Sept. 30
Geometric Accuracy: Graphics Is Not the Only Show in Town!

Thomas J. Peters
Department of Computer Science & Engineering, University of Connecticutt
tpeters@engr.uconn.edu,
www.eng2.uconn.edu/~tpeters/Peters.html

Abstract

Graphics has matured so that geometrically flawed images are largely a distant memory. Experimentation has led to understanding of the geometric accuracy needed to transform floating-point representations into pleasing images.

This success achieved has not generalized to other applications. Visualization is one type of model simulation. Others are computational fluid dynamics, computational electromagnetics, and finite element analysis. Much tedious, human intensive modification of geometry is still required to support these applications. This talk introduces two supporting concepts

  1. application-specific geometric tolerances, and
  2. incomplete or multiple model representations.
This broader view has software architectural implications for geometry and graphic subsystems, as will be illustrated with examples from the aerospace industry.

Nov. 4
Three Methods For Detail-Preserving Contrast Reduction

Jack Tumblin (Cornell )

Abstract

Almost all our picture-making processes still have a fundamental unsolved problem: we are immersed in a world of high contrast scenes that we cannot directly reproduce in displayed images. Contrast, the ratio between large and small light intensities, can easily exceed 100,000:1 in night scenes, sunsets, or any scene with visible light sources, specular highlights, and deep shadows. Commonly used displays may never cover this huge range because typical CRTs, printers and slide projectors offer no more than about 50:1 displayed contrast.

Outside of this small displayable range, cameras and computer graphics renderings often "clip" or "saturate" scene intensities for display, causing empty black shadows and blank white highlights, but our eyes almost never do this. Instead, local adaptation processes adjust visual sensitivity as we glance around a scene to capture low-contrast details and textures. Few dark shadows permanently appear as featureless black, even in scenes lit by moonlight. In a room lit only by a bare lightbulb, local adaptation allows us to read the tiny lettering on the bulb's dazzling surface, and yet at the same time we can see the dim room surrounding us. How can we construct a low contrast displayed image that preserves revealed by local adaptation? If we severely compress all large scene contrasts for display, how can we avoid shrinking the small contrasts to invisibility?

I will present three workable methods for detail-preserving contrast reduction. The first uses an S-shaped function, similar to the response of film or retinal ganglia, to compress only the illumination components of a computer graphics rendering, while preserving scene reflectances and transparencies. The second method interactively adjusts the displayed image according to the user's direction of gaze to imitate foveally-dominated visual adaptation; this method requires a computerized display. Third, the "LCIS" (Low Curvature Image Simplifier) method uses a variant of anisotropic diffusion to progressively separate fine details of a scene from its large features and most important boundaries. It forms an ordered hierarchy (a scale space) of scene boundaries and shadings, then compresses only the large feature contrasts for display. The LCIS method is the least restrictive; it works for any image from any source for any display.

I will demonstrate each method with example images (several are available at [http://www.gvu.gatech.edu/people/jack.tumblin]), and will discuss how each method might be useful to capture, edit and display both synthetic and real-world imagery. The first two methods were published in "Two Methods for Display of High Contrast Images" in ACM Transactions on Graphics Vol. 18 #1 (January 1999) pp. 56-94, and supplied the cover images for the previous issue. The third method was presented in "LCIS: A Boundary Hierarchy for Detail-Preserving Contrast Reduction" at ACM SIGGRAPH`99, pp. 83-90 and supplied the title-page image for this year's Proceedings.

Nov. 11
Multiresolution Hierarchies for Irregular Meshes

Igor Guskov (Caltech)

Abstract

Recent progress in 3D acquisition techniques and mesh simplification methods has made triangulated mesh hierarchies of arbitrary topology a basic geometric modeling primitive. In this talk I will introduce a new non-uniform relaxation technique which lets us build a Burt-Adelson type detail pyramid on top of a mesh simplification hierarchy. The resulting multiresolution framework makes it easy to perform a full range of standard signal processing tasks such as smoothing, enhancement, filtering and editing of arbitrary surface triangulations.

Jan. 27
Is the Hardware Z-Buffer Doomed?

Eric Haines (Cornell )

Abstract

A graphics accelerator including a Z-buffer is becoming standard issue for new graphics PCs. Inexpensive chipsets for 3D rendering are bundled with medium and high-end machines, with low end machines and portables soon to follow. Clocking a sustained rate of over 20 million polygons a second, game consoles such as the Playstation2 make incredible effects possible. But, will the hardware Z-buffer always make sense as the primary interactive rendering technology?

In this talk I will outline areas where the Z-buffer is weak, and some possible solutions for these problems. The talk will also discuss some myths about Z-buffering, such as it being doomed in the long run because of its linear performance. Alternate rendering strategies such as parallel ray tracing will be touched upon and compared.

Author Bio

Eric Haines is a graduate of the Program of Computer Graphics at Cornell and is coauthor of the recent book 'Real-Time Rendering. He has worked 15 years in the computer graphics industry, designing and implementing ray tracing, radiosity, depth buffer, and other rendering algorithms.

He is currently an editor for the "journal of graphics tools", the editor of the "Ray Tracing News", archivist for the "Graphics Gems" code base, and webmaster for ACM TOG. He is currently employed by Autodesk and is a part-time member of the staff at the PCG at Cornell.

Feb. 3
Small- and Large-Scale Virtual Environments for Collaboration

Michael Capps (Naval Postgraduate School)

Abstract

Sharing information in virtual worlds is awfully difficult. Like most networked systems, this problem becomes exponentially less pleasant with any increase in the number of users.

However, it turns out that the real roadblocks in the delivery of cyberspace are often political: graphics researchers treat the network as a "black box"; network researchers think of graphical 3-D content as "just more bits"; and it seems no one wants to accept a solution Not Invented Here.

In this presentation, I will discuss three approaches to sharing graphical content that will (hopefully!) excite and amaze:

Author Bio

Michael V. Capps
Research Assistant Professor
Department of Computer Science, Naval Postgraduate School
capps@acm.org
http://vr.edu/capps

Michael Capps is a professor in the Modeling, Virtual Environments, and Simulation curriculum at the Naval Postgraduate School. His research involves techniques for optimization of networked graphics, and software engineering for interoperable, scalable shared virtual environments. Michael has degrees in Creative Writing, Mathematics, and Computer Science from the University of North Carolina and MIT. For his work in multi-user virtual environments, he was chosen as one of 50 computer graphics pioneers featured in the SIGGRAPH documentary "The Story of Computer Graphics." Michael actively consults for such cloak-and-dagger entities as NSA, NRO, and Disney Imagineering. He is currently serving as Technical Program Chair for the 2000 ACM Web3D / VRML Symposium this February, which you shouldn't miss.

Feb. 10
Coordinates, geometry, graphics, and programming

John Hughes (Brown)

Abstract

The linear algebra of real n-space (n = 2,3,4) has been used for years as a foundation for representing things in computer graphics -- points, vectors, normal vectors, color-triples, etc. -- and matrix multiplication has been used as a fundamental building block in transforming things. The free interchangeability of these objects -- "everything's just three floats!" -- leads to a wide variety of programming errors, errors that can be prevented by a slightly more sophisticated view and a type-checking system that supports that view. Stephen Mann, Nathan Litke and Tony DeRose have developed a "coordinate free geometry" system that achieves this; I'll describe that system, and a richer hierarchy of mathematical objects that can help prevent higher-level programming errors. The talk will bounce between (relatively simple) mathematical concepts, hints at how an object-oriented language can be used to implement these concepts, and code-fragments illustrating the application of such a system.

The ideas in this talk are a foundation I'm considering for a new approach to presenting the mathematical material at the start of computer graphics, and I seek feedback from the audience about the approach.

Feb. 17
Compressed Progressive Meshes

Renato B. Pajarola (UC Irvine)

Abstract

Most systems that support the visual interaction with 3D models use shape representations based on triangle meshes. The increasing size of these models combined with the commonly used expensive representation formats lead to immense storage consumption for maintaining large collections of shapes. Furthermore, it imposes limits on applications, where complex 3D models must be accessed remotely. Techniques for simplifying and compressing 3D models help reducing the storage space and transmission time. Multiresolution models provide explicit access to a specific level-of-detail (LOD) and often provide incremental reconstruction of the LODs starting with an initial crude model. Unfortunately, compared to the best non-progressive mesh compression methods, most progressive refinement techniques impose a significant overhead for storing and transmitting the full resolution model.

The proposed Compressed Progressive Meshes (CPM) approach eliminates this overhead. It uses a new "Implant Sprays" technique, which refines the mesh topology between LODs in batches. An Implant Sprays batch increases the number of vertices in a triangular mesh by up to 50%. Combined with an optimized encoding of the local connectivity changes, less than 4 bits per triangle encode where and how the topological refinements should be applied. Furthermore, we apply prediction-error compression to quantized vertex coordinates. We estimate the position of new vertices from the positions of their topological neighbors in the less refined mesh using a new estimator that leads to representations of vertex coordinates that achieve a compression ratio of 2:1. We also provide a time efficient coding method for vertex coordinates that allows real-time progressive mesh decompression over limited bandwith communication.

The Implant Sprays method provides a bit-efficient and progressive multiresolution representation of triangular mesh connectivity through compact encoding of a series of vertex split refinement operations. Furthermore, it also supports efficient vertex-coordinates compression based on the topology and geometry information available from previous LODs.

Feb. 24
Face Modeling, Rendering, and Animation

Ulrich Neumann (USC)

Abstract

Numerous technical and practical challenges are encountered in producing realistic animated models of human faces. This talk surveys these problems and some specific solutions that arise from a "performance-driven" approach developed in our research group. We model a human head and face from a series of images of a real person. Video sequences of the facial expressions produced by the same person are analyzed to extract a model of their specific facial deformations and appearance changes. The models are then used in an interactive session to control an animated 3D model that mimics the appearance and behavior of the real person. Similar methods are used to create and parameterize hair models from images. Through future evolutions of these methods we hope to produce more realistic humans in virtual environments, personal avatars for interactive 3D teleconferences, and perceptive human-computer interfaces.

Apr. 11 (Tuesday)
NPR

Bruce Gooch (Utah), Matt Kaplan (Utah), Lee Markosian (Brown), J. D. Northrup (Brown), and Jonathan Cohen (Brown)

Abstracts

This talk will provide a short overview of non-photorealistic rendering and then give a snapshot of Center activities in this area with presentations from the NPAR conference, the first ever conference devoted to non-photorealistic rendering (http://www.annecy.org/npar/).

Speaker: Bruce Gooch, Utah - Overview

Speaker: Matt Kaplan, Utah.

"Interactive Artistic Rendering" by Matthew Kaplan, Bruce Gooch, and Elaine Cohen

We present an algorithm for rendering subdivision surface models of complex scenes in a variety of artistic styles using an interactively editable particle system. The algorithm is suitable for modeling artistic techniques explicitly by the user, or automatically by the system. Our approach can simulate a large number of artistic effects due to the fact that almost any type of mark made on paper or canvas can be imitated. Any of our artistic effects is customizable by the user through a particle editing interface. The algorithm maintains complete frame-to-frame coherence, a characteristic required for good animation, and runs at interactive rates on current computer graphics workstations.

Speaker: Lee Markosian, Brown

"Art-based Rendering with Continuous Levels of Detail" by Lee Markosian, Barbara J. Meier, Michael A. Kowalski, Loring S. Holden, J. D. Northrup and John F. Hughes.

In previous work we presented an algorithm for rendering virtual scenes using art-based styles. We demonstrated the ability to render fur, grass, and trees in a stylized manner that evoked the complexity of these textures without representing all their components explicitly. We achieved this with stroke-based procedural textures that generated detail elements, or graftals, just as needed.

Our implementation had several drawbacks. First, each new graftal texture required a procedural implementation that included writing code. Also, graftals were regenerated in each frame in a way that led to excessive introduction and elimination of graftals even for small changes in camera parameters. Lastly, our system provided no way to continuously vary the properties of graftals, including color, size, or stroke width. Such an ability could be used to achieve better frame-to-frame coherence, or more generally to animate graftals.

In this paper, we present a new framework for graftal textures that addresses these issues. Our new framework allows all major decisions about graftal look and behavior to be specified in a text file that can be edited by a designer. We have achieved greater frame-to-frame coherence by using graftals that remain in fixed positions on the model surface. The look and behavior of graftals as they appear or disappear can now be animated to create smooth transitions. Finally, we introduce the concept of tufts which manage the multiresolution behavior of graftals according to the specifications of the scene designer.

Speaker: J. D. Northrup, Brown

"Artistic Silhouettes: A Hybrid Approach" by J. D. Northrup and Lee Markosian.

We present a new algorithm for rendering silhouette outlines of 3D polygonal meshes with stylized strokes. Rather than use silhouette edges of the model directly as the basis for drawing strokes, we first process the edges in image space to create long, connected paths corresponding to visible portions of silhouettes. The resulting paths have the precision of object-space edges, but avoid the unwanted zig-zagging and inconsistent visibility of raw silhouette edges. Our hybrid screen/object space approach thus allows us to apply stylizations to strokes that follow the visual silhouettes of an object. We describe details of our OpenGL-based stylized strokes that can resemble natural media, but render at interactive rates. We demonstrate our technique with the accompanying still images and animations rendered with our technique.

Speaker: Jonathan Cohen, Brown.

" Harold: A World Made of Drawings" by Jonathan Cohen, John F. Hughes, and Robert Zeleznik

The problem of interactively creating 3D scenes from 2D input is a compelling one, and recent progress has been exciting. We present our system, Harold, which combines ideas from existing techniques and introduces new concepts to make an interactive system for creating 3D worlds. The interface paradigm in Harold is drawing: all objects are created simply by drawing them with a 2D input device. Most of the 3D objects in Harold are collections of planar strokes that are reoriented in a view-dependent way as the camera moves through the world. Virtual worlds created in Harold are rendered with a stroke-based system so that a world will maintain a hand-drawn appearance as the user navigates through it. Harold is not suitable for representing certain classes of 3D objects, especially geometrically regular or extremely asymmetric objects. However, Harold supports a large enough class of objects that a user can rapidly create expressive and visually rich 3D worlds

Apr. 13
Multidisciplinary Science at the Nanometer Scale

Russell M Taylor (UNC)

Abstract

The nanoManipulator project is a multi-year effort by Computer Scientists, Physicists and Materials Scientists to develop improved visualization and control for experiments at the nanometer scale. This talk with discuss the system, features that have been particularly useful to the scientists, experiments done with the system, what it is like to work as part of an multidisciplinary team, and recent extensions of the system for educational outreach and tele-collaboration.

Apr. 20
Applying Graphics Research in a Production Environment

Doug Roble (Digital Domain)

Abstract

You've been to Siggraph. You've seen the movies. What goes on in between? This talk will concentrate on what a large-scale effects house considers important in computer graphics. We'll also talk about the realities of software development and research at an effects house.

At Digital Domain we've developed many software packages that range from a cutting edge 2D compositor to motion capture tools to computer vision tools to fluid simulation. I'll discuss the development of the tools and what artists find important.

If you've ever considered a job in the effects industry and were wondering what it would be like, this is the talk for you!

Author Bio

Doug Roble received his Bachelor's in Electrical Engineering from the University of Colorado and his Ph.D. in Computer Science from The Ohio State University in 1992. His first and only "real job" is at Digital Domain as a software developer. He started in 1993 and is now the Creative Director of the software department. In 1999 he won a Technical Academy Award for his work on "track", a 3D tracking and photogrammetry program for use in film.


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