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Maciej KOT Hiroshi NAGAHASHI Krzysztof GRACKI
The volumetric representations of deformable objects suffer from high memory and computational costs. In this work we analyze an approach of constructing low-resolution mass spring models (MSMs) on the basis of a high-resolution reference MSM. Preserving the physical properties of the modeled objects is emphasized such that their motion is consistent and independent of the spring network resolution. We varied the node merging algorithm and analyzed how various aspects of the simplification process affected the properties of the model and how these properties translated into visual behavior in a simulation.
In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level of detail selection and view frustum culling. However, most applications using quadtrees are performed on the CPU, because the pointer and recursive operation in hierarchical data structure cannot be manipulated in a programmable rendering pipeline. We present a quadtree-based terrain rendering method for GPU (Graphics Processing Unit) execution that uses vertex splitting and triangle splitting. Vertex splitting supports a level of detail selection, and triangle splitting is used for crack removal. This method offers higher performance than previous CPU-based quadtree methods, without loss of image quality. We can then use the CPU for other computations while rendering the terrain using only the GPU.
Daisuke WAKATSUKI Ikuo ISHII Akira TAKAHASHI
We propose a shape resolution control method applying a tolerance caused by movement to object's shape and texture in order to represent efficiently a textured object that has a detailed structure. It is generally difficult to perceive the error of shape or texture of the object that is moving. Our method applies this error as a tolerance. The efficient object's representation is realized by the shape resolution control that tolerates errors of contour shape and textured surface by the tolerance caused by movement and reduces object's data. It was shown better experimental results of processing time and of the quality of images in comparison with other methods. Thus, it was proved that the method applying the tolerance caused by movement to the object's shape and texture is effective in the representation of textured object that has a detailed structure.
Frank NIELSEN Nicolas De MAUROY
In this paper, we first introduce the notion of texture precision given the 3d geometry of a scene. We then provide an algorithm to acquire a texture/color map of the scene within a given precision. The texture map is obtained using projective devices (like pinhole sensing device) from data acquired either in the real world or computer-synthesized. Finally, we describe a procedure to obtain level of precisions by combining a modified edge-collapse geometry technique with an appropriate remapping texture engine. We report on our experiments and give perspectives for further research.