application-Based Systems] Real-Time Systems; I.3.7 [Computer Graphics] Three-Dimensional Graphics and Realism; I.6.4 [Simulation and Modeling] Types of Simulation - Distributed; F.2.2 [Analysis of Algorithms and Problem Complexity] Nonnumerical Algorithms and Problems; J.6 [Computer-Aided Engineering].","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127115997","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}
引用次数: 113
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