Pub Date : 2000-10-03DOI: 10.1109/PCCGA.2000.883944
H. Seidel
Summary form only given, as follows. Due to their simplicity, triangle meshes are often used to represent geometric surfaces. Their main drawback is the large number of triangles that are required to represent a smooth surface. This problem has been addressed by a large number of mesh simplification algorithms which reduce the number of triangles and approximate the initial mesh. Hierarchical triangle mesh representations provide access to a triangle mesh at a desired resolution, without omitting any information. The article presents an infrastructure for discrete geometry processing, including algorithms for 3D reconstruction, curvature computation, reverse engineering, mesh reduction, interactive multiresolution modeling and progressive transmission of arbitrary unstructured triangle meshes.
{"title":"Efficient processing of large 3D meshes","authors":"H. Seidel","doi":"10.1109/PCCGA.2000.883944","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883944","url":null,"abstract":"Summary form only given, as follows. Due to their simplicity, triangle meshes are often used to represent geometric surfaces. Their main drawback is the large number of triangles that are required to represent a smooth surface. This problem has been addressed by a large number of mesh simplification algorithms which reduce the number of triangles and approximate the initial mesh. Hierarchical triangle mesh representations provide access to a triangle mesh at a desired resolution, without omitting any information. The article presents an infrastructure for discrete geometry processing, including algorithms for 3D reconstruction, curvature computation, reverse engineering, mesh reduction, interactive multiresolution modeling and progressive transmission of arbitrary unstructured triangle meshes.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"32 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":"117020853","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.2000.883975
Xiao-Meng Xie, Hao Wang, Zhiyong Huang
We propose a client-server graphics design framework and implement a room design system using CORBA. We have integrated technologies used in distributed computation (Java and CORBA) and computer graphics (VRML). To support multiuser collaborative design, we propose a supplier-consumer communication approach and implement it using the event service in CORBA. Our system can be applied in electronic commerce to improve the existing systems by allowing customers to select furniture and to visualize the whole furnished room in 3D.
{"title":"Implementation of a graphics design framework on the Web","authors":"Xiao-Meng Xie, Hao Wang, Zhiyong Huang","doi":"10.1109/PCCGA.2000.883975","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883975","url":null,"abstract":"We propose a client-server graphics design framework and implement a room design system using CORBA. We have integrated technologies used in distributed computation (Java and CORBA) and computer graphics (VRML). To support multiuser collaborative design, we propose a supplier-consumer communication approach and implement it using the event service in CORBA. Our system can be applied in electronic commerce to improve the existing systems by allowing customers to select furniture and to visualize the whole furnished room in 3D.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"281 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":"116075062","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.2000.883951
Mie Sato, I. Bitter, M. A. Bender, A. Kaufman, M. Nakajima
We introduce the TEASAR algorithm which is a treestructure extraction algorithm delivering skeletons that are accurate and robust. Volumetric skeletons are needed for accurate measurements of length along branching and winding structures. Skeletons are also required in automatic virtual navigation, such as traveling through human organs (e.g., the colon) to control movement and orientation of the virtual camera. We introduce a concise but general definition of a skeleton, and provide an algorithm that finds the skeleton accurately and rapidly. Our solution is fully automatic, which frees the user from having to engage in data preprocessing. We present the accurate skeletons computed on a number of test datasets. The algorithm is efficient as demonstrated by the running times on a single 194 MHz MIPS R10000 CPU which were all below five minutes.
{"title":"TEASAR: tree-structure extraction algorithm for accurate and robust skeletons","authors":"Mie Sato, I. Bitter, M. A. Bender, A. Kaufman, M. Nakajima","doi":"10.1109/PCCGA.2000.883951","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883951","url":null,"abstract":"We introduce the TEASAR algorithm which is a treestructure extraction algorithm delivering skeletons that are accurate and robust. Volumetric skeletons are needed for accurate measurements of length along branching and winding structures. Skeletons are also required in automatic virtual navigation, such as traveling through human organs (e.g., the colon) to control movement and orientation of the virtual camera. We introduce a concise but general definition of a skeleton, and provide an algorithm that finds the skeleton accurately and rapidly. Our solution is fully automatic, which frees the user from having to engage in data preprocessing. We present the accurate skeletons computed on a number of test datasets. The algorithm is efficient as demonstrated by the running times on a single 194 MHz MIPS R10000 CPU which were all below five minutes.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"19 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":"127380903","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.2000.883877
S. Carré, J. Deniel, E. Guillou, K. Bouatouch
The paper describes a radiosity method well suited to dynamic changes while requiring less memory compared to classical hierarchical radiosity. Our method relies on the concept of interaction meshes and does not need any computation of links between patches. The light originating at emitters and arriving at a receiving input surface is stored on separate meshes, each one corresponding to an emitter-receiver pair. These meshes are called interaction meshes and facilitate the handling of dynamic changes since for each input surface the surfaces illuminating it can be determined very quickly. The second advantage of the method is the use of a refinement criterion based on the comparison between the illuminances (illuminance is a photometric quantity equivalent to irradiance) over the receiving surfaces reconstructed from the interaction meshes. This criterion makes possible the use of artificial and natural lighting. Finally, this meshing technique is well suited to multigridding resolution systems for which the interaction meshes are not refined but recomputed at each iteration without cumulating error due to earlier iterations.
{"title":"Handling dynamic changes in hierarchical radiosity through interaction meshes","authors":"S. Carré, J. Deniel, E. Guillou, K. Bouatouch","doi":"10.1109/PCCGA.2000.883877","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883877","url":null,"abstract":"The paper describes a radiosity method well suited to dynamic changes while requiring less memory compared to classical hierarchical radiosity. Our method relies on the concept of interaction meshes and does not need any computation of links between patches. The light originating at emitters and arriving at a receiving input surface is stored on separate meshes, each one corresponding to an emitter-receiver pair. These meshes are called interaction meshes and facilitate the handling of dynamic changes since for each input surface the surfaces illuminating it can be determined very quickly. The second advantage of the method is the use of a refinement criterion based on the comparison between the illuminances (illuminance is a photometric quantity equivalent to irradiance) over the receiving surfaces reconstructed from the interaction meshes. This criterion makes possible the use of artificial and natural lighting. Finally, this meshing technique is well suited to multigridding resolution systems for which the interaction meshes are not refined but recomputed at each iteration without cumulating error due to earlier iterations.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"40 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":"114293863","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.2000.883950
Jason Conkey, K. Joy
We present a method for calculating the envelope surface of a parametric solid object swept along a path in three-dimensional space. The boundary surface of the solid is the combination of parametric surfaces and an implicit surface where the Jacobian of the defining function has a rank deficiency condition. Using this condition, we determine a set of square sub-Jacobian determinants that must all vanish simultaneously on the implicit surface. When the generator of the swept surface is a trivariate tensor-product B-spline solid and the path is a B-spline curve, we can give a robust algorithm to determine the implicit surface. This algorithm is based upon the "marching tetrahedra" method, which is adapted to work on 4-simplices. The envelope of the swept solid is given by the union of the parametric and implicit surfaces.
{"title":"Using isosurface methods for visualizing the envelope of a swept trivariate solid","authors":"Jason Conkey, K. Joy","doi":"10.1109/PCCGA.2000.883950","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883950","url":null,"abstract":"We present a method for calculating the envelope surface of a parametric solid object swept along a path in three-dimensional space. The boundary surface of the solid is the combination of parametric surfaces and an implicit surface where the Jacobian of the defining function has a rank deficiency condition. Using this condition, we determine a set of square sub-Jacobian determinants that must all vanish simultaneously on the implicit surface. When the generator of the swept surface is a trivariate tensor-product B-spline solid and the path is a B-spline curve, we can give a robust algorithm to determine the implicit surface. This algorithm is based upon the \"marching tetrahedra\" method, which is adapted to work on 4-simplices. The envelope of the swept solid is given by the union of the parametric and implicit surfaces.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"30 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":"121559432","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.2000.883956
Dongliang Zhang, M. Yuen
We present a voxel-based collision detection method for clothed human animation. We speed up the performance of the voxel-based method by choosing an appropriate voxel size and using a fast voxelization approach. Based on the voxel method, we propose a self-collision detection method and a simplified collision detection method. First, the efficiency of self-collision detection is improved by taking advantage of the curvature and multi-layer methods. Second, the efficiency of cloth/human collision detection is improved by introducing auxiliary line segments. Some heuristics are provided to further increase the efficiency of collision detection. Experimental results demonstrate that our method is efficient for clothed human animation.
{"title":"Collision detection for clothed human animation","authors":"Dongliang Zhang, M. Yuen","doi":"10.1109/PCCGA.2000.883956","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883956","url":null,"abstract":"We present a voxel-based collision detection method for clothed human animation. We speed up the performance of the voxel-based method by choosing an appropriate voxel size and using a fast voxelization approach. Based on the voxel method, we propose a self-collision detection method and a simplified collision detection method. First, the efficiency of self-collision detection is improved by taking advantage of the curvature and multi-layer methods. Second, the efficiency of cloth/human collision detection is improved by introducing auxiliary line segments. Some heuristics are provided to further increase the efficiency of collision detection. Experimental results demonstrate that our method is efficient for clothed human animation.","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":"116927039","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.2000.883937
Ma Lizhuang, Jiang Zhongding, C. Tony
The representation of moving geometry entities is an important issue in the fields of CAD/CAM and robotic motion design. We present a method to interpolate the moving frame homogeneously using B-splines. By analysing the matrix representation of the moving frames, a simplified optimization functional is derived and a recursive iteration method is presented for approximating orthogonal frames at any position. The error caused by approximation and interpolation is given and is shown to be controllable. Since the calculation of moving frames is only related to linear equations of two or three unknowns, and the moving frames are approximated with a low-degree polynomial B-spline, the proposed approach can run very fast. The method is useful in motion design and the swept volume representation.
{"title":"Interpolating and approximating moving frames using B-splines","authors":"Ma Lizhuang, Jiang Zhongding, C. Tony","doi":"10.1109/PCCGA.2000.883937","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883937","url":null,"abstract":"The representation of moving geometry entities is an important issue in the fields of CAD/CAM and robotic motion design. We present a method to interpolate the moving frame homogeneously using B-splines. By analysing the matrix representation of the moving frames, a simplified optimization functional is derived and a recursive iteration method is presented for approximating orthogonal frames at any position. The error caused by approximation and interpolation is given and is shown to be controllable. Since the calculation of moving frames is only related to linear equations of two or three unknowns, and the moving frames are approximated with a low-degree polynomial B-spline, the proposed approach can run very fast. The method is useful in motion design and the swept volume representation.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"47 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":"127147850","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.2000.883933
Daniel Bielser, M. Gross
Presents a framework for the interactive simulation of surgical cuts, such as those practiced in surgical treatment. Unlike most existing methods, our framework is based on tetrahedral volume meshes providing more topological flexibility. In order to keep the representation consistent, we apply adaptive subdivision schemes dynamically during the simulation. The detection of collisions between the surgical tool and the tissue is accomplished by using an axis-aligned bounding-box hierarchy which was adapted for deformable objects. For haptic rendering and feedback, we devised a mechanical scalpel model which accounts for the most important interaction forces between the scalpel and the tissue. The relaxation is computed using a localized, semi-implicit ODE (ordinary differential equation) solver. The achieved quality and performance of the presented framework is demonstrated using a human soft-tissue model.
{"title":"Interactive simulation of surgical cuts","authors":"Daniel Bielser, M. Gross","doi":"10.1109/PCCGA.2000.883933","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883933","url":null,"abstract":"Presents a framework for the interactive simulation of surgical cuts, such as those practiced in surgical treatment. Unlike most existing methods, our framework is based on tetrahedral volume meshes providing more topological flexibility. In order to keep the representation consistent, we apply adaptive subdivision schemes dynamically during the simulation. The detection of collisions between the surgical tool and the tissue is accomplished by using an axis-aligned bounding-box hierarchy which was adapted for deformable objects. For haptic rendering and feedback, we devised a mechanical scalpel model which accounts for the most important interaction forces between the scalpel and the tissue. The relaxation is computed using a localized, semi-implicit ODE (ordinary differential equation) solver. The achieved quality and performance of the presented framework is demonstrated using a human soft-tissue model.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"34 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":"121822170","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.2000.883934
G. Powell, Ralph Robert Martin, A. Marshall, K. Markham
Presents an implementation of forward-looking infrared (FLIR) and laser radar (LADAR) data simulation for use in developing a multi-sensor data-fusion automated target recognition (ATR) system. Through the use of commercial models and software, we can create a highly detailed scene model, which provides a rich data set for later processing. We embed our own modules within this software to extract data from the scene and then present it to the FLIR and LADAR sensor models. These models produce simulated range and temperature readings for objects within the scene. These data are used to create a variety of images to aid in the visualisation of the data and to test our ATR system. Frames from approach sequences show the LADAR and FLIR data in different formats. The simulated data and subsequent images are accurate and rapid to produce, and provide invaluable data resources for testing an ATR system.
{"title":"Simulation of FLIR and LADAR data using graphics animation software","authors":"G. Powell, Ralph Robert Martin, A. Marshall, K. Markham","doi":"10.1109/PCCGA.2000.883934","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883934","url":null,"abstract":"Presents an implementation of forward-looking infrared (FLIR) and laser radar (LADAR) data simulation for use in developing a multi-sensor data-fusion automated target recognition (ATR) system. Through the use of commercial models and software, we can create a highly detailed scene model, which provides a rich data set for later processing. We embed our own modules within this software to extract data from the scene and then present it to the FLIR and LADAR sensor models. These models produce simulated range and temperature readings for objects within the scene. These data are used to create a variety of images to aid in the visualisation of the data and to test our ATR system. Frames from approach sequences show the LADAR and FLIR data in different formats. The simulated data and subsequent images are accurate and rapid to produce, and provide invaluable data resources for testing an ATR system.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"32 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132365551","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.2000.883864
Y. Dobashi, Tsuyoshi Yamamoto, T. Nishita
Recently graphics hardware has increased in capability, and is, moreover, now available even on standard PCs. These advances have encouraged researchers to develop hardware-accelerated methods for rendering realistic images. One of the important elements in enhancing reality is the effect of atmospheric scattering. The scattering of light due to atmospheric particles has to be taken into account in order to display shafts of light produced by studio spotlights and headlights of automobiles, for example. The purpose of the paper is to develop a method for displaying shafts of light at interactive rates by making use of the graphics hardware. The method makes use of hardware-accelerated volume rendering techniques to display the shafts of light.
{"title":"Interactive rendering method for displaying shafts of light","authors":"Y. Dobashi, Tsuyoshi Yamamoto, T. Nishita","doi":"10.1109/PCCGA.2000.883864","DOIUrl":"https://doi.org/10.1109/PCCGA.2000.883864","url":null,"abstract":"Recently graphics hardware has increased in capability, and is, moreover, now available even on standard PCs. These advances have encouraged researchers to develop hardware-accelerated methods for rendering realistic images. One of the important elements in enhancing reality is the effect of atmospheric scattering. The scattering of light due to atmospheric particles has to be taken into account in order to display shafts of light produced by studio spotlights and headlights of automobiles, for example. The purpose of the paper is to develop a method for displaying shafts of light at interactive rates by making use of the graphics hardware. The method makes use of hardware-accelerated volume rendering techniques to display the shafts of light.","PeriodicalId":342067,"journal":{"name":"Proceedings the Eighth Pacific Conference on Computer Graphics and Applications","volume":"134 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":"130980917","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}