bluuebunny/crossref_metadata_2025_split huggingface dataset:
Particle‐Based Simulation of Fluids
Authors: Premžoe Simon , Tasdizen Tolga , Bigler James , Lefohn Aaron , Whitaker Ross T. 
Published: November 2003

Abstract Due to our familiarity with how fluids move and interact, as well as their complexity, plausible animation of fluidsremains a challenging problem. We present a particle interaction method for simulating fluids. The underlyingequations of fluid motion are discretized using moving particles and their interactions. The method allows simulationand modeling of mixing fluids with different physical properties, fluid interactions with stationary objects, andfluids that exhibit significant interface breakup and fragmentation. The gridless computational method is suitedfor medium scale problems since computational elements exist only where needed. The method fits well into thecurrent user interaction paradigm and allows easy user control over the desired fluid motion.
Animating Hair with Loosely Connected Particles
Authors: Bando Yosuke , Chen Bing‐Yu , Nishita Tomoyuki 
Published: November 2003

Abstract This paper presents a practical approach to the animation of hair at an interactive frame rate. In our approach,we model the hair as a set of particles that serve as sampling points for the volume of the hair, which covers thewhole region where hair is present. The dynamics of the hair, including hair‐hair interactions, is simulated usingthe interacting particles. The novelty of this approach is that, as opposed to the traditional way of modeling hair,we release the particles from tight structures that are usually used to represent hair strands or clusters. Therefore,by making the connections between the particles loose while maintaining their overall stiffness, the hair can bedynamically split and merged during lateral motion without losing its lengthwise coherence. Categories and Subject Descriptions (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐DimensionalGraphics and Realism, I.3.3 [Computer Graphics]: Picture/Image Generation
Adaptive Logarithmic Mapping For Displaying High Contrast Scenes
Authors: Drago F. , Myszkowski K. , Annen T. , Chiba N. 
Published: November 2003

Abstract We propose a fast, high quality tone mapping technique to display high contrast images on devices with limited dynamicrange of luminance values. The method is based on logarithmic compression of luminance values, imitatingthe human response to light. A bias power function is introduced to adaptively vary logarithmic bases, resultingin good preservation of details and contrast. To improve contrast in dark areas, changes to the gamma correctionprocedure are proposed. Our adaptive logarithmic mapping technique is capable of producing perceptually tunedimages with high dynamic content and works at interactive speed. We demonstrate a successful application of ourtone mapping technique with a high dynamic range video player enabling to adjust optimal viewing conditions forany kind of display while taking into account user preference concerning brightness, contrast compression, anddetail reproduction. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Image Processing and Computer Vision]: Image Representation
Image Categorization using Color Blobs in a Mobile Environment
Authors: Gavilan Ruiz David , Takahashi Hiroki , Nakajima Masayuki 
Published: November 2003

AbstractThis paper generalizes the basic idea of blobs in preattentive perception using color information. This is usedas the base of a basic classification of low resolution pictures taken with mobile phones. This classification, theblob‐like representation of the image and other information in user's context, such as GPS information, can beused in the presented framework as the basis of a new graphical interface for HCI (Human Computer Interaction).Similar systems whether they work with global properties of the image, which leads to inaccurate results, or withcomplex segmentation process that fails to capture expected objects in the scene. Most of those systems do notpay attention on other information involved in the creation of the image, such as time or location. We describe asystem which uses geographical information associated with a picture in a mobile phone terminal, and with a fastsegmentation based on color categorization.
Shadow Volumes on Programmable Graphics Hardware
Authors: Brabec Stefan , Seidel Hans‐Peter 
Published: November 2003

Abstract One of the best choices for fast, high quality shadows is the shadow volume algorithm. However, for real timeapplications the extraction of silhouette edges can significantly burden the CPU, especially with highly tessellatedinput geometry or when complex geometry shaders are applied. In this paper we show how this last, expensive part of the shadow volume method can be implemented on programmablegraphics hardware. This way, the originally hybrid shadow volumes algorithm can now be reformulatedas a purely hardware‐accelerated approach. The benefits of this implementation is not only the increase in speed. Firstly, all computations now run on thesame hardware resulting in consistent precision within all steps of the algorithm. Secondly, programmable vertextransformations are no longer problematic when applied to shadow casting objects. Categories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Hardware Architecture;I.3.3 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three‐Dimensional Graphicsand Realism
Solving Geometric Optimization Problems using Graphics Hardware
Authors: Denny Markus 
Published: November 2003

Abstract We show how to use graphics hardware for tackling optimization problems arising in the field of computationalgeometry. We exemplarily discuss three problems, where combinatorial algorithms are inefficient or hard to implement.Given a set S of n point in the plane, the first two problems are to determine the smallest homotheticscaling of a star shaped polygon P enclosing S and to find the largest empty homothetic scaling of P completelycontained inside an arbitrary polygonal region. Pixel‐exact solutions for both problems are computed in real‐time.The third problem is a facility location problem and more difficult to solve. Given the Voronoi diagram VoD(S) ofthe n points, we try to position another point p in the plane, such that the resulting Voronoi region of p has maximalarea. As far as we know there exists no traditional solution for this problem for which we present pixel‐exactsolutions. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Geometric algorithms,languages, and systems I.3.3 [Computer Graphics]: Display algorithms
Automatic texture atlas generation from trimmed NURBS models
Authors: Guthe M. , Klein R. 
Published: November 2003

Abstract A Texture Atlas is a two dimensional representation of a 3D model usable for paint systems or as a sewing pattern.The field of texture atlas generation from polygonal models has been well exploited in the recent years. The developedalgorithms work on piecewise linear surface representations, but not on parametric surfaces like NURBS,that are still the main surface representation in CAD systems. If a texture atlas is generated from a triangulatedNURBS model, the result cannot be edited further in a CAD system, since the separation into charts is not basedon the separate NURBS patches of the original model. We present a method for automatic generation of a textureatlas directly from trimmed NURBS models, while preserving the original NURBS representation. The resultingtexture atlas is build of several charts, each consisting of the original NURBS patches sewn together. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation;I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling; I.3.7 [Computer Graphics]: Three‐DimensionalGraphics and Realism — Color, Shading and Texture; J.6 [Computer‐aided Engineering]: Computer‐aideddesign (CAD)
Interactive Rendering with Bidirectional Texture Functions
Authors: Suykens Frank , Berge Karl , Lagae Ares , Dutré Philip 
Published: November 2003

Abstract We propose a new technique for efficiently rendering bidirectional texture functions (BTFs). A 6D BTF describesthe appearance of a material as a texture that depends on the lighting and viewing directions. As such, a BTFaccommodates self‐shadowing, interreflection, and masking effects of a complex material without needing anexplicit representation of the small scale geometry. Our method represents the BTF as a set of spatially varyingapparent BRDFs, that each encode the reflectance field of a single pixel in the BTF. Each apparent BRDF isdecomposed into a product of three or more two‐dimensional positive factors using a novel factorization technique,which we call chained matrix factorization (CMF). The proposed factorization technique is fully automatic andsuitable for both BRDFs and apparent BRDFs (which typically exhibit off‐specular peaks and non‐reciprocity).The main benefit of CMF is that it delivers factors well suited for the limited dynamic range of conventionaltexture maps. After factorization, an efficient representation of the BTF is obtained by clustering the factors intoa compact set of 2D textures. With this compact representation, BTFs can be rendered on recent consumer levelhardware with arbitrary viewing and lighting directions at interactive rates. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐DimensionalGraphics and Realism
Planned Sampling of Spatially Varying BRDFs
Authors: Lensch Hendrik P.A. , Lang Jochen , Sá Asla M. , Seidel Hans‐Peter 
Published: November 2003

AbstractMeasuring reflection properties of a 3D object involves capturing images for numerous viewing and lightingdirections. We present a method to select advantageous measurement directions based on analyzing the estimationof the bi‐directional reflectance distribution function (BRDF). The selected directions minimize the uncertaintyin the estimated parameters of the BRDF. As a result, few measurements suffice to produce models that describethe reflectance behavior well. Moreover, the uncertainty measure can be computed fast on modern graphics cardsby exploiting their capability to render into a floating‐point frame buffer. This forms the basis of an acquisitionplanner capable of guiding experts and non‐experts alike through the BRDF acquisition process. We demonstratethat spatially varying reflection properties can be captured more efficiently for real‐world applications using ouracquisition planner.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐DimensionalGraphics and Realism Virtual Reality I.4.1 [Computer Vision]: Digitization and Image Capture, Reflectance
Ray Differentials and Multiresolution Geometry Caching for Distribution Ray Tracing in Complex Scenes
Authors: Christensen Per H. , Laur David M. , Fong Julia , Wooten Wayne L. , Batali Dana 
Published: November 2003

Abstract When rendering only directly visible objects, ray tracing a few levels of specular reflection from large, low‐curvaturesurfaces, and ray tracing shadows from point‐like light sources, the accessed geometry is coherentand a geometry cache performs well. But in many other cases, the accessed geometry is incoherent and a standardgeometry cache performs poorly: ray tracing of specular reflection from highly curved surfaces, tracing rays thatare many reflection levels deep, and distribution ray tracing for wide glossy reflection, global illumination, widesoft shadows, and ambient occlusion. Fortunately, less geometric accuracy is necessary in the incoherent cases.This observation can be formalized by looking at the ray differentials for different types of scattering: coherentrays have small differentials, while incoherent rays have large differentials. We utilize this observation to obtainefficient multiresolution caching of geometry and textures (including displacement maps) for classic and distributionray tracing in complex scenes. We use an existing multiresolution caching scheme (originally developed forscanline rendering) for textures and displacement maps, and introduce a multiresolution geometry caching schemefor tessellated surfaces. The multiresolution geometry caching scheme makes it possible to efficiently render scenesthat, if fully tessellated, would use 100 times more memory than the geometry cache size.
Hierarchical Higher Order Face Cluster Radiosity for Global Illumination Walkthroughs of Complex Non‐Diffuse Environments
Authors: Gobbetti Enrico , Spanò Leonardo , Agus Marco 
Published: November 2003

Abstract We present an algorithm for simulating global illumination in scenes composed of highly tessellated objects withdiffuse or moderately glossy reflectance. The solution method is a higher order extension of the face cluster radiositytechnique. It combines face clustering, multiresolution visibility, vector radiosity, and higher order baseswith a modified progressive shooting iteration to rapidly produce visually continuous solutions with limited memoryrequirements. The output of the method is a vector irradiance map that partitions input models into areaswhere global illumination is well approximated using the selected basis. The programming capabilities of moderncommodity graphics architectures are exploited to render illuminated models directly from the vector irradiancemap, exploiting hardware acceleration for approximating view dependent illumination during interactive walkthroughs.Using this algorithm, visually compelling global illumination solutions for scenes of over one millioninput polygons can be computed in minutes and examined interactively on common graphics personal computers.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture and Image Generation; I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism.
The Stringed Haptic Workbench: a New Haptic Workbench Solution
Authors: Tarrin N. , Coquillart S. , Hasegawa S. , Bouguila L. , Sato M. 
Published: November 2003

AbstractThe workbench is an interesting semi‐immersive configuration for interactive tasks. However, haptic feedback, i.e.force and tactile feedback, is one important cue which is missing. To the authors' knowledge, the sole proposedsolution consists in installing an arm force feedback device on one‐screen workbenches. This solution, however,has several drawbacks. The arm can perturb the stereoscopic display, cross virtual objects or hide parts of thevisualization space. Furthermore, the interaction space is limited by the size of the arm, which may also damagethe screen or perturb the electromagnetic tracking system. Some of these difficulties may even be worth with a two‐screenworkbench. This paper discusses an alternative solution, which consists in integrating a stringed hapticdevice on a workbench. This approach is less invasive, more flexible and well‐suited to a two‐screen workbench.
Adaptive Ray Tracing of Subdivision Surfaces
Authors: Müller Kerstin , Techmann Torsten , Fellner Dieter 
Published: November 2003

Abstract Subdivision Surfaces as well as (interactive) ray tracing have become an important issue in computer graphics.But ray tracing of subdivision surfaces has received only little attention. We present a new approach for raytracing of subdivision surfaces. The algorithm uses a projection of the ray onto the surface and works mainly intwo dimensions along this projection. While proceeding from patch to patch, we examine the bounding volume oftheir borders: the lower the distance between ray and subdivision surface, the more refinement steps are adaptivelyapplied to the surface but only along the projection of the ray. The adaptive refinement of a patch is controlled bycurvature, size, its membership to the silhouette, and its potential contribution to the light transport. The algorithmis simple and mainly consists of elementary geometric computations. Hence it is fast and easy to implementwithout the need for elaborate preprocessing. The algorithm is robust in the sense that it deals with all features ofsubdivision surfaces like creases and corners. Categories and Subject Descripters (according to ACM CCS): I.3.7 [Computer Graphics]: Raytracing
Image Based Interactive Rendering with View Dependent Geometry
Authors: Evers‐Senne J.‐F. , Koch R. 
Published: November 2003

Abstract In this paper we present a novel approach for interactive rendering of virtual views from real image sequences.Combining the concepts of light fields, depth‐compensated image warping and view dependent texture mapping,this plenoptic modeling approach can handle large and complex scenes. A portable, handheld multi‐camera systemhas been developed that allows to record multiple image streams by simply walking around the scene. Theseimage streams are automatically calibrated and depth maps for all views are generated as input to the renderingstage. For rendering a view dependent warping surface is constructed on the fly and depth‐compensated imageinterpolation is applied with view‐dependent texture mapping. Rendering quality is scalable to allow fast previewand to achieve high‐end quality with the same approach. The system can handle large and geometrically complexscenes with hundreds of real images at interactive rates. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Viewing algorithms, I.4.1[Image Processing and Computer Vision]: Digitization and Image Capture, I.4.8 [Image Processing and ComputerVision]: Scene Analysis
Interactive Design of Bonsai Tree Models
Authors: Boudon Frédéric , Prusinkiewicz Przemyslaw , Federl Pavol , Godin Christophe , Karwowski Radoslaw 
Published: November 2003

AbstractBecause of their complexity, plant models used in computer graphics are commonly created with proceduralmethods. A difficult problem is the user control of these models: a small number of parameters is insufficient tospecify plant characteristics in detail, while large numbers of parameters are tedious to manipulate and difficultto comprehend. To address this problem, we propose a method for managing parameters involved in plant modelmanipulation. Specifically, we introduce decomposition graphs as multiscale representations of plant structuresand present interactive tools for designing trees that operate on decomposition graphs. The supported operationsinclude browsing of the parameter space, editing of generalized parameters (scalars, functions, and branchingsystem silhouettes), and the definition of dependencies between parameters. We illustrate our method by creatingmodels of bonsai trees.Categories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Methodology and Techniques
A Fast Rendering Method for Refractive and Reflective Caustics Due to Water Surfaces
Authors: Iwasaki Kei , Dobashi Yoshinori , Nishita Tomoyuki 
Published: November 2003

Abstract In order to synthesize realistic images of scenes that include water surfaces, the rendering of optical effectscaused by waves on the water surface, such as caustics and reflection, is necessary. However, rendering causticsis quite complex and time‐consuming. In recent years, the performance of graphics hardware has made significantprogress. This fact encourages researchers to study the acceleration of realistic image synthesis. We present herea method for the fast rendering of refractive and reflective caustics due to water surfaces. In the proposed method,an object is expressed by a set of texture mapped slices. We calculate the intensities of the caustics on the objectby using the slices and store the intensities as textures. This makes it possible to render caustics at interactive rateby using graphics hardware. Moreover, we render objects that are reflected and refracted due to the water surfaceby using reflection/refraction mapping of these slices. Categories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Hardware Architecture I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism
Real‐Time Caustics
Authors: Wand M. , Straßer W. 
Published: November 2003

Abstract We present a new algorithm to render caustics. The algorithm discretizes the specular surfaces into samplepoints. Each of the sample points is treated as a pinhole camera that projects an image of the incoming lightonto the diffuse receiver surfaces. Anti‐aliasing is performed by considering the local surface curvature at thesample points to filter the projected images. The algorithm can be implemented using programmable texturemapping hardware. It allows to render caustics in fully dynamic scenes in real‐time on current PC hardware. Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation — Display Algorithms;I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism
A Scalable Approach to Interactive Global Illumination
Authors: Benthin Carsten , Wald Ingo , Slusallek Philipp 
Published: November 2003

Abstract The addition of global illumination can dramatically increase the realism achievable when rendering virtual environments.In particular with interactive applications we expect the environment to reflect changes in the scenedue to global lighting effects instead of it being just a static backdrop. However, a sufficiently fast and accuratecomputation of global illumination at interactive rates has been difficult even with recent approaches based onrealtime ray tracing. In this paper we present a highly scalable approach to interactive global illumination. It fully recomputes a high‐qualitysolution for each frame and thus offers immediate feedback even for dynamic scenes, achieving more than20 fps for simple scenes. Compared to previous systems we increased the raw performance by a factor of up toeight and removed the bottlenecks that were limiting scalability. The system now scales linearly in quality andavailable computing resources, tested with up to 48 CPUs in a commodity PC‐cluster. Due to its logarithmicscaling property with respect to scene complexity it even supports lighting simulation in complex scenes with morethan 50 million triangles. This scalability allows applications to perform flexible performance trade‐offs. We alsoargue that the realism achievable through interactive global illumination will make it a standard feature of future3D graphics systems once the required computing resources are readily available.