Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001最新文献

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Progressive isosurface extraction from tetrahedral meshes 四面体网格的渐进式等值面提取
U. Labsik, P. Kipfer, S. Meinlschmidt, G. Greiner
{"title":"Progressive isosurface extraction from tetrahedral meshes","authors":"U. Labsik, P. Kipfer, S. Meinlschmidt, G. Greiner","doi":"10.1109/PCCGA.2001.962880","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962880","url":null,"abstract":"The authors present a technique for transforming a tetrahedral mesh into a progressive representation based on half edge collapses. This allows the efficient transmission of the mesh from a remote computer where the simulation was computed to a visualization computer. During the transmission, the user can start visualizing while the transmission is still in progress. We show a technique for progressively extracting isosurfaces from the progressive mesh. Starting with the base mesh, an isosurface for a specific value is computed and will locally be improved where a vertex is inserted into the mesh.","PeriodicalId":387699,"journal":{"name":"Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2001-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133520993","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: 6
Advecting procedural textures for 2D flow animation 为2D流动画平铺程序纹理
D. Kao, A. Pang
{"title":"Advecting procedural textures for 2D flow animation","authors":"D. Kao, A. Pang","doi":"10.1109/PCCGA.2001.962892","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962892","url":null,"abstract":"The paper proposes the use of specially generated 3D procedural textures for visualizing steady state 2D flow fields. We use the flow field to advect and animate the texture over time. However, using standard texture advection techniques and arbitrary textures will introduce some undesirable effects such as: (a) expanding texture from a critical source point, (b) streaking pattern from the boundary of the flow field, (c) crowding of advected textures near an attracting spiral or sink, and (d) absent or lack of textures in some regions of the flow. The paper proposes a number of strategies to solve these problems. We demonstrate how the technique works using both synthetic data and computational fluid dynamics data.","PeriodicalId":387699,"journal":{"name":"Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2001-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129184539","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
Compressing the property mapping of polygon meshes 压缩多边形网格的属性映射
M. Isenburg, J. Snoeyink
{"title":"Compressing the property mapping of polygon meshes","authors":"M. Isenburg, J. Snoeyink","doi":"10.1109/PCCGA.2001.962852","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962852","url":null,"abstract":"Many polygon meshes have properties such as shading normals, colours, texture coordinates, and/or material attributes that are associated with the vertices, faces or corners of the mesh. While current research in mesh compression has focused on connectivity and geometry coding, the compression of properties has received less attention. There are two kinds of information to compress. One specifies each individual property: the property values. The other describes how the properties are attached to the mesh: the property mapping. The authors introduce a predictive compression scheme for the property mapping that is 2 to 10 times more compact than previously reported methods.","PeriodicalId":387699,"journal":{"name":"Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2001-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124094048","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: 19
Multiresolution interpolation meshes 多分辨率插值网格
T. Michikawa, T. Kanai, M. Fujita, H. Chiyokura
{"title":"Multiresolution interpolation meshes","authors":"T. Michikawa, T. Kanai, M. Fujita, H. Chiyokura","doi":"10.1109/PCCGA.2001.962858","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962858","url":null,"abstract":"The authors propose a novel multiresolution-based shape representation for 3D mesh morphing. Our approach does not use combination operations that caused some serious problems in the previous approaches for mesh morphing. Therefore, we can calculate a hierarchical interpolation mesh robustly using two types of subdivision fitting schemes. Our new representation has a hierarchical semiregular mesh structure based on subdivision connectivity. This leads to various advantages including efficient data storage, and easy acquisition of an interpolation mesh with arbitrary subdivision level. We also demonstrate several new features for 3D morphing using multiresolution interpolation meshes.","PeriodicalId":387699,"journal":{"name":"Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2001-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122602026","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: 64
Bridging the gap between 2D and 3D: a stream of digital animation techniques 弥合2D和3D之间的差距:一系列数字动画技术
K. Anjyo
{"title":"Bridging the gap between 2D and 3D: a stream of digital animation techniques","authors":"K. Anjyo","doi":"10.1109/PCCGA.2001.962889","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962889","url":null,"abstract":"The author presents the digital techniques and know-how that have been motivated, created and tried out through our work for cel animation. The techniques focus on extracting three-dimensional characteristics from two-dimensional images of the scene to be animated, or on merging 2D and 3D animations. Several animation examples are also demonstrated to show our practical skills, such as those for camera projection mapping for 3D structuring the 2D drawing scenes, and implicit/explicit use of 3D CG techniques for visual effects.","PeriodicalId":387699,"journal":{"name":"Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2001-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133074069","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: 3
Fine tuning: curve and surface deformation by scaling derivatives 微调:曲线和表面变形的缩放导数
K. Miura, F. Cheng, Lazhu Wang
{"title":"Fine tuning: curve and surface deformation by scaling derivatives","authors":"K. Miura, F. Cheng, Lazhu Wang","doi":"10.1109/PCCGA.2001.962868","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962868","url":null,"abstract":"A deformation-based fine tuning technique for parametric curves and surfaces is presented. A curve or surface is deformed by scaling its derivative, instead of manipulating its control points. Since only the norm of the derivative is adjusted, the resulting curve or surface keeps the basic shape of the original profile and curvature distribution. Therefore, the new technique is especially suitable for last minute fine tuning of the design process. Other advantages include: (1) the fine tuning process is a real local method, it can be performed on any portion of a curve or a surface, not just on a set of segments or patches; (2) by allowing a user to drag a scalar function to directly adjust the curvature (and, consequently, fairness) of a curve or surface, the new technique makes the shape design process more intuitive and effective; (3) the new technique is suitable for precise shaping and deforming such as making the curvature of a specific portion twice as big. In many cases, it can achieve results that other methods such as FFD can not; (4) the fine tuning process can also be used for subdivision curves and surfaces. Related techniques and test results are included.","PeriodicalId":387699,"journal":{"name":"Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2001-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133780705","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: 4
Explicit control of topological transitions in morphing shapes of 3D meshes 三维网格变形中拓扑转换的显式控制
Shigeo Takahashi, Yoshiyuki Kokojima, Ryutarou Ohbuchi
{"title":"Explicit control of topological transitions in morphing shapes of 3D meshes","authors":"Shigeo Takahashi, Yoshiyuki Kokojima, Ryutarou Ohbuchi","doi":"10.1109/PCCGA.2001.962859","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962859","url":null,"abstract":"Existing methods of morphing 3D meshes are often limited to cases in which 3D input meshes to be morphed are topologically equivalent. The paper presents a new method for morphing 3D meshes having different surface topological types. The most significant feature of the method is that it allows explicit control of topological transitions that occur during the morph. Transitions of topological types are specified by means of a compact formalism that resulted from a rigorous examination of singularities of 4D hypersurfaces and embeddings of meshes in 3D space. Using the formalism, every plausible path of topological transitions can be classified into a small set of cases. In order to guide a topological transition during the morph, our method employs a key frame that binds two distinct surface topological types. The key frame consists of a pair of \"faces\", each of which is homeomorphic to one of the source (input) 3D meshes. Interpolating the source meshes and the key frame by using a tetrahedral 4D mesh and then intersecting the interpolating mesh with another 4D hypersurface creates a morphed 3D mesh. We demonstrate the power of our methodology by using several examples of topology transcending morphing.","PeriodicalId":387699,"journal":{"name":"Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2001-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121919585","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: 28
Adaptive progressive vertex tracing in distributed environments 分布式环境中的自适应渐进顶点跟踪
T. Ullmann, Daniel Beier, B. Brüderlin, Alexander Schmidt
{"title":"Adaptive progressive vertex tracing in distributed environments","authors":"T. Ullmann, Daniel Beier, B. Brüderlin, Alexander Schmidt","doi":"10.1109/PCCGA.2001.962884","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962884","url":null,"abstract":"The paper presents \"vertex tracing\", a new approach to adaptive progressive ray tracing. The software achieves real-time rendering performance of physically accurate reflection effects on specified scene objects, even with complex scenes in virtual reality applications. The approach is based on hybrid rendering, combining an OpenGL-generated scene with correct reflection characteristics of selected scene objects. The real-time performance of the vertex tracer is achieved with progressive adaptive refinement of the geometry in object space, and with parallelization of the algorithm. Both shared memory and distributed memory architectures have been investigated. Mesh-based load balancing yields a uniform distribution of the computing load, also in a heterogeneous network with resources of widely varying performance. The performance of the overall system is demonstrated with a truck interior in a virtual reality simulator.","PeriodicalId":387699,"journal":{"name":"Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2001-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125839989","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
On the numerical redundancies of geometric constraint systems 几何约束系统的数值冗余性
Yan-Tao Li, Shimin Hu, Jiaguang Sun
{"title":"On the numerical redundancies of geometric constraint systems","authors":"Yan-Tao Li, Shimin Hu, Jiaguang Sun","doi":"10.1109/PCCGA.2001.962864","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962864","url":null,"abstract":"Determining redundant constraints is a critical task for geometric constraint solvers, since it dramatically affects the solution speed, accuracy, and stability. The paper attempts to determine the numerical redundancies of three-dimensional geometric constraint systems via a disturbance method. The constraints are translated into some unified forms and added to a constraint system incrementally. The redundancy of a constraint can then be decided by disturbing its value. We also prove that graph reduction methods can be used to accelerate the determination process.","PeriodicalId":387699,"journal":{"name":"Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2001-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125486711","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
Animating human face under arbitrary illumination 在任意光照下绘制人脸动画
Tong-Bo Chen, Baocai Yin, Wan-Jun Huang, Dehui Kong
{"title":"Animating human face under arbitrary illumination","authors":"Tong-Bo Chen, Baocai Yin, Wan-Jun Huang, Dehui Kong","doi":"10.1109/PCCGA.2001.962887","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962887","url":null,"abstract":"The authors present a method to animate a human face under arbitrary lighting conditions. We first acquire the reflectance models of a human face in various expressions by employing a robot to precisely control the light position. By developing a relighting tool, named LUXMASTER, we achieve great freedom to change the illumination condition and get a variety of photorealistic novel renderings of the human face. Then, we introduce morphing techniques to add the time dimension and produce a clip of facial animation with varying illumination and expression. In order to make the morphing work easily, we design an expressive, intuitive and efficient tool, called FLUIDMAN, which at the same time enables an enormous possibility of visual effects.","PeriodicalId":387699,"journal":{"name":"Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2001-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128049120","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: 3
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