Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883955
H. Lensch, W. Heidrich, H. Seidel
A system is presented which automatically registers and stitches textures acquired from multiple photographic images onto the surface of a given corresponding 3D model. Within this process the camera position, direction and field of view must be determined for each of the images. For this registration, which aligns a 2D image to a 3D model we present an efficient hardware-accelerated silhouette-based algorithm working on different image resolutions that accurately registers each image without any user interaction. Besides the silhouettes, the given texture information can be used to improve accuracy by comparing one stitched texture to already registered images resulting in a global multi-view optimization. After the 3D-2D registration for each part of the 3D model's surface the view is determined which provides the best available texture. Textures are blended at the borders of regions assigned to different views.
{"title":"Automated texture registration and stitching for real world models","authors":"H. Lensch, W. Heidrich, H. Seidel","doi":"10.1109/PCCGA.2000.883955","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883955","url":null,"abstract":"A system is presented which automatically registers and stitches textures acquired from multiple photographic images onto the surface of a given corresponding 3D model. Within this process the camera position, direction and field of view must be determined for each of the images. For this registration, which aligns a 2D image to a 3D model we present an efficient hardware-accelerated silhouette-based algorithm working on different image resolutions that accurately registers each image without any user interaction. Besides the silhouettes, the given texture information can be used to improve accuracy by comparing one stitched texture to already registered images resulting in a global multi-view optimization. After the 3D-2D registration for each part of the 3D model's surface the view is determined which provides the best available texture. Textures are blended at the borders of regions assigned to different views.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116295701","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}
Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883957
Olaf Etzmuß, B. Eberhardt, M. Hauth, W. Straßer
Particle systems have been widely employed to simulate deformable objects, most prominently virtual textiles. We introduce particle systems that adaptively generate new particles wherever this is required to model collisions correctly. When coarse meshes collide with an object they are automatically refined. Therefore this model allows physically accurate simulations that require a much smaller number of particles than regular particle systems. This allows for fast simulations with coarse meshes.
{"title":"Collision adaptive particle systems","authors":"Olaf Etzmuß, B. Eberhardt, M. Hauth, W. Straßer","doi":"10.1109/PCCGA.2000.883957","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883957","url":null,"abstract":"Particle systems have been widely employed to simulate deformable objects, most prominently virtual textiles. We introduce particle systems that adaptively generate new particles wherever this is required to model collisions correctly. When coarse meshes collide with an object they are automatically refined. Therefore this model allows physically accurate simulations that require a much smaller number of particles than regular particle systems. This allows for fast simulations with coarse meshes.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"602 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126896101","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}
Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883966
Ying Tang, H. Bao, Qunsheng Peng, F. Mong
Presents a new efficient texture mapping algorithm for polygonal meshes. Texture coordinates are assigned to the vertices of the mesh using the variational interpolation technique. For each patch to be mapped, the algorithm first samples equidistantly the boundaries of the patch. In order to decrease distortion, the patch is further sampled as uniformly as possible while its texture domain are correspondingly sampled. The variational interpolation technique is then invoked to yield a parameterization of the patch. The experimental results demonstrate that the algorithm has a great number of potential applications in texture mapping and surface modeling.
{"title":"Non-distorted texture mapping using variational interpolation","authors":"Ying Tang, H. Bao, Qunsheng Peng, F. Mong","doi":"10.1109/PCCGA.2000.883966","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883966","url":null,"abstract":"Presents a new efficient texture mapping algorithm for polygonal meshes. Texture coordinates are assigned to the vertices of the mesh using the variational interpolation technique. For each patch to be mapped, the algorithm first samples equidistantly the boundaries of the patch. In order to decrease distortion, the patch is further sampled as uniformly as possible while its texture domain are correspondingly sampled. The variational interpolation technique is then invoked to yield a parameterization of the patch. The experimental results demonstrate that the algorithm has a great number of potential applications in texture mapping and surface modeling.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127757269","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}
Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883853
H. Hirayama, Y. Yamaji, K. Kaneda, H. Yamashita, Y. Monden
Iridescent colors appearing on natural objects, such as the feathers of a hummingbird, surfaces inside seashells, and shells of beetles, are beautiful and impressive. The cause of such iridescent colors is interference of light inside multilayer film structures covering the natural objects. The paper proposes a method for realistically rendering iridescent colors appearing on natural surfaces, taking into account interference of light inside multilayer structures. To render the iridescent colors, we have developed an illumination model for multilayer structures fluctuated through the use of a hypertexture. We also have improved the hypertexture to be able to represent fluctuated parametric curved surfaces. Several examples of iridescent colors on the surfaces of a seashell and a beetle demonstrate the usefulness of the proposed method.
{"title":"Rendering iridescent colors appearing on natural objects","authors":"H. Hirayama, Y. Yamaji, K. Kaneda, H. Yamashita, Y. Monden","doi":"10.1109/PCCGA.2000.883853","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883853","url":null,"abstract":"Iridescent colors appearing on natural objects, such as the feathers of a hummingbird, surfaces inside seashells, and shells of beetles, are beautiful and impressive. The cause of such iridescent colors is interference of light inside multilayer film structures covering the natural objects. The paper proposes a method for realistically rendering iridescent colors appearing on natural surfaces, taking into account interference of light inside multilayer structures. To render the iridescent colors, we have developed an illumination model for multilayer structures fluctuated through the use of a hypertexture. We also have improved the hypertexture to be able to represent fluctuated parametric curved surfaces. Several examples of iridescent colors on the surfaces of a seashell and a beetle demonstrate the usefulness of the proposed method.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128779049","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}
Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883940
Hong Qin
Recent years have witnessed a dramatic growth in the use of subdivision schemes for graphical modeling and animation, especially for the representation of smooth, often complex, shapes of arbitrary topology. Nevertheless, conventional interactive approaches to subdivision objects can be extremely laborious and inefficient. Users must carefully specify the initial mesh and/or painstakingly manipulate the control vertices at different levels of the subdivision hierarchy to satisfy a diverse set of functional requirements and aesthetic criteria in the modeled object. This modeling drawback results from the lack of direct manipulation tools for the limit geometric shape. To improve the efficiency of interactive design, we have developed a unified finite element method (FEM) based dynamic methodology for arbitrary subdivision schemes by marrying principles of computational physics and finite element analysis with powerful subdivision geometry. Our dynamic framework permits users to directly manipulate the limit surface obtained from any subdivision procedure via simulated "force" tools. Our experiments demonstrate that the new unified FEM-based framework promises a greater potential for subdivision techniques in geometric modeling, finite element analysis, engineering design, computer graphics and other visual computing applications.
{"title":"FEM-based dynamic subdivision splines","authors":"Hong Qin","doi":"10.1109/PCCGA.2000.883940","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883940","url":null,"abstract":"Recent years have witnessed a dramatic growth in the use of subdivision schemes for graphical modeling and animation, especially for the representation of smooth, often complex, shapes of arbitrary topology. Nevertheless, conventional interactive approaches to subdivision objects can be extremely laborious and inefficient. Users must carefully specify the initial mesh and/or painstakingly manipulate the control vertices at different levels of the subdivision hierarchy to satisfy a diverse set of functional requirements and aesthetic criteria in the modeled object. This modeling drawback results from the lack of direct manipulation tools for the limit geometric shape. To improve the efficiency of interactive design, we have developed a unified finite element method (FEM) based dynamic methodology for arbitrary subdivision schemes by marrying principles of computational physics and finite element analysis with powerful subdivision geometry. Our dynamic framework permits users to directly manipulate the limit surface obtained from any subdivision procedure via simulated \"force\" tools. Our experiments demonstrate that the new unified FEM-based framework promises a greater potential for subdivision techniques in geometric modeling, finite element analysis, engineering design, computer graphics and other visual computing applications.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132843530","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}
Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883961
T. Ullmann, Jörg Sauer
This paper presents an approach for grasping virtual objects in virtual environments with a data glove. Our focus lies on developing new methods that allow sensible realistic grasping gestures which correspond to human grasping behavior. To meet the demands of industrial applications, users must be able to grasp an object in an intuitive way with one or two hands and, beyond that, manipulate grasped objects between their fingers. To avoid the use of expensive force or touch feedback hardware, but also to ensure a safe grip on virtual objects, several forms of visual feedback are provided. First, we describe the basic algorithm for grasping with one or two hands and finally, we present a method to precisely manipulate the grasped objects between the virtual fingers.
{"title":"Intuitive virtual grasping for non haptic environments","authors":"T. Ullmann, Jörg Sauer","doi":"10.1109/PCCGA.2000.883961","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883961","url":null,"abstract":"This paper presents an approach for grasping virtual objects in virtual environments with a data glove. Our focus lies on developing new methods that allow sensible realistic grasping gestures which correspond to human grasping behavior. To meet the demands of industrial applications, users must be able to grasp an object in an intuitive way with one or two hands and, beyond that, manipulate grasped objects between their fingers. To avoid the use of expensive force or touch feedback hardware, but also to ensure a safe grip on virtual objects, several forms of visual feedback are provided. First, we describe the basic algorithm for grasping with one or two hands and finally, we present a method to precisely manipulate the grasped objects between the virtual fingers.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132743161","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}
Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883978
Koichi Onoue, T. Nishita
This paper proposes a method for modeling and rendering realistic desert scenes. A desert terrain includes sand dunes and wind ripples. We use two types of scale models to form them. We render the dunes with the wind-ripples by bump-mapping using LOD (levels of detail).
{"title":"A method for modeling and rendering dunes with wind-ripples","authors":"Koichi Onoue, T. Nishita","doi":"10.1109/PCCGA.2000.883978","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883978","url":null,"abstract":"This paper proposes a method for modeling and rendering realistic desert scenes. A desert terrain includes sand dunes and wind ripples. We use two types of scale models to form them. We render the dunes with the wind-ripples by bump-mapping using LOD (levels of detail).","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133290751","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}
Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883948
Shi-Xia Liu, Shimin Hu, Jiaguang Sun, Chiew-Lan Tai
Presents a matrix-based technique for reconstructing solids with quadric surfaces from three orthographic views. First, the relationship between a conic and its orthographic projections is developed using matrix theory. We then address the problem of finding the theoretical minimum number of views that are necessary for reconstructing an object with quadric surfaces. Next, we reconstruct the conic edges by finding their matrix representations in 3D space. This effectively constructs a model corresponding to the three views. Finally, volume information is searched within the wireframe model to form the final solids. The novelty of our algorithm is in the use of the matrix representation of conics to assist in the 3D reconstruction, which increases both the efficiency and the reliability of the proposed approach.
{"title":"A matrix-based approach to reconstruction of 3D objects from three orthographic views","authors":"Shi-Xia Liu, Shimin Hu, Jiaguang Sun, Chiew-Lan Tai","doi":"10.1109/PCCGA.2000.883948","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883948","url":null,"abstract":"Presents a matrix-based technique for reconstructing solids with quadric surfaces from three orthographic views. First, the relationship between a conic and its orthographic projections is developed using matrix theory. We then address the problem of finding the theoretical minimum number of views that are necessary for reconstructing an object with quadric surfaces. Next, we reconstruct the conic edges by finding their matrix representations in 3D space. This effectively constructs a model corresponding to the three views. Finally, volume information is searched within the wireframe model to form the final solids. The novelty of our algorithm is in the use of the matrix representation of conics to assist in the 3D reconstruction, which increases both the efficiency and the reliability of the proposed approach.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124925797","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}
Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883973
J. Kuffner, J. Latombe
Presents a brief overview of an algorithm for interactively animating object grasping and manipulation tasks for human figures. The technique is designed to efficiently generate feasible single-arm manipulation motions given high-level task commands. For moving an object, the motions necessary for a human arm to reach and grasp the object, re-position it and return the arm to rest are generated automatically within a few seconds on average. The method synthesizes motion "on-the-fly" by directly searching the configuration space of the arm. Goal configurations for the arm are computed using an inverse kinematics algorithm that attempts to select a natural posture. A collision-free trajectory connecting the arm's initial configuration to the goal configuration is computed using a randomized path planner. A high-level description of the methods is given, along with results from some computed examples using a human character model.
{"title":"Interactive manipulation planning for animated characters","authors":"J. Kuffner, J. Latombe","doi":"10.1109/PCCGA.2000.883973","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883973","url":null,"abstract":"Presents a brief overview of an algorithm for interactively animating object grasping and manipulation tasks for human figures. The technique is designed to efficiently generate feasible single-arm manipulation motions given high-level task commands. For moving an object, the motions necessary for a human arm to reach and grasp the object, re-position it and return the arm to rest are generated automatically within a few seconds on average. The method synthesizes motion \"on-the-fly\" by directly searching the configuration space of the arm. Goal configurations for the arm are computed using an inverse kinematics algorithm that attempts to select a natural posture. A collision-free trajectory connecting the arm's initial configuration to the goal configuration is computed using a randomized path planner. A high-level description of the methods is given, along with results from some computed examples using a human character model.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123509428","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}
Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883946
Boris Kronrod, C. Gotsman
Describes an efficient algorithm for coding the connectivity information of general polygon meshes. In contrast to most existing algorithms, which are suitable only for triangular meshes and pay a penalty for the treatment of non-triangular faces, this algorithm codes the connectivity information in a direct manner. Our treatment of the special case of triangular meshes is shown to be equivalent to the Edgebreaker algorithm. Using our methods, any triangle mesh may be coded in no more than two bits/triangle (approximately four bits/vertex), a quadrilateral mesh in no more than 3.5 bits/quad (approximately 3.5 bits/vertex), and the most common case of a quadrilateral mesh with few triangles in no more than four bits/polygon.
{"title":"Efficient coding of non-triangular mesh connectivity","authors":"Boris Kronrod, C. Gotsman","doi":"10.1109/PCCGA.2000.883946","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883946","url":null,"abstract":"Describes an efficient algorithm for coding the connectivity information of general polygon meshes. In contrast to most existing algorithms, which are suitable only for triangular meshes and pay a penalty for the treatment of non-triangular faces, this algorithm codes the connectivity information in a direct manner. Our treatment of the special case of triangular meshes is shown to be equivalent to the Edgebreaker algorithm. Using our methods, any triangle mesh may be coded in no more than two bits/triangle (approximately four bits/vertex), a quadrilateral mesh in no more than 3.5 bits/quad (approximately 3.5 bits/vertex), and the most common case of a quadrilateral mesh with few triangles in no more than four bits/polygon.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121749022","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}