As plants are an inevitable part of our world, virtual plants are an expected part of a virtual environment. We present a method for creating, growing and visualization of virtual plants in the virtual world. Plants are created in the open-source 3D modelling platform GroIMP, which is based on growth grammars implemented as the programming language XL (eXtended L-system language). Textures created from photographs of the plants are used to enhance realism of the models.
{"title":"Growing virtual plants for virtual worlds","authors":"K. Smolenová, R. Hemmerling","doi":"10.1145/1921264.1921280","DOIUrl":"https://doi.org/10.1145/1921264.1921280","url":null,"abstract":"As plants are an inevitable part of our world, virtual plants are an expected part of a virtual environment. We present a method for creating, growing and visualization of virtual plants in the virtual world. Plants are created in the open-source 3D modelling platform GroIMP, which is based on growth grammars implemented as the programming language XL (eXtended L-system language). Textures created from photographs of the plants are used to enhance realism of the models.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125566359","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}
J. A. Bærentzen, S. Nielsen, Mikkel Gjøl, Bent Dalgaard Larsen
Two novel and robust techniques for wireframe drawing are proposed. Neither suffer from the well-known artifacts associated with the standard two pass, offset based techniques for wireframe drawing. Both methods draw prefiltered lines and produce high-quality antialiased results without super-sampling. The first method is a single pass technique well suited for convex N-gons for small N (in particular quadrilaterals or triangles). It is demonstrated that this method is more efficient than the standard techniques and ideally suited for implementation using geometry shaders. The second method is completely general and suited for arbitrary N-gons which need not be convex. Lastly, it is described how our methods can easily be extended to support various line styles.
{"title":"Two methods for antialiased wireframe drawing with hidden line removal","authors":"J. A. Bærentzen, S. Nielsen, Mikkel Gjøl, Bent Dalgaard Larsen","doi":"10.1145/1921264.1921300","DOIUrl":"https://doi.org/10.1145/1921264.1921300","url":null,"abstract":"Two novel and robust techniques for wireframe drawing are proposed. Neither suffer from the well-known artifacts associated with the standard two pass, offset based techniques for wireframe drawing. Both methods draw prefiltered lines and produce high-quality antialiased results without super-sampling. The first method is a single pass technique well suited for convex N-gons for small N (in particular quadrilaterals or triangles). It is demonstrated that this method is more efficient than the standard techniques and ideally suited for implementation using geometry shaders. The second method is completely general and suited for arbitrary N-gons which need not be convex. Lastly, it is described how our methods can easily be extended to support various line styles.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"103 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117317587","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}
This paper presents a GPU-accelerated slice-independent solid voxelization approach that utilizes a dynamic slice function mechanism and masking techniques to significantly improve solid voxelization speed in real time as well as create various multi-valued solid volumetric models with different slice functions. In particular, by dynamically applying different slice functions, any surface-closed geometric model can be voxelized into a solid volumetric representation with any kind of interior materials, such as rainbow, marble, wood, translucent jade, etc. In this paper, the design of the dynamic slice function, the principle and algorithm of solid slice creation, the algorithm of real-time solid voxelization, and GPU-based acceleration techniques will be discussed in detail. The algorithms introduced in this paper are easy to implement and convenient to integrate into many applications, such as volume modeling, collision detection, medical simulation, volume animation, and computer art. The experimental results and data analysis for the complex objects demonstrate the effectiveness, flexibility, and diversity of this approach.
{"title":"GPU-accelerated multi-valued solid voxelization by slice functions in real time","authors":"Duoduo Liao","doi":"10.1145/1921264.1921288","DOIUrl":"https://doi.org/10.1145/1921264.1921288","url":null,"abstract":"This paper presents a GPU-accelerated slice-independent solid voxelization approach that utilizes a dynamic slice function mechanism and masking techniques to significantly improve solid voxelization speed in real time as well as create various multi-valued solid volumetric models with different slice functions. In particular, by dynamically applying different slice functions, any surface-closed geometric model can be voxelized into a solid volumetric representation with any kind of interior materials, such as rainbow, marble, wood, translucent jade, etc. In this paper, the design of the dynamic slice function, the principle and algorithm of solid slice creation, the algorithm of real-time solid voxelization, and GPU-based acceleration techniques will be discussed in detail. The algorithms introduced in this paper are easy to implement and convenient to integrate into many applications, such as volume modeling, collision detection, medical simulation, volume animation, and computer art. The experimental results and data analysis for the complex objects demonstrate the effectiveness, flexibility, and diversity of this approach.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134330940","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}
We present a path tracer using the GPU of a consumers graphics card to render images. It is implemented in Java and GLSL using GroIMP as modelling platform and runtime environment. The path tracer is capable of rendering primitives like sphere, cone, cylinder, box, plane and parallelogram. Procedurally generated materials as well as textures can be applied to those objects. The resulting image is rendered in HDR (high dynamic range).
{"title":"Stochastic path tracing on consumer graphics cards","authors":"T. Huwe, R. Hemmerling","doi":"10.1145/1921264.1921287","DOIUrl":"https://doi.org/10.1145/1921264.1921287","url":null,"abstract":"We present a path tracer using the GPU of a consumers graphics card to render images. It is implemented in Java and GLSL using GroIMP as modelling platform and runtime environment. The path tracer is capable of rendering primitives like sphere, cone, cylinder, box, plane and parallelogram. Procedurally generated materials as well as textures can be applied to those objects. The resulting image is rendered in HDR (high dynamic range).","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129319237","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}
Z. Černeková, C. Malerczyk, N. Nikolaidis, I. Pitas
In this paper, a method for recognizing pointing gestures without markers is proposed. The video-based system uses one camera only, which observes the user in front of a large screen and identifies the 2D position pointed by him/her on this screen, his/her arm being in the fully extended position towards the screen. A GVF-snake is used in order to detect the pointing hand of the user, which is tracked in the following frames using the particle filters tracker. The center of gravity of the snake is used as a feature point and is transformed using linear transformation directly into the canvas coordinates. The method was tested on a large screen using applications designed for a wide range of different and even technically unversed users such as an image exploration for a virtual museum exhibit or intuitive interaction applications for gaming purposes. Experiments show very promising results for recognizing the pointing gestures by using a single camera.
{"title":"Single camera pointing gesture recognition for interaction in edutainment applications","authors":"Z. Černeková, C. Malerczyk, N. Nikolaidis, I. Pitas","doi":"10.1145/1921264.1921290","DOIUrl":"https://doi.org/10.1145/1921264.1921290","url":null,"abstract":"In this paper, a method for recognizing pointing gestures without markers is proposed. The video-based system uses one camera only, which observes the user in front of a large screen and identifies the 2D position pointed by him/her on this screen, his/her arm being in the fully extended position towards the screen. A GVF-snake is used in order to detect the pointing hand of the user, which is tracked in the following frames using the particle filters tracker. The center of gravity of the snake is used as a feature point and is transformed using linear transformation directly into the canvas coordinates. The method was tested on a large screen using applications designed for a wide range of different and even technically unversed users such as an image exploration for a virtual museum exhibit or intuitive interaction applications for gaming purposes. Experiments show very promising results for recognizing the pointing gestures by using a single camera.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"133 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120930154","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}
In this paper we present the results of an investigation on how one can model aventurescence, an interesting and optically appealing property of some gemstones. Our goal was to find a method that is both efficient and reasonably realistic, and that can still be used in the context of a global illumination rendering system.
{"title":"Modeling aventurescent gems with procedural textures","authors":"A. Weidlich, A. Wilkie","doi":"10.1145/1921264.1921278","DOIUrl":"https://doi.org/10.1145/1921264.1921278","url":null,"abstract":"In this paper we present the results of an investigation on how one can model aventurescence, an interesting and optically appealing property of some gemstones. Our goal was to find a method that is both efficient and reasonably realistic, and that can still be used in the context of a global illumination rendering system.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"52 Pt 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126241714","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}
D. Coulthurst, Piotr Dubla, K. Debattista, Simon McIntosh-Smith, A. Chalmers
Current parallel graphics algorithms minimise memory access latency by tracing packets of coherent rays. This coherency, however, breaks down after several bounces, and is unsuited to acceleration techniques such as selective rendering. This paper presents an unbiased path tracing algorithm which is insensitive to the coherency of the rays traced, allowing it to run on diverse architectures including massively SIMD processors. Bins of path-atoms are created and processed to form a path tracing circular buffer. Latency is hidden by n-buffering the load/save operations between bins. We demonstrate our approach as an implementation on the massively parallel SIMD architecture, the ClearSpeed CSX600.
{"title":"Parallel path tracing using incoherent path-atom binning","authors":"D. Coulthurst, Piotr Dubla, K. Debattista, Simon McIntosh-Smith, A. Chalmers","doi":"10.1145/1921264.1921284","DOIUrl":"https://doi.org/10.1145/1921264.1921284","url":null,"abstract":"Current parallel graphics algorithms minimise memory access latency by tracing packets of coherent rays. This coherency, however, breaks down after several bounces, and is unsuited to acceleration techniques such as selective rendering. This paper presents an unbiased path tracing algorithm which is insensitive to the coherency of the rays traced, allowing it to run on diverse architectures including massively SIMD processors. Bins of path-atoms are created and processed to form a path tracing circular buffer. Latency is hidden by n-buffering the load/save operations between bins. We demonstrate our approach as an implementation on the massively parallel SIMD architecture, the ClearSpeed CSX600.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116705246","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}
The geometric problems which occur when realizing freefrom geometries as steel/glass structures can be effciently dealt with by the concept of parallel meshes [3]. These problems include the so-called node torsion problem, offsets of various types, and the constant beam height problem [2]. It turns out that a mesh has an offset mesh at constant face-face distance if and only if it has a parallel mesh which is circumscribed to the unit sphere. This property characterizes the so-called conical meshes and is relevant to multilayer constructions of constant width. A mesh has an offset at constant edge-edge distance if it has a parallel mesh which is edgewise circumscribed to the unit sphere. The class of such meshes is very interesting and is related to Koebe's theorem on the realization of graphs as edge graphs of polyhedra. It is relevant to the constant beam height problem. Geometry processing applications of the concept of parallel meshes are geometric modeling with such meshes, and approximating freeform surfaces with them. It turns out that parallelity of meshes has implications in discrete differential geometry as well. E.g., it turns out that discrete minimal surfaces defined in terms of face-based curvatures associated with a mesh and its parallel Gauss image mesh contain classes of discrete minimal surfaces which have been considered earlier. The discrete minimal surfaces, which occur in the context of this theory, have been investigated in the quad mesh case [3] and also in the hexagonal mesh case [1]. For such special surfaces, applications in architecture are not so obvious, but it is notable that they support equilibrium forces in their edges.
{"title":"Meshes for multilayer freeform structures","authors":"J. Wallner","doi":"10.1145/1921264.1921270","DOIUrl":"https://doi.org/10.1145/1921264.1921270","url":null,"abstract":"The geometric problems which occur when realizing freefrom geometries as steel/glass structures can be effciently dealt with by the concept of parallel meshes [3]. These problems include the so-called node torsion problem, offsets of various types, and the constant beam height problem [2]. It turns out that a mesh has an offset mesh at constant face-face distance if and only if it has a parallel mesh which is circumscribed to the unit sphere. This property characterizes the so-called conical meshes and is relevant to multilayer constructions of constant width. A mesh has an offset at constant edge-edge distance if it has a parallel mesh which is edgewise circumscribed to the unit sphere. The class of such meshes is very interesting and is related to Koebe's theorem on the realization of graphs as edge graphs of polyhedra. It is relevant to the constant beam height problem. Geometry processing applications of the concept of parallel meshes are geometric modeling with such meshes, and approximating freeform surfaces with them. It turns out that parallelity of meshes has implications in discrete differential geometry as well. E.g., it turns out that discrete minimal surfaces defined in terms of face-based curvatures associated with a mesh and its parallel Gauss image mesh contain classes of discrete minimal surfaces which have been considered earlier. The discrete minimal surfaces, which occur in the context of this theory, have been investigated in the quad mesh case [3] and also in the hexagonal mesh case [1]. For such special surfaces, applications in architecture are not so obvious, but it is notable that they support equilibrium forces in their edges.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115007878","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}
Nuno M. M. Rodrigues, M. Dionísio, Alexandrino Gonçalves, Luís Magalhães, João-Paulo Moura, A. Chalmers
The increasing demand for larger and more complex virtual models arising from different areas (e.g. design of virtual cities, video games and computer animated movies) creates the need for efficient computer algorithms able to generate them automatically. This paper presents a method for automatic generation of traversable houses, using architectural legal rules and an L-system to generate a list of interior rooms. The method is established with a framework specifically conceived to generate 2D floor plans and 3D models which allow the generation of multiple houses and interactive navigation.
{"title":"Incorporating legal rules on procedural house generation","authors":"Nuno M. M. Rodrigues, M. Dionísio, Alexandrino Gonçalves, Luís Magalhães, João-Paulo Moura, A. Chalmers","doi":"10.1145/1921264.1921279","DOIUrl":"https://doi.org/10.1145/1921264.1921279","url":null,"abstract":"The increasing demand for larger and more complex virtual models arising from different areas (e.g. design of virtual cities, video games and computer animated movies) creates the need for efficient computer algorithms able to generate them automatically. This paper presents a method for automatic generation of traversable houses, using architectural legal rules and an L-system to generate a list of interior rooms. The method is established with a framework specifically conceived to generate 2D floor plans and 3D models which allow the generation of multiple houses and interactive navigation.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125774906","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}
In this paper we introduce an algorithm and related methods that expand the contrast range of Low Dynamic Range (LDR) videos in order to regenerate missing High Dynamic Range (HDR) data. For content generated from single exposure LDR sequences, this is clearly an under constrained problem. We achieved the expansion by inverting established tone mapping operator, a process we term inverse tone mapping. This approach is augmented by a number of methods which help expand the luminance for the required pixels while avoiding artifacts. These methods may be used to convert the large libraries of available legacy LDR content for use, for instance, on new content-starved HDR devices. Moreover, these same methods may be used to provide animated emissive surfaces for image based lighting (IBL). We demonstrate results for all the above applications and validate the resultant HDR videos with original HDR references using the HDR Visual Difference Predictor (HDR-VDP) image metric.
{"title":"Expanding low dynamic range videos for high dynamic range applications","authors":"F. Banterle, P. Ledda, K. Debattista, A. Chalmers","doi":"10.1145/1921264.1921275","DOIUrl":"https://doi.org/10.1145/1921264.1921275","url":null,"abstract":"In this paper we introduce an algorithm and related methods that expand the contrast range of Low Dynamic Range (LDR) videos in order to regenerate missing High Dynamic Range (HDR) data. For content generated from single exposure LDR sequences, this is clearly an under constrained problem. We achieved the expansion by inverting established tone mapping operator, a process we term inverse tone mapping. This approach is augmented by a number of methods which help expand the luminance for the required pixels while avoiding artifacts. These methods may be used to convert the large libraries of available legacy LDR content for use, for instance, on new content-starved HDR devices. Moreover, these same methods may be used to provide animated emissive surfaces for image based lighting (IBL). We demonstrate results for all the above applications and validate the resultant HDR videos with original HDR references using the HDR Visual Difference Predictor (HDR-VDP) image metric.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121870013","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}