Volume 24 (2005)
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Item Real-Time Shape Editing using Radial Basis Functions(The Eurographics Association and Blackwell Publishing, Inc, 2005) Botsch, Mario; Kobbelt, LeifItem An Efficient Information Hiding Algorithm for Polygon Models(The Eurographics Association and Blackwell Publishing, Inc, 2005) Wang, Chung-Ming; Cheng, Yu-MingItem A New Interpolatory Subdivision for Quadrilateral Meshes(The Eurographics Association and Blackwell Publishing Ltd., 2005) Li, G.; Ma, W.; Bao, H.This paper presents a new interpolatory subdivision scheme for quadrilateral meshes based on a 1-4 splitting operator. The scheme generates surfaces coincident with those of the Kobbelt interpolatory subdivision scheme for regular meshes. A new group of rules are designed for computing newly inserted vertices around extraordinary vertices. As an extension of the regular masks,the new rules are derived based on a reinterpretation of the regular masks. Eigen-structure analysis demonstrates that subdivision surfaces generated using the new scheme are C1 continuous and, in addition, have bounded curvature.Item Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hadwiger, Markus; Sigg, Christian; Scharsach, Henning; Buehler, Khatja; Gross, MarkusItem Realistic real-time rendering of landscapes using billboard clouds(The Eurographics Association and Blackwell Publishing, Inc, 2005) Behrendt, S.; Colditz, C.; Franzke, O.; Kopf, J.; Deussen, O.Item Dual Marching Cubes: Primal Contouring of Dual Grids(The Eurographics Association and Blackwell Publishing Ltd., 2005) Schaefer, Scott; Warren, JoeWe present a method for contouring an implicit function using a grid topologically dual to structured grids such as octrees. By aligning the vertices of the dual grid with the features of the implicit function, we are able to reproduce thin features of the extracted surface without excessive subdivision required by methods such as Marching Cubes or Dual Contouring. Dual Marching Cubes produces a crack-free, adaptive polygonalization of the surface that reproduces sharp features. Our approach maintains the advantage of using structured grids for operations such as CSG while being able to conform to the relevant features of the implicit function yielding much sparser polygonalizations than has been possible using structured grids.Item 2004 Eurographics Symposium on Parallel Graphics and Visualization(The Eurographics Association and Blackwell Publishing Ltd., 2005) Raffin, BrunoItem Lightness Perception in Tone Reproduction for High Dynamic Range Images(The Eurographics Association and Blackwell Publishing, Inc, 2005) Krawczyk, Grzegorz; Myszkowski, Karol; Seidel, Hans-PeterItem Re-coloring Images for Gamuts of Lower Dimension(The Eurographics Association and Blackwell Publishing, Inc, 2005) Rasche, Karl; Geist, Robert; Westall , JamesItem 3D Posture Reconstruction and Human Animation from 2D Feature Points(The Eurographics Association and Blackwell Publishing Ltd., 2005) Zhao, Jianhui; Li, Ling; Chee Keong, KwohAn optimal approach is proposed in this paper for posture reconstruction and human animation from 2D feature points extracted from the monocular images containing human motions. Biomechanical constraints are encoded in every joint of the adopted 3D skeletal human model to make sure that each state of the joints represents a physically valid posture. Size of the human model is adjusted to be consistent with the human figure represented by feature points. Energy Function is defined to represent the residuals between the extracted 2D feature points and the corresponding features resulted from projection of the 3D human model. Local Adjustment and Global Adjustment procedures are proposed to place the joints and body segments into proper locations and orientations in 3D space to create the posture with the minimum value of Energy Function. To find the optimal solution of the ill-posed recovery problem from 2D to 3D, Genetic Algorithm is employed in the high-dimensional parameter space by considering all the parameters simultaneously. Smooth and continuous changes between consecutive frames are considered in development of the human animation procedure. The proposed approach produces optimal reconstruction results of any possible human postures and movements. It is different from classical kinematics and dynamics formulations, and is an attempt to bridge the gap between computer vision and computer animation in human motion study.Item Harmonic Guidance for Surface Deformation(The Eurographics Association and Blackwell Publishing, Inc, 2005) Zayer, Rhaleb; Roessl, Christian; Karni, Zachi; Seidel, Hans-PeterItem Efficient Rendering of Local Subsurface Scattering(The Eurographics Association and Blackwell Publishing Ltd., 2005) Mertens, Tom; Kautz, Jan; Bekaert, Philippe; Van Reeth, Frank; Seidel, Hans-PeterA novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm, which operates in image space, and which is even amenable for implementation on graphics hardware. We demonstrate the applicability of our technique to the problem of skin rendering, for which the subsurface transport of light typically remains local. Our implementation shows that plausible images can be rendered interactively using hardware acceleration.Item Fast Final Gathering via Reverse Photon Mapping(The Eurographics Association and Blackwell Publishing, Inc, 2005) Havran, Vlastimil; Herzog, Robert; Seidel, Hans-PeterItem Kinematics, Dynamics, Biomechanics: Evolution of Autonomy in Game Animation(The Eurographics Association and Blackwell Publishing, Inc, 2005) Collins, SteveThe believeable portrayal of character performances is critical in engaging the immersed player in interactive entertainment. The story, the emotion and the relationship between the player and the world they are interacting within are hugely dependent on how appropriately the world s characters look, move and behave. We re concerned here with the character s motion; with next generation game consoles like Xbox360TM and Playstation the graphical representation of characters will take a major step forward which places even more emphasis on the motion of the character. The behavior of the character is driven by story and design which are adapted to game context by the game s AI system. The motion of the characters populating the game s world, however, is evolving to an interesting blend of kinematics, dynamics, biomechanics and AI drivenmotion planning.Our goal here is to present the technologies involved in creating what are essentially character automata, emotionless and largely brainless character shells that nevertheless exhibit enough "behavior" to move as directed while adapting to the environment through sensing and actuating responses. This abstracts the complexities of low level motion control, dynamics, collision detection etc. and allows the game s artificial intelligence system to direct these characters at a higher level.While much research has already been conducted in this area and some great results have been published, we will present the particular issues that face game developers working on current and next generation consoles, and how these technologies may be integrated into game production pipelines so to facilitate the creation of character performances in games. The challenges posed by the limited memory and CPU bandwidth (though this is changing somewhat with next generation) and the challenges of integrating these solutions with current game design approaches leads to some interesting problems, some of which the industry has solutions for and some others which still remain largely unsolved.Item Cubical Marching Squares: Adaptive Feature Preserving Surface Extraction from Volume Data(The Eurographics Association and Blackwell Publishing, Inc, 2005) Ho, Chien.-Chang; Wu, Fu-Che; Chen, Bing-Yu; Chuang, Yung-Yu; Ouhyoung, MingItem Temporally Coherent Irradiance Caching for High Quality Animation Rendering(The Eurographics Association and Blackwell Publishing, Inc, 2005) Smyk,, Miloslaw; Kinuwaki, Shin-ichi; Durikovic Roman; Myszkowski, KarolItem D-Charts: Quasi-Developable Mesh Segmentation(The Eurographics Association and Blackwell Publishing, Inc, 2005) Julius, Dan; Kraevoy, Vladislav; Sheffer, AllaItem Light Waving: Estimating Light Positions From Photographs Alone(The Eurographics Association and Blackwell Publishing, Inc, 2005) Winnemoeller, Holger; Mohan, Ankit; Tumblin, Jack; Gooch, BruceItem Modeling Color Properties of Tiled Displays(The Eurographics Association and Blackwell Publishing Ltd., 2005) Majumder, Aditi; Gopi, M.The concept of tiled displays can be successful only if such displays are made to look like a single display perceptually. The two issues that need to be solved to achieve this goal are geometric correction and color seamlessness of images spanning across tiles. Geometric correction algorithms borrow pin-hole camera models to model projector display geometry. In this paper, we introduce an abstract modeling function that describes the color seen by a viewer when displayed by a display device.Though this function can be used to model color displayed by any common display device, in this paper, we use it to model color in multiprojector display systems. We use the model to explain the reasons for different types of color variations in a multiprojector display, to compare different color correction algorithms, and to derive such algorithms directly from the model.Item CGForum 2005 Cover Image(The Eurographics Association and Blackwell Publishing Ltd., 2005)