Volume 21 (2002)
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Item The 3D Model Acquisition Pipeline(Blackwell Publishers Ltd and the Eurographics Association, 2002) Bernardini, Fausto; Rushmeier, HollyThree-dimensional (3D) image acquisition systems are rapidly becoming more affordable, especially systems based on commodity electronic cameras. At the same time, personal computers with graphics hardware capable of displaying complex 3D models are also becoming inexpensive enough to be available to a large population. As a result, there is potentially an opportunity to consider new virtual reality applications as diverse as cultural heritage and retail sales that will allow people to view realistic 3D objects on home computers.Although there are many physical techniques for acquiring 3D data-including laser scanners, structured light and time-of-flight-there is a basic pipeline of operations for taking the acquired data and producing a usable numerical model. We look at the fundamental problems of range image registration, line-of-sight errors, mesh integration, surface detail and color, and texture mapping. In the area of registration we consider both the problems of finding an initial global alignment using manual and automatic means, and refining this alignment with variations of the Iterative Closest Point methods. To account for scanner line-of-sight errors we compare several averaging approaches. In the area of mesh integration, that is finding a single mesh joining the data from all scans, we compare various methods for computing interpolating and approximating surfaces. We then look at various ways in which surface properties such as color (more properly, spectral reflectance) can be extracted from acquired imagery. Finally, we examine techniques for producing a final model representation that can be efficiently rendered using graphics hardware.Item Artistic Surface Rendering Using Layout of Text(Blackwell Publishers Ltd and the Eurographics Association, 2002) Surazhsky, Tatiana; Elber, GershonAn artistic rendering method of free-form surfaces with the aid of half-toned text that is laid-out on the given surface is presented. The layout of the text is computed using symbolic composition of the free-form parametric surface S(u, v) with cubic or linear Bezier curve segments C(t) = cu (t), cv (t), comprising the outline of the text symbols. Once the layout is constructed on the surface, a shading process is applied to the text, affecting the width of the symbols as well as their color, according to some shader function. The shader function depends on the surface orientation and the view direction as well as the color and the direction or position of the light source.Item Modeling Surperspective Projection of Landscapes for Geographical Guide-Map Generation(Blackwell Science Ltd and the Eurographics Association, 2002) Takahashi, Shigeo; Ohta, Naoya; Nakamura, Hiroko; Takeshima, Yuriko; Fujishiro, IsseiIt is still challenging to generate hand-drawn pictures because they differ from ordinary photographs in that they are often drawn as seen from multiple viewpoints. This paper presents a new approach for modeling such surperspective projection based on shape deformation techniques. Specifically, surperspective landscape images for guide-maps are generated from 3D geographical elevation data. Our method first partitions a target geographical surface into feature areas to provide designers with landmarks suitable for editing. The system takes as input 2D visual effects, which are converted to 3D geometric constraints for geographical surface deformation. Using ordinary perspective projection, the deformed shape is then transformed into a target guide-map image where each landmark enjoys its own vista points. An algorithm for calculating such 2D visual effects semi-automatically from the geographical shape features is also considered.Item Geometric Snakes for Triangular Meshes(Blackwell Publishers, Inc and the Eurographics Association, 2002) Lee, Y.; Lee, S.Feature detection is important in various mesh processing techniques, such as mesh editing, mesh morphing, mesh compression, and mesh signal processing. In spite of much research in computer vision, automatic feature detection even for images still remains a difficult problem. To avoid this difficulty, semi-automatic or interactive techniques for image feature detection have been investigated. In this paper, we propose a geometric snake as an interactive tool for feature detection on a 3D triangular mesh. A geometric snake is an extension of an image snake, which is an active contour model that slithers from its initial position specified by the user to a nearby feature while minimizing an energy functional. To constrain the movement of a geometric snake onto the surface of a mesh, we use the parameterization of the surrounding region of a geometric snake. Although the definition of a feature may vary among applications, we use the normal changes of faces to detect features on a mesh. Experimental results demonstrate that geometric snakes can successfully capture nearby features from user-specified initial positions.Item A Solid Model Based Virtual Hairy Brush(Blackwell Publishers, Inc and the Eurographics Association, 2002) Xu, Songhua; Tang, Min; Lau, Francis; Pan, YunheWe present the detailed modeling of the hairy brush used typically in Chinese calligraphy. The complex model, which includes also a model for the ink and the paper, covers the various stages of the brush going through a calligraphy process. The model relies on the concept of writing primitives, which are the smallest units of hair clusters, to reduce the load on the simulation. Each such primitive is constructed through the general sweeping operation in CAD and described by a NURBS surface. The writing primitives dynamically adjust themselves during the virtual writing process, leaving an imprint on the virtual paper as they move. The behavior of the brush is an aggregation of the behavior of all the writing primitives. A software system based on the model has been built and tested. Samples of imitation artwork from using the system were obtained and found to be nearly indistinguishable from the real artwork.Categories and Subject Descriptors (according to ACM CCS): I.3.6 [Methodology and Techniques]: Interaction techniques I.3.5 [Computational Geometry and Object Modeling]: Physically based modeling I.3.4 [Graphics Utilities]: Paint systemsItem Slow Growing Subdivision (SGS) in Any Dimension: Towards Removing the Curse of Dimensionality(Blackwell Publishers, Inc and the Eurographics Association, 2002) Pascucci, V.In recent years subdivision methods have been one of the most successful techniques applied to the multi-resolution representation and visualization of surface meshes. Extension these techniques to the volumetric case would enable their use in a broad class of applications including solid modeling, scientific visualization and mesh generation. Unfortunately, major challenges remain unsolved both in the generalization of the combinatorial structure of the refinement procedure and in the analysis of the smoothness of the limit mesh.In this paper we mainly tackle the first part of the problem introducing a subdivision scheme that generalizes to 3D and higher dimensional meshes without the excessive vertex proliferation typical of tensor-product refinements. The main four qualities of our subdivision procedure are: (i) the rate of refinement does not grow with the dimension of the mesh, (ii) adaptive refinement of the mesh is possible without introducing special temporary cell decompositions, (iii) the cells of the base meshes can have virtually unrestricted topology, and (iv) 'sharp' features of different dimensions can be incorporated naturally.We use a narrow averaging mask that is applied to the vertices of the mesh and/or to eventual functions defined on the mesh. The general study of the limit smoothness of the approach requires new analysis techniques that are beyond the scope of this paper.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Curve, surface, solid, and object representations. Volumetric meshes, recursive subdivision methods.Item Eurographics 2001(Blackwell Publishers Ltd and the Eurographics Association, 2002)Item Hardware Accelerated Interactive Vector Field Visualization: A level of detail approach(Blackwell Publishers, Inc and the Eurographics Association, 2002) Bordoloi, Udeepta; Shen, Han-WeiThis paper presents an interactive global visualization technique for dense vector fields using levels of detail. We introduce a novel scheme which combines an error-controlled hierarchical approach and hardware acceleration to produce high resolution visualizations at interactive rates. Users can control the trade-off between computation time and image quality, producing visualizations amenable for situations ranging from high frame-rate previewing to accurate analysis. Use of hardware texture mapping allows the user to interactively zoom in and explore the data, and also to configure various texture parameters to change the look and feel of the visualization. We are able to achieve sub-second rates for dense LIC-like visualizations with resolutions in the order of a million pixels for data of similar dimensions.Categories and Subject Descriptors (according to ACM CCS): I.3 [Computer Graphics]: ApplicationsItem Using Perceptual Texture Masking for Efficient Image Synthesis(Blackwell Publishers, Inc and the Eurographics Association, 2002) Walter, Bruce; Pattanaik, Sumanta N.; Greenberg, Donald P.Texture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or lighting. This ability can be used to substantially accelerate rendering by eliminating computations when the resulting errors will be perceptually insignificant.Our new method precomputes the masking ability of textures using aspects of the JPEG image compression standard. This extra information is stored as threshold elevation factors in the texture's mip-map and interpolated at image generation time as part of the normal texture lookup process. Any algorithm which uses error tolerances or visibility thresholds can then take advantage of texture masking. Applications to adaptive shadow testing, irradiance caching, and path tracing are demonstrated.Unlike prior methods, our approach does not require that initial images be computed before masking can be exploited and incurs only negligible runtime computational overhead. Thus, it is much easier to integrate with existing rendering systems for both static and dynamic scenes and yields computational savings even when only small amounts of texture masking are present.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing, and textureItem Virtual Visual Servoing: a framework for real-time augmented reality(Blackwell Publishers, Inc and the Eurographics Association, 2002) Marchand, Eric; Chaumette, FrancoisThis paper presents a framework to achieve real-time augmented reality applications. We propose a framework based on the visual servoing approach well known in robotics. We consider pose or viewpoint computation as a similar problem to visual servoing. It allows one to take advantage of all the research that has been carried out in this domain in the past. The proposed method features simplicity, accuracy, efficiency, and scalability wrt. to the camera model as well as wrt. the features extracted from the image. We illustrate the efficiency of our approach on augmented reality applications with various real image sequences.Item A Simple and Robust Mutation Strategy for the Metropolis Light Transport Algorithm(Blackwell Publishers, Inc and the Eurographics Association, 2002) Kelemen, Csaba; Szirmay-Kalos, Laszlo; Antal, Gyorgy; Csonka, FerencThis paper presents a new mutation strategy for the Metropolis light transport algorithm, which works in the unit cube of pseudo-random numbers instead of mutating in the path space. This transformation makes the integrand have lower variation and thus increases the acceptance probability of the mutated samples. Higher acceptance ratio, in turn, reduces the correlation of the samples, which increases the speed of convergence. We use both local mutations that choose a new random sample in the neighborhood of the previous one, and global mutations that make 'large steps', and find the samples independently. Local mutations smooth out the result, while global mutations guarantee the ergodicity of the process. Due to the fact that samples are generated independently in large steps, this method can also be considered as a combination of the Metropolis algorithm with a classical random walk. If we use multiple importance sampling for this combination, the combined method will be as good at bright regions as the Metropolis algorithm and at dark regions as random walks. The resulting scheme is robust, efficient, but most importantly, is easy to implement and to combine with an arbitrary random-walk algorithm.Item Dynamic Textures for Image-based Rendering of Fine-Scale 3D Structure and Animation of Non-rigid Motion(Blackwell Publishers, Inc and the Eurographics Association, 2002) Cobzas, Dana; Yerex, Keith; Jagersand, MartinThe problem of capturing real world scenes and then accurately rendering them is particularly difficult for fine-scale 3D structure. Similarly, it is difficult to capture, model and animate non-rigid motion. We present a method where small image changes are captured as a time varying (dynamic) texture. In particular, a coarse geometry is obtained from a sample set of images using structure from motion. This geometry is then used to subdivide the scene and to extract approximately stabilized texture patches. The residual statistical variability in the texture patches is captured using a PCA basis of spatial filters. The filters coefficients are parameterized in camera pose and object motion. To render new poses and motions, new texture patches are synthesized by modulating the texture basis. The texture is then warped back onto the coarse geometry. We demonstrate how the texture modulation and projective homography-based warps can be achieved in real-time using hardware accelerated OpenGL. Experiments comparing dynamic texture modulation to standard texturing are presented for objects with complex geometry (a flower) and non-rigid motion (human arm motion capturing the non-rigidities in the joints, and creasing of the shirt).Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Image Based RenderingItem An Adaptive Sampling Scheme for Out-of-Core Simplification(Blackwell Publishers Ltd and the Eurographics Association, 2002) Fei, Guangzheng; Cai, Kangying; Guo, Baining; Wu, EnhuaCurrent out-of-core simplification algorithms can efficiently simplify large models that are too complex to be loaded in to the main memory at one time. However, these algorithms do not preserve surface details well since adaptive sampling, a typical strategy for detail preservation, remains to be an open issue for out-of-core simplification. In this paper, we present an adaptive sampling scheme, called the balanced retriangulation (BR), for out-of-core simplification. A key idea behind BR is that we can use Garland's quadric error matrix to analyze the global distribution of surface details. Based on this analysis, a local retriangulation achieves adaptive sampling by restoring detailed areas with cell split operations while further simplifying smooth areas with edge collapse operations. For a given triangle budget, BR preserves surface details significantly better than uniform sampling algorithms such as uniform clustering. Like uniform clustering, our algorithm has linear running time and small memory requirement.Item Eurographics 2002(Blackwell Publishers, Inc and the Eurographics Association, 2002) Scheel, AnnetteItem An Efficient Method for Rendering Underwater Optical Effects Using Graphics Hardware(Blackwell Publishers, Inc and the Eurographics Association, 2002) Iwasaki, Kei; Dobashi, Yoshinori; Nishita, TomoyukiThe display of realistic natural scenes is one of the most important research areas in computer graphics. Therendering of water is one of the essential components. This paper proposes an efficient method for renderingimages of scenes within water. For underwater scenery, the shafts of light and caustics are attractive and importantelements. However, computing these effects is difficult and time-consuming since light refracts when passingthrough waves. To address the problem, our method makes use of graphics hardware to accelerate the computation.Our method displays the shafts of light by accumulating the intensities of streaks of light by using hardware colorblending functions. Making use of a Z-buffer and a stencil buffer accelerates the rendering of caustics. Moreover,by using a shadow mapping technique, our method can display shafts of light and caustics taking account ofshadows due to objects.ACM CSS: I. 3.1 Computer Graphics-Hardware Architecture, I. 3.7 Computer Graphics-Three-DimensionalGraphics and RealismItem Hierarchical Impostors for the Flocking Algorithm in 3D(Blackwell Publishers, Inc and the Eurographics Association, 2002) O'Hara, NoelThe availability of powerful and affordable 3D PC graphics boards has made the rendering of rich immersiveenvironments possible at interactive speeds. The scene update rate and the appropriate behaviour of objects withinthe world are central to this immersive feeling. This paper is concerned with the behaviour computations involvedin the flocking algorithm, which has been used extensively to emulate the flocking behaviour of creatures found innature. The main contribution of this paper is a new method for hierarchically combining portions of the flocksinto groups to reduce the cost of the behavioural computation, allowing far larger flocks to be updated in real-timein the world.ACM CSS: I.3.7 Three-Dimensional Graphics and Realism-AnimationItem Representation of Pseudo Inter-reflection and Transparency by Considering Characteristics of Human Vision(Blackwell Publishers, Inc and the Eurographics Association, 2002) Matsuoka, H.; Takeuchi, T.; Kitazawa, H.; Onozawa, A.We have succeeded in developing a quick and fully automated system that can generate photo-realistic 3D CG data based on a real object. A major factor in this success comes from our findings through psychophysical experiments that human observers do not have an accurate idea of what should be actually reflected as inter-reflections on the surface of an object. Taking advantage of this characteristic of human vision, we propose a new inter-reflection representation technique in which inter-reflections are simulated by allowing the same quantity of reflection components as there are in the background to pass through the object. Since inter-reflection and transparency are calculated by the same algorithm, our system can capture 3D CG data from various real objects having a strong inter-reflection, such as plastic and porcelain items or translucent glass and acrylic resin objects. The synthetic images from the 3D CG data generated with this pseudo inter-reflection and transparency look very natural. In addition, the 3D CG data and synthetic images are produced quickly at a lower cost.Item Levels of Detail for Crowds and Groups(Blackwell Publishers, Inc and the Eurographics Association, 2002) O'Sullivan, C.; Cassell, J.; Vilhjalmsson, H.; Dingliana, J.; Dobbyn, S.; McNamee, B. and Peters, C. and Giang, T.Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. Approaches that reduce the complexity of motions generated have also been proposed. In this paper, we describe ongoing development of a framework for Adaptive Level Of Detail for Human Animation (ALOHA), which incorporates levels of detail for not only geometry and motion, but also includes a complexity gradient for natural behaviour, both conversational and social.ACM CSS: I.3.7 Three-Dimensional Graphics and Realism-AnimationItem Eurographics Ireland 2002 Workshop(Blackwell Publishers, Inc and the Eurographics Association, 2002) O'Sullivan, CarolItem New Eurographics Fellow(Blackwell Publishers, Inc and the Eurographics Association, 2002)