{"title":"Automatic instancing of hierarchically organized objects","authors":"R. Schultz, Heidrun Schumann","doi":"10.1109/SCCG.2001.945338","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945338","url":null,"abstract":"Instancing is an approved concept to save space for the storage of three dimensional scenes. The authors propose an algorithm to automatically create instances from objects that are organized in a hierarchical scene graph. They present a definition of instancing and derive an algorithm from that. The authors also discuss results of tests done with their implementation of the algorithm and give options for further development.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125934688","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":"An octree isosurface codification based on discrete planes","authors":"I. Boada, I. Navazo","doi":"10.1109/SCCG.2001.945347","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945347","url":null,"abstract":"Describes a method to code a decimated model of an isosurface on an octree representation while maintaining volume data if it is needed. The proposed technique is based on grouping the marching cubes (MC) patterns into five configurations according the topology and the number of planes of the surface that are contained in a cell. Moreover, the discrete number of planes on which the surface lays is fixed. Starting from a complete volume octree, with the isosurface codified at terminal nodes according to the new configuration, a bottom-up strategy is taken for merging cells. Such a strategy allows one to implicitly represent co-planar faces in the upper octree levels without introducing any error. At the end of this merging process, when it is required, a reconstruction strategy is applied to generate the surface contained in the octree intersected leaves. Some examples with medical data demonstrate that a reduction of up to 50% in the number of polygons can be achieved.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"375 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114883344","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. Mayer, F. Leberl, A. Bornik, Joachim Bauer, K. Karner
{"title":"Multiresolution texture for photorealistic rendering","authors":"H. Mayer, F. Leberl, A. Bornik, Joachim Bauer, K. Karner","doi":"10.1109/SCCG.2001.945345","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945345","url":null,"abstract":"This paper presents a method to automatically calculate texture maps for a given 3D object from a sequence of images. It is used in our image-based modeling approach after the registration of the images and the geometric modeling has been done. We show that the presented method uses the information from all images by implicitly applying a weighting function. Using this approach, the consideration of modeled occlusions as well as the detection and removal of non-modeled occlusions is accomplished. The final resolution of the texture maps can be adjusted on a pixel/cm basis.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128511222","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":"Growth simulation of human embryo brain","authors":"S. Czanner, R. Durikovic, H. Inoue","doi":"10.1109/SCCG.2001.945348","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945348","url":null,"abstract":"The growth of the brain of a human embryo changes over a long period of time in the body of the mother. So it is very difficult to observe and to understand that process. Therefore, embryologists have found realistic human organ models and animations to be necessary for their studies, but to create realistic human embryo brain models and to perform the animations requires an appropriate methodology. This paper presents a developing methodology based on the brain's functional representation and the convolutions of the surfaces. We employed this methodology to create a growth simulation of a human embryo's brain. The idea behind this technique is as follows. As a first step a 2D central skeleton is created from an artistic drawing and then a 3D skeleton is modeled by adding thickness information. In the next step, the skeletons representing the key-frame models are used to create an animation. At the end, the gap between the key-frame models is filled by suitable interpolation techniques and, finally, the animation is composed.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132061173","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":"Mixture of random walk solution and quasi-random walk solution to global illumination","authors":"Qing Xu, Ji-zhou Sun, Zunce Wei, Y. Shu, Jing Cai","doi":"10.1109/SCCG.2001.945356","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945356","url":null,"abstract":"Conventional Monte Carlo methods are often used to solve some hard second kind Fredholm integral equations such as the difficult global illumination problems due to its dimensional independence. However, the convergence rate of the quasi-Monte Carlo methods for numerical integration is superior to that of the Monte Carlo methods. We present two mixed strategies that make use of both the statistical properties of random numbers and the uniformity properties of quasi-random numbers to build up walk histories for solving the global illumination. In the framework of the proposed strategies, experimental results have been obtained from rendering the test scenes. The computations indicate that the mixed strategies can outperform Monte Carlo or quasi-Monte Carlo used alone.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130637170","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":"Post-optimization of Delaunay tetrahedrization","authors":"P. Maur, I. Kolingerová","doi":"10.1109/SCCG.2001.945334","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945334","url":null,"abstract":"The paper brings results of post-optimization of Delaunay tetrahedrization. Delaunay triangulation is a very popular method to create 2D meshes, but in 3D its properties are not as good as in 2D and can be improved. For this improvement an already existing method was used: local transformations, so called flips, performed in order to improve different geometrical properties of tetrahedra and applied to the finished 3D Delaunay triangulation. We examined this method by using various criteria to compare their benefits and losses in the area of the tetrahedra shape or time demand. We found out that the greatest benefit comes from the so called compound criteria and from the criterion which minimizes the numbers of tetrahedra. Other criteria have no positive influence on mesh improvement, they rather degrade the quality of the Delaunay mesh. The question of time is not so important, because all criteria are fast enough (they take at most 10 percent of time needed to construct a Delaunay mesh).","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125581277","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}
M. Duchaineau, M. Bertram, Serban D. Porumbescu, B. Hamann, K. Joy
{"title":"Interactive display of surfaces using subdivision surfaces and wavelets","authors":"M. Duchaineau, M. Bertram, Serban D. Porumbescu, B. Hamann, K. Joy","doi":"10.1109/SCCG.2001.945346","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945346","url":null,"abstract":"Complex surfaces and solids are produced by large-scale modeling and simulation activities in a variety of disciplines. Productive interaction with these simulations requires that these surfaces or solids should be viewable at interactive rates - yet many of these surfaces/solids can contain hundreds of millions of polygons/polyhedra. Interactive display of these objects requires compression techniques to minimize storage, and fast view-dependent triangulation techniques to drive the graphics hardware. In this paper, we review recent advances in subdivision-surface wavelet compression and optimization that can be used to provide a framework for both compression and triangulation. These techniques can be used to produce suitable approximations of complex surfaces of arbitrary topology and can be used to determine suitable triangulations for display. The techniques can be used in a variety of applications in computer graphics, computer animation and visualization.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132789498","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":"Parallel triangular mesh decimation without sorting","authors":"M. Franc, V. Skala","doi":"10.1109/SCCG.2001.945333","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945333","url":null,"abstract":"The common task in computer graphics is to visualise models of real world objects. These models are often represented by a triangular mesh, which can be very large and complex (thousands or a million triangles). Since we want a fast and interactive manipulation with the models, we need either to improve our graphics hardware or to find any method for reducing the number of triangles in the mesh. We present a fast algorithm for triangular mesh reduction based on the principle of mesh decimation. We present an efficient and stable algorithm for triangular mesh simplification in a parallel environment. We use a method based on vertex decimation and our original super independent set of vertices to avoid critical sections.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"201 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114824629","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":"Topological graphics","authors":"T. Kunii","doi":"10.1109/SCCG.2001.945331","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945331","url":null,"abstract":"Topological graphics opens up completely new worlds in computer graphics applications. It is supported by advances in modern algebraic topology homotopy theory and cellular spatial structures in particular. Topological graphics lays out the framework to interactively construct cyberworlds emerging on the World Wide Web. It guides graphics software design to make it minimal and reusable. This progress report on our own frontier researches gives abundant examples as well as a brief summary of theoretical foundations.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123899511","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":"Vessel tracking in peripheral CTA datasets-an overview","authors":"P. Felkel, R. Wegenkittl, A. Kanitsar","doi":"10.1109/SCCG.2001.945359","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945359","url":null,"abstract":"We describe the results of the literature review focused on the peripheral vessel segmentation in 3D medical datasets, acquired by computer tomography angiography (CTA) of the human leg. The fundamental aim of such a segmentation task is a robust method for the detection of main vessels in the leg that simultaneously preserves the vessel calcification (the sediment is called plaque) and allows localization of vessel narrowings (called stenoses). This segmentation has to be free from artifacts, i.e., without false detections of stenoses and without false omitting of any stenotic part. The paper collects seven methods applicable for vessel segmentation.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125505447","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}