Image Morphing Using Deformation Techniques
This paper presents a new image morphing method using a two-dimensional deformation technique which provides an intuitive model for a warp. The deformation technique derives aC1-continuous and one-to-one warp from a set of point pairs overlaid on two images. The resulting in-between image precisely reflects the correspondence of features specified by an animator. We also control the transition behaviour in a metamorphosis sequence by taking another deformable surface model, which is simpler and thus more efficient than the deformation technique for a warp. The proposed method separates transition control from feature interpolation and is easier to use than the previous techniques. The multigrid relaxation method is employed to solve a linear system in deriving a warp or transition rates. This method makes our image morphing technique fast enough for an interactive environment.

title: Mesh parameterization with a virtual boundary
abstract: 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: 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: 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: 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: 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: A reconfigurable crossbar switch with adaptive bandwidth control for networks-on-chip
abstract: We propose a new crossbar switch structure with adaptive bandwidth control. In a complex SoC design, the proposed crossbar switch efficiently incorporates various IPs with different bandwidth requirements. Simulation under various traffic scenarios shows that the throughput of the proposed crossbar switch is as high as that of a conventional switch operating at twice the speed. The proposed crossbar switch shows maximum 27% improvement in throughput and maximum 41% improvement in latency compared to the conventional one. The proposed crossbar switch is implemented using Verilog HDL, synthesized with an 0.18 /spl mu/m process library, and verified on FPGAs. The area and power overhead of the proposed crossbar switch is 21% and 15%, respectively, when compared to the conventional crossbar switch.

title: Embedding of Complete Binary Trees into Meshes with Row-Column Routing
abstract: This paper considers the problem of embedding complete binary trees into meshes using the row-column routing and obtained the following results: a complete binary tree with 2/sup p/-1 nodes can be embedded (1) with link congestion one into a /sup 9///sub 8//spl radic/(2/sup p/)/spl times//sup 9///sub 8//spl radic/(2/sup p/) mesh when p is even and a /spl radic/(/sup 9///sub 8/2/sup p/)/spl times//spl radic/(/sup 9///sub 8/2/sup p/) mesh when p is odd, and (2) with link congestion two into a /spl radic/(2/sup p/)/spl times//spl radic/(2/sup p/) mesh when p is even, and a /spl radic/(2/sup p-1/)/spl times//spl radic/(2/sup p-1/) mesh when p is odd.

title: 3D Medical Volume Reconstruction Using Web Services
abstract: We address the problem of 3D medical volume reconstruction using Web services. The use of proposed Web services is motivated by the fact that the problem of 3D medical volume reconstruction requires significant computer resources and human expertise in medical and computer science areas. Web services were implemented as an additional layer to a dataflow framework called data to knowledge. In the collaboration between UIC and NCSA, pre-processed input images at NCSA were made accessible to medical collaborators for registration. Every time medical collaborators inspected images and selected corresponding features for registration, the Web server at NCSA was contacted and the registration processing query was executed using the image to knowledge library of registration methods. Co-registered frames were returned for verification by medical collaborators in a new window. This paper presents 3D volume reconstruction problem requirements, architecture of the developed prototype system and the tradeoffs of our system design.

title: An effective hardware architecture for bump mapping using angular operation
abstract: In this paper, we propose an effective bump mapping algorithm that utilizes the reference space with the polar coordinate system and also propose a new hardware architecture associated with the proposed bump mapping algorithm. The proposed architecture reduces the computations to transform the vectors from the object space into the reference space by using a new vector rotation method. It also reduces the computations for the illumination calculation by using the law of cosine. Compared with the previous approaches, the proposed architecture reduces multiplication operations up to 78%.

title: Finding the most unusual time series subsequence: algorithms and applications
abstract: In this work we introduce the new problem of finding time seriesdiscords. Time series discords are subsequences of longer time series that are maximally different to all the rest of the time series subsequences. They thus capture the sense of the most unusual subsequence within a time series. While discords have many uses for data mining, they are particularly attractive as anomaly detectors because they only require one intuitive parameter (the length of the subsequence) unlike most anomaly detection algorithms that typically require many parameters. While the brute force algorithm to discover time series discords is quadratic in the length of the time series, we show a simple algorithm that is three to four orders of magnitude faster than brute force, while guaranteed to produce identical results. We evaluate our work with a comprehensive set of experiments on diverse data sources including electrocardiograms, space telemetry, respiration physiology, anthropological and video datasets.