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Journal ArticleDOI

A simple method for computing general position in displaying three-dimensional objects

TLDR
A simple method for computing the general position based on the line data is presented and the algorithms of computing the most general eye position by solving this maximin problem are presented.
Abstract
In 3D graphics, the selection of the location of the center of projection (eye) is very important in order to obtain the pictures by which the original shapes of 3D objects can be comprehended easily. The eye position from which the picture of 3D objects with the maximum shape information is obtained is called the “general position”. In the current practice of making pictures, the most general eye position is determined in ad hoc ways, because it is very difficult to determine the view, foreseeing the resultant display image. In this paper, a simple method for computing the general position is presented. First the general position problem based on the line data is formulated as a maximin problem. Then the algorithms of computing the most general eye position by solving this maximin problem are presented. Some examples of performing these algorithms yielding satisfactory results are also presented.

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Citations
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Journal ArticleDOI

Graph drawing by force-directed placement

TL;DR: A modification of the spring‐embedder model of Eades for drawing undirected graphs with straight edges is presented, developed in analogy to forces in natural systems, for a simple, elegant, conceptually‐intuitive, and efficient algorithm.
Journal ArticleDOI

Mesh saliency

TL;DR: This paper defines mesh saliency in a scale-dependent manner using a center-surround operator on Gaussian-weighted mean curvatures to capture what most would classify as visually interesting regions on a mesh.
Proceedings Article

Viewpoint Selection using Viewpoint Entropy

TL;DR: This paper uses the theoretical basis provided by Information Theory to define a new measure, viewpoint entropy, that allows us to compute good viewing positions automatically and designs an algorithm that uses this measure to explore automatically objects or scenes.
Journal ArticleDOI

A planar-reflective symmetry transform for 3D shapes

TL;DR: This paper describes a planar reflective symmetry transform (PRST) that captures a continuous measure of the reflectional symmetry of a shape with respect to all possible planes and uses the transform to define two new geometric properties, center of symmetry and principal symmetry axes.
Journal ArticleDOI

What’s in an image?

TL;DR: A number of different ways to measure the goodness of a view are described, and how to optimize these measures by reducing the size of the search space is shown.
References
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Book

Fundamentals of interactive computer graphics

TL;DR: The foundations of interactive computer graphics are studied in detail in the second part of this monograph on computer graphics theory andUX.
Book

Principles of Interactive Computer Graphics

TL;DR: The principles of interactive computer graphics are discussed in this article, where the authors propose a set of principles for the development of computer graphics systems, including the principles of Interactive Computer Graphics (ICG).
Journal ArticleDOI

Computational Geometry—A Survey

TL;DR: The state of the art of computational geometry is surveyed, a discipline that deals with the complexity of geometric problems within the framework of the analysis of algorithms.