Hiroki IMAMURA Asami HISAMATSU Makoto FUJIMURA Hideo KURODA
We propose an automatic generative method for stylus style CG as automatic generative method for non-photorealistic CG.
Byeong-Seok SHIN Dong-Ryeol OH Daniel KANG
Because of its simplicity and intuitive approach, point-based rendering has been a very popular research area. Recent approaches have focused on hardware-accelerated techniques. By applying a deferred shading scheme, both high-quality images and high-performance rendering have been achieved. However, previous methods showed problems related to depth-based visibility computation. We propose an extended point-based rendering method using a visibility map. In our method we employ a distance-based visibility technique (replacing depth-based visibility), an averaged position map and an adaptive fragment processing scheme, resulting in more accurate and improved image quality, as well as improved rendering performance.
This paper presents media processor architectures for automotive applications. Media processing applications with their requirements for LSI implementations are first described for vision based driver assistance as well as graphical user interface for car navigation using 3D graphics. Then, parallel processing architectures for vision and graphics in these applications are reviewed with their performance and cost. After that, future trends of automotive media processing such as integration of vision and 3D graphics functions are shown with their applications and the required performance. Moreover, parallel processing architectures are discussed for the integration of vision and graphics. Finally, an prospect of a next-generation media processing LSI for automotives is provided.
We present a linear-time algorithm for treating collision response of articulated rigid bodies in physically based modeling. By utilizing the topology of articulated rigid bodies and the property of linear equations, our method can solve in linear time the system of linear equations that is crucial for treating collision response.
Christian NITSCHKE Atsushi NAKAZAWA Haruo TAKEMURA
Reconstruction of real-world scenes from a set of multiple images is a topic in computer vision and 3D computer graphics with many interesting applications. Attempts have been made to real-time reconstruction on PC cluster systems. While these provide enough performance, they are expensive and less flexible. Approaches that use a GPU hardware-acceleration on single workstations achieve real-time framerates for novel-view synthesis, but do not provide an explicit volumetric representation. This work shows our efforts in developing a GPU hardware-accelerated framework for providing a photo-consistent reconstruction of a dynamic 3D scene. High performance is achieved by employing a shape from silhouette technique in advance. Since the entire processing is done on a single PC, the framework can be applied in mobile environments, enabling a wide range of further applications. We explain our approach using programmable vertex and fragment processors and compare it to highly optimized CPU implementations. We show that the new approach can outperform the latter by more than one magnitude and give an outlook for interesting future enhancements.
A hardware algorithm for computing the reciprocal of the Euclidean norm of a 3-dimensional (3-D) vector which appears frequently in 3-D computer graphics is proposed. It is based on a digit-recurrence algorithm for computing the Euclidean norm and an on-line division (on-line reciprocal computation) algorithm. These algorithms are modified, so that the reciprocal of the Euclidean norm is computed by performing on-line division where the divisor is the partial result of Euclidean norm computation. Division, square-rooting, and reciprocal square-root computation, which are important operations in 3-D graphics, can also be performed using a circuit based on the proposed algorithm.
A realistic computer graphics (CG) model of root growth that accounts for the effects of soil obstruction and moisture variations is proposed. While the exposed parts of plants have been modeled extensively in CG, realistic root models have received little attention, and the potential effects of root characteristics on the growth of foliage has yet to be considered in detail. The proposed model represents roots as series of bend points and link points and defines the root systems as a layered structure formed by roots connected via link points. This approach allows for two general types of root systems based on branching probabilities of lateral and adventitious roots: main root systems consisting of a thick main root and thinner lateral roots, and fibrous root systems consisting of adventitious roots of relatively uniform diameter. The model also expresses the behavior of root growth in terms of hydrotropism, gravitropism, flexion and growth inhibition by assigning gravity, moisture and consistency parameters to underground voxels. The model is shown through simulations of various growth conditions to generate individualized root systems that reflect the growth environment and characteristics of the plant.
Jorji NONAKA Nobuyuki KUKIMOTO Yasuo EBARA Masato OGATA Takeshi IWASHITA Masanori KANAZAWA Koji KOYAMADA
Volume Graphics Clusters (VG Clusters) have proven to be efficient in a wide range of visualization applications and have also shown promise in some other applications where the image composition device could be fully utilized. The main differentiating feature from other graphics clusters is a specialized image composition device, commercially available as the MPC Image Compositor, which enables the building of do-it-yourself VG Clusters. Although this device is highly scalable, the unidirectional composition flow limits the data subdivision to the quantity of physically available rendering nodes. In addition, the limited buffer memory limits the maximum capable image composition size, therefore limiting its use in large-scale data visualization and high-resolution visualization. To overcome these limitations, we propose and evaluate an image composition mechanism in which additional hardware is used for assisting the image composition process. Because of the synergistic use of two distinct image composition hardware devices we named it "Hybrid Image Composition". Some encouraging results were obtained showing the effectiveness of this solution in improving the VG Cluster 's potential. A low-cost parallel port based hardware barrier is also presented as an efficient method for further enhancing this kind of small-scale VG Cluster. Moreover, this solution has proven to be especially useful in clusters built using low-speed networks, such as Fast Ethernet, which are still in common use.
Hyun CHIN Rudrapatna S. RAMAKRISHNA
This paper presents a new algorithm for efficiently detecting silhouette voxels in volume objects. The high performance of the algorithm is partly due to its ability to exclude all the gradient vectors not associated with silhouettes from further consideration. A judicious re-arrangement of the voxels enhances its efficiency. We have studied its performance through computer simulations. The results indicate a manifold improvement over conventional algorithms. A parallel version of the algorithm has also been described in the paper. Its performance is quite understandably impressive.
Hamid LAGA Hiroki TAKAHASHI Masayuki NAKAJIMA
In this paper, we present a novel framework for analyzing and segmenting point-sampled 3D objects. Our algorithm computes a decomposition of a given point set surface into meaningful components, which are delimited by line features and deep concavities. Central to our method is the extension of the scale-space theory to the three-dimensional space to allow feature analysis and classification at different scales. Then, a new surface classifier is computed and used in an anisotropic diffusion process via partial differential equations (PDEs). The algorithm avoids the misclassifications due to fuzzy and incomplete line features. Our algorithm operates directly on points requiring no vertex connectivity information. We demonstrate and discuss its performance on a collection of point sampled 3D objects including CAD and natural models. Applications include 3D shape matching and retrieval, surface reconstruction and feature preserving simplification.
Pierre-Alain FAYOLLE Benjamin SCHMITT Yuichiro GOTO Alexander PASKO
We present an approach and a web-based system implementation for modeling shapes using real distance functions. The system consists of an applet supporting the HyperFun modeling language. The applet is extended with primitives defined by Euclidean distance from a point to the surface of the shape. Set-theoretic operations (union, intersection, difference) that provide an approximation of the Euclidean distance to a shape built in a constructive way are introduced. Such operations have a controllable error of the exact Euclidean distance to the shape and preserve C1 continuity of the overall function, which is an important condition for further operations and applications. The proposed system should help model various shapes, store them in a concise form, and exchange them easily between different entities on a network. The applet offers also the possibility to export the models defined in the HyperFun language to other formats for raytracing or rapid prototyping.
Kei IWASAKI Fujiichi YOSHIMOTO Yoshinori DOBASHI Tomoyuki NISHITA
Caustics are patterns of light focused by reflective or refractive objects. Because of their visually fascinating patterns, several methods have been developed to render caustics. We propose a method for the quick rendering of caustics formed by refracted and converged light through transparent objects. First, in the preprocess, we calculate sampling rays incident on each vertex of the object, and trace the rays until they leave the object taking refraction into account. The position and direction of each ray that finally transmits the transparent object are obtained and stored in a lookup table. Next, in the rendering process, when the object is illuminated, the positions and directions of the rays leaving the object are calculated using the lookup table. This makes it possible to render refractive caustics due to transparent objects at interactive frame rates, allowing us to change the light position and direction, and translate and rotate the object.
Moez BELLAMINE Norihiro ABE Kazuaki TANAKA Hirokazu TAKI
It is important to look for alternative forms of physical movement of people and equipments in order to assure diagnosis and maintenance tasks, especially in an environment where workers are subject to danger. An evident and classical solution is the use of the tele-operation and tele-robotics. If the tele-operation helps to solve a lot of real and technical problems, it still remains insufficient to assure an appropriate remote diagnosis and maintenance. The use of virtual reality techniques with the tele-operation can be the solution for an effective remote maintenance and diagnosis. In this paper we show the inefficiency occurred with the use of only tele-operation in the remote maintenance, we introduce our original new system where we use virtual reality techniques and 2D-3D matching (2D camera image-3D virtual objects) with tele-operation to remotely collect machinery vibration data. We explain its structure, implementation and its advantages. We finished by experimenting the system, measuring the different operating times and precision and discuss the results.
Spring-mass systems are widely used in computer animation to model soft objects. Although the systems can be numerically solved either by explicit methods or implicit methods, it has been difficult to obtain stable results from explicit methods. This paper describes detailed discussion on stabilizing explicit methods in spring-mass simulation. The simulation procedures are modeled as a linear digital system, and system stability is mathematically defined. This allows us to develop theories of simulation stability. The application of these theories to explicit methods allows them to become as stable as implicit methods. Furthermore, a faster explicit method is proposed. Experiments confirm the theories and demonstrate the efficiency of the proposed methods.
Byung-Uck KIM Woo-Chan PARK Sung-Bong YANG Francis NEELAMKAVIL
We present a novel mesh representation scheme exploiting the characteristics of triangle strips, called progressives strips, which gives rendering-efficient triangulation data at the rendering stage in a graphics system such as progressive transmission where the mesh topology changes continuously. Progressive strips consist of a set of triangle strips simplified to the base mesh and a set of refinement steps required to recover incrementally the original mesh at full resolution. We also propose an improved triangle strip filtering algorithm and the encoding of strip-edge collapses in order to reduce efficiently the redundant triangles and the amount of refinement information, both of which may increase as the mesh degrades. Our approach increases the overall graphics performance by reducing the amount of data sent to the graphics pipeline.
Yun-Seok CHOI Kyu-Sik CHUNG Lee-Sup KIM
The PN triangle method has a great significance in processing tessellation at the hardware level without software assistance. Despite its significance, however, the conventional PN triangle method has certain defects such as inefficient GE operation and degradation of visual quality. Because the method tessellates a curved surface according to the user-defined fixed LOD (Level Of Detail). In this paper, we propose adaptive tessellation of PN triangles using minimum-artifact edge linking. Through this method, higher efficiency of tessellation and better quality of scene are obtained by adaptivity and minimum-artifact edge linking, respectively. This paper also presents a hardware architecture of a PN triangle method using adaptive LOD, which is not a burden for overall 3D graphics hardware.
Hyun-Chul SHIN Jin-Aeon LEE Lee-Sup KIM
In texture mapping, anisotropic filtering methods, which require more texels, have been proposed for high-quality images. Memory bandwidth, however, is still limited by a bottleneck in the texture-filtering hardware. In this paper, we propose anisotropic texture filtering based on edge function. In generating the weight that plays a key role in filtering texels loaded from memory, the edge function gives accurate contribution of texels to the pixel intensity. The quality of images is superior to other methods. For images of the same quality, our method requires less than half the texels of other methods. In other words, the improvement in performance is more than twice that of other methods.
In this paper, a fragment-processing solution in 3D graphics rendering algorithms based on fragment lists (i.e. A-buffer) for minimizing loss of image quality is described. While all fragment information should be preserved for exact hidden surface removal, this places additional strain on hardware in terms of silicon gates and clock cycles. Therefore, we propose a fragment processing technique that can effectively merge fragments in order to decrease the depth of fragment lists. It renders scenes quite accurately even in the case when three fragments intersect each other. This algorithm improves hardware acceleration without deteriorating image quality.
Kanae NAOI Koji NAKAMAE Hiromu FUJIOKA Takao IMAI Kazunori SEKINE Noriaki TAKEDA Takeshi KUBO
We have developed a three-dimensional eye movement simulator that simulates eye movement. The simulator allows us to extract the instantaneous eye movement rotation axes from clinical data sequences. It calculates the plane formed by rotation axes and displays it on an eyeball with rotation axes. It also extracts the innervations for eye muscles. The developed simulator is mainly programmed by a CG programming language, OpenGL. First, the simulator was applied to saccadic eye movement data in order to show the so-called Listing's plane on which all hypothetical rotation axes lie. Next, it was applied to clinical data sequences of two patients with benign paroxysmal positional vertigo (BPPV). Instantaneous actual rotation axes and innervations for eye muscle extracted from data sequences have special characteristics. These results are useful for the elucidation of the mechanism of vestibular symptoms, particularly vertigo.
Naofumi TAKAGI Daisuke MATSUOKA Kazuyoshi TAKAGI
A digit-recurrence algorithm for computing reciprocal square-root which appears frequently in multimedia and graphics applications is proposed. The reciprocal square-root is computed by iteration of carry-propagation-free additions, shifts, and multiplications by one digit. Different specific versions of the algorithm are possible, depending on the radix, the redundancy factor of the digit set, and etc. Details of a radix-2 version and a radix-4 version and designs of a floating-point reciprocal square-root circuit based on them are shown.