Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883974
I. Harada, Hidenori Sato, H. Kitazawa
3D object data transfer was optimized to accelerate interactive 3D scene design and virtual-space layout applications. In these applications, downloading many 3D objects reduces the interactivity of the clients. We used level-of-detail based loading sequences and timing control methods to interleave data downloading and interactions. Experiments showed that the maximum interval between interactions was up to 6.42 times shorter.
{"title":"Optimizing network 3D data transmissions for interactive applications","authors":"I. Harada, Hidenori Sato, H. Kitazawa","doi":"10.1109/PCCGA.2000.883974","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883974","url":null,"abstract":"3D object data transfer was optimized to accelerate interactive 3D scene design and virtual-space layout applications. In these applications, downloading many 3D objects reduces the interactivity of the clients. We used level-of-detail based loading sequences and timing control methods to interleave data downloading and interactions. Experiments showed that the maximum interval between interactions was up to 6.42 times shorter.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"12 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":"128312653","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.2000.883967
Lujin Wang, Zesheng Tang
The level-of-detail modeling method is an effective approach for the interactive visualization of complex models. In this paper, we propose a hierarchical tree structure based on the fractal dimension to organize a 3D terrain mesh model and to realize view-dependent continuous level-of-detail rendering of terrain data with a restricted quadtree triangulation method. The total algorithm can be divided into two stages: pre-processing and rendering. In pre-processing, it builds an adaptive hierarchical structure by considering the flatness of the terrain surface evaluated by the fractal dimension. Then it can generate a triangular approximation mesh by dynamically determining preserved data points according to the view-related parameters and performing a restricted quadtree triangulation. Some experiments demonstrate that it is simple and efficient and can be used to support the interactive dynamic rendering of terrain models.
{"title":"View-dependent continuous level-of-detail rendering of terrain model","authors":"Lujin Wang, Zesheng Tang","doi":"10.1109/PCCGA.2000.883967","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883967","url":null,"abstract":"The level-of-detail modeling method is an effective approach for the interactive visualization of complex models. In this paper, we propose a hierarchical tree structure based on the fractal dimension to organize a 3D terrain mesh model and to realize view-dependent continuous level-of-detail rendering of terrain data with a restricted quadtree triangulation method. The total algorithm can be divided into two stages: pre-processing and rendering. In pre-processing, it builds an adaptive hierarchical structure by considering the flatness of the terrain surface evaluated by the fractal dimension. Then it can generate a triangular approximation mesh by dynamically determining preserved data points according to the view-related parameters and performing a restricted quadtree triangulation. Some experiments demonstrate that it is simple and efficient and can be used to support the interactive dynamic rendering of terrain models.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"13 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":"126412576","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.2000.883979
H. C. Sun, Dimitris N. Metaxas
This paper presents a data-driven procedural model for the kinematic animation of human walking. The use of data yields realistic looking gait, while the procedural model yields flexibility. We present a new motion data representation, the sagittal elevation angles, and present biomechanical evidence that these angles have a stereotyped pattern across many different walking situations, implying their reusability as a motion data source. We also sketch our algorithm for animating human gait based on sagittal elevation angle data, which allows us to generate curved locomotion on uneven terrain with stylistic variation without requiring new datasets.
{"title":"Animation of human locomotion using sagittal elevation angles","authors":"H. C. Sun, Dimitris N. Metaxas","doi":"10.1109/PCCGA.2000.883979","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883979","url":null,"abstract":"This paper presents a data-driven procedural model for the kinematic animation of human walking. The use of data yields realistic looking gait, while the procedural model yields flexibility. We present a new motion data representation, the sagittal elevation angles, and present biomechanical evidence that these angles have a stereotyped pattern across many different walking situations, implying their reusability as a motion data source. We also sketch our algorithm for animating human gait based on sagittal elevation angle data, which allows us to generate curved locomotion on uneven terrain with stylistic variation without requiring new datasets.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"76 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":"129144621","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.2000.883969
Xinguo Liu, H. Bao, Qunsheng Peng, P. Heng, T. Wong, Hanqiu Sun
A novel progressive geometry compression scheme is presented in this paper. In this scheme, a mesh is represented as a base mesh followed by some groups of vertex split operations using an improved simplification method in which each level of the mesh can be refined into the next level by carrying out a group of vertex split operations in any order. Consequently, the progressive mesh (PM) representation can be effectively encoded by permuting the vertex split operations in each group. Meanwhile, a geometry predictor using the Laplacian operator is designed to predict each new vertex position using its neighbours. The correction is quantized and encoded using a Huffman coding scheme. Experimental results show that our algorithm obtains higher compression ratios than previous work. It is very suitable for the progressive transmission of geometric models over the Internet.
{"title":"Progressive geometry compression for meshes","authors":"Xinguo Liu, H. Bao, Qunsheng Peng, P. Heng, T. Wong, Hanqiu Sun","doi":"10.1109/PCCGA.2000.883969","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883969","url":null,"abstract":"A novel progressive geometry compression scheme is presented in this paper. In this scheme, a mesh is represented as a base mesh followed by some groups of vertex split operations using an improved simplification method in which each level of the mesh can be refined into the next level by carrying out a group of vertex split operations in any order. Consequently, the progressive mesh (PM) representation can be effectively encoded by permuting the vertex split operations in each group. Meanwhile, a geometry predictor using the Laplacian operator is designed to predict each new vertex position using its neighbours. The correction is quantized and encoded using a Huffman coding scheme. Experimental results show that our algorithm obtains higher compression ratios than previous work. It is very suitable for the progressive transmission of geometric models over the Internet.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"66 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":"127658080","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.2000.883936
Hee-Seok Heo, S. Hong, Myung-Soo Kim, G. Elber
Presents an efficient and robust algorithm to compute the intersection curve of two ringed surfaces, each being the sweep /spl cup//sub u/C/sup u/ generated by a moving circle. Given two ringed surfaces /spl cup//sub u/C/sub 1//sup u/ and /spl cup//sub v/C/sub 2//sup v/, we formulate the condition C/sub 1//sup u//spl cap/C/sub 2//sup v//spl ne/O (i.e. that the intersection of the two circles C/sub 1//sup u/ and C/sub 2//sup v/ is non-empty) as a bivariate equation /spl lambda/(u,v)= 0 of relatively low degree. Except for some redundant solutions and degenerate cases, there is a rational map from each solution of /spl lambda/(u,v)=0 to the intersection point C/sub 1//sup u//spl cap/C/sub 2//sup v/. Thus, it is trivial to construct the intersection curve once we have computed the zero-set of /spl lambda/(u,v)=0. We also analyze some exceptional cases and consider how to construct the corresponding intersection curves.
{"title":"The intersection of two ringed surfaces","authors":"Hee-Seok Heo, S. Hong, Myung-Soo Kim, G. Elber","doi":"10.1109/PCCGA.2000.883936","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883936","url":null,"abstract":"Presents an efficient and robust algorithm to compute the intersection curve of two ringed surfaces, each being the sweep /spl cup//sub u/C/sup u/ generated by a moving circle. Given two ringed surfaces /spl cup//sub u/C/sub 1//sup u/ and /spl cup//sub v/C/sub 2//sup v/, we formulate the condition C/sub 1//sup u//spl cap/C/sub 2//sup v//spl ne/O (i.e. that the intersection of the two circles C/sub 1//sup u/ and C/sub 2//sup v/ is non-empty) as a bivariate equation /spl lambda/(u,v)= 0 of relatively low degree. Except for some redundant solutions and degenerate cases, there is a rational map from each solution of /spl lambda/(u,v)=0 to the intersection point C/sub 1//sup u//spl cap/C/sub 2//sup v/. Thus, it is trivial to construct the intersection curve once we have computed the zero-set of /spl lambda/(u,v)=0. We also analyze some exceptional cases and consider how to construct the corresponding intersection curves.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"148 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":"132852413","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.2000.883943
Haixia Du, Hong Qin
PDE surfaces, whose behavior is governed by partial differential equations (PDEs), have demonstrated many modeling advantages in surface blending, free-form surface modeling, and surface aesthetic or functional specifications. Although PDE surfaces can potentially unify geometric attributes and functional constraints for surface design, current PDE based techniques exhibit certain difficulties such as the restrained topological structure of modeled objects and the lack of interactive editing functionalities. We propose an integrated approach and develop a set of algorithms that augment conventional PDE surfaces with material properties and dynamic behavior. The authors incorporate PDE surfaces into the powerful physics based framework, aiming to realize the full potential of the PDE methodology. We have implemented a prototype software environment that can offer users a wide array of PDE surfaces with flexible topology (through trimming and joining operations) as well as generalized boundary constraints. Using our system, designers can dynamically manipulate PDE surfaces at arbitrary location with applied forces. Our sculpting toolkits allow users to interactively modify arbitrary point, curve span, and/or region of interest throughout the entire PDE surface in an intuitive and predictable way. To achieve real time sculpting, we employ several simple, yet efficient numerical techniques such as finite difference discretization, multi-grid subdivision, and FEM approximation. Our experiments demonstrate many advantages of physics based PDE formulation such as intuitive control, real time feedback, and usability to both professional and non-expert users.
{"title":"Dynamic PDE surfaces with flexible and general geometric constraints","authors":"Haixia Du, Hong Qin","doi":"10.1109/PCCGA.2000.883943","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883943","url":null,"abstract":"PDE surfaces, whose behavior is governed by partial differential equations (PDEs), have demonstrated many modeling advantages in surface blending, free-form surface modeling, and surface aesthetic or functional specifications. Although PDE surfaces can potentially unify geometric attributes and functional constraints for surface design, current PDE based techniques exhibit certain difficulties such as the restrained topological structure of modeled objects and the lack of interactive editing functionalities. We propose an integrated approach and develop a set of algorithms that augment conventional PDE surfaces with material properties and dynamic behavior. The authors incorporate PDE surfaces into the powerful physics based framework, aiming to realize the full potential of the PDE methodology. We have implemented a prototype software environment that can offer users a wide array of PDE surfaces with flexible topology (through trimming and joining operations) as well as generalized boundary constraints. Using our system, designers can dynamically manipulate PDE surfaces at arbitrary location with applied forces. Our sculpting toolkits allow users to interactively modify arbitrary point, curve span, and/or region of interest throughout the entire PDE surface in an intuitive and predictable way. To achieve real time sculpting, we employ several simple, yet efficient numerical techniques such as finite difference discretization, multi-grid subdivision, and FEM approximation. Our experiments demonstrate many advantages of physics based PDE formulation such as intuitive control, real time feedback, and usability to both professional and non-expert users.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"29 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":"126053699","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.2000.883942
S. Takeuchi, Hiromasa Suzuki, F. Kimura, T. Kanai, K. Shimada
We present a general method for automatically reconstructing a network of B-spline patches based on the Doo-Sabin subdivision surface. This method consists of two parts, surface fitting and surface construction. In surface fitting, mesh simplification based on QEM (Quadric Error Metrics) is used and a control mesh that approximates a Doo-Sabin subdivision surface is constructed. In surface construction, we define a B-spline surface using a surface spline method; and a constructed network of B-spline patches is guaranteed G/sup 1/ continuous. In addition, this method has the advantage of enabling the user to select detail levels of the control mesh by utilizing a mesh simplification process.
{"title":"Subdivision surface fitting with QEM-based mesh simplification and reconstruction of approximated B-spline surfaces","authors":"S. Takeuchi, Hiromasa Suzuki, F. Kimura, T. Kanai, K. Shimada","doi":"10.1109/PCCGA.2000.883942","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883942","url":null,"abstract":"We present a general method for automatically reconstructing a network of B-spline patches based on the Doo-Sabin subdivision surface. This method consists of two parts, surface fitting and surface construction. In surface fitting, mesh simplification based on QEM (Quadric Error Metrics) is used and a control mesh that approximates a Doo-Sabin subdivision surface is constructed. In surface construction, we define a B-spline surface using a surface spline method; and a constructed network of B-spline patches is guaranteed G/sup 1/ continuous. In addition, this method has the advantage of enabling the user to select detail levels of the control mesh by utilizing a mesh simplification process.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"54 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":"114987960","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.2000.883890
Christian Rössl, L. Kobbelt
We present an interactive system for computer aided generation of line art drawings to illustrate 3D models that are given as triangulated surfaces. In a preprocessing step, an enhanced 2D view of the scene is computed by sampling for every pixel the shading, the normal vectors and the principal directions obtained from discrete curvature analysis. Then streamlines are traced in the 2D direction fields and are used to define line strokes. In order to reduce noise artifacts, the user may interactively select sparse reference lines and the system will automatically fill in additional strokes. By exploiting the special structure of the streamlines, an intuitive and simple tone mapping algorithm can be derived to generate the final rendering.
{"title":"Line-art rendering of 3D-models","authors":"Christian Rössl, L. Kobbelt","doi":"10.1109/PCCGA.2000.883890","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883890","url":null,"abstract":"We present an interactive system for computer aided generation of line art drawings to illustrate 3D models that are given as triangulated surfaces. In a preprocessing step, an enhanced 2D view of the scene is computed by sampling for every pixel the shading, the normal vectors and the principal directions obtained from discrete curvature analysis. Then streamlines are traced in the 2D direction fields and are used to define line strokes. In order to reduce noise artifacts, the user may interactively select sparse reference lines and the system will automatically fill in additional strokes. By exploiting the special structure of the streamlines, an intuitive and simple tone mapping algorithm can be derived to generate the final rendering.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"9 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":"128625511","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.2000.883970
Eun Seok Kim, J. Kim
Implicit modeling is an important technique in the modeling of informal objects. However, the available automatic modeling algorithms with implicit skeletal elements are not very advanced. In this paper, we propose a new skeletal element, called a metacube, and an automatic modeling technique for informal objects represented by volumetric data. The metacube has the merits of a metaball and also enhances the modeling ability of informal objects containing planar surfaces. For a 256/spl times/256/spl times/256 size of input volume, the proposed method takes a short generation time (less than ten minutes) on an SGI Indigo 2 workstation.
{"title":"An automatic modeling method for fitting volumetric objects with metacubes","authors":"Eun Seok Kim, J. Kim","doi":"10.1109/PCCGA.2000.883970","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883970","url":null,"abstract":"Implicit modeling is an important technique in the modeling of informal objects. However, the available automatic modeling algorithms with implicit skeletal elements are not very advanced. In this paper, we propose a new skeletal element, called a metacube, and an automatic modeling technique for informal objects represented by volumetric data. The metacube has the merits of a metaball and also enhances the modeling ability of informal objects containing planar surfaces. For a 256/spl times/256/spl times/256 size of input volume, the proposed method takes a short generation time (less than ten minutes) on an SGI Indigo 2 workstation.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"1 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":"128750964","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.2000.883954
Yong Zhou, A. Toga
This paper discusses voxel-coding for tiling complex volumetric objects with triangular meshes: first choosing cross-sections followed by extracting contours, and then triangulating them according to a given error threshold. The intervals between adjacent cross-sections and for sampling contour points for the tiling operation are determined by the difference in area between contour projections, enabling a relatively small number of triangles to reconstruct the object. Branching problems are solved by introducing a simplified skeleton extracted from the difference region and then finding matched segments of the skeleton for each contour i.e., converting multiple contour connections into a single pair connection. For all major problems involved in reconstruction, voxel-coding provides new and robust solutions. These problems include contour extraction, region filling with arbitrarily complex boundaries for difference region searches, simplified skeleton extraction, contour-skeleton matching, and mapping of curve pairs for contour tiling. The voxel-coding proposed can reconstruct surfaces from complex volumetric objects or contours themselves. The input data may have multiple branches or holes, and is processed in a fully automatic and systematic way. The algorithm is easy to implement, fast to compute and insensitive to abject complexity. This technique is of special importance for bridging discrete volumetric and continuous objects.
{"title":"Voxel-coding for tiling complex volumetric objects","authors":"Yong Zhou, A. Toga","doi":"10.1109/PCCGA.2000.883954","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883954","url":null,"abstract":"This paper discusses voxel-coding for tiling complex volumetric objects with triangular meshes: first choosing cross-sections followed by extracting contours, and then triangulating them according to a given error threshold. The intervals between adjacent cross-sections and for sampling contour points for the tiling operation are determined by the difference in area between contour projections, enabling a relatively small number of triangles to reconstruct the object. Branching problems are solved by introducing a simplified skeleton extracted from the difference region and then finding matched segments of the skeleton for each contour i.e., converting multiple contour connections into a single pair connection. For all major problems involved in reconstruction, voxel-coding provides new and robust solutions. These problems include contour extraction, region filling with arbitrarily complex boundaries for difference region searches, simplified skeleton extraction, contour-skeleton matching, and mapping of curve pairs for contour tiling. The voxel-coding proposed can reconstruct surfaces from complex volumetric objects or contours themselves. The input data may have multiple branches or holes, and is processed in a fully automatic and systematic way. The algorithm is easy to implement, fast to compute and insensitive to abject complexity. This technique is of special importance for bridging discrete volumetric and continuous objects.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"93 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":"122792309","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}