Issue 2
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Item 3D Video Recorder: a System for Recording and Playing Free-Viewpoint Video?(Blackwell Publishers, Inc and the Eurographics Association, 2003) Wurmlin, Stephan; Lamboray, Edouard; Staadt, Oliver G.; Gross, Markus H.We present the 3D Video Recorder, a system capable of recording, processing, and playing three-dimensional video from multiple points of view. We first record 2D video streams from several synchronized digital video cameras and store pre-processed images to disk. An off-line processing stage converts these images into a time-varying 3D hierarchical point-based data structure and stores this 3D video to disk. We show how we can trade-off 3D video quality with processing performance and devise efficient compression and coding schemes for our novel 3D video representation. A typical sequence is encoded at less than 7 Mbps at a frame rate of 8.5 frames per second. The 3D video player decodes and renders 3D videos from hard-disk in real-time, providing interaction features known from common video cassette recorders, like variable-speed forward and reverse, and slow motion. 3D video playback can be enhanced with novel 3D video effects such as freeze-and-rotate and arbitrary scaling. The player builds upon point-based rendering techniques and is thus capable of rendering high-quality images in real-time. Finally, we demonstrate the 3D Video Recorder on multiple real-life video sequences.ACM CSS: I.3.2 Computer Graphics-Graphics Systems, I.3.5 Computer Graphics-Computational Geometry and Object Modelling, I.3.7 Computer Graphics-Three-Dimensional Graphics and RealismItem Announcement(Blackwell Publishers, Inc and the Eurographics Association, 2003)Item Approximating Parametric Curves With Strip Trees Using Affine Arithmetic(Blackwell Publishers, Inc and the Eurographics Association, 2003) Henrique de Figueiredo, Luiz; Stolfi, Jorge; Velho, LuizWe show how to use affine arithmetic to represent a parametric curve with a strip tree. The required bounding rectangles for pieces of the curve are computed by exploiting the linear correlation information given by affine arithmetic. As an application, we show how to compute approximate distance fields for parametric curves.ACM CSS: I.3.3 Computer Graphics-Curve, surface, solid, and object representations, G.1.2 Numerical Analysis-Approximation of surfaces and contours, G.1.0 Numerical Analysis-Interval arithmeticItem COMPUTER GRAPHICS forum(Blackwell Publishers, Inc and the Eurographics Association, 2003)Eurographics and Computer Graphics forum offer a variety of services on the international networks. You can find details of our latest events, how to prepare a paper for the conference or for the journal and much more besides. This information can be accessed mainly through the EG website but we also offer some support for ftp and mail server access.Item COMPUTER GRAPHICS PROFESSIONALS(Blackwell Publishers, Inc and the Eurographics Association, 2003)Item Editorial(Blackwell Publishers, Inc and the Eurographics Association, 2003) Duke, David; Scopigno, RobertoItem Efficient Modeling of An Anatomy-Based Face and Fast 3D Facial Expression Synthesis(Blackwell Publishers, Inc and the Eurographics Association, 2003) Zhang, Yu; Prakash, Edmond C.; Sung, EricThis paper presents new methods for efficient modeling and animation of an hierarchical facial model that conforms to the human face anatomy for realistic and fast 3D facial expression synthesis. The facial model has a skin-muscle-skull structure. The deformable skin model directly simulates the nonlinear visco-elastic behavior of soft tissue and effectively prevents model collapse. The construction of facial muscles is achieved by using an efficient muscle mapping approach. Based on a cylindrical projection of the texture-mapped facial surface and wire-frame skin and skull meshes, this approach ensures different muscles to be located at the anatomically correct positions between the skin and skull layers. For computational efficiency, we devise an adaptive simulation algorithm which uses either a semi-implicit integration scheme or a quasi-static solver to compute the relaxation by traversing the designed data structures in a breadth-first order. The algorithm runs in real-time and has successfully synthesized realistic facial expressions.ACM CSS: I.3.5 Computer Graphics: Computational Geometry and Object Modelling-physically based modelling; I.3.7 Computer Graphics: Three-Dimensional Graphics and Realism-animation;Item Fourth Eurographics Workshop on Parallel Graphics and Visualisation(Blackwell Publishers, Inc and the Eurographics Association, 2003) Reinhard, ErikItem Interactive Rendering of Translucent Objects?(Blackwell Publishers, Inc and the Eurographics Association, 2003) Lensch, Hendrik P.A.; Goesele, Michael; Bekaert, Philippe; Kautz, Jan; Magnor, Marcus A. and Lang, Jochen and Seidel, Hans-PeterThis paper presents a rendering method for translucent objects, in which viewpoint and illumination can be modified at interactive rates. In a preprocessing step, the impulse response to incoming light impinging at each surface point is computed and stored in two different ways: The local effect on close-by surface points is modeled as a per-texel filter kernel that is applied to a texture map representing the incident illumination. The global response (i.e. light shining through the object) is stored as vertex-to-vertex throughput factors for the triangle mesh of the object. During rendering, the illumination map for the object is computed according to the current lighting situation and then filtered by the precomputed kernels. The illumination map is also used to derive the incident illumination on the vertices which is distributed via the vertex-to-vertex throughput factors to the other vertices. The final image is obtained by combining the local and global response. We demonstrate the performance of our method for several models.ACM CSS:I.3.7 Computer Graphics-Three-Dimensional Graphics and Realism Color RadiosityItem Local Exact Particle Tracing on Unstructured Grids(Blackwell Publishers, Inc and the Eurographics Association, 2003) Kipfer, Peter; Reck, Frank; Greiner, GuntherFor analyzing and interpreting results of flow simulations, particle tracing is a well established visualization method. In addition, it is a preliminary step for more advanced techniques such as line integral convolution. For interactive exploration of large data sets, a very efficient and reliable particle tracing method is needed. For wind channel experiments or flight simulations, large unstructured computational grids have become common practice. Traditional approachs, based on numerical integration methods of ordinary differential equations however fail to deliver sufficiently accurate path calculation at the speed required for interactive use. In this paper we extend the local exact approach of Nielson and Jung in such a way that it can be used for interactive particle tracing in large data sets of steady flow simulation experiments. This will be achieved by sophisticated preprocessing using additional memory. For further visual enhancement of the streamline we construct an implicitly defined smooth Bezier curve that is used for ray tracing. This allows us to visualize additional scalar values of the simulation as attributes to the trajectory and enables the display of high-quality smooth curves without creating any visualization geometry and providing a good impression of the spatial situation at the same time.ACM CSS: I.3.3 Computer Graphics-Line and curve generation; I .3.7 Computer Graphics-Raytracing; G.1.2 Numerical Analysis-Spline and piecewise polynomial approximationItem Progressive Hulls for Intersection Applications(Blackwell Publishers, Inc and the Eurographics Association, 2003) Platis, Nikos; Theoharis, TheoharisProgressive meshes are an established tool for triangle mesh simplification. By suitably adapting the simplification process, progressive hulls can be generated which enclose the original mesh in gradually simpler, nested meshes. We couple progressive hulls with a selective refinement framework and use them in applications involving intersection queries on the mesh. We demonstrate that selectively refinable progressive hulls considerably speed up intersection queries by efficiently locating intersection points on the mesh. Concerning the progressive hull construction, we propose a new formula for assigning edge collapse priorities that significantly accelerates the simplification process, and enhance the existing algorithm with several conditions aimed at producing higher quality hulls. Using progressive hulls has the added advantage that they can be used instead of the enclosed object when a lower resolution of display can be tolerated, thus speeding up the rendering process.ACM CSS: I.3.3 Computer Graphics-Picture/Image Generation, I.3.5 Computer Graphics-Computational Geometry and Object Modeling, I.3.7 Computer Graphics-Three-Dimensional Graphics and RealismItem Real-Time Consensus-Based Scene Reconstruction Using Commodity Graphics Hardware?(Blackwell Science Ltd and the Eurographics Association, 2003) Yang, Ruigang; Welch, Greg; Bishop, GaryWe present a novel use of commodity graphics hardware that effectively combines a plane-sweeping algorithm with view synthesis for real-time, online 3D scene acquisition and view synthesis. Using real-time imagery from a few calibrated cameras, our method can generate new images from nearby viewpoints, estimate a dense depth map from the current viewpoint, or create a textured triangular mesh. We can do each of these without any prior geometric information or requiring any user interaction, in real time and online. The heart of our method is to use programmable Pixel Shader technology to square intensity differences between reference image pixels, and then to choose final colors (or depths) that correspond to the minimum difference, i.e. the most consistent color. In this paper we describe the method, place it in the context of related work in computer graphics and computer vision, and present some results.ACM CSS: I.3.3 Computer Graphics-Bitmap and framebuffer operations, I.4.8 Image Processing and Computer Vision-Depth cues, StereoItem Recent Developments and Applications of Haptic Devices(Blackwell Publishers, Inc and the Eurographics Association, 2003) Laycock, S. D.; Day, A. M.Over recent years a variety of haptic feedback devices have been developed and are being used in a number of important applications. They range from joysticks used in the entertainment industry to specialised devices used in medical applications. This paper will describe the recent developments of these devices and show how they have been applied. It also examines how haptic feedback has been combined with visual display devices, such as virtual reality walls and workbenches, in order to improve the immersive experience.ACM CSS: H.5.2 Information Interfaces and Presentation-Haptic I/O; I.3.8 Computer Graphics-Applications; I.6 Simulation and Modelling-ApplicationsItem The Scale Method for Blending Operations in Functionally-Based Constructive Geometry(Blackwell Publishers, Inc and the Eurographics Association, 2003) Hsu, P.-C.; Lee, C.This paper presents a scale method for developing high dimensional scale functions to blend implicitly defined objects. Scale functions are differentiable on the entire domain except the origin, provide blending range control, and behave like Min/Max operators everywhere, so even a successive composition of blending operations containing overlapped blending regions can be generated smoothly. Because the scale method is a generalized method, implicit or parametric curves, such as cubic Bezier curves, rational conic curves, and implicit conics and hyper-ellipsoids, can be used to develop scale functions. As a result, it can enhance the flexibility of generating the implicitly blending surfaces in Ricci's constructive geometry, soft objects modeling, and implicit sweep objects.ACM CSS: I.3.5 Computer Graphics-Computational Geometry and Object Modeling - Curve, surface, solid and object representations