Young-Min Kang, Jeong-Hyeon Choi, Hwan-Gue Cho, Chan-Jong Park
{"title":"Fast and stable animation of cloth with an approximated implicit method","authors":"Young-Min Kang, Jeong-Hyeon Choi, Hwan-Gue Cho, Chan-Jong Park","doi":"10.1109/CGI.2000.852340","DOIUrl":"https://doi.org/10.1109/CGI.2000.852340","url":null,"abstract":"Realistic animation of soft objects such as cloth is essential for plausible character animation. Many techniques have been proposed for the simulation of soft objects, and most of them are based on numerical integration. Among the techniques, the implicit integration method is the most likely technique for real time environments, since it allows large time steps for cloth simulation by ensuring the stability of systems. However the most critical flaw of the implicit method is that it involves a large linear system. The paper presents a fast animation technique for animating soft objects based on a mass-spring model with an approximated implicit method which does not involve linear system solving. The proposed technique stably updates the state of n mass-points in O(n) time when the number of total springs are O(n). Because the mass-spring model shows a superelastic effect, the excessively deformed springs (i.e., super-elongated springs) should be adjusted for reality. The paper presents an efficient inverse dynamics process to adjust the super-elongated springs.","PeriodicalId":357548,"journal":{"name":"Proceedings Computer Graphics International 2000","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125497809","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. Seo, C. Joslin, U. Berner, N. Magnenat-Thalmann, Maja Jovovic, Joaquim Esmerado, D. Thalmann, I. Palmer
{"title":"VPARK - a Windows NT software platform for a virtual networked amusement park","authors":"H. Seo, C. Joslin, U. Berner, N. Magnenat-Thalmann, Maja Jovovic, Joaquim Esmerado, D. Thalmann, I. Palmer","doi":"10.1109/CGI.2000.852347","DOIUrl":"https://doi.org/10.1109/CGI.2000.852347","url":null,"abstract":"Presents the VPARK (Virtual Park) system, which includes a networked virtual environment (NVE) system called W-VLNET and an \"attraction building system\" that is able to create and modify the attractions used in the NVE. Both systems have been developed in the Windows NT environment. The paper outlines the techniques for communication, scene management, facial and body animation, and general user interaction modules. The use of VRML97 and MPEG-4 SHNC is overviewed for the purpose of outlining the compatability of the system with other similar virtual reality systems. The software provides realistic virtual actors as well as sets of high-level actions that are applicable to them in real-time. Related issues on obtaining actor models and animating them in real time are presented. The creation process of an attraction incorporates assembling animation units through a timeline. Using this software, the users are able to bring their own scenario-based applications into a shared virtual environment.","PeriodicalId":357548,"journal":{"name":"Proceedings Computer Graphics International 2000","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131517604","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":"Dynamic 3D maps and their texture-based design","authors":"J. Döllner, K. Hinrichs","doi":"10.1109/CGI.2000.852349","DOIUrl":"https://doi.org/10.1109/CGI.2000.852349","url":null,"abstract":"Three-dimensional maps are fundamental tools for presenting, exploring, and manipulating geo data. This paper describes multiresolution concepts for 3D maps and their texture-based design. In our approach, 3D maps are based on a hybrid, multiresolution terrain model composed of data sets having different topological structure, for example a coarse regular grid combined with by triangulated microstructure. Any number of texture layers can be associated with the terrain model. For each texture layer, the multiresolution structure builds a texture tree which is linked to geometry patches of the multiresolution terrain model. The terrain model together with multiple texture layers can be rendered in real-time, in particular if multitexturing is available. Texture layers can be combined by high-level operations such us blending and masking and can be rebuilt at run-time. This mechanism simplifies the implementation of visual exploration tools and of procedural, automated map designs. 3D maps facilitate the visual simulation of environmental issues in spatial support systems, virtual reality applications, real-time GIS, and interactive cartography.","PeriodicalId":357548,"journal":{"name":"Proceedings Computer Graphics International 2000","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133621905","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}
S. Cheung, D. L. Leung, W. Wang, J. Lee, V. Cheung
{"title":"VISJET-a computer ocean outfall modelling system","authors":"S. Cheung, D. L. Leung, W. Wang, J. Lee, V. Cheung","doi":"10.1109/CGI.2000.852322","DOIUrl":"https://doi.org/10.1109/CGI.2000.852322","url":null,"abstract":"Sewage and industrial effluents from coastal cities are often discharged into the adjacent sea after some land-based treatment. In modern design, the wastewater is often discharged in buoyant jet groups from risers mounted on a submarine outfall on the seabed to achieve rapid mixing of effluents with tidal flow. A mathematical model for buoyant jets in currents based on the Lagrangian models, called JETLAG, was developed. The paper presents a system called VISJET, for visualizing the ocean sewage discharge system based on the JETLAG model. We discuss the features of VISJET system and show how computer visualization can be used to help with the design of an ocean sewage discharge system.","PeriodicalId":357548,"journal":{"name":"Proceedings Computer Graphics International 2000","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124235389","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":"Visualization of biomedical processes: local quantitative physiological functions in living human body","authors":"D. Feng, Weidong (Tom) Cai","doi":"10.1109/CGI.2000.852348","DOIUrl":"https://doi.org/10.1109/CGI.2000.852348","url":null,"abstract":"Functional imaging with dynamic positron emission tomography (PET) has been playing a crucial and expanding role in biomedical research and clinical diagnosis, providing image-wide quantitative and qualitative physiological functions in the human body, and supporting visualization of the distribution of these functions corresponding to anatomical structures. A number of parametric imaging algorithms have been developed. We give a brief study on some existing and our recently, developed techniques for generating parametric images. An integrated system for functional image data processing and visualization, and a Web-based application are presented.","PeriodicalId":357548,"journal":{"name":"Proceedings Computer Graphics International 2000","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117067921","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}
N. Patrikalakis, Stephen L. Abrams, J. Bellingham, W. Cho, K. P. Mihanetzis, A. Robinson, Henrik Schmidt, Pubudu C. H. Wariyapola
{"title":"The digital ocean","authors":"N. Patrikalakis, Stephen L. Abrams, J. Bellingham, W. Cho, K. P. Mihanetzis, A. Robinson, Henrik Schmidt, Pubudu C. H. Wariyapola","doi":"10.1109/CGI.2000.852319","DOIUrl":"https://doi.org/10.1109/CGI.2000.852319","url":null,"abstract":"The ocean, is fundamentally important to many areas of modern society and thus improved knowledge of the ocean is essential. Ocean scientists have made remarkable progress in observation technology, modeling and assimilation in physical oceanography, acoustics, and biology. To some extent, such advances have been confined to each discipline. Therefore a great demand has arisen for a modern distributed computing and networking infrastructure within which we bring together advanced modeling, observation tools and field estimation methods. The paper describes a knowledge network of distributed heterogeneous data and software resources for multidisciplinary ocean research.","PeriodicalId":357548,"journal":{"name":"Proceedings Computer Graphics International 2000","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128385918","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 human motion acquisition from video sequences","authors":"J. Zheng, Shigeru Suezaki, Yasuhiro Shiota","doi":"10.1109/CGI.2000.852336","DOIUrl":"https://doi.org/10.1109/CGI.2000.852336","url":null,"abstract":"Human motion modeling for animation and VR has reached a level of capturing real motion data from people using various visual and non-visual sensors. However, most of the available systems require special devices and environments, or even attachments of extra things on an actor. To realize a personal system, we developed a general type software to acquire arbitrary motion from a video sequence. A 3D articulated human model with changeable size, color and surface shape is constructed and personalized to fit with a focused figure in the video. The personal model is then driven either automatically or manually to match with the moving body in consecutive image frames. This matching starts from key frames that contain key poses. A smooth motion is then interpolated in between key frames. The evaluation of the generated motion is enhanced by image correlation. We provide various methods to make the matching feasible in order to reduce the modeling time. This approach is suitable for personal use to meet wide needs of human motion acquisition.","PeriodicalId":357548,"journal":{"name":"Proceedings Computer Graphics International 2000","volume":"204 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127403704","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":"Hand gesture animation from static postures using an anatomy-based model","authors":"H. Ip, Sam C. S. Chan, Maria S. W. Lam","doi":"10.1109/CGI.2000.852317","DOIUrl":"https://doi.org/10.1109/CGI.2000.852317","url":null,"abstract":"Automatic interpretation and animation of human motion has become an important research topic among researchers in virtual reality and computer animation. One major problem encountered during hand motion analysis is the large amount of data that need to be captured and analyzed. Even for a human hand, although only a small part of the body is involved, there are about 30 motion parameters for each hand posture. The authors present an approach to hand motion animation using only static images of the set of target gestures. We achieve naturalistic hand motion animation by the use of an anatomy based hand model and a hand gesture coding system, which we called Hand Action Coding System (HACS). This allows complex sequences of hand gestures to be animated based only on the static image of the hand gestures to be animated. This approach greatly simplifies motion data acquisition and the process of motion analysis and synthesis.","PeriodicalId":357548,"journal":{"name":"Proceedings Computer Graphics International 2000","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126660889","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":"Using an enhanced LBG algorithm to reduce the codebook error in vector quantization","authors":"Jörg Haber, H. Seidel","doi":"10.1109/CGI.2000.852325","DOIUrl":"https://doi.org/10.1109/CGI.2000.852325","url":null,"abstract":"Presents a modification of the well-known LBG (Linde, Buzo and Gray, 1980) algorithm for the generation of codebooks in vector quantization. Our algorithm, which we call the ILBG (iterated LBG) algorithm, reduces the codebook error of the LBG algorithm drastically in typical applications. In our experiments, we were able to achieve up to a 75% reduction of the codebook error in only a few additional iteration steps. In the context of lossy image compression, this error reduction in turn leads to an increase of 2-3 dB in the peak signal-to-noise ratio (PSNR).","PeriodicalId":357548,"journal":{"name":"Proceedings Computer Graphics International 2000","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133511348","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":"Molecular dynamics visualization with XML and VRML","authors":"B. Arun, V. Chandru, A. Ganguly, S. Manohar","doi":"10.1109/CGI.2000.852350","DOIUrl":"https://doi.org/10.1109/CGI.2000.852350","url":null,"abstract":"A new Extensible Markup Language (XML) application, Molecular Dynamics Language (MoDL) has been developed. MoDL provides a simple, but powerful tool for molecular dynamics visualization and has been developed by combining, for the first time, the strengths of XML and the Virtual Reality Modeling Language. The details of MoDL, its implementation and examples of its use are presented in this paper.","PeriodicalId":357548,"journal":{"name":"Proceedings Computer Graphics International 2000","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123813364","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}