Proceedings the Eighth Pacific Conference on Computer Graphics and Applications最新文献

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Optimized triangle mesh compression using prediction trees 优化三角网格压缩使用预测树
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883968
Boris Kronrod, C. Gotsman
{"title":"Optimized triangle mesh compression using prediction trees","authors":"Boris Kronrod, C. Gotsman","doi":"10.1109/PCCGA.2000.883968","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883968","url":null,"abstract":"Recently, a wealth of algorithms for the efficient coding of 3D triangle meshes have been published. All these focus on achieving the most compact code for the connectivity data. The geometric data, i.e. the vertex coordinates, are then coded in an order induced by the connectivity code, which is probably not optimal. This is a pity, as the geometric portion of the data set dominates the code. We propose a way to optimize the geometry code without sacrificing too much in the connectivity code. In our approach, we achieve approximately two bits/triangle for the connectivity before entropy coding, which is not as good as other published algorithms but certainly not significantly worse. Our approach is based on the parallelogram prediction method for mesh geometry. This method is based on the observation that two adjacent triangles in a typical mesh tend to form a shape similar to a parallelogram. If an algorithm uses a parallelogram prediction method then it should build a traversal structure of triangles covering all vertices. The vertex coordinates are then predicted as the structure is traversed. The cost of this code is then the entropy of the distribution of the vertex prediction errors. Since this entropy is hard to manipulate, the accepted practice is to measure the code's effectiveness in the approximation sense, i.e. as the sum of the lengths of the vertex prediction error vectors. The full version of this paper is available at .","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127273164","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
Interactive behavioural update of large flocks 大型禽群的互动行为更新
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883977
Noel O'Hara
{"title":"Interactive behavioural update of large flocks","authors":"Noel O'Hara","doi":"10.1109/PCCGA.2000.883977","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883977","url":null,"abstract":"The availability of powerful and affordable 3D PC graphics boards has made the rendering of rich immersive environments possible at interactive speeds. The scene update rate and the appropriate behaviour of objects within the world are central to this immersive feeling. We explore new techniques for increasing the efficiency of the flocking algorithm, which has been used extensively to emulate the flocking behaviour of creatures found in nature. The main contribution of this paper is a new method for imposing a hierarchical structure on the flock so that each members nearby neighbours can be determined more efficiently. This allows for far larger flocks to be updated at interactive speeds on a PC.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122410617","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: 0
Low cost immersive displays: the cubicle of the future 低成本的沉浸式显示器:未来的格子间
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883960
M. Green
{"title":"Low cost immersive displays: the cubicle of the future","authors":"M. Green","doi":"10.1109/PCCGA.2000.883960","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883960","url":null,"abstract":"A number of immersive display technologies have been developed over the past decade. While many of these display technologies have proved to be effective, they are still far too expensive for common use. This paper presents a low cost immersive display device called Vision Space. This device can be viewed as a personal immersive workspace that takes the form of an office cubicle.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126204295","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: 1
Mesh construction from non-uniformly distributed and noisy 3D points recovered from image sequence 从图像序列中恢复的非均匀分布和噪声的三维点进行网格构建
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883976
I. Atmosukarto, W. Leow, Zhiyong Huang, Yong Zhang, K. Sung
{"title":"Mesh construction from non-uniformly distributed and noisy 3D points recovered from image sequence","authors":"I. Atmosukarto, W. Leow, Zhiyong Huang, Yong Zhang, K. Sung","doi":"10.1109/PCCGA.2000.883976","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883976","url":null,"abstract":"This paper describes a novel method for constructing triangle meshes from noisy and non-uniformly distributed 3D points. It consists of two steps: noise point removal uses a clustering algorithm and epipolar constraint method to identify and remove noise points from the 3D points; and a constructive polygonization algorithm interpolates cleaned 3D points to construct a triangle mesh of the object.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130258955","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: 1
Visibility in the presence of occluders with curved boundaries 具有弯曲边界的遮挡物存在时的可见性
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883932
G. Baciu, Cliff Cheung, Chun-Yeh Yu
{"title":"Visibility in the presence of occluders with curved boundaries","authors":"G. Baciu, Cliff Cheung, Chun-Yeh Yu","doi":"10.1109/PCCGA.2000.883932","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883932","url":null,"abstract":"Accurate global visibility information has become essential in global illumination rendering. Combinatorial structures, such as the visibility complex, aspect graphs and the visibility skeleton, are the seeds of a new topic of research motivated by practical problems in computer graphics and global illumination rendering. This is now attracting interest from the computational geometry, combinatorics, CAD and robotics communities. The initial motivation has been to accurately represent shadow boundaries generated by occluding surfaces in the path of light from emitting surfaces (sources) to receiving surfaces (receivers). This article adds to the rich body of research in this field by presenting solutions to the problem of occluders with curved boundaries. This has profound implications in three main areas: (1) the generation, maintenance and search functions associated with the global visibility complex, (2) mesh generation, and (3) global illumination rendering. We present a new visibility complex based on the proposed visibility skeleton. The new visibility complex has been designed to handle not only polygonal elements but also surfaces with curved boundaries. We have found that, even in simple 3D scenes, the new visibility complex generates less polygons in the meshing phase and a more accurate global illumination.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132680351","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: 0
A new paradigm for changing topology during subdivision modeling 一种在细分建模过程中改变拓扑结构的新范例
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883941
E. Akleman, V. Srinivasan, Jianer Chen
{"title":"A new paradigm for changing topology during subdivision modeling","authors":"E. Akleman, V. Srinivasan, Jianer Chen","doi":"10.1109/PCCGA.2000.883941","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883941","url":null,"abstract":"The authors present a paradigm that allows dynamic changing of the topology of 2-manifold polygonal meshes. Our paradigm always guarantees topological consistency of polygonal meshes. Based on our paradigm, by simply adding and deleting edges, handles can be created and deleted, holes can be opened or closed, polygonal meshes can be connected or disconnected. These edge insertion and edge deletion operations are highly consistent with subdivision algorithms. In particular, these operations can be easily included into a subdivision modeling system such that the topological changes and subdivision operations can be performed alternatively during model construction. We demonstrate practical examples of topology changes based on this new paradigm and show that the new paradigm is convenient, effective, efficient, and friendly to subdivision surfaces.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115735403","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: 31
Modelling of smoke flow taking obstacles into account 考虑障碍物的烟流模型
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883935
S. Yoshida, T. Nishita
{"title":"Modelling of smoke flow taking obstacles into account","authors":"S. Yoshida, T. Nishita","doi":"10.1109/PCCGA.2000.883935","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883935","url":null,"abstract":"Recently, displaying natural phenomena such as smoke has become a topic of interest in computer graphics. The ability to simulate the complex shapes and motion of the smoke particles is not only important but is also a difficult problem to solve. In this paper, we propose a method of displaying swirling smoke, including the consideration of its passage round obstacles. By using the idea of metaballs, we can easily represent the 3D density distribution of smoke. We solve the physical equation of the flow, and represent the vortices by using the vorticity vector. Therefore, we can make a model of the smoke flow even if there are obstacles in its path.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126013162","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: 8
Compression of indoor video sequences using homography-based segmentation 基于同形图分割的室内视频序列压缩
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883952
T. Park, S. Fleishman, D. Cohen-Or, Dani Lischinski
{"title":"Compression of indoor video sequences using homography-based segmentation","authors":"T. Park, S. Fleishman, D. Cohen-Or, Dani Lischinski","doi":"10.1109/PCCGA.2000.883952","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883952","url":null,"abstract":"We present a new compression algorithm for video sequences of indoor scenes, or more generally, sequences containing mostly planar and near-planar surfaces. Our approach utilizes edge and optical flow information in order to segment selected keyframes into regions of general shape, such that the motion of each region is predicted well by a planar homography. With this kind of motion prediction, the errors between the predicted intermediate frames and the actual ones are very small, and can be compactly encoded. Our results demonstrate significant improvements in the accuracy of the compressed video sequences, compared to standard general purpose video compression.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129008823","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: 1
CubicalPath-dynamic potential fields for guided exploration in virtual environments 虚拟环境中用于引导探索的立方路径动态势场
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883963
Steffi Beckhaus, Felix Ritter, T. Strothotte
{"title":"CubicalPath-dynamic potential fields for guided exploration in virtual environments","authors":"Steffi Beckhaus, Felix Ritter, T. Strothotte","doi":"10.1109/PCCGA.2000.883963","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883963","url":null,"abstract":"Exploring unknown models or scenes is a highly interactive and dynamic process. Systems for automatic presentation of models or scenes either require cinematographic rules, direct human interaction, framesets or precalculation of paths to a known goal. We are looking for a system which can deal with rapidly changing user interest in objects of a scene or model as well as with dynamic models and changes of the camera position introduced interactively by the user or through cuts. In this paper we describe CubicalPath, a new potential field-based camera control system that helps with the exploration of virtual environments.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130364963","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: 42
Acceleration of Monte Carlo path tracing in general environments 一般环境下蒙特卡罗路径跟踪的加速
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications Pub Date : 2000-10-03 DOI: 10.1109/PCCGA.2000.883883
Frederic Pérez, I. Martín, X. Pueyo, F. Sillion
{"title":"Acceleration of Monte Carlo path tracing in general environments","authors":"Frederic Pérez, I. Martín, X. Pueyo, F. Sillion","doi":"10.1109/PCCGA.2000.883883","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883883","url":null,"abstract":"The paper describes a two pass algorithm capable of computing solutions to the global illumination in general environments (diffuse or glossy surfaces, anisotropically scattering participating media) faster than previous methods, by combining the strengths of finite element and Monte Carlo methods. A quick coarse solution is first computed with a clustered directional hierarchical method. This intermediate solution is used by a Monte Carlo method to accelerate computation of a final accurate solution by importance sampling, by means of link probabilities and adaptive probability density functions. Results from a first implementation of the algorithm for diffuse surfaces are presented.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130012654","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: 13
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