{"title":"3D-visualization of garments","authors":"K. Rödiger","doi":"10.1109/CGI.1998.694291","DOIUrl":"https://doi.org/10.1109/CGI.1998.694291","url":null,"abstract":"This paper reports on a project, called CADwalk, for the three-dimensonal display of garments on commonly used PCs. The basic idea is to show a customer in a taylor's workshop, in a made-to-measure shop or in a designer studio how she or he looks in the new clothes, before the cloth is cut. This contribution therefore deals with problems of constructing realistic computer models of the customer, of scaling anthropometrical figurines, of algorithms for modelling two-dimensional patterns onto 3D-figurines. The name of the project is derived from CAD and catwalk.","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":"122324879","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":"Real time muscle deformations using mass-spring systems","authors":"L. Nedel, D. Thalmann","doi":"10.1109/CGI.1998.694263","DOIUrl":"https://doi.org/10.1109/CGI.1998.694263","url":null,"abstract":"We propose a method to simulate muscle deformation in real-time, still aiming at satisfying visual results; that is, we are not attempting perfect simulation but building a useful tool for interactive applications. Muscles are represented at 2 levels: the action lines and the muscle shape. The action line represents the force produced by a muscle on the bones, while the muscle shapes used in the simulation consist of a surface based model fitted to the boundary of medical image data. The algorithm to model muscle shapes is described. To physically simulate deformations, we used a mass-spring system with a new kind of springs called \"angular springs\" which were developed to control the muscle volume during simulation. Results are presented as examples at the end of the paper.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"22 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":"127067278","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 visualization of particle systems","authors":"A. Backes, A. Dahr, M. Rumpf","doi":"10.1109/CGI.1998.694254","DOIUrl":"https://doi.org/10.1109/CGI.1998.694254","url":null,"abstract":"The interest in particle methods and gridless discretizations has been increasing enormously in recent times: a development which is especially boosted by the rapid progress of hardware capabilities and the design of new highly sophisticated algorithms, thanks to which nowadays systems of several millions degrees of freedom can be simulated. Consequently there is a high demand for interactive visualization tools to explore the huge amount of data. Several techniques for visualizing particle systems are presented. These methods are based on efficient algorithms and models and make frequent use of the texture mapping capabilities of modern graphics hardware to improve the efficiency of scene display and, for example, to display properly illuminated particle traces. The main stress of the discussion is put on the presentation of a multiresolutional concept that enables the visualization of systems which even consist of several millions of particles. Its basic idea is to display a density function instead of resolving regions of high particle density particlewise. Therefore we construct two adaptive hierarchical trees, one of which is to store the particle information, whereas the other one contains complete density information. For the sake of economical memory management, both trees are efficiently stored in hash tables.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"17 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":"121195939","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":"A data dependent triangulation for vector fields","authors":"G. Scheuermann, H. Hagen","doi":"10.1109/CGI.1998.694255","DOIUrl":"https://doi.org/10.1109/CGI.1998.694255","url":null,"abstract":"The article deals with dependencies of a piecewise linear vector field and the triangulation of the domain. It shows that the topology of the field may depend on the triangulation and gives a suitable choice to obtain a simple topology by changes of the triangulation. The main point is the appearance of pairs of critical points with positive and negative Poincare index. Many of these occurrences can be avoided by changing the grid. This is proved in the article. An algorithm is presented which uses these results to extract simpler topological skeletons than usual methods. Finally there are several examples comparing these algorithms to demonstrate the effects of the data dependent triangulation.","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":"129806081","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":"Graph-based surface reconstruction using structures in scattered point sets","authors":"R. Mencl, H. Müller","doi":"10.1109/CGI.1998.694281","DOIUrl":"https://doi.org/10.1109/CGI.1998.694281","url":null,"abstract":"The authors present an algorithm for the reconstruction of a surface from an unorganized set of points in space. The point data may be obtained from a laser range scanner or any other digitizing tool to describe the shape of the object(s). The basic idea of the algorithm is to construct some kind of wire frame for the surface, the so-called surface description graph. This is performed by applying several steps. In the final part of the algorithm this wire frame is then filled with triangles. Each step uses rules for the reconstruction which are based on human knowledge in geometric structures. These rules are designed to allow the reconstruction of artificial objects as well as natural objects and are extendable in many aspects for ongoing research. As a result of this approach, the algorithm is able to reconstruct surfaces in data sites with changing point density as well as high curvature of the surface. In addition, it automatically recognizes the number of objects covered in the point set. Several examples are given to demonstrate its features.","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":"130666734","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":"Virtual humans in CyberDance","authors":"S. Carion, Gaël Sannier, N. Magnenat-Thalmann","doi":"10.1109/CGI.1998.694262","DOIUrl":"https://doi.org/10.1109/CGI.1998.694262","url":null,"abstract":"This paper presents an account of a Cyberdance performance involving both real and virtual dancers. Preparing for this performance required the integration of a number of virtual human modules into a single system framework capable of handling all aspects of the show. We describe the modules that deal with creation, modeling and texturing the virtual humans, as well as those that manage the animation of bodies within real-time applications, and control several bodies simultaneously, as choreographed. Real-time hand deformation and facial animation modules increase the realism of the virtual dancers. Two techniques are described for improving the quality of the rendering in the virtual component of the scenario. We describe the VR devices for merging the interactive dancers into the virtual environment. In conclusion, we report on experiences during the actual presentation of the show and suggest topics for future research into improvements of various parts of our system.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"26 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":"121701811","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":"Illumination dependent refinement of multiresolution meshes","authors":"A. Schilling, R. Klein, W. Straßer","doi":"10.1109/CGI.1998.694326","DOIUrl":"https://doi.org/10.1109/CGI.1998.694326","url":null,"abstract":"State of the art multiresolution modeling allows to selectively refine a coarse mesh of an object on the visually important parts. In this way it is possible to render the geometry of a given object accurately with a minimum number of triangles. There are also approaches that use cones of normal vectors to perform illumination dependent selective refinement. This includes the correct rendering of highlights and transitions between lit and unlit areas of an object. The drawback of these approaches is that using only the normal cone for the detection gives only a very poor criteria to detect the problematic cases. Therefore, too much refinement has to be performed which in most cases prevents real time update rates between successive frames. The authors describe a new approach for better estimation of normal deviations between different levels of detail. This allows for accurate lighting with a minimum number of triangles.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"55 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120851575","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":"WebVizard: intelligent system for geodata visualization and CBT in the WWW","authors":"S. Göbel","doi":"10.1109/CGI.1998.694259","DOIUrl":"https://doi.org/10.1109/CGI.1998.694259","url":null,"abstract":"The aim of this paper is primarily to cover the possibilities and problems of GIS in the WWW. A second aim is to show trends in the areas of CBT and Teleteaching in general and one possible approach of using CBT in a GIS, namely WEBVIZARD. In the WWW there are many Geographic Information Systems (GIS) which use databases. But the possibilities of data access and data visualization are restricted because of the inflexibility of their default data queries and visualization techniques. WEB VIZARD is an intelligent and flexible client/server system providing access and visualization of geographic data in the World-Wide-Web. It employs a knowledge-based system to create effective visualizations that fit the data characteristics and user requirements. Furthermore WEB VIZARD takes into account peculiarities of the WWW, and special techniques like metadata concepts or generalization algorithms are used for minimizing the data volume of communication between WWW-browser/client and WWW-server. In order to improve user-friendliness, WEB VIZARD offers a comprehensive support system and also GUI's considering Software ergonomic aspects during development. Java across the Internet represents a perfect platform for CBT and Teleteaching. Due to this fact I examined the usage of several methodical/didactical concepts in the environment of the WWW. Based on the results of my examination, I developed a learning system prototype-using the concepts of the Leittextmethode-and integrated it into WebVizard.","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":"114345957","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":"Virtual reality-new methods for improving and accelerating the development process in vehicle styling and design","authors":"F. Purschke, M. Schulze, P. Zimmermann","doi":"10.1109/CGI.1998.694338","DOIUrl":"https://doi.org/10.1109/CGI.1998.694338","url":null,"abstract":"The article describes the use of virtual reality techniques during the car development process at Volkswagen. A brief definition of virtual reality is given and it is pointed out that virtual reality has to be understood as a method and not only as a tool. There is a short introduction of the research topics that are investigated by the VR-Lab. Some of them are presented in more detail. It is shown which steps have to be taken to get a virtual reality design review model. The problems are pointed out and possible solutions are described. An interface to the 3D human model, RAMSIS, has been implemented. RAMSIS is the result of a joint venture of German car companies and two seat manufacturers. The goal of implementing RAMSIS was to generate a realistic simulation of human beings in car interiors and work places. The integration of the CAD geometry kernel, ACIS, enhances the analytical possibilities of the virtual reality system by adding the same parametric surfaces used by the original CAD system and providing a wide variety of CAD functionality (e.g. cutting planes, distance measuring, Boolean operations). A 3D interaction model for modifying colors and surface structures of car interiors provides an easy and intuitive access to the geometric models concerned. Arbitrary components can be selected freely within the virtual environment and they can be manipulated \"by a wave\" of the hand.","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":"131282052","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":"Robust tessellation of trimmed rational B-spline surface patches","authors":"W. Cho, T. Maekawa, N. Patrikalakis, J. Peraire","doi":"10.1109/CGI.1998.694308","DOIUrl":"https://doi.org/10.1109/CGI.1998.694308","url":null,"abstract":"We present an unstructured triangular mesh generation algorithm that approximates a set of mutually non-intersecting simple trimmed rational B-spline surface patches within a user specified geometric tolerance. The proposed method uses numerically robust interval geometric representations/computations and also addresses the problem of topological consistency (homeomorphism) between the exact geometry and its approximation. Those are among the most important outstanding issues in geometry approximation problems. Our surface tessellation algorithm is based on the unstructured Delaunay mesh approach which leads to an efficient adaptive triangulation. A robust decision criterion is utilized to prevent possible failures in the conventional Delaunay triangulation. To satisfy the prescribed geometric tolerance, an adaptive node insertion algorithm is employed. Unstructured triangular meshes for free-form surfaces frequently involve triangles with high aspect ratio and accordingly, result in ill-conditioned meshing. Our proposed algorithm constructs 2D triangulation domains which sufficiently preserve the shape of triangles when mapped into 2D space and furthermore, the algorithm provides an efficient method that explicitly controls the aspect ratio of the triangular elements.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"17 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":"123023787","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}