M. Eck, T. DeRose, T. Duchamp, Hugues Hoppe, Michael Lounsbery, W. Stuetzle
In computer graphics and geometric modeling, shapes are often represented by triangular meshes. With the advent of laser scanning systems, meshes of extreme complexity are rapidly becoming commonplace. Such meshes are notoriously expensive to store, transmit, render, and are awkward to edit. Multiresolution analysis offers a simple, unified, and theoretically sound approach to dealing with these problems. Lounsbery et al. have recently developed a technique for creating multiresolution representations for a restricted class of meshes with subdivision connectivity. Unfortunately, meshes encountered in practice typically do not meet this requirement. In this paper we present a method for overcoming the subdivision connectivity restriction, meaning that completely arbitrary meshes can now be converted to multiresolution form. The method is based on the approximation of an arbitrary initial mesh M by a mesh MJ that has subdivision connectivity and is guaranteed to be within a specified tolerance. The key ingredient of our algorithm is the construction of a parametrization of M over a simple domain. We expect this parametrization to be of use in other contexts, such as texture mapping or the approximation of complex meshes by NURBS patches. CR
{"title":"Multiresolution analysis of arbitrary meshes","authors":"M. Eck, T. DeRose, T. Duchamp, Hugues Hoppe, Michael Lounsbery, W. Stuetzle","doi":"10.1145/218380.218440","DOIUrl":"https://doi.org/10.1145/218380.218440","url":null,"abstract":"In computer graphics and geometric modeling, shapes are often represented by triangular meshes. With the advent of laser scanning systems, meshes of extreme complexity are rapidly becoming commonplace. Such meshes are notoriously expensive to store, transmit, render, and are awkward to edit. Multiresolution analysis offers a simple, unified, and theoretically sound approach to dealing with these problems. Lounsbery et al. have recently developed a technique for creating multiresolution representations for a restricted class of meshes with subdivision connectivity. Unfortunately, meshes encountered in practice typically do not meet this requirement. In this paper we present a method for overcoming the subdivision connectivity restriction, meaning that completely arbitrary meshes can now be converted to multiresolution form. The method is based on the approximation of an arbitrary initial mesh M by a mesh MJ that has subdivision connectivity and is guaranteed to be within a specified tolerance. The key ingredient of our algorithm is the construction of a parametrization of M over a simple domain. We expect this parametrization to be of use in other contexts, such as texture mapping or the approximation of complex meshes by NURBS patches. CR","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"116 15","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131913807","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}
We propose an approach for modeling surface details such as scales, feathers, or thorns. These types of cellular textures require a representation with more detail than texture-mapping but are inconvenient to model with hand-crafted geometry. We generate patterns of geometric elements using a biologically-motivated cellular development simulation together with a constraint to keep the cells on a surface. The surface may be defined by an implicit function, a volume dataset, or a polygonal mesh. Our simulation combines and extends previous work in developmental models and constrained particle systems.
{"title":"Cellular texture generation","authors":"K. Fleischer, D. Laidlaw, B. L. Currin, A. Barr","doi":"10.1145/218380.218447","DOIUrl":"https://doi.org/10.1145/218380.218447","url":null,"abstract":"We propose an approach for modeling surface details such as scales, feathers, or thorns. These types of cellular textures require a representation with more detail than texture-mapping but are inconvenient to model with hand-crafted geometry. \u0000 \u0000We generate patterns of geometric elements using a biologically-motivated cellular development simulation together with a constraint to keep the cells on a surface. The surface may be defined by an implicit function, a volume dataset, or a polygonal mesh. Our simulation combines and extends previous work in developmental \u0000models and constrained particle systems.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125191303","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}
T. Rhyne, E. Gidney, T. Imielinski, P. Maes, R. Vetter
This panel examines the need to integrate computer graphics techniques with other methodologies and technologies such as mobile and wireless personal assistants, intelligent agents, cartography, human perception, voice recognition, interactive television, cooperative computing, and high speed networking. The need to develop new interfaces and displays which reflect the social changes associated with the way people will interact with integrated computer systems and the information highway is addressed.
{"title":"Integrating interactive graphics techniques with future technologies (panel session)","authors":"T. Rhyne, E. Gidney, T. Imielinski, P. Maes, R. Vetter","doi":"10.1145/218380.218517","DOIUrl":"https://doi.org/10.1145/218380.218517","url":null,"abstract":"This panel examines the need to integrate computer graphics techniques with other methodologies and technologies such as mobile and wireless personal assistants, intelligent agents, cartography, human perception, voice recognition, interactive television, cooperative computing, and high speed networking. The need to develop new interfaces and displays which reflect the social changes associated with the way people will interact with integrated computer systems and the information highway is addressed.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"274 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116826553","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 ray tracer has been developed that synthesizes images directly into the frequency domain. This makes it possible to use a simple vision model to control where rays are cast into a scene and to decide how rays should be spawned once an object is intersected. In this manner the most visible artifacts can be removed first and noise can be channeled into those areas of an image where it is least noticeable. The resulting image is produced in a format that is consistent with many image compression and transmission schemes. CR
{"title":"A frequency based ray tracer","authors":"Mark R. Bolin, G. Meyer","doi":"10.1145/218380.218497","DOIUrl":"https://doi.org/10.1145/218380.218497","url":null,"abstract":"A ray tracer has been developed that synthesizes images directly into the frequency domain. This makes it possible to use a simple vision model to control where rays are cast into a scene and to decide how rays should be spawned once an object is intersected. In this manner the most visible artifacts can be removed first and noise can be channeled into those areas of an image where it is least noticeable. The resulting image is produced in a format that is consistent with many image compression and transmission schemes. CR","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129033990","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}
We present a new, interactive tool called Intelligent Scissors which we use for image segmentation and composition. Fully automated segmentation is an unsolved problem, while manual tracing is inaccurate and laboriously unacceptable. However, Intelligent Scissors allow objects within digital images to be extracted quickly and accurately using simple gesture motions with a mouse. When the gestured mouse position comes in proximity to an object edge, a live-wire boundary “snaps” to, and wraps around the object of interest. Live-wire boundary detection formulates discrete dynamic programming (DP) as a two-dimensional graph searching problem. DP provides mathematically optimal boundaries while greatly reducing sensitivity to local noise or other intervening structures. Robustness is further enhanced with on-the-fly training which causes the boundary to adhere to the specific type of edge currently being followed, rather than simply the strongest edge in the neighborhood. Boundary cooling automatically freezes unchanging segments and automates input of additional seed points. Cooling also allows the user to be much more free with the gesture path, thereby increasing the efficiency and finesse with which boundaries can be extracted. Extracted objects can be scaled, rotated, and composited using live-wire masks and spatial frequency equivalencing. Frequency equivalencing is performed by applying a Butterworth filter which matches the lowest frequency spectra to all other image components. Intelligent Scissors allow creation of convincing compositions from existing images while dramatically increasing the speed and precision with which objects can be extracted.
{"title":"Intelligent scissors for image composition","authors":"Eric N. Mortensen, W. Barrett","doi":"10.1145/218380.218442","DOIUrl":"https://doi.org/10.1145/218380.218442","url":null,"abstract":"We present a new, interactive tool called Intelligent Scissors which we use for image segmentation and composition. Fully automated segmentation is an unsolved problem, while manual tracing is inaccurate and laboriously unacceptable. However, Intelligent Scissors allow objects within digital images to be extracted quickly and accurately using simple gesture motions with a mouse. When the gestured mouse position comes in proximity to an object edge, a live-wire boundary “snaps” to, and wraps around the object of interest. Live-wire boundary detection formulates discrete dynamic programming (DP) as a two-dimensional graph searching problem. DP provides mathematically optimal boundaries while greatly reducing sensitivity to local noise or other intervening structures. Robustness is further enhanced with on-the-fly training which causes the boundary to adhere to the specific type of edge currently being followed, rather than simply the strongest edge in the neighborhood. Boundary cooling automatically freezes unchanging segments and automates input of additional seed points. Cooling also allows the user to be much more free with the gesture path, thereby increasing the efficiency and finesse with which boundaries can be extracted. Extracted objects can be scaled, rotated, and composited using live-wire masks and spatial frequency equivalencing. Frequency equivalencing is performed by applying a Butterworth filter which matches the lowest frequency spectra to all other image components. Intelligent Scissors allow creation of convincing compositions from existing images while dramatically increasing the speed and precision with which objects can be extracted.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126611742","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}
R. Pausch, T. Burnette, Dan Brockway, Michael E. Weiblen
This paper describes the use of a World-in-Miniature (WIM) as a navigation and locomotion device in immersive virtual environments. The WIM is a hand-held miniature graphical representation of the virtual environment, similar to a map cube. When the user moves an object in the WIM, the object simultaneously moves in the surrounding virtual environment. When the user moves an iconic representation of himself, he moves (flies) in the virtual environment. Flying the user in the full scale virtual world is confusing, because the user’s focus of attention is in the miniature, not in the full scale virtual world. We present the novel technique of flying the user into the miniature, providing perceptual and cognitive constancy when updating the viewpoint.
{"title":"Navigation and locomotion in virtual worlds via flight into hand-held miniatures","authors":"R. Pausch, T. Burnette, Dan Brockway, Michael E. Weiblen","doi":"10.1145/218380.218495","DOIUrl":"https://doi.org/10.1145/218380.218495","url":null,"abstract":"This paper describes the use of a World-in-Miniature (WIM) as a navigation and locomotion device in immersive virtual environments. The WIM is a hand-held miniature graphical representation of the virtual environment, similar to a map cube. When the user moves an object in the WIM, the object simultaneously moves in the surrounding virtual environment. When the user moves an iconic representation of himself, he moves (flies) in the virtual environment. Flying the user in the full scale virtual world is confusing, because the user’s focus of attention is in the miniature, not in the full scale virtual world. We present the novel technique of flying the user into the miniature, providing perceptual and cognitive constancy when updating the viewpoint.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128160940","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}
We describe a simple technique for editing captured or keyframed animation based on warping of the motion parameter curves. The animator interactively defines a set of keyframe-like constraints which are used to derive a smooth deformation that preserves the fine structure of the original motion. Motion clips are combined by overlapping and blending of the parameter curves. We show that whole families of realistic motions can be derived from a single captured motion sequence using only a few keyframes to specify the motion warp. Our technique makes it feasible to create libraries of reusable “clip motion.”
{"title":"Motion warping","authors":"A. Witkin, Zoran Popovic","doi":"10.1145/218380.218422","DOIUrl":"https://doi.org/10.1145/218380.218422","url":null,"abstract":"We describe a simple technique for editing captured or keyframed animation based on warping of the motion parameter curves. The animator interactively defines a set of keyframe-like constraints which are used to derive a smooth deformation that preserves the fine structure of the original motion. Motion clips are combined by overlapping and blending of the parameter curves. We show that whole families of realistic motions can be derived from a single captured motion sequence using only a few keyframes to specify the motion warp. Our technique makes it feasible to create libraries of reusable “clip motion.”","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128246128","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}
David B. Arnold, J. Bresenham, K. Brodlie, G. Carson, Jan Hardenbergh, P. V. Binst, A. V. Dam
Panel Summary Who and what are standards for? Are standards there to protect users' investments and ease the design of working, integrated solutions or are they there to generate product opportunities for suppliers? Given enough confusion in the market place the effect is to turn standards into supplier's opportunity, at the expense of users' protection. Extensions, registrations, revisions, profiles, and levels of certification all conspire to confuse the situation. The pressure to adopt Publicly Available Specifications and the perceived advantages of "de facto" standards can undermine the protective intent of "de jure" standards. This panel debates different attitudes to standards, often associated with different sides of the Atlantic, but also between standardiser, politician, supplier and user. Concern over slow progress in ISO growing, but even concern is slow to take effect! Political pressure for change has never been stronger (for example at the recent CEC workshop on choosing standardisation policy attended by 350+ delegates. Proposed methods of standardisation often assume that fasttracking PASs will produce a better result, more speedily, but ignore the lack of success of fast-tracking to date in the graphics area. Related topics for discussion include: 1) Is conformance certification worth the cost? 2) Portability v Extensibility? 3) Upwards compatibilityhow is/should existing investment in products be protected. 4) Should registered items be allowed as a way of bypassing standards? 5) How should profiling be used. 6) De facto v de jure standardisation. 7) Can/should fast-tracking PASs be made to work?
{"title":"Standardisation—opportunity or constraint? (panel session)","authors":"David B. Arnold, J. Bresenham, K. Brodlie, G. Carson, Jan Hardenbergh, P. V. Binst, A. V. Dam","doi":"10.1145/218380.218534","DOIUrl":"https://doi.org/10.1145/218380.218534","url":null,"abstract":"Panel Summary Who and what are standards for? Are standards there to protect users' investments and ease the design of working, integrated solutions or are they there to generate product opportunities for suppliers? Given enough confusion in the market place the effect is to turn standards into supplier's opportunity, at the expense of users' protection. Extensions, registrations, revisions, profiles, and levels of certification all conspire to confuse the situation. The pressure to adopt Publicly Available Specifications and the perceived advantages of \"de facto\" standards can undermine the protective intent of \"de jure\" standards. This panel debates different attitudes to standards, often associated with different sides of the Atlantic, but also between standardiser, politician, supplier and user. Concern over slow progress in ISO growing, but even concern is slow to take effect! Political pressure for change has never been stronger (for example at the recent CEC workshop on choosing standardisation policy attended by 350+ delegates. Proposed methods of standardisation often assume that fasttracking PASs will produce a better result, more speedily, but ignore the lack of success of fast-tracking to date in the graphics area. Related topics for discussion include: 1) Is conformance certification worth the cost? 2) Portability v Extensibility? 3) Upwards compatibilityhow is/should existing investment in products be protected. 4) Should registered items be allowed as a way of bypassing standards? 5) How should profiling be used. 6) De facto v de jure standardisation. 7) Can/should fast-tracking PASs be made to work?","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132276506","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 presents a new model of spline curves and surfaces. The main characteristic of this model is that it has been created from scratch by using a kind of mathematical engineering process. In a first step, a list of specifications was established. This list groups all the properties that a spline model should contain in order to appear intuitive to a non-mathematician end-user. In a second step, a new family of blending functions was derived, trying to fulfill as many items as possible of the previous list. Finally, the degrees of freedom offered by the model have been reduced to provide only shape parameters that have a visual interpretation on the screen. The resulting model includes many classical properties such as affine and perspective invariance, convex hull, variation diminution, local controlandC2=G2 orC2=G0 continuity. But it also includesoriginal features such as a continuum between B-splines and Catmull-Rom splines, or the ability to define approximation zones and interpolation zones in the same curve or surface.
{"title":"X-splines: a spline model designed for the end-user","authors":"C. Blanc, C. Schlick","doi":"10.1145/218380.218488","DOIUrl":"https://doi.org/10.1145/218380.218488","url":null,"abstract":"This paper presents a new model of spline curves and surfaces. The main characteristic of this model is that it has been created from scratch by using a kind of mathematical engineering process. In a first step, a list of specifications was established. This list groups all the properties that a spline model should contain in order to appear intuitive to a non-mathematician end-user. In a second step, a new family of blending functions was derived, trying to fulfill as many items as possible of the previous list. Finally, the degrees of freedom offered by the model have been reduced to provide only shape parameters that have a visual interpretation on the screen. The resulting model includes many classical properties such as affine and perspective invariance, convex hull, variation diminution, local controlandC2=G2 orC2=G0 continuity. But it also includesoriginal features such as a continuum between B-splines and Catmull-Rom splines, or the ability to define approximation zones and interpolation zones in the same curve or surface.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130967331","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}
C. Machover, Gavin Bell, T. Munzner, Fabio Pettinati, V. Watson
3D graphics through the Internet needs to move beyond the current lowest common denominator of pre-computed movies because these movies excessively consume bandwidth and are non-interactive. Panelists will demonstrate and compare new approaches for accessing, analyzing, and collaborating on 3D graphical information through the Internet and World-Wide Web. This "shoot-out" will illustrate which tools are likely to be the best for the various types of 3D graphical information, including dynamic scientific data, 3D objects, and virtual environments. The computer graphics community (and especially SIGGRAPH) can provide a major service to mankind by promoting the use of graphical tools that improve the effectiveness of the Information Superhighway. A significant step in this process is.an open comparison, evaluation, and discussion of the graphical tools being proposed. The panel provides this step by having demonstrations and open discussions of the proposed tools. The issue is much larger than just the issue of data formats for Internet. The tools should provide for efficient access of the information, effective analysis, and effective collaboration with others over the Internet. The organizer has selected tools for demonstration that he believes have the greatest potential at this time. The selected tools for 3D objects and virtual environments are QuickTime VR and QuickDraw 3D by Apple Computer [1, 2], WebSpace by Silicon Graphics [3], and a public domain 3D browser from the Geometry Center of the University of Minnesota [4]. QuickTime VR is based on images. QuickDraw 3D is a cross platform 3D graphics API. WebSpace and the Geometry Center's public domain browser are based on the Virtual Reality Modeling Language (VRML) described in [5]. The selected tool for 3D scientific data is the FASTexpedition described in [6]. (It is not expected that one tool will be the best for all applications.)
{"title":"3D graphics through the Internet—a “shoot-out” (panel session)","authors":"C. Machover, Gavin Bell, T. Munzner, Fabio Pettinati, V. Watson","doi":"10.1145/218380.218540","DOIUrl":"https://doi.org/10.1145/218380.218540","url":null,"abstract":"3D graphics through the Internet needs to move beyond the current lowest common denominator of pre-computed movies because these movies excessively consume bandwidth and are non-interactive. Panelists will demonstrate and compare new approaches for accessing, analyzing, and collaborating on 3D graphical information through the Internet and World-Wide Web. This \"shoot-out\" will illustrate which tools are likely to be the best for the various types of 3D graphical information, including dynamic scientific data, 3D objects, and virtual environments. The computer graphics community (and especially SIGGRAPH) can provide a major service to mankind by promoting the use of graphical tools that improve the effectiveness of the Information Superhighway. A significant step in this process is.an open comparison, evaluation, and discussion of the graphical tools being proposed. The panel provides this step by having demonstrations and open discussions of the proposed tools. The issue is much larger than just the issue of data formats for Internet. The tools should provide for efficient access of the information, effective analysis, and effective collaboration with others over the Internet. The organizer has selected tools for demonstration that he believes have the greatest potential at this time. The selected tools for 3D objects and virtual environments are QuickTime VR and QuickDraw 3D by Apple Computer [1, 2], WebSpace by Silicon Graphics [3], and a public domain 3D browser from the Geometry Center of the University of Minnesota [4]. QuickTime VR is based on images. QuickDraw 3D is a cross platform 3D graphics API. WebSpace and the Geometry Center's public domain browser are based on the Virtual Reality Modeling Language (VRML) described in [5]. The selected tool for 3D scientific data is the FASTexpedition described in [6]. (It is not expected that one tool will be the best for all applications.)","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114573217","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}