Proceedings. Computer Graphics International (Cat. No.98EX149)最新文献

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Performing 3D scene and animation authoring tasks efficiently: an innovative approach 有效地执行3D场景和动画创作任务:一种创新的方法
Proceedings. Computer Graphics International (Cat. No.98EX149) Pub Date : 1998-06-22 DOI: 10.1109/CGI.1998.694272
Colette Elcacho, Arno Schäfer, R. Dörner, Volker Luckas
{"title":"Performing 3D scene and animation authoring tasks efficiently: an innovative approach","authors":"Colette Elcacho, Arno Schäfer, R. Dörner, Volker Luckas","doi":"10.1109/CGI.1998.694272","DOIUrl":"https://doi.org/10.1109/CGI.1998.694272","url":null,"abstract":"3D animation is becoming a key technology in application areas such as information visualization, telecommunications or teaching and training systems. In addition, the application potential of 3D animation is growing due to innovations like VRML. The authoring of 3D scenes and animations is, therefore, increasingly becoming a task in areas other than its classical application areas, entertainment and marketing, and is not only performed by professional computer animators. Accordingly, there is a rising demand for authoring tools that are efficient and easy to use, cost-effective, flexible and suitable for distributed systems. In this paper a concept for authoring 3D animations that can fulfil these requirements is presented. Based upon an element-oriented approach similar to clip art in drawing, authoring efficiency is increased. The concept is described and its implementation and applications are briefly discussed.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"59 3 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":"127380291","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
Virtual 3D sculpturing with a parametric hand surface 虚拟三维雕刻与参数化手表面
Proceedings. Computer Graphics International (Cat. No.98EX149) Pub Date : 1998-06-22 DOI: 10.1109/CGI.1998.694265
J. Wong, Rynson W. H. Lau, Lizhuang Ma
{"title":"Virtual 3D sculpturing with a parametric hand surface","authors":"J. Wong, Rynson W. H. Lau, Lizhuang Ma","doi":"10.1109/CGI.1998.694265","DOIUrl":"https://doi.org/10.1109/CGI.1998.694265","url":null,"abstract":"Many techniques have been developed for 3D object deformation. These techniques have been widely used in most CAD/CAM systems. Intuitive while efficient methods for interactive 3D object deformation in a VR environment, however, are rare. One of our current research projects is to develop such a technique based on the use of a sensor glove. The idea is to create a hand surface interpolating through all the data points of the sensor glove. Through mapping the vertices of an object model to the hand surface, the object model may be deformed simply by changing the hand gesture. An initial method for implementing this idea was presented in our recent paper. In this paper, we discuss some of the limitations of the earlier method and present a refined method that overcomes most of the limitations. The resulting method is both efficient and intuitive as demonstrated by the results of our experiments.","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":"127385178","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: 11
Visualization of Noh mask curvature features 能掩模曲率特征的可视化
Proceedings. Computer Graphics International (Cat. No.98EX149) Pub Date : 1998-06-22 DOI: 10.1109/CGI.1998.694313
J. Takagi, A. Belyaev, T. Kunii
{"title":"Visualization of Noh mask curvature features","authors":"J. Takagi, A. Belyaev, T. Kunii","doi":"10.1109/CGI.1998.694313","DOIUrl":"https://doi.org/10.1109/CGI.1998.694313","url":null,"abstract":"We present a method of stable extraction of curvature features from a scattered data obtained by measuring a Noh mask shape. First, since the Noh mask shape can be represented as the graph of a function, we obtain a height function representation of the data. Then, we smooth the height function data by a Gaussian filter and by an iterative nonlinear filter. Finally we compute curvature features using finite-difference approximations. We test our approach detecting convex/concave, saddle, cylindrical, and plane regions on the Noh mask scattered data.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"38 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":"125427219","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
3-D modelling of buildings using high-level knowledge 利用高级知识进行建筑物的三维建模
Proceedings. Computer Graphics International (Cat. No.98EX149) Pub Date : 1998-06-22 DOI: 10.1109/CGI.1998.694319
O. Grau
{"title":"3-D modelling of buildings using high-level knowledge","authors":"O. Grau","doi":"10.1109/CGI.1998.694319","DOIUrl":"https://doi.org/10.1109/CGI.1998.694319","url":null,"abstract":"A scene analysis system for automated 3-D modeling of buildings is presented. It combines surface reconstruction techniques with object recognition to generate 3-D models for computer graphics applications. The system permits the insertion of high level constraints, like a specific angle between two house walls, in an explicit knowledge base as a semantic net. The applicability of those constraints is proved by asserting and testing hypotheses in an interpretation phase. In the case of rejection, a more general constraint or model is selected. The capabilities of the system were shown for the modeling of buildings using depth from stereo and contour information. The system reconstructs the surface of scene objects using constraints selected in the prior interpretation.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"13 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":"116807628","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: 5
Random walk radiosity with generalized absorption probabilities 具有广义吸收概率的随机游动半径
Proceedings. Computer Graphics International (Cat. No.98EX149) Pub Date : 1998-06-22 DOI: 10.1109/CGI.1998.694324
M. Sbert
{"title":"Random walk radiosity with generalized absorption probabilities","authors":"M. Sbert","doi":"10.1109/CGI.1998.694324","DOIUrl":"https://doi.org/10.1109/CGI.1998.694324","url":null,"abstract":"The author studies random walk estimators for radiosity with generalized absorption probabilities. That is, a path will either die or survive on a patch according to an arbitrary probability. The estimators studied so far, the infinite path length estimator and finite path length one, can be considered as particular cases. Practical applications of the random walks with generalized probabilities are given. A necessary and sufficient condition for the existence of the variance is given, together with heuristics to be used in practical cases. The optimal probabilities are also found for the case when one is interested in the whole scene, and are equal to the reflectivities.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"1 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":"129451803","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
Tailor made dynamic programming for edge matching 定制动态规划的边缘匹配
Proceedings. Computer Graphics International (Cat. No.98EX149) Pub Date : 1998-06-22 DOI: 10.1109/CGI.1998.694328
D. A. Tefera, K. Harada
{"title":"Tailor made dynamic programming for edge matching","authors":"D. A. Tefera, K. Harada","doi":"10.1109/CGI.1998.694328","DOIUrl":"https://doi.org/10.1109/CGI.1998.694328","url":null,"abstract":"The authors present an edge pixel matching algorithm based on dynamic programming. Unlike classical dynamic programming methods, where a path is searched for across a graph of the whole space of edge pixels, the approach allows the optimal path to be within a constrained search space, and thus tremendously cutting off the searching time. The knowledge of the camera parameters lends itself to reduce the general problem of image-to-image correspondence problem into a scanline-to-scanline matching problem. That is, once a pair of stereo images is rectified so that the epipolar lines are horizontal scanlines, a pair of corresponding edges in the right and left images should be searched for only within the same horizontal scanlines.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"1 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":"131685110","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
Interactive exploration of distributed 3D databases over the Internet 互联网上分布式三维数据库的交互式探索
Proceedings. Computer Graphics International (Cat. No.98EX149) Pub Date : 1998-06-22 DOI: 10.1109/CGI.1998.694283
J. Rossignac
{"title":"Interactive exploration of distributed 3D databases over the Internet","authors":"J. Rossignac","doi":"10.1109/CGI.1998.694283","DOIUrl":"https://doi.org/10.1109/CGI.1998.694283","url":null,"abstract":"Interactive 3D visualization and Internet-based access to information are already common. Their combination is-or soon will be-the primary vehicle for accessing remote databases in fundamental areas of manufacturing, architecture, petroleum, urban planning, tourism, defense, medicine, electronic commerce, and entertainment. Unfortunately, whether based on precise 3D geometry or involving combinations of shapes and images, the complexity of 3D graphic models of airplanes, cities, or virtual stores significantly exceeds the limits of what can be quickly downloaded over popular connections and what can be rendered on personal workstations during interactive exploration. The author reviews recent progress in the compression and simplification of 3D models and in the progressive transmission of these models for interactive graphic exploration, which may combine traditional 3D graphics with image-based rendering. The author proposes an architecture for a 3D server capable of supporting a large number of independent client-users accessing interactively various subsets of a possibly distributed database of complex 3D models.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"21 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":"134072627","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: 15
Rendering objects with small elements based on their micro and macro structures 根据物体的微观和宏观结构绘制带有小元素的物体
Proceedings. Computer Graphics International (Cat. No.98EX149) Pub Date : 1998-06-22 DOI: 10.1109/CGI.1998.694277
M. Terasawa, F. Kimura
{"title":"Rendering objects with small elements based on their micro and macro structures","authors":"M. Terasawa, F. Kimura","doi":"10.1109/CGI.1998.694277","DOIUrl":"https://doi.org/10.1109/CGI.1998.694277","url":null,"abstract":"The paper presents a method to render objects which consist of numerous small elements such as fur and leaves. The method visualizes both an effect under the pixel size such as the dark shade of fur toward viewers and an effect over the pixel size such as the shape of fur at contours. As for the effect under the pixel size, the intensity is computed based on the microstructure such as shadows by adjacent fur. After the intensity is computed, the shape of each element is generated by sweeping a two dimensional color element and applying transparency filters. Since shape generation is a post process, parameters such as length, width, curvature and color of small elements can be modified without repeating the intensity computation. It is useful for interactive design. The method is especially suitable to create still images because it is intrinsically two dimensional and screen resolution dependent. However techniques to keep three dimensional consistency and avoid problems of discreteness are taken into account for animation.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"32 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":"132984878","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: 2
Automatic exposure in computer graphics based on the minimum information loss principle 计算机图形学中基于最小信息丢失原理的自动曝光
Proceedings. Computer Graphics International (Cat. No.98EX149) Pub Date : 1998-06-22 DOI: 10.1109/CGI.1998.694325
L. Neumann, K. Matkovič, W. Purgathofer
{"title":"Automatic exposure in computer graphics based on the minimum information loss principle","authors":"L. Neumann, K. Matkovič, W. Purgathofer","doi":"10.1109/CGI.1998.694325","DOIUrl":"https://doi.org/10.1109/CGI.1998.694325","url":null,"abstract":"The available contrast of common display devices is much lower than image data often demand. Usually a variant of an average of the field of view is used to normalize the image. An alternative approach is introduced to define the mapping of rendered values to the displayable intensity range. The luminance range is chosen such that a minimum amount of information is lost thereby preserving the contrast ratio of all correctly displayed parts. The loss of information can be regulated by different error functions. If the loss is too large, the luminance range can be increased, but the original contrast is not presented any more. In this case the method represents an improvement of Schlick's (1994) mapping technique. The newly introduced method can be applied on color and gray scale images, rendered in absolute or fictitious units.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"34 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":"132541537","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: 27
Efficient parallel recursive voxelization for SGI Challenge multi-processor system SGI Challenge多处理器系统的高效并行递归体素化
Proceedings. Computer Graphics International (Cat. No.98EX149) Pub Date : 1998-06-22 DOI: 10.1109/CGI.1998.694251
N. Stolte, A. Kaufman
{"title":"Efficient parallel recursive voxelization for SGI Challenge multi-processor system","authors":"N. Stolte, A. Kaufman","doi":"10.1109/CGI.1998.694251","DOIUrl":"https://doi.org/10.1109/CGI.1998.694251","url":null,"abstract":"Recursive algorithms are generally not straightforward to be processed in parallel, particularly when an octree is involved. Some researchers have tried to process an octree in parallel, but this solution is restricted to recursive subdivision methods that guarantee surface containment in an octant. We show a whole class of recursive subdivision algorithms which does not fall into this category. Our approach solves this problem, accepting any kind of spatial recursive subdivision algorithm, by accessing and creating the octree serially, while the subdivision process is done in parallel. Thanks to our efficient octree generation algorithm, its access and creation times are meaningless in comparison to the subdivision process. We further show that our solution gives excellent results to the problem of surface voxelization using spatial recursive subdivision. The method can be also successfully applied to other computer intensive problems using spatial recursive subdivision.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"84 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":"121916808","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
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