{"title":"Visualization of fluid displacement in porous media","authors":"L. Fedenczuk, B. Wyvill","doi":"10.1109/CGI.1998.694334","DOIUrl":"https://doi.org/10.1109/CGI.1998.694334","url":null,"abstract":"Modelling, simulation, and visualization of porous media have practical applications in the petroleum and chemical industries. Advances in modelling and simulation of porous media can help in the understanding of processes in petroleum rocks. The paper presents new algorithms for modelling and visualizing fluid interfaces within porous media. These algorithms allow the creation and nondestructive testing of porous samples in a virtual laboratory of porous media. The visualization process is one of the main elements in such a laboratory. Results of these simulated processes can be visualized as 3D or 2D images, where colour and shading emphasize fluid saturations and interfaces between two interacting fluids as a function of varying pressure. These algorithms are based on the octree data structure. The idea is to create a porous media sample with a realistic structure and at a level of complexity commensurate with actual samples. Simulations are then run on this model. This method contrasts with traditional porous media modelling where a mathematical model (lattice) is simulated using sets of equations.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116423228","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":"Determining visibility between extended objects","authors":"André Hinkenjann, H. Müller","doi":"10.1109/CGI.1998.694246","DOIUrl":"https://doi.org/10.1109/CGI.1998.694246","url":null,"abstract":"Two query problems for visibility are considered. The first one is to find the visibility set of two query objects A and B of the same type as the objects of the given scene. The visibility set is characterized by those line segments connecting points on A and B which do not intersect scene objects between A and B. We show that scenes consisting of disjoint line segments in the plane can be processed into a data structure of about linear size so that the visibility set can be found in sublinear time per component of the representation chosen for the visibility set. The construction can also be applied to scenes of disjoint triangles in space. The disadvantage of possibly many components can be diminished by pre-clipping against the viewing hull of A and B. The query version of the clipping problem can also be solved in about linear space and sublinear query time. The result of the first problem is used for an efficient solution of the second problem which is to calculate the visibility sets between query object A and all scene objects visible from A.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121483653","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":"On optimality of OBBs for visibility tests for frustum culling, ray shooting and collision detection","authors":"A. Iones, S. Zhukov, A. Krupkin","doi":"10.1109/CGI.1998.694275","DOIUrl":"https://doi.org/10.1109/CGI.1998.694275","url":null,"abstract":"Bounding volume hierarchies are widely employed in many areas of computer graphics. Usually they are used as crude approximations of the scene geometry to speed up some time-consuming computations, such as visibility tests for frustum culling, ray shooting, collision detection, etc. A number of bounding volume types have been discussed by various researchers. They include bounding spheres, axis-aligned and oriented bounding boxes, and others. Although it is practically possible to use any of these bounding volumes, some types prove to be particularly useful in certain applications, e.g. Gortschalk et al. (1996) used oriented bounding boxes to implement a very effective exact collision detection scheme. The authors address the problem of efficient bounding volume selection, the solution of which allows one to significantly accelerate such operations as visibility tests for frustum culling, collision detection and ray shooting. They prove that minimal surface area (perimeter in 2D) oriented bounding box is optimal among all the oriented bounding boxes with respect to the three operations stated above. Then, they develop a number of algorithms to create optimal oriented bounding boxes and their approximations and finally discuss the results of the practical implementation.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127622496","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":"Human media technology-the human-centered, sustainable technology development","authors":"J. Encarnação, F. Loseries, Christian Sifaqui","doi":"10.1109/CGI.1998.694261","DOIUrl":"https://doi.org/10.1109/CGI.1998.694261","url":null,"abstract":"The development of the Internet, the Web, and Java let us believe that computing technology seems to become an integral part of our daily environment that hopefully supports us in improving the quality of life. But what does this mean to the future of information technology development? This paper presents visions towards sustainable, human-centered technology developments. New trends in human computer interaction and human information interaction are necessary for enabling even the naive user to communicate and interact with computers. What we need is a paradigm shift from the conventional information technology towards a human media technology which focus on the interaction manner between human beings and information space or amongst human beings through information space.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131219692","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}
C. Stamm, S. Eidenbenz, M. Beck, P. Stucki, P. Widmayer
{"title":"A prototype system for light propagation in terrains","authors":"C. Stamm, S. Eidenbenz, M. Beck, P. Stucki, P. Widmayer","doi":"10.1109/CGI.1998.694256","DOIUrl":"https://doi.org/10.1109/CGI.1998.694256","url":null,"abstract":"We present a prototype system for a simple version of electromagnetic wave propagation prediction in rural areas, using a real time exploration environment for very large topographic scenes. The wave propagation prediction algorithm is based on a simple line of sight approach, realized with a modified hidden surface removal algorithm. The system serves as a transmitter management tool for interactively placing transmitters and studying the effects. Improvements according to the propagation prediction and automatic optimized placement of transmitters are current subjects of our research.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"293 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132554175","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 object-oriented approach to model scenes of buildings","authors":"T. Matthey, H. Bieri","doi":"10.1109/CGI.1998.694245","DOIUrl":"https://doi.org/10.1109/CGI.1998.694245","url":null,"abstract":"This paper presents an object-oriented approach for describing and modelling buildings by means of computer graphics. The approach is based on an object- and component-oriented graphics framework. Scenes of buildings are conventionally modelled by a set of primitives and some aggregates. The present approach, however uses highly abstract objects which represent certain parts of real buildings. These objects form together a high-level hierarchical construction set and are responsible for providing decompositions into primitives where necessary. Dependencies and side effects are handled by the abstract objects themselves. First results show that the new approach leads to simple and flexible representations without losing the broadness necessary to describe real buildings. However, as its main application domain is urban planning, it does not attempt complete photorealism.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128152488","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":"On polyhedral approximations to a sphere","authors":"David E. Fox, K. Joy","doi":"10.1109/CGI.1998.694296","DOIUrl":"https://doi.org/10.1109/CGI.1998.694296","url":null,"abstract":"The authors investigate methods by which successive approximations to a sphere can be generated from polyhedra. Each approximation can be obtained by bevel-cutting each edge of the previous approximation with a plane tangent to the sphere. They show that each member of the sequence of polyhedra can be associated with a Voronoi tessellation of the sphere. Under this formulation, the bevel-cutting operation can be defined by the insertion of points into the Voronoi tessellation. The algorithm is defined such that affine combinations of the polyhedra will converge to affine operations of the sphere. The method is useful as a modeling operation and as a level-of-detail representation for a sphere.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133826079","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":"CVP: recognizable and hierarchical 3D overviews of the WWW by persistence directory placement","authors":"S. Adler, Jan Heise, M. Mayer, Peter Schefe","doi":"10.1109/CGI.1998.694293","DOIUrl":"https://doi.org/10.1109/CGI.1998.694293","url":null,"abstract":"The CVP Cyberspace Visualization Project addresses interactive overview visualizations of Web spaces for enhancing orientation, navigation and communication when browsing or searching the WWW. This paper presents a collection of requirements which such visualizations should fulfil. An algorithm is described generating recognizable, hierarchically structured views of interconnected Web objects. The CVP is outlined as improving current tools for Web navigation and communication. It combines 3D overviews with the mutual representation of users, providing first steps towards the Web browsers of the next generation.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124561589","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}
L. Gool, Filip Defoort, R. Koch, M. Pollefeys, M. Proesmans, M. Vergauwen
{"title":"3D modeling for communications","authors":"L. Gool, Filip Defoort, R. Koch, M. Pollefeys, M. Proesmans, M. Vergauwen","doi":"10.1109/CGI.1998.694301","DOIUrl":"https://doi.org/10.1109/CGI.1998.694301","url":null,"abstract":"The media and communications providers share an increasing interest in 3D models of people, objects, and scenes. The paper focuses on features that 3D acquisition systems ought to have in order to optimally serve these markets, where emphasis is on realistic visualisation. It is argued that 3D acquisition techniques developed for traditional applications such as visual inspection aren't necessarily the best option. Techniques should be developed that are dedicated to visualisation-specific requirements. This is exemplified with two systems that have been developed recently. One takes uncalibrated video data as input from which it generates a 3D model. A second system projects a grid of lines and gets dense 3D from a single image. This system needs some calibration, but the corresponding procedure is extremely simple. It can also be used to capture detailed, 3D scene dynamics.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"164 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115753661","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 scattered data interpolation for radiosity reconstruction","authors":"André Hinkenjann, Georg Pietrek","doi":"10.1109/CGI.1998.694330","DOIUrl":"https://doi.org/10.1109/CGI.1998.694330","url":null,"abstract":"The authors present an analysis of the impacts of different interpolation methods on the reconstruction of the radiosity function across a patch. Two groups of methods are compared: one group based on regular grids and the other based on adaptive patch subdivisions. They handle points on adaptive subdivisions as scattered data points which opens the field of scattered data interpolation. Visual and numerical results are presented.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"2021 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128041376","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}