Mesh parameterization with a virtual boundary
Parameterization of a 3D triangular mesh is a fundamental problem in various applications of meshes. The convex combination approach is widely used for parameterization because of its good properties, such as fast computation and one-to-one embedding. However, the approach has a drawback: most boundary triangles have high distortion in the embedding compared with interior ones. In this paper, we present an extension of the convex combination approach that resolves the drawback by using a virtual boundary. Since the virtual boundary is fixed onto a given convex polygon instead of the real boundary, the real boundary triangles can better reflect the shape of the corresponding 3D triangles. The proposedapproach obtains a parameterization of a 3D mesh with less d istortion than with the original convex combination approach.

title: Motif analysis of noisy regular textures
abstract: A regular texture contains a periodic arrangement of a determinable pattern. Motifs of a regular texture are the minimal parallelogrammic sub-regions that can reproduce the texture by tiling. A motif extracted from a regular texture can be used for texture reproduction, texture recognition, and texture compression. However, it is not simple to accurately capture a motif of a regular texture, as the motif may be non-rectangular or arranged in an arbitrary direction. Moreover, when the texture contains additive noises, such as are created by the scanning process, motif analysis becomes more difficult. In this paper, we present an algorithm to obtain a motif of a noisy regular texture in O( mn log mn ) time, where m × n is the size of the texture. The analysis examples demonstrate that the proposed algorithm can robustly derive motifs of noisy regular textures.

title: Feature-based surface light field morphing
abstract: A surface light field is a function that gives the colors of each object point viewed from different directions. Object representation with a surface light field provides a nice structure for 3D photography. This paper presents a feature-based morphing technique for two objects equipped with surface light fields. The technique consists of geometry morphing and in-between light field mapping. Geometry morphing is accomplished by 3D mesh morphing, where we introduce a vertex merging technique to generate a simpler metamesh. In in-between light field mapping, an in-between object is rendered by extracting necessary fragments from input surface light fields. We also propose an acceleration technique for rendering an in-between object. Experimental results with real and synthetic data show natural and plausible morphing between objects with surface light fields. The proposed morphing technique can be used as an editing tool for 3D photography.

title: Feature sensitive mesh segmentation with mean shift
abstract: Feature sensitive mesh segmentation is important for many computer graphics and geometric modeling applications. In this paper, we develop a mesh segmentation method, which is capable of producing high-quality shape partitioning. It respects fine shape features and works well on various types of shapes, including natural shapes and mechanical parts. The method combines a procedure for clustering mesh normals with a modification of the mesh clarification technique. For clustering of mesh normals, we adopt Mean Shift, a powerful general purpose technique for clustering scattered data. We demonstrate advantages of our method by comparing it with two state-of-the-art mesh segmentation techniques.

title: Motion retargeting and evaluation for VR-based training of free motions
abstract: Virtual reality (VR) has emerged as one of the important and effective tools for education and training. Most VR-based training systems are situation based, where the trainees are trained for discrete decision making in special situations presented by the VR environments. In contrast, this paper discusses the application of VR to a different class of training, for learning free motion, often required in sports and the arts. We propose a VR-based motion-training framework that contains an intuitive motion-guiding interface, posture-oriented motion retargeting, and an evaluation and advice scheme for corrective feedback. Applications of the proposed framework to simple fencing training and a dance imitation game are demonstrated .

title: Out-of-Core Remeshing of Large Polygonal Meshes
abstract: We propose an out-of-core method for creating semi-regular surface representations from large input surface meshes. Our approach is based on a streaming implementation of the MAPS remesher of Lee et al. Our remeshing procedure consists of two stages. First, a simplification process is used to obtain the base domain. During simplification, we maintain the mapping information between the input and the simplified meshes. The second stage of remeshing uses the mapping information to produce samples of the output semi-regular mesh. The out-of-core operation of our method is enabled by the synchronous streaming of a simplified mesh and the mapping information stored at the original vertices. The synchronicity of two streaming buffers is maintained using a specially designed write strategy for each buffer. Experimental results demonstrate the remeshing performance of the proposed method, as well as other applications that use the created mapping between the simplified and the original surface representations

title: Caching strategies in transcoding-enabled proxy systems for streaming media distribution networks
abstract: With the wide availability of high-speed network access, we are experiencing high quality streaming media delivery over the Internet. The emergence of ubiquitous computing enables mobile users to access the Internet with their laptops, PDAs, or even cell phones. When nomadic users connect to the network via wireless links or phone lines, high quality video transfer can be problematic due to long delay or size mismatch between the application display and the screen. Our proposed solution to this problem is to enable network proxies with the transcoding capability, and hence provide different, appropriate video quality to different network environment. The proxies in our transcoding-enabled caching (TeC) system perform transcoding as well as caching for efficient rich media delivery to heterogeneous network users. This design choice allows us to perform content adaptation at the network edges. We propose three different TeC caching strategies. We describe each algorithm and discuss its merits and shortcomings. We also study how the user access pattern affects the performance of TeC caching algorithms and compare them with other approaches. We evaluate TeC performance by conducting two types of simulation. Our first experiment uses synthesized traces while the other uses real traces derived from an enterprise media server logs. The results indicate that compared with the traditional network caches, with marginal transcoding load, TeC improves the cache effectiveness, decreases the user-perceived latency, and reduces the traffic between the proxy and the content origin server.

title: Cooperative peer groups in NICE
abstract: A distributed scheme for trust inference in peer-to-peer networks is presented. Our work is in context of the NICE system, which is a platform for implementing cooperative applications over the Internet. We describe a technique for efficiently storing user reputation information in a completely decentralized manner, and show how this information can be used to efficiently identify noncooperative users in NICE. We present a simulation based study of our algorithms, in which we show our scheme scales to thousands of users using modest amounts of storage, processing, and bandwidth at any individual node. Lastly, we show that our scheme is robust and can form cooperative groups in systems where the vast majority of users are malicious.

title: On-Demand Multicast Routing Protocol in Multihop Wireless Mobile Networks
abstract: An ad hoc network is a dynamically reconfigurable wireless network with no fixed infrastructure or central administration. Each host is mobile and must act as a router. Routing and multicasting protocols in ad hoc networks are faced with the challenge of delivering data to destinations through multihop routes in the presence of node movements and topology changes. This paper presents the On-Demand Multicast Routing Protocol (ODMRP) for wireless mobile ad hoc networks. ODMRP is a mesh-based, rather than a conventional tree-based, multicast scheme and uses a forwarding group concept; only a subset of nodes forwards the multicast packets via scoped flooding. It applies on-demand procedures to dynamically build routes and maintain multicast group membership. ODMRP is well suited for ad hoc wireless networks with mobile hosts where bandwidth is limited, topology changes frequently, and power is constrained. We evaluate ODMRP performance with other multicast protocols proposed for ad hoc networks via extensive and detailed simulation.

title: Contention free embedding of complete binary trees into 3D meshes in half and full-duplexed network models
abstract: We consider the problem of dimension-ordered embedding of complete binary trees into 3-dimensional meshes without link contention. In this paper, the embedding problems are studied under two different network models: half-duplexed networks and full-duplexed networks. Gibbons and Paterson showed that a complete binary tree T/sub p/ could be disjointedly embedded into a full-duplexed 2-dimensional mesh of optimum size without dimension-ordered routing. Using the dimension-ordered routing, the authors showed that T/sub p/ could be embedded into a 3-dimensional mesh of optimum size with link congestion two. This paper presents the dimension-ordered embedding algorithms of the complete binary trees into the wormhole routed 3-dimensional meshes without link contention achieving expansion of no larger than 1.125 of optimum in half-duplexed network model and optimum in full-duplexed network model.

title: Responsive Multimedia System for Virtual Storytelling
abstract: In this paper, we propose Responsive Multimedia System (RMS) for a virtual storytelling. It consists of three key components; Multi-modal Tangible User Interface (MTUI), a Unified Context-aware Application Model for Virtual Environments (vr-UCAM), and Virtual Environment Manager (VEManager). MTUI allows users to interact with virtual environments (VE) through human’s senses by exploiting tangible, haptic and vision-based interfaces. vr-UCAM decides reactions of VE according to multi-modal input. VEManager generates dynamic VE by applying the reactions and display it through 3D graphics and 3D sounds, etc. To demonstrate an effectiveness of the proposed system, we implemented a virtual storytelling system which unfolds a legend of Unju Temple. We believe the proposed system plays an important role in implementing various entertainment applications.