The desire to computerise and accurately represent contours of characters has seen an increased emphasis as more and more applications endeavour to seek benefits from the digital form. The latter lends itself to be exploited by fast processors and the resulting output to be displayed not just on electronic devices such as computer monitors and laser printers, but also on numerically controlled machines. These in practice are used to generate desired outlines on paper, metal, plastic or wood by means of cutting and engraving. The process of computerising font outlines, however, embodies the common problems of domain change approximations and truncations. In the case under consideration, the capturing phase is best undertaken by means of mathematical splines, where a series of spline segments are connected together to form a computer model of the original. The digitisation phase of representing the modelled image on a finite resolution output device tends to be the more dominant concern. This is not just because of the transformation process (going from semi-continuous to discrete form), but also because the resulting image needs to embrace the distinct features of a font, has to be aesthetically acceptable, and requires to be in a form which is legible. This paper attempts to address some of the concerns encountered by modern typographers. It reports on a development of an interactive system to facilitate a feature-based design approach. This uses geometric constraints to express spatial relationships within, and between, font features.
{"title":"Towards a feature-based interactive system for intelligent font design","authors":"F. Hussain, B. Žalik","doi":"10.1109/IV.1999.781585","DOIUrl":"https://doi.org/10.1109/IV.1999.781585","url":null,"abstract":"The desire to computerise and accurately represent contours of characters has seen an increased emphasis as more and more applications endeavour to seek benefits from the digital form. The latter lends itself to be exploited by fast processors and the resulting output to be displayed not just on electronic devices such as computer monitors and laser printers, but also on numerically controlled machines. These in practice are used to generate desired outlines on paper, metal, plastic or wood by means of cutting and engraving. The process of computerising font outlines, however, embodies the common problems of domain change approximations and truncations. In the case under consideration, the capturing phase is best undertaken by means of mathematical splines, where a series of spline segments are connected together to form a computer model of the original. The digitisation phase of representing the modelled image on a finite resolution output device tends to be the more dominant concern. This is not just because of the transformation process (going from semi-continuous to discrete form), but also because the resulting image needs to embrace the distinct features of a font, has to be aesthetically acceptable, and requires to be in a form which is legible. This paper attempts to address some of the concerns encountered by modern typographers. It reports on a development of an interactive system to facilitate a feature-based design approach. This uses geometric constraints to express spatial relationships within, and between, font features.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116866380","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}
Architects and other designers use diagrams to visualize the process of product analysis and synthesis. The paper outlines a new pictorial representation tool that helps designers visualize the process of composing and classifying their final products. Finite state automata (FSAs) are used in the context of formal languages as recognition devices. In this sense, they complement the synthetic device of linear grammars in the definition of regular languages. Using the paradigm of language for understanding the design process, FSAs can be developed to describe how basic shapes standing for elements or subsystems can be put together into meaningful subsystems or systems. They can classify different options for component grouping. Compared to flow charts, FSAs represent graphically a class of flow charts that share a set of predefined criteria. In addition, FSAs allow the representation of recursive as well as topological and spatial relations among components.
{"title":"Finite state automata as form-generation and visualization tools","authors":"B. Eilouti, Emanuel-George Vakalo","doi":"10.1109/IV.1999.781562","DOIUrl":"https://doi.org/10.1109/IV.1999.781562","url":null,"abstract":"Architects and other designers use diagrams to visualize the process of product analysis and synthesis. The paper outlines a new pictorial representation tool that helps designers visualize the process of composing and classifying their final products. Finite state automata (FSAs) are used in the context of formal languages as recognition devices. In this sense, they complement the synthetic device of linear grammars in the definition of regular languages. Using the paradigm of language for understanding the design process, FSAs can be developed to describe how basic shapes standing for elements or subsystems can be put together into meaningful subsystems or systems. They can classify different options for component grouping. Compared to flow charts, FSAs represent graphically a class of flow charts that share a set of predefined criteria. In addition, FSAs allow the representation of recursive as well as topological and spatial relations among components.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"56 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132152595","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 aim of occlusion culling is to cull away a significant amount of invisible primitives at different viewpoints. We present two algorithms to improve occlusion culling for a highly occluded virtual environment. The first algorithm is used in the pre-processing stage. It considers the combined gain and cost of occluders to select an optimal set of occluders, called minimum occluder set, for each occluder. The second algorithm uses the improved opacity map and sparse depth map for efficient run-time overlap tests and depth tests, respectively. Without using pixel-wise comparison, this algorithm uses only three integer operations to perform an overlap test, and carry out a depth comparison sparsely. Both algorithms have been implemented and applied to test a model composed of about three hundred thousand polygons. Significant speedup in walkthroughs of the test model due to our algorithms has been observed.
{"title":"Occlusion culling using minimum occluder set and opacity map","authors":"Poon Chun Ho, Wenping Wang","doi":"10.1109/IV.1999.781573","DOIUrl":"https://doi.org/10.1109/IV.1999.781573","url":null,"abstract":"The aim of occlusion culling is to cull away a significant amount of invisible primitives at different viewpoints. We present two algorithms to improve occlusion culling for a highly occluded virtual environment. The first algorithm is used in the pre-processing stage. It considers the combined gain and cost of occluders to select an optimal set of occluders, called minimum occluder set, for each occluder. The second algorithm uses the improved opacity map and sparse depth map for efficient run-time overlap tests and depth tests, respectively. Without using pixel-wise comparison, this algorithm uses only three integer operations to perform an overlap test, and carry out a depth comparison sparsely. Both algorithms have been implemented and applied to test a model composed of about three hundred thousand polygons. Significant speedup in walkthroughs of the test model due to our algorithms has been observed.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134177438","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 complexity of mechanical and multi-domain simulation models is rapidly increasing. Therefore new methods and standards are needed for model design. A new language, Modelica, has been proposed by an international design committee as a standard, object oriented, equation based language suitable for description of the dynamics of systems containing mechanical, electrical, chemical and other types of components. However, it is complicated to describe the system models in textual form, whereas CAD systems are convenient tools for this purpose. We have designed an environment that supports the translation from CAD models to standard Modelica notation. This notation is then used for simulation and visualization. Assembly information is extracted from the CAD models, from which a Modelica model is generated. By solving equations expressed in Modelica, the system is simulated. A 3D visualization tool based on OpenGL visualizes expected and actual model behavior, as well as additional parameters. The environment has been applied for robot and flight simulation.
{"title":"A design, simulation and visualization environment for object-oriented mechanical and multi-domain models in Modelica","authors":"V. Engelson, H. Larsson, P. Fritzson","doi":"10.1109/IV.1999.781557","DOIUrl":"https://doi.org/10.1109/IV.1999.781557","url":null,"abstract":"The complexity of mechanical and multi-domain simulation models is rapidly increasing. Therefore new methods and standards are needed for model design. A new language, Modelica, has been proposed by an international design committee as a standard, object oriented, equation based language suitable for description of the dynamics of systems containing mechanical, electrical, chemical and other types of components. However, it is complicated to describe the system models in textual form, whereas CAD systems are convenient tools for this purpose. We have designed an environment that supports the translation from CAD models to standard Modelica notation. This notation is then used for simulation and visualization. Assembly information is extracted from the CAD models, from which a Modelica model is generated. By solving equations expressed in Modelica, the system is simulated. A 3D visualization tool based on OpenGL visualizes expected and actual model behavior, as well as additional parameters. The environment has been applied for robot and flight simulation.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114203507","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 paper introduces the actualization of a new communication channel under a pseudo-real-time phenomenon, in an augmented distributed virtual environment (ADVE) framework through the implementation of a prediction feedback loop (PFL), upon the existence of the unavoidable lag derived from the natural and artificial temporal factors. By implementing PFL, the ADVE framework is enriched with predictive characteristic where it is able to predict and display information of a remotely controlled avatar (virtual body) in the ADVE. Based on the predictive results, interactions between a locally controlled avatar and a remotely controlled avatar in the ADVE can be carried out smoothly, effectively and strategically under an illusory real time phenomenon without influence from the existence of lag. With this pseudo-real-time channel, we would like to bring forth a new era of effective man-to-man virtual communication over the network without inefficiency caused by the unavoidable lag, whether it is solvable or unsolvable.
{"title":"Pseudo-real-time phenomenon in an augmented distributed virtual environment (ADVE) with lag","authors":"Hor Li San, T. Yonekura","doi":"10.1109/IV.1999.781578","DOIUrl":"https://doi.org/10.1109/IV.1999.781578","url":null,"abstract":"The paper introduces the actualization of a new communication channel under a pseudo-real-time phenomenon, in an augmented distributed virtual environment (ADVE) framework through the implementation of a prediction feedback loop (PFL), upon the existence of the unavoidable lag derived from the natural and artificial temporal factors. By implementing PFL, the ADVE framework is enriched with predictive characteristic where it is able to predict and display information of a remotely controlled avatar (virtual body) in the ADVE. Based on the predictive results, interactions between a locally controlled avatar and a remotely controlled avatar in the ADVE can be carried out smoothly, effectively and strategically under an illusory real time phenomenon without influence from the existence of lag. With this pseudo-real-time channel, we would like to bring forth a new era of effective man-to-man virtual communication over the network without inefficiency caused by the unavoidable lag, whether it is solvable or unsolvable.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121650068","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}
A rational cubic spline with a family of shape parameters is discussed from the viewpoint of its application in computer graphics. It incorporates both conic sections and parametric cubic curves as special cases. The parameters (weights), in the description of the spline curve can be used to modify the shape of the curve, locally and globally, at the knot intervals. The rational cubic spline attains parametric C/sup 2/ smoothness, whereas the stitching of the conic segments preserves visually reasonable smoothness at the neighboring knots. The curve scheme is interpolatory and can plot parabolic, hyperbolic, elliptic, and circular splines independently, as well as bits and pieces of a rational cubic spline.
{"title":"Conic representation of a rational cubic spline","authors":"M. Sarfraz, Z. Habib","doi":"10.1109/IV.1999.781564","DOIUrl":"https://doi.org/10.1109/IV.1999.781564","url":null,"abstract":"A rational cubic spline with a family of shape parameters is discussed from the viewpoint of its application in computer graphics. It incorporates both conic sections and parametric cubic curves as special cases. The parameters (weights), in the description of the spline curve can be used to modify the shape of the curve, locally and globally, at the knot intervals. The rational cubic spline attains parametric C/sup 2/ smoothness, whereas the stitching of the conic segments preserves visually reasonable smoothness at the neighboring knots. The curve scheme is interpolatory and can plot parabolic, hyperbolic, elliptic, and circular splines independently, as well as bits and pieces of a rational cubic spline.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125583605","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 computer graphics, aliasing is a problem which is always present when discrete elements are mapped to continuous functions or vice-versa. Although there is no general solution for this kind of problem, there are many techniques that aim at reducing the effects of aliasing. The article first discusses how interpolation methods are usually applied in order to correct this problem and shows the limitations of those techniques. It then presents another solution for this problem, that can be used together with the interpolation. It increases the texture details, making use of procedural functions.
{"title":"2D texture refinement using procedural functions","authors":"E. Clua, M. Dreux, M. Gattass","doi":"10.1109/IV.1999.781595","DOIUrl":"https://doi.org/10.1109/IV.1999.781595","url":null,"abstract":"In computer graphics, aliasing is a problem which is always present when discrete elements are mapped to continuous functions or vice-versa. Although there is no general solution for this kind of problem, there are many techniques that aim at reducing the effects of aliasing. The article first discusses how interpolation methods are usually applied in order to correct this problem and shows the limitations of those techniques. It then presents another solution for this problem, that can be used together with the interpolation. It increases the texture details, making use of procedural functions.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125190396","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 paper introduces the efficient application of virtual reality (VR) technologies in the Architecture, Engineering and Construction (AEC) industry, where conventional plastic models are mainly used, which is called Physical Mock Up (PMU). An idea of virtual model (VM) is introduced. The VM consists of digital models added to by digital information about the project, such as CAD drawings, digital maps of periphery, scanned aerial photos, on-site digital pictures and documents. The paper investigates three principal points as follows: (1) whether presentation of the VM is as efficient as the PMU in terms of its power of expression; (2) whether digital information of the VM is useful to discuss views, ideas and interests about the construction project; (3) whether the VM is practical enough to use in the AEC industry. Pilot trials of the VM actual construction projects are illustrated: an on-going land readjustment project in Osaka and a large-scale soil borrowing project in Wakayama, Japan.
{"title":"Case-based analysis for virtual model application in AEC industry","authors":"O. Seigo, K. Ichiro, H. Yuji, F. Yoshihiko","doi":"10.1109/IV.1999.781613","DOIUrl":"https://doi.org/10.1109/IV.1999.781613","url":null,"abstract":"The paper introduces the efficient application of virtual reality (VR) technologies in the Architecture, Engineering and Construction (AEC) industry, where conventional plastic models are mainly used, which is called Physical Mock Up (PMU). An idea of virtual model (VM) is introduced. The VM consists of digital models added to by digital information about the project, such as CAD drawings, digital maps of periphery, scanned aerial photos, on-site digital pictures and documents. The paper investigates three principal points as follows: (1) whether presentation of the VM is as efficient as the PMU in terms of its power of expression; (2) whether digital information of the VM is useful to discuss views, ideas and interests about the construction project; (3) whether the VM is practical enough to use in the AEC industry. Pilot trials of the VM actual construction projects are illustrated: an on-going land readjustment project in Osaka and a large-scale soil borrowing project in Wakayama, Japan.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115385544","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}
Multimedia applications within the academic environment can be varied and include such things as: marketing of courses with an interactive prospectus; providing general administrative information (student handbooks, timetables, assignment schedules, module content, etc.); facilitating co-operative working using such things as computer conferencing or collaborative whiteboards; and for the purposes of computer assisted learning (CAL). In addition, multimedia can be used as an end in itself through students employing the embedded techniques in development of a spectrum of products. The main purpose of the paper is to explore the lessons that might be learnt through the application of information systems research to the field of multimedia education. By adopting this approach, parallels might be drawn between the two application areas to highlight the convergence of underlying philosophies and methods in order to inform good practice. The paper aims to promote discussion of the various aspects involved in multimedia systems development within an educational environment.
{"title":"Multimedia information systems in education","authors":"Pat Jefferies, F. Hussain","doi":"10.1109/IV.1999.781601","DOIUrl":"https://doi.org/10.1109/IV.1999.781601","url":null,"abstract":"Multimedia applications within the academic environment can be varied and include such things as: marketing of courses with an interactive prospectus; providing general administrative information (student handbooks, timetables, assignment schedules, module content, etc.); facilitating co-operative working using such things as computer conferencing or collaborative whiteboards; and for the purposes of computer assisted learning (CAL). In addition, multimedia can be used as an end in itself through students employing the embedded techniques in development of a spectrum of products. The main purpose of the paper is to explore the lessons that might be learnt through the application of information systems research to the field of multimedia education. By adopting this approach, parallels might be drawn between the two application areas to highlight the convergence of underlying philosophies and methods in order to inform good practice. The paper aims to promote discussion of the various aspects involved in multimedia systems development within an educational environment.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121966988","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}
Visual reasoning in design is facilitated by sketching. This research investigates how designers sketch, specifically analysing the physical details of mark making. It relates the graphical representations to the abstract cognitive processes of architectural design. A new form of protocol analysis has been developed using video and computer records of designers' sketching activity. The analysis of the resulting data compares the designer's retrospective commentary and interpretations of the sketching activity with the computer's record of that activity. The analysis will lead to a greater understanding of the relationships between 'Design Events' and 'Graphical Events' and thus how the notational activity of sketching supports the cognitive activity of conceptual design.
{"title":"An analysis of architectural visual reasoning in conceptual sketching via Computational Sketch Analysis (CSA)","authors":"J. Mcfadzean, N. Cross, J. Johnson","doi":"10.1109/IV.1999.781568","DOIUrl":"https://doi.org/10.1109/IV.1999.781568","url":null,"abstract":"Visual reasoning in design is facilitated by sketching. This research investigates how designers sketch, specifically analysing the physical details of mark making. It relates the graphical representations to the abstract cognitive processes of architectural design. A new form of protocol analysis has been developed using video and computer records of designers' sketching activity. The analysis of the resulting data compares the designer's retrospective commentary and interpretations of the sketching activity with the computer's record of that activity. The analysis will lead to a greater understanding of the relationships between 'Design Events' and 'Graphical Events' and thus how the notational activity of sketching supports the cognitive activity of conceptual design.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128203799","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}