Computer Graphics Forum
About: Computer Graphics Forum is an academic journal published by Wiley-Blackwell. The journal publishes majorly in the area(s): Rendering (computer graphics) & Computer science. It has an ISSN identifier of 0167-7055. Over the lifetime, 4122 publications have been published receiving 134732 citations.
Topics: Rendering (computer graphics), Computer science, Visualization, Computer graphics, Polygon mesh
Papers published on a yearly basis
TL;DR: This report describes, summarize, and analyzes the latest research in mapping general‐purpose computation to graphics hardware.
Abstract: The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware a compelling platform for computationally demanding tasks in a wide variety of application domains. In this report, we describe, summarize, and analyze the latest research in mapping general-purpose computation to graphics hardware. We begin with the technical motivations that underlie general-purpose computation on graphics processors (GPGPU) and describe the hardware and software developments that have led to the recent interest in this field. We then aim the main body of this report at two separate audiences. First, we describe the techniques used in mapping general-purpose computation to graphics hardware. We believe these techniques will be generally useful for researchers who plan to develop the next generation of GPGPU algorithms and techniques. Second, we survey and categorize the latest developments in general-purpose application development on graphics hardware. This survey should be of particular interest to researchers who are interested in using the latest GPGPU applications in their systems of interest.
TL;DR: An automatic algorithm to detect basic shapes in unorganized point clouds based on random sampling and detects planes, spheres, cylinders, cones and tori, and obtains a representation solely consisting of shape proxies.
Abstract: In this paper we present an automatic algorithm to detect basic shapes in unorganized point clouds. The algorithm decomposes the point cloud into a concise, hybrid structure of inherent shapes and a set of remaining points. Each detected shape serves as a proxy for a set of corresponding points. Our method is based on random sampling and detects planes, spheres, cylinders, cones and tori. For models with surfaces composed of these basic shapes only, for example, CAD models, we automatically obtain a representation solely consisting of shape proxies. We demonstrate that the algorithm is robust even in the presence of many outliers and a high degree of noise. The proposed method scales well with respect to the size of the input point cloud and the number and size of the shapes within the data. Even point sets with several millions of samples are robustly decomposed within less than a minute. Moreover, the algorithm is conceptually simple and easy to implement. Application areas include measurement of physical parameters, scan registration, surface compression, hybrid rendering, shape classification, meshing, simplification, approximation and reverse engineering.
TL;DR: Metro allows one to compare the difference between a pair of surfaces by adopting a surface sampling approach, and returns both numerical results and visual results, by coloring the input surface according to the approximation error.
Abstract: This paper presents a new tool, Metro, designed to compensate for a deficiency in many simplification methods proposed in literature. Metro allows one to compare the difference between a pair of surfaces (e.g. a triangulated mesh and its simplified representation) by adopting a surface sampling approach. It has been designed as a highly general tool, and it does no assuption on the particular approach used to build the simplified representation. It returns both numerical results (meshes areas and volumes, maximum and mean error, etc.) and visual results, by coloring the input surface according to the approximation error. EMAIL:: firstname.lastname@example.org
TL;DR: A visual similarity‐based 3D model retrieval system that is robust against similarity transformation, noise, model degeneracy, and provides 42%, 94% and 25% better performance than three other competing approaches.
Abstract: A large number of 3D models are created and available on the Web, since more and more 3D modelling and digitizing tools are developed for ever increasing applications. The techniques for content-based 3D model retrieval then become necessary. In this paper, a visual similarity-based 3D model retrieval system is proposed. This approach measures the similarity among 3D models by visual similarity, and the main idea is that if two 3D models are similar, they also look similar from all viewing angles. Therefore, one hundred orthogonal projections of an object, excluding symmetry, are encoded both by Zernike moments and Fourier descriptors as features for later retrieval. The visual similarity-based approach is robust against similarity transformation, noise, model degeneracy etc., and provides 42%, 94% and 25% better performance (precision-recall evaluation diagram) than three other competing approaches: (1)the spherical harmonics approach developed by Funkhouser et al., (2)the MPEG-7 Shape 3D descriptors, and (3)the MPEG-7 Multiple View Descriptor. The proposed system is on the Web for practical trial use (http://3d.csie.ntu.edu.tw), and the database contains more than 10,000 publicly available 3D models collected from WWW pages. Furthermore, a user friendly interface is provided to retrieve 3D models by drawing 2D shapes. The retrieval is fast enough on a server with Pentium IV 2.4GHz CPU, and it takes about 2 seconds and 0.1 seconds for querying directly by a 3D model and by hand drawn 2D shapes, respectively.
TL;DR: By learning from real‐world examples, autonomous agents display complex natural behaviors that are often missing in crowd simulations.
Abstract: We present an example-based crowd simulation technique. Most crowd simulation techniques assume that the behavior exhibited by each person in the crowd can be defined by a restricted set of rules. This assumption limits the behavioral complexity of the simulated agents. By learning from real-world examples, our autonomous agents display complex natural behaviors that are often missing in crowd simulations. Examples are created from tracked video segments of real pedestrian crowds. During a simulation, autonomous agents search for examples that closely match the situation that they are facing. Trajectories taken by real people in similar situations, are copied to the simulated agents, resulting in seemingly natural behaviors.