Delaunay triangulation is well known for its use in geometric design. A derived version of this structure, the Delaunay constrained triangulation, takes into account the triangular mesh problem in presence of rectilinear constraints. The Delaunay constrained triangulation is very useful for CAD, topography and mapping and in finite element analysis. This technique is still developing. We present a taxonomy of this geometric structure. First we describe the different tools used to introduce the problem. Then we introduce the different approaches highlighting various points of view of the problem. We focus on the Delaunay stable methods. A Delaunay stable method preserves the Delaunay nature of the constrained triangulation. Each method is detailed by its algorithms, performances, and properties. For instance we show how these methods approximate the generalised Voronoi diagram of the configuration. The Delaunay stable algorithms are used for 2.5D DEM design. The aim of this work is to demonstrate that the use of topographic constraints in a regular DEM without adding new points preserves the terrain shape. So the resulting DEM can be more easily interpreted because its realism is preserved and the mesh still owns all the Delaunay triangulation properties.
{"title":"The Delaunay constrained triangulation: the Delaunay stable algorithms","authors":"L. Rognant, J. Chassery, S. Goze, J. Planès","doi":"10.1109/IV.1999.781551","DOIUrl":"https://doi.org/10.1109/IV.1999.781551","url":null,"abstract":"Delaunay triangulation is well known for its use in geometric design. A derived version of this structure, the Delaunay constrained triangulation, takes into account the triangular mesh problem in presence of rectilinear constraints. The Delaunay constrained triangulation is very useful for CAD, topography and mapping and in finite element analysis. This technique is still developing. We present a taxonomy of this geometric structure. First we describe the different tools used to introduce the problem. Then we introduce the different approaches highlighting various points of view of the problem. We focus on the Delaunay stable methods. A Delaunay stable method preserves the Delaunay nature of the constrained triangulation. Each method is detailed by its algorithms, performances, and properties. For instance we show how these methods approximate the generalised Voronoi diagram of the configuration. The Delaunay stable algorithms are used for 2.5D DEM design. The aim of this work is to demonstrate that the use of topographic constraints in a regular DEM without adding new points preserves the terrain shape. So the resulting DEM can be more easily interpreted because its realism is preserved and the mesh still owns all the Delaunay triangulation properties.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"4 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":"124887438","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 robotic photographic method has been developed for use in outdoor locations such as construction sites, to provide 360/spl deg/ panoramic visual database material for representation of a virtual site, together with the software for authoring and delivery of the material to users via the Internet. A portable digital photographic system thus built can take a 360/spl deg/ panorama photograph in digital form within minutes. The Java software package can present an image in an efficient and effective "video" style with full dynamic "hyperlink" support.
{"title":"Robotic 360/spl deg/ photography for virtual site visits","authors":"Q. Mei, R. Wing","doi":"10.1109/IV.1999.781561","DOIUrl":"https://doi.org/10.1109/IV.1999.781561","url":null,"abstract":"A robotic photographic method has been developed for use in outdoor locations such as construction sites, to provide 360/spl deg/ panoramic visual database material for representation of a virtual site, together with the software for authoring and delivery of the material to users via the Internet. A portable digital photographic system thus built can take a 360/spl deg/ panorama photograph in digital form within minutes. The Java software package can present an image in an efficient and effective \"video\" style with full dynamic \"hyperlink\" support.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"237 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":"114785121","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 reviews existing methods and techniques addressing the problem of mismatch control in distributed collaborative design. In order to contribute towards a more comprehensive solution a basis for a taxonomy of design mismatches is presented. The paper argues that a multi-agent approach is a more effective, and a promising, way forward towards a reliable automatic solution to the problem. An outline multi-agent architecture is proposed. The architecture assumes that the design knowledge is encapsulated within the different members of agent community. Agents are endowed with the capacity of negotiation with one another to ensure that any mismatches are detected and that a solution is proposed. The notions of proactiveness and social ability, which the agents need to exhibit, are central to this work.
{"title":"Towards a consistent distributed design: a multi-agent approach","authors":"V. Taratoukhine, K. Bechkoum","doi":"10.1109/IV.1999.781586","DOIUrl":"https://doi.org/10.1109/IV.1999.781586","url":null,"abstract":"This paper reviews existing methods and techniques addressing the problem of mismatch control in distributed collaborative design. In order to contribute towards a more comprehensive solution a basis for a taxonomy of design mismatches is presented. The paper argues that a multi-agent approach is a more effective, and a promising, way forward towards a reliable automatic solution to the problem. An outline multi-agent architecture is proposed. The architecture assumes that the design knowledge is encapsulated within the different members of agent community. Agents are endowed with the capacity of negotiation with one another to ensure that any mismatches are detected and that a solution is proposed. The notions of proactiveness and social ability, which the agents need to exhibit, are central to this work.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"27 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":"116694999","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}
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}
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}
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}
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}
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}
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}