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International Conference on Computer Graphics and Interactive Techniques

About: International Conference on Computer Graphics and Interactive Techniques is an academic conference. The conference publishes majorly in the area(s): Rendering (computer graphics) & Computer graphics. Over the lifetime, 12771 publication(s) have been published by the conference receiving 776214 citation(s).

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Papers
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Open accessProceedings ArticleDOI: 10.1145/37401.37422
William E. Lorensen1, Harvey E. Cline1Institutions (1)
01 Aug 1987-
Abstract: We present a new algorithm, called marching cubes, that creates triangle models of constant density surfaces from 3D medical data. Using a divide-and-conquer approach to generate inter-slice connectivity, we create a case table that defines triangle topology. The algorithm processes the 3D medical data in scan-line order and calculates triangle vertices using linear interpolation. We find the gradient of the original data, normalize it, and use it as a basis for shading the models. The detail in images produced from the generated surface models is the result of maintaining the inter-slice connectivity, surface data, and gradient information present in the original 3D data. Results from computed tomography (CT), magnetic resonance (MR), and single-photon emission computed tomography (SPECT) illustrate the quality and functionality of marching cubes. We also discuss improvements that decrease processing time and add solid modeling capabilities.

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Topics: Marching tetrahedra (71%), Isosurface (69%), Marching cubes (68%) ...read more

12,274 Citations


Open accessProceedings ArticleDOI: 10.1145/37401.37406
01 Aug 1987-
Abstract: The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually. The simulated flock is an elaboration of a particle systems, with the simulated birds being the particles. The aggregate motion of the simulated flock is created by a distributed behavioral model much like that at work in a natural flock; the birds choose their own course. Each simulated bird is implemented as an independent actor that navigates according to its local perception of the dynamic environment, the laws of simulated physics that rule its motion, and a set of behaviors programmed into it by the "animator." The aggregate motion of the simulated flock is the result of the dense interaction of the relatively simple behaviors of the individual simulated birds.

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Topics: Flock (51%)

6,782 Citations


Journal ArticleDOI: 10.1145/1015706.1015720
01 Aug 2004-
Abstract: The problem of efficient, interactive foreground/background segmentation in still images is of great practical importance in image editing. Classical image segmentation tools use either texture (colour) information, e.g. Magic Wand, or edge (contrast) information, e.g. Intelligent Scissors. Recently, an approach based on optimization by graph-cut has been developed which successfully combines both types of information. In this paper we extend the graph-cut approach in three respects. First, we have developed a more powerful, iterative version of the optimisation. Secondly, the power of the iterative algorithm is used to simplify substantially the user interaction needed for a given quality of result. Thirdly, a robust algorithm for "border matting" has been developed to estimate simultaneously the alpha-matte around an object boundary and the colours of foreground pixels. We show that for moderately difficult examples the proposed method outperforms competitive tools.

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Topics: GrabCut (62%), Image segmentation (60%), Simple interactive object extraction (59%) ...read more

5,088 Citations


Open accessProceedings ArticleDOI: 10.1145/311535.311556
Volker Blanz1, Thomas Vetter1Institutions (1)
01 Jul 1999-
Abstract: In this paper, a new technique for modeling textured 3D faces is introduced. 3D faces can either be generated automatically from one or more photographs, or modeled directly through an intuitive user interface. Users are assisted in two key problems of computer aided face modeling. First, new face images or new 3D face models can be registered automatically by computing dense one-to-one correspondence to an internal face model. Second, the approach regulates the naturalness of modeled faces avoiding faces with an “unlikely” appearance. Starting from an example set of 3D face models, we derive a morphable face model by transforming the shape and texture of the examples into a vector space representation. New faces and expressions can be modeled by forming linear combinations of the prototypes. Shape and texture constraints derived from the statistics of our example faces are used to guide manual modeling or automated matching algorithms. We show 3D face reconstructions from single images and their applications for photo-realistic image manipulations. We also demonstrate face manipulations according to complex parameters such as gender, fullness of a face or its distinctiveness.

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4,167 Citations


Proceedings ArticleDOI: 10.1145/237170.237199
Marc Levoy1, Pat Hanrahan1Institutions (1)
01 Aug 1996-
Abstract: A number of techniques have been proposed for flying through scenes by redisplaying previously rendered or digitized views. Techniques have also been proposed for interpolating between views by warping input images, using depth information or correspondences between multiple images. In this paper, we describe a simple and robust method for generating new views from arbitrary camera positions without depth information or feature matching, simply by combining and resampling the available images. The key to this technique lies in interpreting the input images as 2D slices of a 4D function the light field. This function completely characterizes the flow of light through unobstructed space in a static scene with fixed illumination. We describe a sampled representation for light fields that allows for both efficient creation and display of inward and outward looking views. We hav e created light fields from large arrays of both rendered and digitized images. The latter are acquired using a video camera mounted on a computer-controlled gantry. Once a light field has been created, new views may be constructed in real time by extracting slices in appropriate directions. Since the success of the method depends on having a high sample rate, we describe a compression system that is able to compress the light fields we have generated by more than a factor of 100:1 with very little loss of fidelity. We also address the issues of antialiasing during creation, and resampling during slice extraction. CR Categories: I.3.2 [Computer Graphics]: Picture/Image Generation — Digitizing and scanning, Viewing algorithms; I.4.2 [Computer Graphics]: Compression — Approximate methods Additional keywords: image-based rendering, light field, holographic stereogram, vector quantization, epipolar analysis

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4,018 Citations


Performance
Metrics
No. of papers from the Conference in previous years
YearPapers
202193
2020291
2019390
2018413
2017475
2016659

Top Attributes

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Conference's top 5 most impactful authors

Paul Debevec

100 papers, 8.6K citations

Shigeo Morishima

81 papers, 180 citations

Hans-Peter Seidel

71 papers, 8.7K citations

Wojciech Matusik

67 papers, 7.8K citations

Daniel Cohen-Or

60 papers, 8.6K citations

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