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

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A magnification lens for interactive volume visualization 用于交互式体积可视化的放大镜
E. LaMar, B. Hamann, K. Joy
{"title":"A magnification lens for interactive volume visualization","authors":"E. LaMar, B. Hamann, K. Joy","doi":"10.1109/PCCGA.2001.962877","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962877","url":null,"abstract":"Volume visualization of large data sets suffers from the same problem that many other visualization modalities suffer from: either one can visualize the entire data set and lose small details or visualize a small region and lose the context. The authors we present a magnification lens technique for volume visualization. While the notion of a magnification-lens is not new, and other techniques attempt to simulate the physical properties of a magnifying lens, our contribution is in developing a magnification lens that is fast, can be implemented using a fairly small software overhead, and has a natural, intuitive appearance. The issue with magnification lens is the border, or transition region. The lens center and exterior have a constant zoom factor, and are simple to render. It is the border region that blends between the external and interior magnification, and has a nonconstant magnification. We use the \"perspective-correct textures\" capability, available in most current graphics systems, to produce a lens with a tessellated border region that approximates linear compression with respect to the radius of the magnification lens. We discuss how a \"cubic\" border can mitigate the discontinuities resulting from the use of a linear function, without significant performance loss. We discuss various issues concerning development of a three-dimensional magnification lens.","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":"127774202","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: 85
Modeling the structure of the sea anemone and the sea star using hierarchical implicit surfaces 利用层次隐式表面对海葵和海星的结构进行建模
Xikun Liang, Mai Ali Nur, B. Wyvill
{"title":"Modeling the structure of the sea anemone and the sea star using hierarchical implicit surfaces","authors":"Xikun Liang, Mai Ali Nur, B. Wyvill","doi":"10.1109/PCCGA.2001.962882","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962882","url":null,"abstract":"The paper presents a new method for modeling the structure of sea anemones and sea stars. Two specific invertebrates, the sea anemone, Stomphia coccinea and the sea star, Dermasterias imbricata were modeled using hierarchical implicit surfaces based on the BlobTree. The hierarchy provides both local refinement and global deformation. Local refinement allows the introduction of details on the base surface and global deformations change the overall shape of the model while maintaining the integrity of the surface details. Using a new implicit surface phyllotactic method, we obtain a visually pleasing arrangement of the sea anemone's tentacles. The hierarchical representation of the model provides an easy and efficient way for modeling the many different shape changes of sea anemones.","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":"129699851","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 preprocessing for urban scenes using line space subdivision 使用线空间细分的城市场景可视性预处理
Jiří Bittner, Peter Wonka, M. Wimmer
{"title":"Visibility preprocessing for urban scenes using line space subdivision","authors":"Jiří Bittner, Peter Wonka, M. Wimmer","doi":"10.1109/PCCGA.2001.962883","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962883","url":null,"abstract":"We present an algorithm for visibility preprocessing of urban environments. The algorithm uses a subdivision of line space to analytically calculate a conservative potentially visible set for a given region in the scene. We present a detailed evaluation of our method, including a comparison to another recently published visibility preprocessing algorithm. To the best of our knowledge, the proposed method is the first algorithm that scales to large scenes and efficiently handles large view cells.","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":"124038679","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: 60
Virtual autumn coloring system based on biological and fractal model 基于生物分形模型的秋季虚拟着色系统
Shigenori Mochizuki, DongSheng Cai, T. Komiri, H. Kimura, R. Hori
{"title":"Virtual autumn coloring system based on biological and fractal model","authors":"Shigenori Mochizuki, DongSheng Cai, T. Komiri, H. Kimura, R. Hori","doi":"10.1109/PCCGA.2001.962891","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962891","url":null,"abstract":"The authors simulate the time evolution of autumn coloring of both maple leaves and entire trees, and propose both biological and fractal models of this process. We calculate the amount of sunlight received on the leaves and propose the \"autumn-coloring-logical-time\" that is the temporal indicator of autumn coloring, then we use experimental biological data to calibrate the model parameters. Using the leaf fractalities, we adopt a chaos game algorithm or random iteration algorithm to render natural autumn colorings.","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":"132077347","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: 26
An effective feature-preserving mesh simplification scheme based on face constriction 一种有效的基于人脸收缩的特征保持网格简化方案
Jianhua Wu, Shimin Hu, Jiaguang Sun, Chiew-Lan Tai
{"title":"An effective feature-preserving mesh simplification scheme based on face constriction","authors":"Jianhua Wu, Shimin Hu, Jiaguang Sun, Chiew-Lan Tai","doi":"10.1109/PCCGA.2001.962853","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962853","url":null,"abstract":"A novel mesh simplification scheme that uses the face constriction process is presented. By introducing a statistical measure that can distinguish triangles having vertices of high local roughness from triangles in flat regions into our weight-ordering equation, along with other heuristics, our scheme can better preserve visually important features in the original mesh. To improve the shape quality of triangles, we adopt nonlinear face area sensitivity in the weight ordering. A learning and feedback mechanism is also utilized to enhance user controllability. The computations are simple, making our scheme time-effective and easy to implement. In addition to comparing our scheme with other mesh simplification algorithms empirically, we compare their performances by establishing a unifying ground among three basic simplification processes: decimate vertex, collapse edge, and constrict face. This unification allows us to analyze the intrinsic merits and demerits of simplification algorithms to help users make better selections.","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":"128000287","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: 51
Parallel volume rendering using PC graphics hardware 并行体渲染使用PC图形硬件
Marcelo Magallón, M. Hopf, T. Ertl
{"title":"Parallel volume rendering using PC graphics hardware","authors":"Marcelo Magallón, M. Hopf, T. Ertl","doi":"10.1109/PCCGA.2001.962895","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962895","url":null,"abstract":"The paper describes an architecture that enables the use of commodity off the shelf graphics hardware along with high speed network devices for distributed volume rendering. Several PCs drive a number of graphic accelerator boards using an OpenGL interface. The frame buffers of the cards are read back and blended together for final presentation on a single PC working as front end. We explain how the attainable frame rates are limited by the transfer speeds over the network as well as the overhead implied by having to blend several images together. An initial implementation using four graphic cards achieves frame rates similar to those of high performance visualization systems.","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":"125754408","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: 36
Minimizing the distortion of affine spline motions 最小化仿射样条运动的畸变
Dae-Eun Hyun, B. Jüttler, Myung-Soo Kim
{"title":"Minimizing the distortion of affine spline motions","authors":"Dae-Eun Hyun, B. Jüttler, Myung-Soo Kim","doi":"10.1109/PCCGA.2001.962857","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962857","url":null,"abstract":"The paper proposes a simple approach to the affine motion interpolation problem, where an affine spline motion is generated that interpolates a given sequence of affine keyframes and approximately satisfies rigidity constraints and certain optimization criteria. An affine spline motion is first generated so as to interpolate the given keyframes; after that, it is progressively refined via knot insertion and degree elevation into an optimal affine motion by an iterative optimization procedure.","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":"126202614","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: 14
FastMesh: efficient view-dependent meshing FastMesh:高效的基于视图的网格划分
R. Pajarola
{"title":"FastMesh: efficient view-dependent meshing","authors":"R. Pajarola","doi":"10.1109/PCCGA.2001.962854","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962854","url":null,"abstract":"The article presents an optimized view-dependent meshing framework for adaptive and continuous level-of-detail (LOD) rendering in real-time. Multiresolution triangle mesh representations are an important tool for adapting triangle mesh complexity in real-time rendering environments. Ideally, for interactive visualization, a triangle mesh is simplified to the maximal tolerated perceptual error, and thus mesh simplification is view-dependent. The paper introduces an efficient hierarchical multiresolution triangulation framework based on a half-edge triangle mesh data structure, and presents an optimized computation of several view-dependent error metrics within that framework, providing conservative error bounds. The presented approach called FastMesh, is highly efficient both in space and time cost, and it spends only a fraction of the time required for rendering to perform the error calculations and dynamic mesh updates.","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":"122556796","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: 79
A 3D Voronoi-based skeleton and associated surface features 基于voronoi的三维骨架和相关的表面特征
Masayuki Hisada, A. Belyaev, T. Kunii
{"title":"A 3D Voronoi-based skeleton and associated surface features","authors":"Masayuki Hisada, A. Belyaev, T. Kunii","doi":"10.1109/PCCGA.2001.962861","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962861","url":null,"abstract":"The paper proposes an approach for stable extraction of the skeleton of a polygonal surface and detection of surface features, ridges and ravines, corresponding to skeletal edges. The approach adapts the three-dimensional Voronoi diagram technique for skeleton extraction, explores the singularity theory for ridge and ravine detection, and combines several filtering methods for skeleton denoising and for selecting perceptually salient ridges and ravines. Rather than extract the skeleton as a CW-complex, we approximate it with a two-sided surface. It allows us to use standard mesh editing tools for skeleton denoising and achieve stable extraction of the ridges and ravines.","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":"130285401","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: 17
Dual b-rep-CSG collision detection for general polyhedra 通用多面体的双b-rep-CSG碰撞检测
Kai Poutrain, M. Contensin
{"title":"Dual b-rep-CSG collision detection for general polyhedra","authors":"Kai Poutrain, M. Contensin","doi":"10.1109/PCCGA.2001.962865","DOIUrl":"https://doi.org/10.1109/PCCGA.2001.962865","url":null,"abstract":"While almost all collision detection algorithms have been linked to a particular object representation scheme, few attempts have been made using hybrid methods to exploit the advantages of multiple representations of objects. In this paper we present a collision detection algorithm based on a dual b-rep/CSG representation of concave polyhedra initially represented in b-rep. Our method naturally combines the use of bounding volumes, hierarchical subdivision, and space partitioning to perform the interference test.","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":"125444752","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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