An algebraic spline model of molecular surfaces
In this paper, we describe a new method to generate a smooth algebraic spline (AS) model approximation of the molecular surface (MS), based on an initial coarse triangulation derived from the atomic coordinate information of the biomolecule, resident in the PDB (Protein data bank). Our method first constructs a triangular prism scaffold Ps covering the PDB structure, and then generates piecewise polynomial Bernstein-Bezier (BB) spline function approximation F within Ps, which are nearly C1 everywhere. Approximation error and point sampling convergence bounds are also computed. An implicit AS model of the MS which is free of singularity, is extracted as the zero contours of F. Furthermore, we generate a polynomial parametrization of the implicit MS, which allows for an efficient point sampling on the MS, and thereby simplifies the accurate estimation of integrals needed for electrostatic solvation energy calculations.

title: Smooth Shell Construction with Mixed Prism Fat Surfaces
abstract: Several naturally occurring as well as manufactured objects have shell like structures, that is their boundaries consist of surfaces with thickness. In an earlier paper, we have provided a reconstruction algorithm for such shell structures using smooth fat surfaces within three-sided prisms. In this paper, we extend the approach to a scaffolding consisting of three and four-sided prisms. Within each prism the constructed function is converted to a spline representation. In addition to the adaptive feature of our earlier scheme, the new scheme has the following extensions: (a) four sided fat patches are employed; (b) the size of individual fat patches are bigger; (c) fairing techniques are combined to obtain nicely shaped fat surfaces.

title: Automatic reconstruction of surfaces and scalar fields from 3D scans
abstract: We present an efficient and uniform approach for the automatic reconstruction of surfaces of CAD (computer aided design) models and scalar fields defined on them, from an unorganized collection of scanned point data. A possible application is the rapid computer model reconstruction of an existing part or prototype from a three dimensional (3D) points scan of its surface. Color, texture or some scalar material property of the physical part, define natural scalar fields over the surface of the CAD model. Our reconstruction algorithm does not impose any convexity or differentiability restrictions on the surface of the original physical part or the scalar field function, except that it assumes that there is a sufficient sampling of the input point data to unambiguously reconstruct the CAD model. Compared to earlier methods our algorithm has the advantages of simplicity, efficiency and uniformity (both CAD model and scalar field reconstruction). The simplicity and efficiency of our approach is based on several novel uses of appropriate sub-structures (alpha shapes) of a three-dimensional Delaunay Triangulation, its dual the three-dimensional Voronoi diagram, and dual uses of trivariate Bernstein-Bezier forms. The boundary of the CAD model is modeled using implicit cubic Bernstein-Bezier patches, while the scalar field is reconstructed with functional cubic Bernstein-Bezier patches.

title: Spline Approximations of Real Algebraic Surfaces
abstract: We use a combination of both symbolic and numerical techniques to construct several degree boundedG0andG1continuous, piecewise spline approximations of real implicit algebraic surfaces for both computer graphics and geometric modeling. These approximations are based upon an adaptive triangulation (aG0planar approximation) of the real components of the algebraic surface, and include both singular points and singular curves on the surface. A curvilinear wireframe is also constructed using minimum bending energy, parametric curves with additionally normals varying along them. The spline approximations over the triangulation or curvilinear wireframe could be one of several forms: either low degree, implicit algebraic splines (triangular A-patches) or multivariate functional B-splines (B-patches) or standardized rational Bernstein?Bezier patches (RBB), or triangular rational B-Splines. The adaptive triangulation is additionally useful for a rapid display and animation of the implicit surface.

title: Directional smoothing of triangular meshes
abstract: In this paper, we propose a so-called directional smoothing method based mean curvature flow. The selection of the diffusion direction is based on the descent of some energy functional. We show that the directional diffusion flow is volume-preserving. Based on the local directional diffusion flow, we present a feature-preserving smoothing method. Finally, we provide a series of examples to graphically demonstrate the quality of our results.

title: Fast evaluation of the improved Loop's subdivision surfaces
abstract: For obtaining better curvature distributions of subdivision surfaces, various improvements for Loop's subdivision scheme (C. Loop, 1987) on triangular surface meshes have been made. A careful analysis shows that the fast evaluation technique of the subdivision surface proposed by Stam is no longer usable to these improved schemes. This paper describes a fast evaluating algorithm for improved Loop's subdivision surfaces. The algorithm is applicable to a vast class of subdivision schemes for triangular surface meshes. Using the proposed algorithm, one can evaluate the subdivision surface at any domain point for any set of input subdivision masks and a control mesh.

title: An Improved Approximation Algorithm for Uncapacitated Facility Location Problem with Penalties
abstract: In this paper, we consider an interesting variant of the facility location problem called uncapacitated facility location problem with penalties (UFLWP for short) in which each client is either assigned to an opened facility or rejected by paying a penalty. We present a 1.8526-approximation algorithm for the UFLWP problem. Our algorithm first enhances the primal-dual method for the UFLWP problem  so that outliers can be recognized more efficiently, and then applies a local search heuristic to further reduce the cost for serving those non-rejected clients.

title: Delay Test Scan Flip-Flop: DFT for High Coverage Delay Testing
abstract: Scan based delay testing is currently mostly implemented using launch-on-capture (LOC) delay tests. Launch-on-shift (LOS) tests are generally more effective, achieving higher fault coverage with significantly fewer test vectors, but require a fast scan enable, which is not supported by most designs. The paper presents low cost solution for implementing LOS tests by adding a small amount of logic (six transistors) in each flip-flop to align the slow scan enable signal to the clock edge. The new design can support full LOS and LOC testing, achieving an average TDF coverage of 92.67% in this combined mode for the ISCAS89 benchmarks. Adding a second slow global scan enable signal also allows mixed LOC/LOS tests, which can further increase coverage up to 94.86% on average for ISCAS89 benchmarks

title: A Speaker Tracking Algorithm Based on Audio and Visual Information Fusion Using Particle Filter
abstract: Object tracking by sensor fusion has become an active research area in recent years, but how to fuse various information in an efficient and robust way is still an open problem. This paper presents a new algorithm for tracking speaker based on audio and visual information fusion using particle filter. A closed-loop architecture with reliability of each individual tracker is adopted, and a new method for data fusion and reliability adjustment is proposed. Experiments show the new algorithm is efficient in fusing information and robust to noise.

title: Three-dimensional animated face modeling from stereo video
abstract: 3D modeling of human face has been an active research topic in computer vision and computer graphics communities. In this paper we develop a face-modeling system from calibrated stereo video input. The stereo configuration is chosen according to the characteristics of the face structure. For data capturing the subject sits in front of the calibrated stereo video cameras and rotates his/her head from front view to side view. Then we can create his/her 3D face model with realistic texture mapped, which is ready for MPEG-4 compatible facial animation, by adapting a generic wireframe model to the input. In deciding 3D face geometry we utilize two kinds of 2D information. One is the correspondence between stereo pair; the other is self-occluded contour. After some 3D points in the specific face are obtained from both image clues in different frames, RBF (Radius Basis Function) data interpolation is performed to decide its shape. Afterwards texture image is generated from the face geometry and video. Experiments show that satisfactory results can be reached with our system.

title: Hidden Markov Model Based Events Detection in Soccer Video
abstract: This paper presents an algorithm developed based on hidden Markov model for cues fusion and event inference in soccer video. Four events, shoot, foul, offside and normal playing, are defined to be detected. The states of the events are employed to model the observations of the five cues, which are extracted from the shot sequences directly. The experimental results show the algorithm is effective and robust in inferring events from roughly extracted cues.