Volume 21 (2002)
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Item New Eurographics Fellow(Blackwell Publishers, Inc and the Eurographics Association, 2002)Item STRANDS: Interactive Simulation of Thin Solids using Cosserat Models(Blackwell Publishers, Inc and the Eurographics Association, 2002) Pai, Dinesh K.Strandsare thin elastic solids that are visually well approximated as smooth curves, and yet possess essential physical behaviors characteristic of solid objects such as twisting. Common examples in computer graphics include: sutures, catheters, and tendons in surgical simulation; hairs, ropes, and vegetation in animation. Physical models based on spring meshes or 3D finite elements for such thin solids are either inaccurate or inefficient for interactive simulation. In this paper we show that models based on the Cosserat theory of elastic rods are very well suited for interactive simulation of these objects. The physical model reduces to a system of spatial ordinary differential equations that can be solved efficiently for typical boundary conditions. The model handles the important geometric non-linearity due to large changes in shape. We introduce Cosserat-type physical models, describe efficient numerical methods for interactive simulation of these models, and implementation results.Item Eurographics 2003 Modelling the Real World(Blackwell Publishers, Inc and the Eurographics Association, 2002)Item Auditor's Report(2002)Item Grid Based Final Gather for Radiosity on Complex Clustered Scenes(Blackwell Publishers, Inc and the Eurographics Association, 2002) Scheel, Annette; Stamminger, Marc; Seidel, Hans-PeterRadiosity methods handle large scenes and complex objects using clustering techniques. To reconstruct a high quality image, usually a second very time consuming final gather pass is applied which exactly recomputes the last light transport before reaching the eye. We propose a new final gather technique which is especially suited for scenes with fine polygonal geometry. In such scenes, substantial parts of the incident illumination vary only smoothly across the surfaces and can be reconstructed on a much coarser structure. We therefore propose a final gather reconstruction based on an object-independent 3D grid. The illumination of each sender is investigated separately: If it varies smoothly across a grid cell, it is interpolated between the vertices of the grid cell, or recomputed exactly, otherwise. We further reduce the number of required samples using view-dependent optimizations. So complex objects with a very detailed structure-plants are good example here-exhibit strong masking effects, which can be exploited by our method. Finally, the estimation of penumbra screen sizes can be used to further reduce costly visibility reevaluations.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Copmuter Graphics]: Picture/Image generation I.3.7 [Copmuter Graphics]: Three-Dimensional Graphics and RealismItem Towards Interactive Real-Time Crowd Behavior Simulation(Blackwell Publishers, Inc and the Eurographics Association, 2002) Ulicny, Branislav; Thalmann, DanielWhile virtual crowds are becoming common in non-real-time applications, the real-time domain is still relativelyunexplored. In this paper we discuss the challenges involved in creating such simulations, especially the needto efficiently manage variety. We introduce the concept of levels of variety. Then we present our work oncrowd behaviour simulation aimed at interactive real-time applications such as computer games or virtualenvironments. We define a modular behavioural architecture of a multi-agent system allowing autonomous andscripted behaviour of agents supporting variety. Finally we show applications of our system in a virtual realitytraining system and a virtual heritage reconstruction.ACM CSS: I.3.7 Three-Dimensional Graphics and Realism-Animation, I.2.11 Distributed ArtificialIntelligence-Multi-agent systemsItem Eurographics Italy 1st Conference(Blackwell Publishers, Inc and the Eurographics Association, 2002) Bordegoni, MonicaItem 23rd Eurographics General Assembly(Blackwell Publishers, Inc and the Eurographics Association, 2002)Item Editorial(Blackwell Publishers Ltd and the Eurographics Association, 2002)Item Multiresolution Surfaces having Arbitrary Topologies by a Reverse Doo Subdivision Method(Blackwell Publishers Ltd and the Eurographics Association, 2002) Samavati, Faramarz; Mahdavi-Amiri, Nezam; Bartels, RichardWe have shown how to construct multiresolution structures for reversing subdivision rules using global least squares models (Samavati and Bartels, Computer Graphics Forum, 18(2):97-119, June 1999). As a result, semiorthogonal wavelet systems have also been generated. To construct a multiresolution surface of an arbitrary topology, however, biorthogonal wavelets are needed. In Bartels and Samavati (Journal of Computational and Applied Mathematics, 119:29-67, 2000) we introduced local least squares models for reversing subdivision rules to construct multiresolution curves and tensor product surfaces, noticing that the resulting wavelets were biorthogonal (under an induced inner product). Here, we construct multiresolution surfaces of arbitrary topologies by locally reversing the Doo subdivision scheme. In a Doo subdivision, a coarse surface is converted into a fine one by the contraction of coarse faces and the addition of new adjoining faces. We propose a novel reversing process to convert a fine surface into a coarse one plus an error. The conversion has the property that the subdivision of the resulting coarse surface is locally closest to the original fine surface, in the least squares sense, for two important face geometries. In this process, we first find those faces of the fine surface which might have been produced by the contraction of a coarse face in a Doo subdivision scheme. Then, we expand these faces. Since the expanded faces are not necessarily joined properly, several candidates are usually at hand for a single vertex of the coarse surface. To identify the set of candidates corresponding to a vertex, we construct a graph in such a way that any set of candidates corresponds to a connected component. The connected components can easily be identified by a depth first search traversal of the graph. Finally, vertices of the coarse surface are set to be the average of their corresponding candidates, and this is shown to be equivalent to local least squares approximation for regular arrangements of triangular and quadrilateral faces.Item 3rd Eurographics Workshop on Parallel Graphics and Visualization(Blackwell Publishers Ltd and the Eurographics Association, 2002)Item Image-Swept Volumes(Blackwell Publishers, Inc and the Eurographics Association, 2002) Winter, Andrew S.; Chen, MinMany graphical objects can be represented by swept volumes (including its subset - generalised cylinders) by sweeping 2D or 3D templates along 3D trajectories. In this paper, we present a new approach for constructing swept volumes using image templates. We utilise scalar fields as our underlying data type, and employ volume ray casting techniques for rendering swept volumes in their original sweeping specifications as well as in their voxelised approximations. In addition to some simple image-swept volumes, we also treat multi-channel image templates, video templates, generalised sweeps, and self-intersecting trajectories. This approach enables us to model swept volumes with heterogeneous interiors and amorphous effects. It also facilitates the use of constructive volume geometry for creating complex scenes in both modelling and rendering space.Item Local Physical Models for Interactive Character Animation(Blackwell Publishers, Inc and the Eurographics Association, 2002) Oore, Sageev; Terzopoulos, Demetri; Hinton, GeoffreyOur goal is to design and build a tool for the creation of expressive character animation. Virtual puppetry, also known as performance animation, is a technique in which the user interactively controls a character's motion. In this paper we introduce local physical models for performance animation and describe how they can augment an existing kinematic method to achieve very effective animation control. These models approximate specific physically-generated aspects of a character's motion. They automate certain behaviours, while still letting the user override such motion via a PD-controller if he so desires. Furthermore, they can be tuned to ignore certain undesirable effects, such as the risk of having a character fall over, by ignoring corresponding components of the force. Although local physical models are a quite simple approximation to real physical behaviour, we show that they are extremely useful for interactive character control, and contribute positively to the expressiveness of the character's motion. In this paper, we develop such models at the knees and ankles of an interactively-animated 3D anthropomorphic character, and demonstrate a resulting animation. This approach can be applied in a straight-forward way to other joints.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism, Interaction TechniquesItem Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering(Blackwell Publishers, Inc and the Eurographics Association, 2002) Ren, Liu; Pfister, Hanspeter; Zwicker, MatthiasElliptical weighted average (EWA) surface splatting is a technique for high quality rendering of point-sampled 3D objects. EWA surface splatting renders water-tight surfaces of complex point models with high quality, anisotropic texture filtering. In this paper we introduce a new multi-pass approach to perform EWA surface splatting on modern PC graphics hardware, called object space EWA splatting. We derive an object space formulation of the EWA filter, which is amenable for acceleration by conventional triangle-based graphics hardware. We describe how to implement the object space EWA filter using a two pass rendering algorithm. In the first rendering pass, visibility splatting is performed by shifting opaque surfel polygons backward along the viewing rays, while in the second rendering pass view-dependent EWA prefiltering is performed by deforming texture mapped surfel polygons. We use texture mapping and alpha blending to facilitate the splatting process. We implement our algorithm using programmable vertex and pixel shaders, fully exploiting the capabilities of today's graphics processing units (GPUs). Our implementation renders up to 3 million points per second on recent PC graphics hardware, an order of magnitude more than a pure software implementation of screen space EWA surface splatting.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Display AlgorithmsItem Free-form sketching with variational implicit surfaces(Blackwell Publishers, Inc and the Eurographics Association, 2002) Karpenko, Olga; Hughes, John F.; Raskar, RameshWith the advent of sketch-based methods for shape construction, there's a new degree of power available in the rapid creation of approximate shapes. Sketch [Zeleznik, 1996] showed how a gesture-based modeler could be used to simplify conventional CSG-like shape creation. Teddy [Igarashi, 1999] extended this to more free-form models, getting much of its power from its 'inflation' operation (which converted a simple closed curve in the plane into a 3D shape whose silhouette, from the current point of view, was that curve on the view plane) and from an elegant collection of gestures for attaching additional parts to a shape, cutting a shape, and deforming it.But despite the powerful collection of tools in Teddy, the underlying polygonal representation of shapes intrudes on the results in many places. In this paper, we discuss our preliminary efforts at using variational implicit surfaces [Turk, 2000] as a representation in a free-form modeler. We also discuss the implementation of several operations within this context, and a collection of user-interaction elements that work well together to make modeling interesting hierarchies simple. These include 'stroke inflation' via implicit functions, blob-merging, automatic hierarchy construction, and local surface modification via silhouette oversketching. We demonstrate our results by creating several models.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Modeling packages I.3.6 [Computer Graphics]: Interaction techniquesItem Book Reviews(Blackwell Publishers Ltd and the Eurographics Association, 2002) Howard, TobyItem Real-time Animation of Dressed Virtual Humans(Blackwell Publishers, Inc and the Eurographics Association, 2002) Cordier, Frederic; Magnenat-Thalmann, NadiaIn this paper, we describe a method for cloth animation in real-time. The algorithm works in a hybrid manner exploiting the merits of both the physical-based and geometric deformations. It makes use of predetermined conditions between the cloth and the body model, avoiding complex collision detection and physical deformations wherever possible. Garments are segmented into pieces that are simulated by various algorithms, depending on how they are laid on the body surface and whether they stick or flow on it. Tests show that the method is well suited to fully dressed virtual human models, achieving real-time performance compared to ordinary cloth-simulations.Item Interactive Visualization with Programmable Graphics Hardware(Blackwell Publishers, Inc and the Eurographics Association, 2002) Ertl, ThomasOne of the main scientific goals of visualization is the development of algorithms and appropriate data models which facilitate interactive visual analysis and direct manipulation of the increasingly large data sets which result from simulations running on massive parallel computer systems, from measurements employing fast high-resolution sensors, or from large databases and hierarchical information spaces.This task can only be achieved with the optimization of all stages of the visualization pipeline: filtering, compression, and feature extraction of the raw data sets, adaptive visualization mappings which allow the users to choose between speed and accuracy, and exploiting new graphics hardware features for fast and high-quality rendering. The recent introduction of advanced programmability in widely available graphics hardware has already led to impressive progress in the area of volume visualization. However, besides the acceleration of the final rendering, flexible graphics hardware is increasingly being used also for the mapping and filtering stages of the visualization pipeline, thus giving rise to new levels of interactivity in visualization applications. The talk will present recent results of applying programmable graphics hardware in various visualization algorithms covering volume data, flow data, terrains, NPR rendering, and distributed and remote applications.Item Advanced Radiance Estimation For Photon Map Global Illumination(Blackwell Publishers, Inc and the Eurographics Association, 2002) Hey, Heinrich; Purgathofer, WernerWe present a new method to compute radiance in photon map based global illumination simulation for polygonal scenes with general bidirectional scattering distribution functions (BSDFs). Our new radiance estimation uses the actual geometry in the neighborhood of the illuminated point, and does not assume that the nearest neighbor photons lie in the same plane as the point, nor that they are distributed in a circular area around that point. This allows us to achieve accurate indirect illumination by direct visualization of the photon map - which is especially important for the simulation of caustics(LS+DS*Epaths) - even in the vicinity of edges and corners of objects, and on surfaces with differently oriented small geometric details.Item Projective Texture Mapping with Full Panorama(Blackwell Publishers, Inc and the Eurographics Association, 2002) Kim, Dongho; Hahn, James K.Projective texture mapping is used to project a texture map onto scene geometry. It has been used in many applications, since it eliminates the assignment of fixed texture coordinates and provides a good method of representing synthetic images or photographs in image-based rendering. But conventional projective texture mapping has limitations in the field of view and the degree of navigation because only simple rectangular texture maps can be used.In this work, we propose the concept of panoramic projective texture mapping (PPTM). It projects cubic or cylindrical panorama onto the scene geometry. With this scheme, any polygonal geometry can receive the projection of a panoramic texture map, without using fixed texture coordinates or modeling many projective texture mapping. For fast real-time rendering, a hardware-based rendering method is also presented. Applications of PPTM include panorama viewer similar to QuicktimeVR and navigation in the panoramic scene, which can be created by image-based modeling techniques.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Viewing Algorithms; I.3.7 [Computer Graphics]: Color, Shading, Shadowing, and Texture