{"title":"Visualization of geographic data using VRML-an Internet client, for a geographic information system (GIS)","authors":"John Dieter Stüwe, C. Lenz, G. Domik","doi":"10.1109/CGI.1998.694258","DOIUrl":"https://doi.org/10.1109/CGI.1998.694258","url":null,"abstract":"For centuries, geographic data has been visualized and published in the form of static maps and displays. However with the advent of geographic information systems (GIS) it becomes possible to make use of new electronical means for both publishing and visualizing geographic data. The paper describes the concept of a World Wide Web client that can directly request data from a GIS, displaying it as a three dimensional VRML world. For an evaluation of this concept and for performance testing, a first prototype has been realized.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"173 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":"133102061","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":"Deforming virtual objects with an instrumented glove","authors":"K. Hui, M. Ma","doi":"10.1109/CGI.1998.694290","DOIUrl":"https://doi.org/10.1109/CGI.1998.694290","url":null,"abstract":"A virtual hand controlled with an instrumented glove is used for visualizing the interaction between the hand and a virtually deformable object. Using a sphere-tree representation, collision between the fingers and the object is detected. Contacts between the virtual hand and the object are used for establishing constraints for the evaluation of deformation based on the finite element technique. Experiments showed that the critical process for attaining interactive response is the inversion of the stiffness matrix in finite element analysis. By using a parallel processing technique for the matrix inversion process, interactive response is attained for objects with a mesh composed of 300 nodes.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"15 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":"132043191","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":"The Styria Flyover-LOD management for huge textured terrain models","authors":"M. Kofler, M. Gervautz, M. Gruber","doi":"10.1109/CGI.1998.694298","DOIUrl":"https://doi.org/10.1109/CGI.1998.694298","url":null,"abstract":"With the Styria Flyover one can virtually fly over Styria, a province of Austria. The countryside is characterized by a mixture of rather flat regions in the south east and mountains up to 3000 m in the north west. The digital model covers Styria and parts of its adjoining provinces (30,000 km/sup 2/); it is based on a DTM consisting of more than 23 million triangles and on 50 Mbyte texture data (satellite images). The framework combines an R-tree data structure with efficient LOD management (automatic mesh refinement), progressive rendering and dynamic performance adjustment. On a SGI O2 it delivers more than 8 frames per second. The authors' approach demonstrates that efficient algorithms make a fast 3D GIS user interface possible without spending a fortune on hardware. The paper focuses on techniques and data structures to maximize the performance of visualization.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"104 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":"132094736","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":"Synthesis of facial expressions for semantic coding of videophone sequences","authors":"M. Kampmann, Bruno Nagel","doi":"10.1109/CGI.1998.694304","DOIUrl":"https://doi.org/10.1109/CGI.1998.694304","url":null,"abstract":"A method for the synthesis of facial expressions for semantic coding of videophone sequences is presented. Firstly, a generic 3D face model is automatically adapted to the eyes, mouth, eyebrows, nose and chin and cheek contours of the individual face in the sequence. Secondly, a synthesis of facial expressions of this individual face is carried out using a model of the human facial muscles. Applying the described algorithms to the videophone sequences Akiyo and Miss America (CIF 10 Hz), the face model is successfully adapted at the beginning of the videophone sequence and facial expressions of the individual faces are synthesized.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"129 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":"134499419","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 shape abstraction paradigm for modelling geometry and semantics","authors":"B. Falcidieno, M. Spagnuolo","doi":"10.1109/CGI.1998.694323","DOIUrl":"https://doi.org/10.1109/CGI.1998.694323","url":null,"abstract":"The aim of the paper is to propose a unified modelling paradigm for shape analysis and synthesis. It is a result of efforts made for the last few years to understand the meaning of shape and how current geometric modelling systems can represent and manipulate it. The concepts discussed in the first part are further illustrated through the description of two significant applications developed at the Institute for Applied Mathematics.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"23 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":"132402683","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":"Memory management schemes for radiosity computation in complex environments","authors":"Daniel Méneveaux, K. Bouatouch, E. Maisel","doi":"10.1109/CGI.1998.694329","DOIUrl":"https://doi.org/10.1109/CGI.1998.694329","url":null,"abstract":"Hierarchical radiosity is a very demanding process in terms of computation time and memory resources even for scenes of moderate complexity. To handle complex environments which don't fit in the memory, new solutions have to be devised. One solution is to partition the scene into subsets of polygons (3D cells or clusters) and to maintain in memory only some of them. The radiosity computation is performed only for this resident subset which changes during the resolution process. This change entails many read and write operations from or onto the disk. These disk transfers must be ordered to make the radiosity algorithms tractable. The authors propose different ordering strategies which can be seen as complementary to those devised by Teller (1994).","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":"129470069","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":"Digital robbery; authors are not unprotected","authors":"J. Garofalakis, Panagiotis Kappos, S. Sirmakessis","doi":"10.1109/CGI.1998.694310","DOIUrl":"https://doi.org/10.1109/CGI.1998.694310","url":null,"abstract":"The growth of networked systems has magnified the use of raw resources such as images, animations, videos, etc. The networking facilities between different systems and the lack of security between them have introduced the need for image, animation and video copyright protection. One approach used to address this problem is the use of structure that can seal or mark any digital material. These structures are called watermarks. In this paper, we present different solutions, commercial, freeware or scientific, for the marking of multimedia objects.","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":"132670837","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":"Adaptive subdivision curves and surfaces","authors":"H. Müller, Reinhard Jaeschke","doi":"10.1109/CGI.1998.694249","DOIUrl":"https://doi.org/10.1109/CGI.1998.694249","url":null,"abstract":"Well-known schemes of subdivision curves and surfaces are modified so that they allow an adaptive refinement. Adaptation is controlled by an error measure which indicates for the vertices of a mesh whether the approximation is sufficient. The adaptive constructions are based on local operations of refining or coarsening. They allow to reach all other subdivisions, in particular the non-adaptive ones, from any given subdivision. The local operations also make possible, besides static top-down and bottom-up calculations, the fully dynamic adaptation of a given mesh to varying error conditions, for instance caused by changes of view during visualization of the curve or surface. The adaptive constructions reduce the computational requirements.","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":"123063817","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":"Efficient and reliable triangulation of polygons","authors":"M. Held","doi":"10.1109/CGI.1998.694322","DOIUrl":"https://doi.org/10.1109/CGI.1998.694322","url":null,"abstract":"The author discusses a triangulation algorithm that is based on repeatedly clipping ears of a polygon. The main focus of the work was on designing an algorithm that is (1) completely reliable, (2) easy to implement, and (3) fast in practice. The algorithm was implemented in ANSI C, based on floating-point arithmetic. Due to a series of heuristics that get applied as a back-up for the standard ear-clipping process if the code detects deficiencies in the input polygon, the triangulation code can handle any type of polygonal input data, be it simple or not. Based on his implementation he reports on different strategies (geometric hashing, bounding volume trees) for speeding up the ear-clipping process in practice. The code has been tuned accordingly, and CPU-time statistics document that it tends to be faster than other popular triangulation codes. The code forms the core of a package for triangulating the faces of 3D polyhedra, and it has been successfully incorporated into two industrial graphics packages.","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":"129135530","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":"Automatic 3D model acquisition from uncalibrated image sequences","authors":"R. Koch, M. Pollefeys, L. Gool","doi":"10.1109/CGI.1998.694318","DOIUrl":"https://doi.org/10.1109/CGI.1998.694318","url":null,"abstract":"In this paper the problem of obtaining 3D models from image sequences is addressed. The proposed method deals with uncalibrated monocular image sequences. No prior knowledge about the scene or about the camera is necessary to build the 3D models. The only assumptions are the rigidity of the scene objects and opaque object surfaces. The modeling system uses a 3-step approach. First, the camera pose and intrinsic parameters are calibrated by tracking salient feature points throughout the sequence. Next, consecutive images of the sequence are treated as stereoscopic image pairs and dense correspondence maps are computed by area matching. Finally, dense and accurate depth maps are computed by linking together all correspondences over the viewpoints. The depth maps are converted to triangular surfaces meshes that are texture mapped for photo-realistic appearance. The feasibility of the approach has been tested on both real and synthetic data and is illustrated here on several outdoor image sequences.","PeriodicalId":434370,"journal":{"name":"Proceedings. Computer Graphics International (Cat. No.98EX149)","volume":"1776 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":"129552354","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}