Provides an abstract of the keynote presentation and a brief professional biography of the presenter. The complete presentation was not made available for publication as part of the conference proceedings.
Provides an abstract of the keynote presentation and a brief professional biography of the presenter. The complete presentation was not made available for publication as part of the conference proceedings.
This paper presents a new edge collapsing-based simplification algorithm for meshes. It is based on the variation of the vectors that are normal to faces around the collapsing edge. Its main novelty is that it uses th...
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This paper presents a new edge collapsing-based simplification algorithm for meshes. It is based on the variation of the vectors that are normal to faces around the collapsing edge. Its main novelty is that it uses the same criterion to choose and validate the collapsing edge. Besides, at the best knowledge of the authors, it is the fastest simplification algorithm found in the literature using the edge collapse operation. This simplification algorithm, in conjunction with its inverse algorithm (i.e. refinement algorithm), allows the automatic creation of a multiresolution schema, i.e. a sequence of meshes at different resolutions. Additionally, it makes a good trade-off between time performance and mesh quality
In this paper, a new technique, force mapping, is developed for the representation of surfaces at different levels of detail. A force map records the applied forces and their distributions. By applying these forces on...
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In this paper, a new technique, force mapping, is developed for the representation of surfaces at different levels of detail. A force map records the applied forces and their distributions. By applying these forces on a relatively simple surface and deforming it, a detailed surface is created. This technique can be used for surface compression, reconstruction and editing. As an alternative to displacement mapping, our method benefits from the fact that physical properties are integrated into a geometric surface explicitly
We introduce a model for the illumination of multilayered surfaces. The model enables the simulation of numerous optical characteristics based upon the physics of light, such as thin film interference that occurs betw...
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We introduce a model for the illumination of multilayered surfaces. The model enables the simulation of numerous optical characteristics based upon the physics of light, such as thin film interference that occurs between layers. The technique can also account for spatial distribution, scattering and diffraction characteristics associated with subsurface particles
In this paper, we present a fully automatic multiview correspondence algorithm based on our tensor representation. Our algorithm can automatically establish correspondences between a set of unordered range images of a...
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In this paper, we present a fully automatic multiview correspondence algorithm based on our tensor representation. Our algorithm can automatically establish correspondences between a set of unordered range images of an object and register them in a common coordinate basis. Existing techniques of correspondence are either manual or inefficient and require the ordering of range images according to their overlap. Our algorithm does not suffer from any such limitation. We also present a complete and fully automatic 3D modeling framework by integrating our multiview correspondence algorithm with a global registration, an integration and a surface reconstruction algorithm. Our results show that our algorithm is fully automatic, applicable to free-form objects, efficient and independent of the resolution and sampling of the range images
Impact between polygonal meshes is ubiquitous in any animated graphical system and the results of this impact need to be visualised if realism is to be maintained. Mesh destruction and deformation can be computational...
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Impact between polygonal meshes is ubiquitous in any animated graphical system and the results of this impact need to be visualised if realism is to be maintained. Mesh destruction and deformation can be computationally expensive to perform on arbitrary meshes, and are therefore not suited to real-time, interactive requirements. We present a system for modelling small-scale debris generated by the collision of arbitrary polygonal meshes, based on hierarchical particle systems. The technique automatically generates debris characteristics by sampling the mesh and texture parameters at the point of impact. We sacrifice physical realism to achieve interactive performance rates, focussing instead on visual realism based on empirical measurement. We present promising results, at little computational cost, making the technique useful as a compliment to mesh destruction techniques or as a stand-alone debris system for real-time applications where physical accuracy is not paramount
Constructing accurate architectural models of interiors is a nontrivial task. Photogrammetry can be used to recover the large-scale features but has difficulty in modelling sufficient detail. Laser scanning on the oth...
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Constructing accurate architectural models of interiors is a nontrivial task. Photogrammetry can be used to recover the large-scale features but has difficulty in modelling sufficient detail. Laser scanning on the other hand produces highly detailed depth data but is difficult to turn into a globally consistent model. We present a hybrid system for the creation of photorealistic and geometrically efficient and accurate models through the integration of photogrammetric modelling techniques with laser acquired range data. Our hybrid rendering software builds on the foundation of the Facade photogrammetric modelling system, but improves the degree of complexity of this representation by incorporating range data for those parts of the scene that are unmodelled. The salient planar features in the scan are extracted and used to align the models via a two-stage quaternion-based and ICP-based registration. The process allows for straightforward integration of multiple range scans. Rendering of novel views is achieved using view-dependent texture mapping techniques combined with point-based rendering
We consider the problem of giving virtual reality objects physical behaviour. We wish to do this in a way, which allows users to construct new objects from simpler ones and have the correct composite behaviour emerge....
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We consider the problem of giving virtual reality objects physical behaviour. We wish to do this in a way, which allows users to construct new objects from simpler ones and have the correct composite behaviour emerge. Our approach uses a graph structure to model, dynamically, the way one object can influence another. It uses a lightweight message system to cause actions between objects. It has routines to encode each kind of general physical behaviour. Any given object can have multiple independent behaviours and these behaviours can be extended to give a richer range of outcomes. These outcomes arise from the creative use to which the objects are put by the user, rather than from predetermined actions built-in when the VE was designed. In addition, we replace hierarchical geometry modelling with a much flatter structure. We explain the approach, describe the implementation, suggest enhancements and offer a range of tests, which demonstrate the concepts in action
Ontology evolution is one of the key problems facing ontology users today. Adapting ontologies to meet new requirements involves understanding various sections of ontologies and the changes made thereafter. Currently,...
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Ontology evolution is one of the key problems facing ontology users today. Adapting ontologies to meet new requirements involves understanding various sections of ontologies and the changes made thereafter. Currently, a large amount of research has been undertaken in automatic change detection and change effects, however the process is far from automated. Users are involved at almost every step and with ontologies becoming more commonplace and complex, tools are required to lighten the large cognitive load. We present the requirements and needs for a visualisation solution in order to streamline ontology evolution
Copyright and Reprint Permissions: Abstracting is permitted with credit to the source. Libraries may photocopy beyond the limits of US copyright law, for private use of patrons, those articles in this volume that carr...
Copyright and Reprint Permissions: Abstracting is permitted with credit to the source. Libraries may photocopy beyond the limits of US copyright law, for private use of patrons, those articles in this volume that carry a code at the bottom of the first page, provided that the per-copy fee indicated in the code is paid through the Copyright Clearance Center. The papers in this book comprise the proceedings of the meeting mentioned on the cover and title page. They reflect the authors' opinions and, in the interests of timely dissemination, are published as presented and without change. Their inclusion in this publication does not necessarily constitute endorsement by the editors or the Institute of Electrical and Electronics Engineers, Inc.
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