the proceedings contains 22 papers from the Fifthpacificconference on computergraphics and applications. Topics discussed include: three dimensional computergraphics;interactive computergraphics;color computer gr...
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the proceedings contains 22 papers from the Fifthpacificconference on computergraphics and applications. Topics discussed include: three dimensional computergraphics;interactive computergraphics;color computergraphics;virtual reality;animation;object interference detection;real-time virtual humans;image-based rendering systems;image-based objects illumination;computational geometry;Skeleton Climbing algorithm;view-dependent multiresolution triangulation algorithm;scenario-based karaoke system;augmented reality;and scientific visualization.
the proceedings contains 19 papers on Systems and applications in computergraphics. Topics discussed include: curve rasterization;random walk radiosity;optimal ray shooting algorithms;global illumination;nibble meshi...
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the proceedings contains 19 papers on Systems and applications in computergraphics. Topics discussed include: curve rasterization;random walk radiosity;optimal ray shooting algorithms;global illumination;nibble meshing;object reconstruction;object metamorphosis;chromatic interferometry;Poincare maps;image compression;enhancement algorithm;bump mapping;interactive computer games;moving fractal trees;and information technology-based lifelong learning.
Vehicle maintenance presents significant challenges, particularly for those lacking mechanical expertise or access to professional services. While Google and ChatGPT offer basic assistance, they lack specialized autom...
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Collision detection between complex objects using rasterizing graphics hardware provides a rich ground of exploration for speeding up the interference detection algorithms and computing points of collision. In this ar...
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Collision detection between complex objects using rasterizing graphics hardware provides a rich ground of exploration for speeding up the interference detection algorithms and computing points of collision. In this article we show that despite the limitations imposed by the current graphics rendering hardware it is still possible to perform collision detection at rendering rates using only conventional graphics hardware without any enhancements.
Since the beginning of computergraphics, one of the primary goals has been to create convincingly realistic images of three-dimensional environments that would be impossible to distinguish from photographs of the rea...
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Since the beginning of computergraphics, one of the primary goals has been to create convincingly realistic images of three-dimensional environments that would be impossible to distinguish from photographs of the real scene. the goal to create photo-realistic images has lead to the development of completely new software techniques for dealing withthe inherent geometric and optical complexity of real world scenes. this paper gives an overview of advanced algorithms for photo-realistic rendering and in particular discusses hierarchical techniques for global illumination computations.
We discuss the theory and practical issues behind creating reflection models to show the difficulty of the problem. We survey the current approaches towards reflection models for computergraphics to show that even fo...
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We discuss the theory and practical issues behind creating reflection models to show the difficulty of the problem. We survey the current approaches towards reflection models for computergraphics to show that even for simple surfaces, the important issues are far from settled. We briefly discuss future directions for research. Finally, we present a case study of a particular type of light reflection that captures some important aspects of appearance for a limited class of materials with subsurface reflection.
A view-dependent multiresolution triangulation algorithm is presented for a real-time flythrough. the triangulation of the terrain is generated incrementally on-the-fly during the rendering time. We show that since th...
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A view-dependent multiresolution triangulation algorithm is presented for a real-time flythrough. the triangulation of the terrain is generated incrementally on-the-fly during the rendering time. We show that since the view changes smoothly only a few incremental modifications are required to update the triangulation to a new view. the resulting triangles form a multiresolution Delaunay triangulation which satisfies a predetermined view-dependent error tolerance. the presented method provides a guaranteed-quality mesh since it has control over the global geometric approximation error of the multiresolution view-dependent triangulation.
By introducing the edge-based blending function derived from the surface-based one, we can capture the effects of the edges on the shape of the n-sided patch more directly. Because of the good nature of the edge-based...
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By introducing the edge-based blending function derived from the surface-based one, we can capture the effects of the edges on the shape of the n-sided patch more directly. Because of the good nature of the edge-based blending function, the designers can manipulate it as well as the geometry of the boundary curves to design and modify the patch shape. In this paper, we have discussed the derivation of the edge-based blending function, easiness of designing it by the users and, how to connect several patches with G1 continuity. We have demonstrated its validity by modifying rectangular patches according to its changes.
Skeleton Climbing is an algorithm that builds triangulated isosurfaces in 3D grid data, more economically than Marching Cubes, and without the time penalty of current mesh decimation algorithms. Building the surface f...
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Skeleton Climbing is an algorithm that builds triangulated isosurfaces in 3D grid data, more economically than Marching Cubes, and without the time penalty of current mesh decimation algorithms. Building the surface from its intersections with grid edges (1-skeleton), then faces (2-skeleton), then cubes (3-skeleton), treats the data in a uniform way;this allows a 25% reduction in the number of triangles produced, while still creating a true separating surface at similar speed.
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