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Advances in Computer Graphics: 24th Computer Graphics International Conference, CGI 2006, Hangzhou, China, June 26-28, 2006, Proceedings

Tomoyuki Nishita ; Qunsheng Peng ; Hans-Peter Seidel (eds.)

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

Computer Applications; Computer Graphics; Image Processing and Computer Vision; Pattern Recognition; Algorithm Analysis and Problem Complexity; Artificial Intelligence (incl. Robotics)

Disponibilidad
Institución detectada Año de publicación Navegá Descargá Solicitá
No detectada 2006 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-35638-7

ISBN electrónico

978-3-540-35639-4

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© Springer-Verlag Berlin Heidelberg 2006

Tabla de contenidos

Anticipation Effect Generation for Character Animation

Jong-Hyuk Kim; Jung-Ju Choi; Hyun Joon Shin; In-Kwon Lee

According to the principles of traditional 2D animation techniques, anticipation makes an animation convincing and expressive. In this paper, we present a method to generate anticipation effects for an existing animation. The proposed method is based on the visual characteristics of anticipation, that is, “Before we go one way, first we go the other way[1].” We first analyze the rotation of each joint and the movement of the center of mass during a given action, where the anticipation effects are added. Reversing the directions of rotation and translation, we can obtain an initially guessed anticipatory pose. By means of a nonlinear optimization technique, we can obtain a consequent anticipatory pose to place the center of mass at a proper location. Finally, we can generate the anticipation effects by compositing the anticipatory pose with a given action, while considering the continuity at junction and preserving the high frequency components of the given action. Experimental results show that the proposed method can produce the anticipatory pose successfully and quickly, and generate convincing and expressive anticipation effects.

- Short Papers | Pp. 639-646

Real-Time Simulation of Dynamic Mirage Scenes

Changbo Wang; Zhangye Wang; Qi Zhou; Zhidong Jin; Qunsheng Peng

Mirage is a peculiar nature phenomenon which is caused by the atmospheric refraction and total internal reflection under special weather conditions. In this paper, we propose a novel method to model and render this phenomenon. We first establish their corresponding atmospheric temperature models. Then adhering to the physical law, we calculate the light path and intensity attenuation during its propagation. To simulate the dynamic effect of mirages, we introduce a dynamic model based on atmospheric gravity waves. By incorporating GPU acceleration into the rendering process, different types of dynamic mirages under different conditions can be realistically rendered in real time, demonstrating the formation, change, and disappear of mirages.

Palabras clave: Gravity Wave; Intensity Attenuation; Atmospheric Gravity Wave; Energy Attenuation; IEEE Computer Graphic.

- Short Papers | Pp. 647-654

Improving the Interval Ray Tracing of Implicit Surfaces

Jorge Flórez; Mateu Sbert; Miguel A. Sainz; Josep Vehí

This paper presents a fast and reliable method to trim non-solution regions in an interval ray tracing process. The “trimming algorithm” uses interval analysis to perform rejection tests in a set of pixels simultaneously, instead of individual pixels at each time. With this approach, the presented algorithm runs faster than the traditional interval ray tracing algorithm. Also, an interval algorithm to remove aliasing in the rendering of implicit surfaces is introduced. This algorithm obtains better visualizations than the traditional point sampling. This algorithm can render thin features that would be impossible to obtain with point sampling algorithms.

Palabras clave: Computer Graphic; Intersection Test; Interval Analysis; Inclusion Function; Interval Arithmetic.

- Short Papers | Pp. 655-664

Algorithms for Vector Graphic Optimization and Compression

Mingkui Song; Richard R. Eckert; David A. Goldman

The objective of metafile compositing is to retrieve multi-layered Windows Metafile command records from a picture file and translate them into a set of closed contours in a single layer that delineates a set of contiguous non-overlapping regions. Such processing is useful for a variety of engineering applications including vector graphic compression and optimization which is discussed here. Primary concerns here are the multitude of degeneracies that exist when implementing a geometric algorithm of this nature. These issues are left largely unaddressed in previous literature but can be of substantial importance when attempting to develop a robust implementation.

Palabras clave: Simple Polygon; Segment Pair; Vector Graphic; Scalable Vector Graphic; Sweep Line.

- Short Papers | Pp. 665-672

Detail-Preserving Local Editing for Point-Sampled Geometry

Yongwei Miao; Jieqing Feng; Chunxia Xiao; Hui Li; Qunsheng Peng

In digital geometry processing, it is important to preserve the intrinsic properties of 3D models in geometry editing operations. One of such intrinsic properties can be described as geometric details. For point-sampled geometry, combining the Normal Geometric Details (NGDs) and the Position Geometric Details (PGDs), a useful interactive geometry local editing method is developed. The method deforms the sample points in a region of interest by manipulating handle points. In the preprocessing step, a non-local denoising algorithm is applied to smooth the input noisy point-sampled model and as a postprocessing step, a new up-sampling and relaxation procedure is proposed to refine the deformed model. The effectiveness of the proposed method is demonstrated by examples, i.e., the editing operation can deform the model while respecting the intrinsic geometric details.

Palabras clave: Geometric Detail; Quadratic Minimization Problem; Mesh Editing; Bunny Model; Surface Editing.

- Short Papers | Pp. 673-681

Automatic Stained Glass Rendering

Vidya Setlur; Stephen Wilkinson

Based on artistic techniques for the creation of stained glass, we introduce a method to automatically create images in stained glass stylization of images. Our algorithm first applies segmentation, and performs region simplification to merge and simplify the segments. The system then queries a database of glass swatch images and computes an optimal matching subset based on color and texture metrics. These swatches are then mapped onto the original image and 3D rendering effects including normal mapping, translucency, lead came and refraction are applied to generate the stained glass output.

Palabras clave: Texture Feature; Image Segment; Interactive Technique; Texture Synthesis; Histogram Intersection.

- Short Papers | Pp. 682-691

Vision-Based Augmented Reality Visual Guidance with Keyframes

Timothy S. Y. Gan; Tom W. Drummond

A vision-based augmented reality visual guidance system is presented. It utilises naturally occurring point features and does not require a global reference frame. Keyframes extracted from a training sequ- ence are used to provide multiple local reference frames. These keyframes are selected by minimising the uncertainties in structure recovery to find an optimal tradeoff between narrow and wide baselines.

Palabras clave: Augmented Reality; Normalise Cross Correlation; Epipolar Line; Local Reference Frame; Global Reference Frame.

- Short Papers | Pp. 692-701

Optimized Framework for Real Time Hair Simulation

Rajeev Gupta; Melanie Montagnol; Pascal Volino; Nadia Magnenat-Thalmann

Despite tremendous work in hair simulation a unified framework for creating realistically simulated hairstyles at interactive rates is yet not available; the main reason is that complex dynamic and optical behavior of hair are computationally expensive to simulate. To have such a framework, it is essential to find optimized solutions, especially for the various physics-based tasks, which is the main bottleneck in the simulation. In this paper, we discuss various technical advancements and achievements that have been made in formulating key techniques to handle the different challenging issues involved in simulation of hair at interactive rates. Effort has been put in all the three modules of the hair simulation – hair shape modeling, hair dynamics and hair rendering.

Palabras clave: Hair Simulation; Hair Modeling; Real Time Animation; Volume Deformation; Interactive Rendering.

- Short Papers | Pp. 702-710

Optimizing Mesh Construction for Quad/Triangle Schemes

Koen Beets; Johan Claes; Frank Van Reeth

Modelling high-quality free-form 3D objects is a very time-consuming task. Recently, hybrid subdivision surface schemes have been proposed, allowing quads to be used in surface areas with two-directional symmetry and triangles for the more free-form regions. Until now, this kind of scheme was rather theoretical, as it was not obvious how to create optimal objects with it for e.g. practical animation purposes. We describe a sketching system for quick 3D modelling using such hybrid subdivision, starting from user-drawn 2D curves. These curves are triangularized, and a skeleton is calculated, along with the 3D object. This skeleton can be used to deform the object later on. At the same time, we try to maximize surface quality, and limit the number of faces and vertices. In cases where only little detail is desired, the resulting objects can be used directly, while the object’s structure also makes them suitable for subsequent editing and adding detail, using commercially available subdivision modellers.

Palabras clave: subdivision; modelling; sketching; quad/triangle; mesh construction.

- Short Papers | Pp. 711-718

Rendering Optical Effects Based on Spectra Representation in Complex Scenes

Weiming Dong

Rendering the structural color of natural objects or modern industrial products in the 3D environment is not possible with RGB-based graphics platforms and software and very time consuming, even with the most efficient spectra representation based methods previously proposed. Our framework allows computing full spectra light object interactions only when it is needed, i.e. for the part of the scene that requires simulating special spectra sensitive phenomena. Achieving the rendering of complex scenes with both the full spectra and RGB light and object interactions in a ray-tracer costs only some additional fractions of seconds. To prove the efficiency of our framework, we implemented a “Multilayer Film” in a simple ray-tracer. However, the framework is convenient for any complex lighting model, including diffraction or fluorescence.

Palabras clave: Computer Graphic; Interactive Technique; Material Element; Complex Scene; Object Interaction.

- Short Papers | Pp. 719-726