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  • Articles  (93,424)
  • Springer  (93,424)
  • Computer Science  (93,424)
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  • 1
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 1 (1985), S. 15-23 
    ISSN: 1432-2315
    Keywords: Logos ; Beta-spline ; Computer animation ; Control graph
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Various models and methods for generating three-dimensional texts and logos are reviewe. These methods are classified into area-modelled methods, surface methods and structural methods. Two innovative techniques are introduced. One is based on the propagation of polygons to generate beta-spline surfaces. The second is based on ruled surfaces which are generated with polygonal characters. Each method is illustrated by means of original examples. A methodology for creating animated logos is also illustrated with two examples.
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  • 2
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    The visual computer 10 (1993), S. 101-115 
    ISSN: 1432-2315
    Keywords: Implicit surfaces ; Blend surfaces ; Geometric modeling ; Polygonization ; Visualization
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract A method for visualizing implicit surfaces is discussed. This method makes as few assumptions as possible concerning the surface and representation of its defining function. The surface may contain singularities, for instance, because it has self-intersections or it is reducible. A userdefined part of space is filled by a set of cubes, cutting pieces (called facets) off the surface. The set of cubes is controlled by an octree converging to the surface. The set of resulting facets can be taken as a piecewise linear approximation, which is sufficiently close to the given surface with respect to criteria specified by the user. Finally, some examples obtained with this method are presented.
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  • 3
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    The visual computer 10 (1993), S. 127-144 
    ISSN: 1432-2315
    Keywords: Display algorithms ; Three-dimensional graphics ; Stereoscopic
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract In this paper, we describe a method to create an approximate ray-traced stereoscopic pair by transforming a fully raytraced left-eye view into an inferred right-eye view. Performance results from evaluating several random scenes, which indicate that the second view in a stereoscopic image can be computed with as little as 5% of the effort required to fully ray-trace the first view, are presented. We also discuss worst-case performance of our algorithm and demonstrate that our technique is always at least as efficient as two passes of a standard ray-tracer.
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  • 4
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    The visual computer 10 (1993), S. 145-159 
    ISSN: 1432-2315
    Keywords: Visualization of multidimensional data ; Cluster analysis ; Vector quantization ; Topological ordering ; Neural networks ; Remote sensing ; Image classification ; Environmental protection
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper describes the application of self-organizing neural networks on the analysis and visualization of multidimensional data sets. First, a mathematical description of cluster analysis, dimensionality reduction, and topological ordering is given taking these methods as problems of discrete optimization. Then, the Kohonen map is introduced, that orders its neurons according to topological features of the data sets to be trained with. For this reason, it can also be called a topology-preserving feature map. In order to visualize the results obtained during the self-organization process, the standard map has been extended to a three-dimensional cube of neurons, where each neuron represents a discrete entity in the red green blue color space (RGB). According to the ordering properties of the network neighbored neurons and thus similr colors refer to data vectors with similar features. The application of this technique on multidimensional Landsat-TM remotely sensed image data, namely, the analysis of the burning oil fields in Kuwait, demonstrates the capabilities of the introduced method. Moreover it can be used to solve general visualization problems of data mapping into a lower dimensional representation.
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  • 5
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    The visual computer 10 (1994), S. 238-238 
    ISSN: 1432-2315
    Source: Springer Online Journal Archives 1860-2000
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  • 6
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    The visual computer 10 (1994), S. 255-265 
    ISSN: 1432-2315
    Keywords: Delaunay triangulation ; Computational geometry ; Constrained triangulation
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract A direct algorithm for computing constrained Delaunay triangulation in 2-D is presented. The algorithm inserts points along the constrained edges (break lines) to maintain the Delaunay criterion. Since many different insertions are possible, the algorithm computes only those that are on the Delaunay circles of each intersected triangle. A shelling procedure is applied to put triangles together in such a way that completeness and correctness are guaranteed.
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  • 7
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    The visual computer 10 (1994), S. 295-305 
    ISSN: 1432-2315
    Keywords: Voxelization ; Polyhedral subdivision ; Smoothing ; Interpolation ; Volume graphics ; Volume visualization 3D scan conversion ; Volume synthesis ; Voxelization
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract A method for generating a smooth voxelbased model from an arbitrary polygon mesh is presented. It is based on a polygonal subdivision process which takes an irregular polygon mesh as input and creates a finer and smoother mesh. The mesh is recursively refined down to or close to the voxel level, and then voxelized (digitized) into a voxel-based representation. A local subdivision approach has been developed in order to ease the computationally expensive subdivision process. The voxelization of the mesh maintains topological and fidelity requirements which are pre-defined and application dependent.
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  • 8
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    The visual computer 1 (1985), S. 221-230 
    ISSN: 1432-2315
    Keywords: Paint systems ; Algorithms
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Animators frequently usepaint systems to create and refine their images. In such a program, an artist creates a brush that is moved across a frame buffer, providing a simplified simulation of a physical brush moving across an actual canvas. Movement of the brush often requires modification of a large number of pixels in a small amount of time. Existing algorithms for brush movement are discussed, and two new algorithms are presented that reduce the amount of i/o needed to move a brush, but at the expense of increased computational complexity.
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  • 9
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    The visual computer 1 (1985), S. 231-240 
    ISSN: 1432-2315
    Keywords: Dynamics ; Animation ; Equations of motion ; Robotics
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Curves and surfaces satisfying continuity and smoothness conditions are used in computer graphics to fit spatial data points. In a similar fashion, smooth motions of objects should be available to animators in such a way that the dynamics are correct to the degree required for realism. The motion, like a curve or surface shape, should be controllable by easy manipulations of a set of control parameters or by real-time interaction between the animator and a scene generated by dynamic simulation. In this paper, the objects considered have the form of rigid links joined at hinges to form a tree. This is a reasonable first approximation to human and animal bodies. The equations of motion are formulated with respect to hinge-centered coordinates, and are solved by an efficient technique in time which grows linearly with the number of links.
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  • 10
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    The visual computer 1 (1985), S. 260-266 
    ISSN: 1432-2315
    Keywords: Animation ; Motion control ; Three-dimensional graphics ; Geometric modeling ; Interactive techniques ; Parametric models ; Articulated figures ; Languages
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper describes a program which allows parametric models of three-dimensional characters and scenes to be interactively controlled for computer animation. The system attempts to span the two most common approaches to animation: language-driven or programmed and visually-driven or interactive. Models are designed in a geometry language which supports vector and matrix arithmetic, transformations and instancing of primitive parts. As a result, constraints and functional dependencies between different parts can be programmed. Control is achieved by parameterizing the model. Subsets of parameters can be connected to different logical input devices, establishing an input mode to control the model's shape. Parameter sets can be stored to form a database of positions. Positions then can be mapped to frames and interpolated to animate the model.
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  • 11
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    The visual computer 10 (1993), S. 54-61 
    ISSN: 1432-2315
    Keywords: Visual codings ; User interface ; Graph-coloring ; Optimization ; Connected components ; Color distance ; Graph theory ; Algorithms
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract A formal study of visual codings in user interface design is presented. Visual codings for maximum distinction of different objects in displayed images are formulated as a discrete optimization problem of maximum-distance graph-coloring. The formulation is a generalization of the classical coloring problem in graph theory. Having pointed out that maximum-distance graph-coloring is NP-complete, we develop new, fast approximation algorithms for optimal visual codings. The proposed algorthms run inO (M N) time, whereM is the number of visual codes used andN is the number of objects to be encoded. Besides being efficient, the algorithms are simple and easy to implement. Our experiments showed that geographic maps automatically colored by the new algorithms were preferred to those colored by the previous graph-theoretical approach and they are competitive, if not better, in terms of the visual distinction of different regions than those drawn by hand.
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  • 12
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    The visual computer 11 (1995), S. 276-276 
    ISSN: 1432-2315
    Source: Springer Online Journal Archives 1860-2000
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  • 13
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    The visual computer 11 (1995), S. 263-274 
    ISSN: 1432-2315
    Keywords: Key words: Ray tracing ; Visualization ; Nonlinearity ; Chaotic dynamical system ; Strange attractors
    Source: Springer Online Journal Archives 1860-2000
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  • 14
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    The visual computer 11 (1995), S. 297-308 
    ISSN: 1432-2315
    Keywords: Direct volume rendering ; Ray casting ; Projection ; Forward difference ; Cell template
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Two related ideas for improving the speed of ray-cast volume rendering are studied in this paper. The first is an incremental algorithm for trilinear interpolation, a method commonly used in ray-cast volume rendering to calculate sample values. The incremental algorithm can expedite trilinear interpolation when many samples along a ray are located in one cell. The second is an efficient hybrid volume rendering restricted to parallel projection. In the preprocessing stage, acell template is created to store the information used by the incremental trilinear interpolation. When a cell is parallel projected, the information is retrieved from the template to compute the cell contribution. Because the algorithm with only one template may cause aliasing, an antialiasing technique exploiting multiple cell templates is proposed. With our method, ray-cast volume rendering can be accelerated considerably.
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  • 15
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    The visual computer 11 (1995), S. 319-338 
    ISSN: 1432-2315
    Keywords: Parallel volume rendering ; Data-parallel approach ; Combining ; Splatting ; Z-buffer
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract In this presentation, we consider the image-composition scheme for parallel volume rendering in which each processor is assigned a portion of the volume. A processor renders its data by using any existing volume-rendering algorithm. We describe one such parallel algorithm that also takes advantage of vector-processing capabilities. The resulting images from all processors are then combined (composited) in visibility order to form the final image. The major advantage of this approach is that, as viewing and shading parameters change, only 2D partial images, and not 3D volume data, are communicated among processors. Through experimental results and performance analysis, we show that our parallel algorithm is amenable to extremely efficient implementations on distributed memory, multiple instruction-multiple data (MIMD), vector-processor architectures. This algorithm is also very suitable for hardware implementation based on image composition architectures. It supports various volume-rendering algorithms, and it can be extended to provide load-balanced execution.
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  • 16
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    The visual computer 11 (1995), S. 360-368 
    ISSN: 1432-2315
    Keywords: Rational boundary Gregory patch ; Gregory patch ; Nonuniform B-spline surface ; Approximation ; Conversion ; C 1 continuity ; Least squares
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract A rational boundary Gregory patch is characterized by the facts that anyn-sided loop can be smoothly interpolated and that it can be smoothly connected to an adjacent patch. Thus, it is well-suited to interpolate complicated wire frames in shape modeling. Although a rational boundary Gregory patch can be exactly converted to a rational Bézier patch to enable the exchange of data, problems of high degree and singularity tend to arise as a result of conversion. This paper presents an algorithm that can approximately convert a rational boundary Gregory patch to a bicubic nonuniform B-spline surface. The approximating surface hasC 1 continuity between its inner patches.
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  • 17
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    The visual computer 11 (1995), S. 399-400 
    ISSN: 1432-2315
    Source: Springer Online Journal Archives 1860-2000
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  • 18
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    The visual computer 11 (1995), S. 360-368 
    ISSN: 1432-2315
    Keywords: Key words: Rational boundary Gregory patch ; Gregory patch ; Nonuniform B-spline surface ; Approximation ; Conversion ; C1 continuity ; Least squares
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: n -sided loop can be smoothly interpolated and that it can be smoothly connected to an adjacent patch. Thus, it is well-suited to interpolate complicated wire frames in shape modeling. Although a rational boundary Gregory patch can be exactly converted to a rational Bézier patch to enable the exchange of data, problems of high degree and singularity tend to arise as a result of conversion. This paper presents an algorithm that can approximately convert a rational boundary Gregory patch to a bicubic nonuniform B-spline surface. The approximating surface has C 1 continuity between its inner patches.
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  • 19
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    The visual computer 11 (1995), S. 447-452 
    ISSN: 1432-2315
    Keywords: Accumulation ; Brain ; Chaos ; Conformal mapping ; Convolution ; Creativity ; Fast Fourier transform ; Fractal geometry
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract For many scientists, human intelligence and, in particular, its creative potential seem to consist of processes that cannot be automated by means of a computer. As already shown with fractal geometry, this short note tries to show that the iteration and combination of very elementary operations can give very complex behaviors and shapes. It gives some practical examples to encourage reader involvement and new experiments, particularly in classroom settings.
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  • 20
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    The visual computer 11 (1995), S. 419-428 
    ISSN: 1432-2315
    Keywords: Key words: Inbetweening ; Key frames (2D) ; Cell animation ; 2D ; Feature matching ; Affine transform
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
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  • 21
    ISSN: 1432-2315
    Keywords: Human figure modeling ; Articulation ; Interactive systems ; 3-D graphics ; Robotics ; Applications
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract TEMPUS is an interactive graphics system which enables a user to model the task-oriented activities of several human agents in a three-dimensional environment. The user can create one or more human figures which are correctly scaled according to a specific population, or which meet certain size constraints. These figures may be viewed in any of several graphical modes.
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  • 22
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    The visual computer 11 (1995), S. A5 
    ISSN: 1432-2315
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  • 23
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    The visual computer 11 (1995), S. 297-308 
    ISSN: 1432-2315
    Keywords: Key words: Direct volume rendering ; Ray casting ; Projection ; Forward difference ; Cell template
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: cell template is created to store the information used by the incremental trilinear interpolation. When a cell is parallel projected, the information is retrieved from the template to compute the cell contribution. Because the algorithm with only one template may cause aliasing, an antialiasing technique exploiting multiple cell templates is proposed. With our method, ray-cast volume rendering can be accelerated considerably.
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  • 24
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    The visual computer 11 (1995), S. 309-312 
    ISSN: 1432-2315
    Keywords: Key words: Spirals ; Curlicues ; Fractals ; Thermodynamics ; Plane curves
    Source: Springer Online Journal Archives 1860-2000
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  • 25
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    The visual computer 11 (1995), S. 429-446 
    ISSN: 1432-2315
    Keywords: Geometric modeling ; Solid modeling ; Real functions ; Implicit surfaces ; R functions
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Concepts of functionally based geometric modeling including sets of objects, operations, and relations are discussed. Transformations of a defining real function are described for set-theoretic operations, blending, offsetting, bijective mapping, projection, cartesian products, and metamorphosis. Inclusion, point membership, and intersection relations are also described. We use a high-level geometric language that can extend the interactive modeling system by input symbolic descriptions of primitives, operations, and predicates. This approach supports combinations of representational styles, including constructive geometry, sweeping, soft objects, voxel-based objects, deformable and other animated objects. Application examples of aesthetic design, collisions simulation, NC machining, range data processing, and 3D texture generation are given.
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  • 26
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    The visual computer 11 (1995), S. 447-452 
    ISSN: 1432-2315
    Keywords: Key words: Accumulation ; Brain ; Chaos ; Conformal mapping ; Convolution ; Creativity ; Fast Fourier transform ; Fractal geometry
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  • 27
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    The visual computer 11 (1995), S. 497-511 
    ISSN: 1432-2315
    Keywords: Computer animation ; Virtual environment ; Collision detection
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract We present an efficient method for detecting collisions between complex solid objects. The method features a stable processing time and low sensitivity to the complexity of contact between objects. The algorithm handles both concave and convex objects; however, the best performance is achieved when at least one object is convex in the proximity of the collision zone (our techniques check the required convexity property as a byproduct of the calculations). The method achieves real-time performance when calculations are supported by the standard functionality of graphics hardware available on high-end workstations.
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  • 28
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    The visual computer 10 (1994), S. 179-190 
    ISSN: 1432-2315
    Keywords: Gaseous animation ; Gaseous phenomena ; Inverse particle systems ; Solid spaces ; Fog and steam
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper describes a new system for controlling the animation of gases, liquids, and volume density functions. This system is extremely powerful and flexible. It allows for the control of animation effects ranging from physically based motion of gases to the choreographed motion of gases. These techniques make extensive use of three-dimensional tables, including both flow vectors and motion functions for controlling gas animation. This new system uses aninverse particle system, where each point in three-dimensional screen space (image space discretized to pixel locations) is moved through a gas space to determine which portion of the gas occupies the current location in screen space.
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  • 29
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    The visual computer 12 (1996), S. 350-359 
    ISSN: 1432-2315
    Keywords: Key words: Functional presentation ; Functional proofs ; Visualization ; Mathematica
    Source: Springer Online Journal Archives 1860-2000
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  • 30
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    The visual computer 12 (1996), S. 420-428 
    ISSN: 1432-2315
    Keywords: Geometric modeling ; Parametric surfaces ; Implicit surfaces ; Superquadrics
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper presents a new family of 2D curves and its extension to 3D surfaces, respectively, calledrationconics andratioquadrics that have been designed as alternatives to the well-known superconics and superquadrics. This new model is intended as an improvement to the original one on three main points: first, it involves lower computation cost and provides better numerical robustness; second, it offers higher order continuities (C 1/G 2 orC 2/G 2 instead ofC 0/G 0); and third, it provides a greater variety of shapes for the resulting curves and surfaces. All these improvements are obtained by replacing the signed power function involved in the formulation of superconics and superquadrics by linear or quadratic rational polynomials.
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  • 31
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    The visual computer 12 (1996), S. 429-444 
    ISSN: 1432-2315
    Keywords: Triangulations ; Hamiltonian paths ; Quadrangulation ; Rendering ; Computer graphics
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract High-performance rendering engines are often pipelined; their speed is bounded by the rate at which triangulation data can be sent into the machine. An ordering such that consecutive triangles share a face, which reduces the data rate, exists if and only if the dual graph of the triangulation contains a Hamiltonian path. We (1) show thatany set ofn points in the plane has a Hamiltonian triangulation; (2) prove that certain nondegenerate point sets do not admit asequential triangulation; (3) test whether a polygonP has a Hamiltonian triangulation in time linear in the size of its visibility graph; and (4) show how to add Steiner points to a triangulation to create Hamiltonian triangulations that avoid narrow angles.
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  • 32
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    The visual computer 12 (1996), S. 451-454 
    ISSN: 1432-2315
    Keywords: Key words: Visualization ; Puzzles ; Smooth numbers ; Lattices ; Perception ; Factorization
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  • 33
    ISSN: 1432-2315
    Keywords: Key words: Gathering radiosity ; Scaled conjugate-gradient method ; Parallel algorithms ; Hypercube multicomputer ; Data redistribution
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  • 34
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    The visual computer 10 (1994), S. 353-355 
    ISSN: 1432-2315
    Keywords: Volume visualization ; Surface reconstruction ; Look-up tables ; Marching cubes algorithms ; Triangulation
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract A new triangulation scheme for the Marching Cubes algorithm is proposed. The scheme allows the extraction of continuous isosurfaces from volumetric data without the need to use disamgiguation techniques.
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  • 35
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    The visual computer 10 (1994), S. 363-371 
    ISSN: 1432-2315
    Keywords: Ray tracing ; Parametric surfaces ; Interval arithmetic ; Bounding volumes
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper describes an algorithm for ray tracing general parametric surfaces. After dividing the surface adaptively into small parts, a binary tree of these parts is built. For each part a bounding volume is calculated with interval arithmetic. From linear approximations and intervals for the partial derivatives it is possible to construct parallelepipds that adapt the orientation and shape of the surface parts very well and form very tight enclosures. Therefore we can develop an algorithm for rendering that is similar to that used with Bèzier and B-spline surfaces, where the bounding volumes are derived from the convex hull property. The tree of enclosures (generated once in a preprocessing step) guarantees that each ray that hits the surface leads to an iteration on a very small surface part; this iteration can be robustly (and very quickly) performed in real arithmetic.
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    The visual computer 14 (1998), S. 271-287 
    ISSN: 1432-2315
    Keywords: Key words: Solid deformation ; B-spline FFD ; Unbounded control lattice ; 3D design ; Animation
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    The visual computer 14 (1998), S. 328-342 
    ISSN: 1432-2315
    Keywords: Key words: CIE UCS ; CIE L*u*v* ; 3D Color gamut ; Color atlas ; Color scheme ; Device-independent color description ; CRT ; Displays ; device colorimetric characterization
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  • 38
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    The visual computer 14 (1998), S. 360-372 
    ISSN: 1432-2315
    Keywords: Key words: Image morphing ; Feature specification ; Warp generation ; Transition control
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    The visual computer 14 (1998), S. 415-428 
    ISSN: 1432-2315
    Keywords: Key words: Computer-aided geometric design ; Freeform parametric curves and surfaces ; Homotopic curves and surfaces ; Matching ; Morphing
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: H :[0, 1]× 3→ 3, where H(t, r) for t=0 and t=1 are two given planar curves C 1(r) and C 2(r). The first t parameter defines the time of fixing the intermediate metamorphosis curve. The locus of H(t, r) coincides with the ruled surface between C 1(r) and C 2(r), but each isoparametric curve of H(t, r) is self-intersection free. The second algorithm suits morphing operations of planar curves. First, it constructs the best correspondence of the relative parameterizations of the initial and final curves. Then it eliminates the remaining self-intersections and flips back the domains that self-intersect.
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    The visual computer 12 (1996), S. 445-450 
    ISSN: 1432-2315
    Keywords: Adjacency graph ; Finite element analysis (FEA) data
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    Notes: Abstract In this paper, we present an algorithm for constructing adjacency graphs of 3D finite element analysis (FEA) data. Adjacency graphs are created to represent the connectivities of FEA data cells. They are used in most visualization methods for FEA data. We stress that in many engineering applications FEA data sets do not contain the adjacency information. This is opposite to computer-aided geometric design where, e.g., the winged edge geometrical representation is usually generated and utilized. By establishing intermediate data structures and using bin-sorting, we developed an efficient algorithm for constructing such graphs. The total time complexity of the algorithm is linear in the number of data cells.
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    The visual computer 15 (1999), S. 90-99 
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    Keywords: Key words: Cloth deformation ; Geometric constraint ; Geometric physical method ; Constrained finite element method
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    The visual computer 13 (1997), S. 218-227 
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    Keywords: Key words: Image compositing ; Antialiasing ; Discrete regions ; Discrete contours ; Euclidean paths
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    Keywords: Key words: α-Hull ; Fitting ; Simplex spline
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    The visual computer 13 (1997), S. 342-344 
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    Keywords: Key words: Volume visualization ; Marching cubes ; Topology consistency ; Saddle value
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    The visual computer 13 (1998), S. 401-411 
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    Keywords: Key words: Zigzag data ; Local approximation ; Arc-line-arc spline
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    The visual computer 14 (1998), S. 95-108 
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    Keywords: Key words: Triangulation ; Marching method ; Numerical implicitization ; Parametric surface ; Implicit surface ; Offset surface ; Blend surface
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    The visual computer 14 (1998), S. 83-94 
    ISSN: 1432-2315
    Keywords: Key words: Volume visualization ; Scientific visualization ; Medical imaging ; Shadow Z-buffer ; Shadow map
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    Topics: Computer Science
    Notes: Z -buffer technique for fast and efficient shadow generation. Volumetric data contain information about the grid points only. Such data do not provide surface information that could be projected immediately onto the shadow map. To solve this problem, we have implemented two techniques. The first uses a modified adaptive version of the well-known marching cubes algorithm for the special characteristics of medical data sets. The algorithm uses material properties for a precise representation of object boundaries, generating volumetric objects quickly and effectively. There are two representations of the same data set: we use a view-independent approximation to display shadows and the original representation of the volume for object visualization in full precision. The second algorithm uses a ray-tracing approach to create shadow maps. The same routine is used for object rendering, but is restricted to depth-value generation. Semitransparent objects are handled by storing an intensity profile in addition to the depth value.
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    The visual computer 12 (1996), S. 307-316 
    ISSN: 1432-2315
    Keywords: Radiosity ; Ray tracing ; 3D axis-aligned bounding boxes ; 3D convex hulls ; Illumination volumes
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    Topics: Computer Science
    Notes: Abstract Four visibility acceleration techniques for speeding up the form-factor computation are presented and compared in this paper. Three-dimensional axis-aligned bounding boxes (BB), illumination volumes (IVs), and 3D convex hulls (CHs) are some of the methods described. A new method that enhances IVs with 3D axis-aligned BBs (BBIVs) is also proposed. The results of these methods are compared with the uniform space subdivision (USSD) method, which is used as a basis of comparison of the effectiveness of these acceleration methods. In addition, the advantages and the disadvantages of each of the proposed techniques is discussed.
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    The visual computer 12 (1996), S. 307-316 
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    Keywords: Key words: Radiosity ; Ray tracing ; 3D axis-aligned bounding boxes ; 3D convex hulls ; Illumination volumes
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    The visual computer 12 (1996), S. 346-349 
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    Keywords: Key words: Numerical simulation ; Sensitivity to initial conditions ; Sensitivity to numerical accuracy ; Rounding-off errors ; Scientific visualization
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    Topics: Computer Science
    Notes: N -body problem is used to display the sensitivity to numerical accuracy.
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    The visual computer 12 (1996), S. 390-405 
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    Keywords: Global illumination ; Radiosity ; Galerkin methods ; Monte Carlo methods ; Particle tracing ; Progressive refinement
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    Topics: Computer Science
    Notes: Abstract Galerkin radiosity solves the integral rendering equation by projecting the illumination functions into a set of higher-order basis functions. This paper presents a Monte Carlo approach for Galerkin radiosity to compute the coefficients of the basis functions. The new approach eliminates the problems with edge singularities between adjacent surfaces present in conventional Galerkin radiosity, the time complexity is reduced fromO(K 4) toO(K 2) for aK-order basis, and ideally specular energy transport can be simulated. As in conventional Galerkin radiosity, no meshing is required even for large or curved surfaces, thus reducing memory requirements, and no a posteriori Gouraud interpolation is necessary. The new algorithm is simple and can be parallelized on any parallel computer, including massively parallel systems.
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    The visual computer 12 (1996), S. 406-419 
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    Keywords: Key words: Volume visualization ; Surface modeling ; Marching cubes ; Iso- surface
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    The visual computer 12 (1996), S. 451-454 
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    Keywords: Visualization ; Puzzles ; Smooth numbers ; Lattices ; Perception ; Factorization
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    Notes: Abstract Simple techniques are described for demonstrating graphically interesting behavior of puzzles defined on finite lattices. The simple puzzles should be of interest to students and teachers who may wish to design and solve similar problems. In particular, this note describes computer graphics used to gain insight into the behavior of the solution space.
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    The visual computer 2 (1986), S. 291-297 
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    Keywords: Radiosity ; Reflectance models ; Interreflection ; Diffuse
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    Notes: Abstract The radiosity method for computing the interreflection of light within diffuse environments is described. The development of the method for realistic image synthesis over the past three years is outlined. A short discussion of the underlying theory and implementation is followed by a real life example which illustrates the power and accuracy of the radiosity method and points out the different results from ray tracing procedures. Current and future developments of the radiosity method are outlined.
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    The visual computer 13 (1998), S. 456-464 
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    Keywords: Key words: Computer graphics ; Simulation ; Terrain models ; Erosion models
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    The visual computer 2 (1986), S. 72-77 
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    Keywords: Videodisc technology ; Interactive graphics ; Human factors ; Query language interface ; Database
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    Notes: Abstract The goal of this project was to develop a prototype to demonstrate the use of video and graphic techniques applied to the human-machine interface for data retrieval from a typical computerized database. Data is presented to a user via video and graphic means; queries are formulated in one of several graphic formats; control operations are handled through joystick, touch panel, or single-keystroke maneuvers. To accomplish this, we made use of videodisc, interactive computer graphics, and relational database technologies. Still pictures, video segments, and pictures of text are used as visual cues to a user who indicates interest in a data item in a pointing gesture by touching the panel through which the item may be seen. The user may find the actual data item s/he desires, then pose a query for additional information in one of four graphic query formats. A specially designed database was developed to handle the video and graphic data needed for this user facility.
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    The visual computer 3 (1987), S. 62-62 
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    The visual computer 3 (1987), S. 110-112 
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    The visual computer 14 (1998), S. 109-125 
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    Keywords: Key words: Global illumination ; Radiosity ; Nested model ; Vegetation ; Validation
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    The visual computer 2 (1986), S. 131-133 
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    The visual computer 3 (1987), S. 186-200 
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    Keywords: Textures synthesis ; Texture modelling ; Geodesics ; Local coordinate systems ; Vector quantization
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    Notes: Abstract The paper describes a technique by which realistic textures can be constructed from a statistical model. It further tells us, in principle, how to map the texture onto a surface of any shape, maintaining consistency and scaling, without producing repeating patterns. It describes how a method designed earlier for grey scales alone can be extended to the colour case. The generalization of the former work to macroscopic textures is also presented. An application of this method to the Design is finally shown.
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    The visual computer 15 (1999), S. 509-518 
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    Keywords: Key words: Smoothing – Diffusion systems – Bias and tension controls
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    The visual computer 15 (1999), S. 483-493 
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    Keywords: Key words: Interpolation – Parametric curves – Convexity preservation – Control point form
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    Notes: C 2 continuous convexity-preserving parametric curves in ℝ2 is presented. The control point form method, which was developed in the field of numerical grid generation, is used here to construct interpolating curves. Good control over the shape of the curves is obtained thanks to the capability of the proposed approach to interpolate not only the data points, but also some directions suitably associated with them.
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    ISSN: 1432-2315
    Keywords: Light reflectance models ; Radiosity ; Computer animation
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    Notes: Abstract An efficient algorithm is introduced for the production of realistic image sequences of dynamic environments. The practicality of the radiosity method, which computes the interreflection of light within complex diffuse environments independent of viewpoint, is extended to dynamic environments where the paths of moving objects have been predefined. The algorithm takes advantage of the object coherence between static portions of an environment. A preprocessing stage executes once for a given image sequence and precalculates constant geometrical relationships in the environment. When the environment geometry changes, an update stage determines the global illumination using information provided by the preprocessor and the current positions of all moving objects. Test environments show speedups of at least twenty-five times over previous radiosity methods.
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    The visual computer 16 (2000), S. 47-61 
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    Keywords: Key words: Shape similarity –: Deformation –: Scene comparison
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    Notes: nk +n log n) time, where n is the number of vertices in the polygonal shapes and k is an index to indicate how the target shape is convoluted. Experimental results show the feasibility of our approach. Extending the method for comparison of scenes with mutiple objects is also discussed.
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    The visual computer 16 (2000), S. 177-186 
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    Keywords: Key words: B-splines – Matrix representations – Toeplitz matrix
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    The visual computer 16 (2000), S. 142-158 
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    Keywords: Key words: Free-form surface design – Fairing – Variational subdivisions – Geometric modeling
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    Keywords: Key words: Clustering – Hierarchical radiosity – Progressive refinement – Experimental validation – Global illumination
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    Notes: In this paper, we present an efficient global illumination technique, and then we discuss the results of its extensive experimental validation. The technique is a hybrid of cluster-based hierarchical and progressive radiosity techniques, which does not require storing links between interacting surfaces and clusters. We tested our technique by applying a multistage validation procedure, which we designed specifically for global illumination solutions. First, we experimentally validate the algorithm against analytically derived and measured real-world data to check how calculation speed is traded for lighting simulation accuracy for various clustering and meshing scenarios. Then we test the algorithm performance and rendering quality by directly comparing the virtual and real-world images of a complex environment.
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    The visual computer 16 (2000), S. 339-356 
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    Keywords: Key words: Triangular B-spline wavelets – Box splines – Multiresolution editing – Hierarchical surface representation – Surface compression – Decomposition – Reconstruction
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    The visual computer 16 (2000), S. 357-369 
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    Keywords: Key words: Volume visualization – 3D Mesh – Regular and irregular refinement
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    Keywords: Key words: Calibration – Reconstruction – Rendering – Texture extraction
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    Notes: In this paper, we show how to calibrate a camera and to recover the geometry and the photometry (textures) of objects from a single image. The aim of this work is to make it possible walkthrough and augment reality in a 3D model reconstructed from a single image. The calibration step does not need any calibration target and makes only four assumptions: (1) the single image contains at least two vanishing points, (2) the length (in 3D space) of one line segment (for determining the translation vector) in the image is known, (3) the principle point is the center of the image, and (4) the aspect ratio is fixed by the user. Each vanishing point is determined from a set of parallel lines. These vanishing points help determine a 3D world coordinate system R o. After having computed the focal length, the rotation matrix and the translation vector are evaluated in turn for describing the rigid motion between R o and the camera coordinate system R c. Next, the reconstruction step consists in placing, rotating, scaling, and translating a rectangular 3D box that must fit at best with the potential objects within the scene as seen through the single image. With each face of a rectangular box, a texture that may contain holes due to invisible parts of certain objects is assigned. We show how the textures are extracted and how these holes are located and filled. Our method has been applied to various real images (pictures scanned from books, photographs) and synthetic images.
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    The visual computer 16 (2000), S. 469-480 
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    Keywords: Key words: Sculpture metaphor – Discrete implicit surfaces – Local deformations – Balanced binary trees – Hash tables
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    Topics: Computer Science
    Notes: sculpture metaphor for rapid shape prototyping. The sculpted shape is the isosurface of a scalar field spatially sampled. The user can deposit material wherever he desires in space and then iteratively refine it, using a tool to add, remove, paint, or smooth some material. We allow the use of free-form tools that can be designed inside the application. We also propose a technique to mimic local deformations so that we can use the tool as a stamp to make imprints on an existing shape. We focus on the rendering quality too, exploiting lighting variations and environment textures that simulate good-quality highlights on the surface. Both greatly enhance the shape estimation, which is a crucial step in this iterative design process, in our opinion. The use of stereo also greatly eases the understanding of spatial relationships. Our current implementation is based on GLUT and can run the application both on Unix-based systems, such as Irix and Linux, and on Windows systems. We obtain interactive response times, strongly related to the size of the tool. The performance issues and limitations are discussed.
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    The visual computer 2 (1986), S. 55-58 
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    The visual computer 3 (1987), S. 251-252 
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    The visual computer 3 (1987), S. 236-249 
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    Keywords: Multidimensional sorting ; Range searching ; Set operations on polygons ; Hidden-surface algorithms
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    Topics: Computer Science
    Notes: Abstract In many geometrical applications data needs to be sorted in more than one dimension to speed up running time. For example, the evaluation of set operations on polygons, and hidden-surface algorithms. We describe an efficient algorithm for doing this, which we call “Box Sort”. Given areN boxes in an-dimensional space. A box is a spatial region bounded by (hyper-)planes orthogonal to the coordinate axes. Box Sort is a multidimensional sorting method for theN boxes, which allows us to perform quick range queries (“box searches”) with respect to these boxes. When the givenN boxes are sufficiently scattered around then-dimensional space, the box search for an arbitrary query box of the same order of size as the sorted boxes can be carried out inO(logN) time. The necessary memory requirement for Box Sort is invariablyO(N).
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    The visual computer 3 (1988), S. 277-289 
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    Keywords: Face-animation ; Speech ; Automatic ; Synthesis-by-rules ; Bodylanguage
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    Topics: Computer Science
    Notes: Abstract This paper is concerned with the problem of animating computer drawn images of speaking human characters, and particularly with the problem of reducing the cost of adequate lip synchronisation. Since the method is based upon the use of speech synthesis by rules, extended to manipulate facial parameters, and there is also a need to gather generalised data about facial expressions associated with speech, these problems are touched upon as well. Useful parallels can be drawn between the problems of speech synthesis and those of facial expression synthesis. The paper outlines the background to the work, as well as the problems and some approaches to solution, and goes on to describe work in progress in the authors' laboratories that has resulted in one apparently successful approach to low-cost animated speaking faces. Outstanding problems are noted, the chief ones being the difficulty of selecting and controlling appropriate facial expression categories: the lack or naturalness of the synthetic speech; and the need to consider the body movements and speech of all characters in an animated sequence during the animation process.
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    The visual computer 3 (1988), S. 304-313 
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    Keywords: Robotics ; Trajectory planning ; Path planning ; Obstacle avoidance ; Velocity planning
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    Topics: Computer Science
    Notes: Abstract We propose a two-level hierarchy for planning collision-free trajectories in time varying environments. Global geometric algorithms for trajectory planning are used in conjunction with a local avoidance strategy. Simulations have been developed for a mobile robot in the plane among stationary and moving obstacles. Essentially, the robot has a global geometric planner that provides a coarse global trajectory (the path and velocity along it), which may be locally modified by the low-level local avoidance module if local sensors detect any obstacles in the vicinity of the robot. This hierarchy makes effective use of the complementary aspects of the global trajectory planning approaches and the local obstacle avoidance approaches.
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    The visual computer 3 (1988), S. 323-328 
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    Keywords: Union of Spheres ; Volumes ; Laguerre Voronoid diagram ; Power diagram
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    Topics: Computer Science
    Notes: Abstract OnO(n 2) exact algorithm is given for computing the volume of a set ofn spheres in space. The algorithm employs the Laguerre Voronoi (power) diagram and a method for computing the volume of the intersection of a simplex and a sphere exactly. We give a new proof of a special case of a conjecture, popularized by Klee, concerning the change in volume as the centres of the spheres become further apart.
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    The visual computer 2 (1986), S. 171-173 
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    The visual computer 2 (1986), S. 180-181 
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    The visual computer 4 (1988), S. 27-34 
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    Keywords: Jewelry ; Microcomputer ; LCD graphics ; Software
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    Topics: Computer Science
    Notes: Abstract Although jewelry has historically been equated with hardware, the advent of the single-chip CMOS microcomputer allows a redefinition in terms of software. A radically different new kind of jewelry is presented, based on LCD graphics controlled by an on board microcomputer. The revolutionary potentials of this new jewelry, along with its unique requirements and problems, are illustrated by examples from the author's personal experiences in developing this novel medium.
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    The visual computer 4 (1988), S. 40-48 
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    Keywords: Computer graphics ; Picture processing ; Art history ; Art ; Leonardo da Vinci
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    Topics: Computer Science
    Notes: Abstract A recent computer-aided study identified the model immortalized in Leonardo da Vinci's celebratedMona Lisa to be none other than the artist himself. A follow-up investigation empolying similar techniques identifies the subject of asecond “Hidden”Mona Lisa by the same artist. Analysis of photographic and x-ray images indicates that Leonardo first created a sketch of Isabella, Duchess of Aragon, which he later painted over with theMona Lisa, using himself as the model.
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    The visual computer 2 (1986), S. 255-260 
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    Keywords: Color naming system ; Artist's color naming system ; Color model ; Color nomenclature ; Graphics languages ; Color transform
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    Topics: Computer Science
    Notes: Abstract A natural language based color naming system for color raster graphics, the Artist's Color Naming System (ACNS), is introduced. ACNS is an English-based nomenclature which is a high-level alternative to the numeric HSV (Hue-Saturation-Value) single-hexcone color model. ACNS suggests a grammar, based upon psychological, linguistic and artistic considerations, for constructing several hundred color designations from a small number of English terms. The ACNS twenty-four sided pyramid model and its lexicon are based upon the CNS (Color Naming System) double pyramid model and lexicon. An algorithm and a reverse algorithm for the transformation of the ACNS color space into the RGB (Red-Green-Blue) colorcube, are presented.
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    The visual computer 2 (1986), S. 278-290 
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    Keywords: Color science ; Computer graphics ; Human factors
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    Notes: Abstract The principles of tristimulus colorimetry are presented in tutorial fashion. The classic color matching experiments are described with an emphasis on the assumptions that are implicit in these tests and on the units of measure which should be used to record the results. The transformation to alternative sets of primaries is derived and the geometry of the resulting color spaces is illustrated. An annotated bibliography of relevant literature is also provided.
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    The visual computer 2 (1986), S. 313-320 
    ISSN: 1432-2315
    Keywords: Texture mapping ; Texture map distortion ; Mapping transformations ; Visual frequency ; Unfolding algorithms
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Texture mapping is a method commonly used to increase the visual complexity of computer generated images while maintaining simplicity in the underlying geometric models. Texture maps are generally defined in two dimensional space; thus, a primary problem when applying textures to objects is determining a mapping transformation from the three dimensional space of the object to the two dimensional space of the map. A method for mapping complex polygonal geometries is presented. The algorithmunfolds the object polygon by polygon and projects the texture map onto the resulting two dimensional geometry. Enhancements to the basic unfolding algorithm either (1) control the location of map distorition introduced at areas of severe curvature or (2) average distortions over a larger area.
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  • 86
    ISSN: 1432-2315
    Keywords: Solid model ; Wire-frame data ; Window ; Loop ; Winged-edge data structure ; Cut vertex ; Planar graph
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper presents an algorithm for the automatic generation of solid objects from three-dimensional wire-frame data. In this work, as we mainly use topological information of wire-frame data, we can achieve high-speed execution and adapt this algorithm to free-from surfaces. We present the conversion algorithm and show several experimental results.
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  • 87
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    The visual computer 2 (1986), S. 391-391 
    ISSN: 1432-2315
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  • 88
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    The visual computer 2 (1986), S. 379-383 
    ISSN: 1432-2315
    Keywords: Ray tracing ; Refraction ; Reflection
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Ray tracing is a most powerful and elegant rendering technique and is able to render shadows, reflections, and refractions very nicely. However, reflections and refractions in ray tracing simulate the reflected and refracted “eye” ray and not the “light” ray. Standard ray tracing techniques therefore suffer from a lack of specular interreflection and caustics. This paper proposes an algorithm to render reflected and refracted “light” rays for spherical objects and lenses. Indirect illumination is a result of the reflection of light rays. Reflected light may be considered an additional light source; if it is included in the intensity calculation, indirect illumination can be rendered. The refracted light is noticeable as a focal point for a convex lens, and as dispersed light in a concave lens. The dispersed light has low intensity which may be insignificant for the illumination calculations. In the case of a convex lens, light rays become extremely directional and light energy increases. The result appears as caustics. The proposed algorithm is limited to a collimated light ray and does not account for the case of dispersed light. CR Categories and subject description: 1.3.3 Computer graphics: Picture/image generation-display algorithms. 1.3.7 Computer graphics: Three-dimensional graphics and realism-shading, shadowing General terms: algorithms
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  • 89
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    The visual computer 5 (1989), S. 304-315 
    ISSN: 1432-2315
    Keywords: Geometry definition ; Interactive peripheral ; Mesh generation ; Multi-processors ; Parallel processing ; Partial differential equations ; Reconfigurable architectures
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Critical issues of interactive three-dimensional geometry definition and high-speed parallel computation are addressed in a unified fashion by Geometry-Defining Processors (GDPs). GDPs are microprocessors housed in three-dimensional physical polyhedral packages which can be easily manually assembled or reconfigured to construct approximate scale models of physical objects or domains. An individual GDP communicates with neighboring GDPs in an assembly through optical ports associated with the faces of its package. An assembly of communicating GDPs is able to bothdefine a system geometry and, operating as an optimally connected parallel processor,solve the associated continuum partial differential equations required for design evaluation. Combining simplicity-of-use with efficient computational capabilities, the GDP design system should prove useful in numberous engineering applications.
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  • 90
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    The visual computer 5 (1989), S. 327-327 
    ISSN: 1432-2315
    Source: Springer Online Journal Archives 1860-2000
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  • 91
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    The visual computer 3 (1987), S. 51-56 
    ISSN: 1432-2315
    Keywords: Management graphics ; Strategic analysis ; Animated 3-D representation ; Market ; Organizations
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract We have developed a 3-D graphics model for the representation of qualitative and quantitative variables for industry analysis. We present some of its key features, and we give an example of its application to an analysis of the Canadian Financial Services sector. The model takes advantage of the possibilities of 3-D representation and it also allows the dynamic representation of changes within the industry through the use of computer animation. This new method of defining the context graphically allows an easier understanding of the information involved, improve trend analysis and problem solving.
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  • 92
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    The visual computer 5 (1989), S. 95-108 
    ISSN: 1432-2315
    Keywords: Image processing ; Geometric transformation ; Image reparameterization
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Image warping refers to the 2D resampling of a source image onto a target image. Despite the variety of techniques proposed, a large class of image warping problems remains inadequately solved: mapping between two images which are delimited by arbitrary, closed, planar curves, e.g., handdrawn curves. This paper describes a novel algorithm to perform image warping among arbitrary planar shapes whose boundary correspondences are known. A generalized polar coordinate parameterization is introduced to facilitate an efficient mapping procedure. Images are treated as collections of interior layers, extracted via a thinning process. Mapping these layers between the source and target images generates the 2D resampling grid that defines the warping. The thinning operation extends the standard polar coordinate representation to deal with arbitrary shapes.
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  • 93
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    The visual computer 6 (1990), S. 117-118 
    ISSN: 1432-2315
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  • 94
    ISSN: 1432-2315
    Keywords: Image performance ; Computer graphics ; Design notebook ; Agile interface ; Visual language
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract The traditional “Engineer's Notebook” is a volume of bound paper pages. This archaic system is still the medium of choice for mechanical engineers during the conceptual phase of design. In making this choice, designers are taking aperformer's view, choosing freedom and agility in the initial making of drawings over processing power. The paper notebook allows the designer to quickly write and draw whatever she or he desires. During conceptualization, a designer is functioning as a performer, like a musician. And also like a musician, her instrument must be agile or the performance will be cramped and ideas lost. But the agility of Computer Aided Design systems has been neglected in favor ofprocessing power — the ability to do something with the drawings in addition to just making them. Described in this paper isvmacs, a prototypeElectronic Design Notebook which combines the capabilities of performing medium and processing medium.
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  • 95
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    The visual computer 6 (1990), S. 1-1 
    ISSN: 1432-2315
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  • 96
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    The visual computer 6 (1990), S. 2-7 
    ISSN: 1432-2315
    Keywords: Volume rendering ; Voxel ; Adaptive refinement ; Adaptive sampling ; Ray tracing
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Volume rendering is a technique for visualizing sampled scalar functions of three spatial dimensions by computing 2D projections of a colored semi-transparent gel. This paper presents a volume-rendering algorithm, in which image quality is adaptively refined over time. An initial image is generated by casting a small number of rays into the data, less than one ray per pixel, and interpolating between the resulting colors. Subsequent images are generated by alternately casting more rays and interpolating. The usefulness of these rays is maximized by distributing them according to measures of local image complexity. Examples from two applications are given: molecular graphics and medical imaging.
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    The visual computer 6 (1990), S. 50-50 
    ISSN: 1432-2315
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  • 98
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    The visual computer 6 (1990), S. 74-78 
    ISSN: 1432-2315
    Keywords: Scaling fonts ; Low-resolution bitmap fonts ; Linear feature extraction
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract In certain cases a font, as defined by a set of small raster images, can be scaled by first extracting the linear features that define each character. These can be treated as graphical vectors and scaled, translated, and rotated in an arbitrary fashion. The visual precision of this method depends on the size of the original front templates.
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  • 99
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    The visual computer 6 (1990), S. 119-119 
    ISSN: 1432-2315
    Source: Springer Online Journal Archives 1860-2000
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  • 100
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    The visual computer 6 (1990), S. 125-133 
    ISSN: 1432-2315
    Keywords: Ray-tracing ; Anti-aliasing ; Coherence ; Bound
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract A complete detection of whether aliasing occurs in a given pixel is possible by using the concept of bounded rays and raybound tracing. A coherent set of rays can be bounded by bounding both their origins (by a sphere) and directions (by a circle on a unit sphere). By tracing bounds of rays in a pixel, along the direction of reflection, refraction or to light sources, it is possible to obtain an upper bound on the degree of aliasing in the pixel. Ray bound tracing is possible against various shapes and with various shading algorithms.
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