Showing papers in "Computers & Graphics in 2010"
••
TL;DR: An augmented book called AR-Dehaes has been designed to provide 3D virtual models that help students to perform visualization tasks to promote the development of their spatial ability during a short remedial course.
315 citations
••
TL;DR: This work formulate a two-phase approach for the Vietoris-Rips complex that separates geometry from topology, and gives three algorithms for the second phase, and implements all algorithms.
194 citations
••
TL;DR: This work addresses the problem of fast, large scale sketch-based image retrieval, searching in a database of over one million images, and proposes two different approaches for which it is objectively evaluated that they significantly outperform existing approaches.
153 citations
••
TL;DR: A novel technique for estimating normals on unorganized point clouds that is capable to deal with points located in high curvature regions or near/on complex sharp features, while being highly robust with respect to noise and outliers.
124 citations
••
TL;DR: This article introduces a system with controlled temporal sampling behavior that transforms a high fps input stream into a conventional speed output video in real-time and investigates the effect of different temporal sampling kernels in creating enhanced movies and stills of fast motion.
78 citations
••
TL;DR: A robust algorithm for estimating visibility from a given viewpoint for a point set containing concavities, non-uniformly spaced samples, and possibly corrupted with noise is presented.
72 citations
••
TL;DR: A novel method for fitting a given 3D garment model onto human models of various body shapes and poses is proposed by deforming the garment mesh to match the shapes of the human models by using a combination of the following: skeleton-driven volumetric deformation, garment-human shape similarity matching and evaluation.
71 citations
••
TL;DR: This paper presents a methodology to create higher order parametric trivariate representations such as B-splines or T- Splines, from closed triangle meshes with higher genus or bifurcations, and demonstrates the technique on a genus-1 pelvis data set containing an interior triangle mesh separating the cortical part of the bone from the trabecular part.
67 citations
••
TL;DR: This paper presents an environmental structure and a corresponding discretization scheme that helps to organize and simulate crowds in large-scale scenarios and proposes a technique for density conversion that can perform plausible crowd flow simulations in complex dynamic environments.
60 citations
••
TL;DR: The development of an Augmented Reality (AR) system and a VR system that includes acrophobic scenarios suggest that AR is likely to be as effective as VR in treating acrophobia.
59 citations
••
TL;DR: It is demonstrated that non-separable box splines deployed on body centered cubic lattices (BCC) are suitable for fast evaluation on present graphics hardware and developed the linear and quintic box Splines using a piecewise polynomial (pp)-form as opposed to their currently known basis (B)-form.
••
TL;DR: A novel algorithm for multiple light detection that leverages the limitations of the human visual system (HVS) described in the literature and measured by the own psychophysical study is presented.
••
TL;DR: A technique for previewing large-scale irregular volume datasets using an improved particle-based volume rendering (PBVR) technique that exploits its scalability to develop a cell-by-cell particle generation technique and reduces the memory cost of the frame buffer using a pixel- by-pixel superimposing technique.
••
TL;DR: This work solves a sequence of charge systems based on the harmonic function theory and the method of fundamental solutions for designing the map with boundary and feature constraints, and demonstrates the efficacy of this new framework on handling volumetric data with heterogeneous structure and nontrivial topological types.
••
TL;DR: A screen-space approach that does not require any precomputed data structure and allows the interactive change of transfer functions on demand, although at the expense of memory space, and a view independent method that stores volumetric information in the form of a Summed Area Table of the density values.
••
TL;DR: This work proposes a combination of a procedural approach with shape grammars, some insights on the relation between imperative and declarative grammar descriptions, and shows a detailed case study with facility surveillance as a practical application.
••
TL;DR: Two experiments to quantify to what extent a gradual transition to a virtual world via a transitional environment improves a person's level of presence and ability to estimate distances in the VE find that the subjects' self-reported sense of presence shows significantly higher scores, and that theSubjects' distance estimation skills in theVE improved significantly, when they entered the Ve via a transition environment.
••
TL;DR: A novel algorithm is developed that improves AGM in two aspects - the exact subgraph-isomorphism checking is replaced by comparing the shape descriptors composed from the point coordinates corresponding to the nodes of the subgraphs in question and a new approach for generating frequent subgraph candidates is adopted.
••
TL;DR: Conventional implicit surface fitting based approach can successfully reconstruct high quality surfaces from the unorganized point cloud with the help of consistently oriented normal vectors generated by the method.
••
TL;DR: A global interactive framework including fast motion planning and a real-time guiding force for 3D CAD part assembly or disassembly tasks and haptic artificial guidance on the path is provided to the user.
••
TL;DR: A continuum dynamics-based approach is used to simulate the escaping crowd, which produces more efficient simulations than the agent-based approaches and uses an offline occlusion culling technique to speed up the animation and visualization.
••
TL;DR: A novel method for computing labeling of 3D illustrations in real-time on the GPU based on fuzzy logic and greedy optimization is proposed that compares favorably to the state-of-the-art interactive labeling techniques.
••
TL;DR: It turns out that the deformation and force responses of the liver in the simulations are heavily influenced by the selected simulation parameters, such as the material model, boundary conditions and loading path, but the stability of the visual and haptic rendering in the approach does not depend on these parameters.
••
TL;DR: In this method, the new surfaces that are used to cover each suppressed region are constructed based on the boundary loop decomposition of the suppressed region rather than through the time-consuming face extension and intersection operations widely applied in previous studies.
••
TL;DR: This paper exploits direct image information and simultaneously estimate deformation and photometric parameters using a robust estimator which detects occluded pixels as outliers to establish an occlusion map from local statistical color models of texture surface patches that are established during tracking.
••
TL;DR: A cage-based method for transferring animation from a mesh sequence or motion capture data to geometric models in variant representations that can be in a wide range of shapes and deformation representations and can transfer the deformation from multiple sequences onto a single target model.
••
TL;DR: An automatic model is presented for animating gaze shifts of virtual characters towards target locations in a virtual environment, based on results from neuroscience, which forms the basis for a number of experiments investigating the impact of blinking, eye-head ratio and direction of head movements on user perception.
••
TL;DR: This method provides a quantitative instruction for generating discrete LODs based on perceptual metric, and the experimental results prove the effectiveness and great potential of this method.
••
TL;DR: IStraw is presented, a corner finding technique based on the ShortStraw algorithm that addresses deficiencies with ShortSt Straw while maintaining its simplicity and efficiency and develops an extension for ink strokes containing curves and arcs.
••
TL;DR: A method for texture synthesis by example for procedural isotropic stochastic textures and computes the weights of a procedural multiresolution noise, a simple but common class of procedural textures, from an example.