%%%% -*-BibTeX-*-
%%% ====================================================================
%%% BibTeX-file{
%%% author = "Nelson H. F. Beebe",
%%% version = "1.17",
%%% date = "23 August 2006",
%%% time = "07:43:48 MDT",
%%% filename = "jgraphtools.bib",
%%% address = "University of Utah
%%% Department of Mathematics, 110 LCB
%%% 155 S 1400 E RM 233
%%% Salt Lake City, UT 84112-0090
%%% USA",
%%% telephone = "+1 801 581 5254",
%%% FAX = "+1 801 581 4148",
%%% URL = "http://www.math.utah.edu/~beebe",
%%% checksum = "64360 5000 24637 227234",
%%% email = "beebe at math.utah.edu, beebe at acm.org,
%%% beebe at computer.org (Internet)",
%%% codetable = "ISO/ASCII",
%%% keywords = "bibliography, BibTeX, Journal of Graphics
%%% Tools: JGT",
%%% license = "public domain",
%%% supported = "yes",
%%% docstring = "This is a COMPLETE bibliography of the
%%% quarterly Journal of Graphics Tools: JGT
%%% (CODEN JGTOFD, ISSN 1086-7651), which began
%%% with volume 1, number 1, in 1996. The
%%% journal is published by
%%%
%%% A K Peters, Ltd.
%%% 289 Linden Street,
%%% Wellesley, MA 02181
%%% USA
%%% Phone: +1 617 235 2210
%%% Fax: +1 617 235 2404
%%% Email: akpeters at tiac.net
%%%
%%% and has World-Wide Web sites at
%%%
%%% http://www.acm.org/jgt/
%%% http://jgt.akpeters.com/
%%%
%%% where abstracts to individual articles may
%%% be found. Uniform Resource Locator (URL)
%%% values in the bibliography entries below
%%% point to those abstracts.
%%%
%%% At version 1.17, the (complete) year coverage
%%% looked like this:
%%%
%%% 1996 ( 15) 2000 ( 16) 2004 ( 15)
%%% 1997 ( 16) 2001 ( 14) 2005 ( 25)
%%% 1998 ( 13) 2002 ( 30) 2006 ( 11)
%%% 1999 ( 18) 2003 ( 16)
%%%
%%% Article: 189
%%%
%%% Total entries: 189
%%%
%%% Entries in this bibliography are derived
%%% primarily from information at the journal's
%%% Web site, because the journal is not
%%% covered by major article databases, such as
%%% Compendex, IEEE INSPEC, OCLC Contents1st,
%%% or UnCover, nor is the journal available at
%%% the University of Utah Marriott Library.
%%%
%%% In this bibliography, entries are sorted in
%%% publication order, using bibsort -byvolume.
%%%
%%% The checksum field above contains a CRC-16
%%% checksum as the first value, followed by the
%%% equivalent of the standard UNIX wc (word
%%% count) utility output of lines, words, and
%%% characters. This is produced by Robert
%%% Solovay's checksum utility.",
%%% }
%%% ====================================================================
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%%% ====================================================================
%%% Acknowledgement abbreviations:
@String{ack-nhfb = "Nelson H. F. Beebe,
University of Utah,
Department of Mathematics, 110 LCB,
155 S 1400 E RM 233,
Salt Lake City, UT 84112-0090, USA,
Tel: +1 801 581 5254,
FAX: +1 801 581 4148,
e-mail: \path|beebe@math.utah.edu|,
\path|beebe@acm.org|,
\path|beebe@computer.org| (Internet),
URL: \path|http://www.math.utah.edu/~beebe/|"}
%%% ====================================================================
%%% Journal abbreviations:
@String{j-J-GRAPHICS-TOOLS = "Journal of Graphics Tools: JGT"}
%%% ====================================================================
%%% Bibliography entries:
@Article{Smith:1996:HMI,
author = "Alvy Ray Smith and Eric Ray Lyons",
title = "{HWB}: {A} more intuitive hue-based color model",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "1",
pages = "3--17",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/SmithLyons96/",
abstract = "The two most common color selector models, other than
RGB (Red-Green-Blue), are the hue-based HSV
(Hue-Saturation-Value) and HSL
(Hue-Saturation-Lightness) color models. It is shown
that both of these models are flawed. A closely related
model, HWB (Hue-Whiteness-Blackness), is introduced
that avoids the flaws, is slightly faster to compute,
and is very easy to teach to new users: Choose a hue.
Lighten it with white. Darken it with black. We explain
that lightening is not the opposite of darkening.",
acknowledgement = ack-nhfb,
}
@Article{Bigos:1996:ABC,
author = "Andrew Bigos",
title = "Avoiding buffer clears",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "1",
pages = "19--20",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Bigos96/",
abstract = "A trick to avoid clearing a depth buffer between
frames of an animation.",
acknowledgement = ack-nhfb,
}
@Article{Goldsmith:1996:MCC,
author = "Jeff Goldsmith and Allan S. Jacobson",
title = "Marching cubes in cylindrical and spherical
coordinates",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "1",
pages = "21--32",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/GoldsmithJacobson96/",
abstract = "Isosurface extraction is a common analysis and
visualization technique for three-dimensional scalar
data. Marching Cubes is the most commonly-used
algorithm for finding polygonal representations of
isosurfaces in such data. We extend Marching Cubes to
produce geometry for data sets that lie in spherical
and cylindrical coordinate systems as well as show the
steps for derivation of transformations for other
coordinate systems. Such data sets are very common in
the physical sciences, and display within their natural
coordinate system aids visualization considerably.",
acknowledgement = ack-nhfb,
}
@Article{Hubbard:1996:IAR,
author = "Philip M. Hubbard",
title = "Improving accuracy in a robust algorithm for {$3$D
Voronoi} diagrams",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "1",
pages = "33--45",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Hubbard96/",
abstract = "This paper describes extensions to a previous
algorithm that robustly builds three-dimensional
Voronoi diagrams in the presence of inexact numerical
computations. The extensions improve the algorithm's
accuracy, making its results more nearly represent the
proximity properties of an ideal Voronoi diagram. In
empirical tests, these extensions ahve improved
accuracy by more than eight orders of magnitude.
Complete pseudocode for the algorithm appears in an
appendix of this paper.",
acknowledgement = ack-nhfb,
}
@Article{Cignoni:1996:TCP,
author = "P. Cignoni and C. Montani and R. Scopigno",
title = "Triangulating convex polygons having ${T}$-vertices",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "2",
pages = "1--4",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/CignoniMontaniScopigno96/",
abstract = "A technique to triangulate planar convex polygons
having T-vertices is described. Simple strip or fan
tessellation of a polygon with T-vertices can result in
zero-area triangles and compromise the rendering
process. Our technique splits such a polygon into one
triangle strip and, at most, one triangle fan. The
technique is particularly useful in multiresolution or
adaptive representation of polygonal surfaces and the
simplification of surfaces.",
acknowledgement = ack-nhfb,
}
@Article{Velho:1996:SEP,
author = "Luiz Velho",
title = "Simple and efficient polygonization of implicit
surfaces",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "2",
pages = "5--24",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Velho96/",
abstract = "This paper describes a simple and efficient
polygonization algorithm that gives a practical way to
construct adapted piecewise linear representations of
implicit surfaces. The method starts with a coarse
uniform polygonal approximation of the surface and
subdivides each polygon recursively according to local
curvature. In that way, the inherent complexity of the
problem is tamed by separating structuring from
sampling and reducing part of the full three
dimensional search to two dimensions.",
acknowledgement = ack-nhfb,
}
@Article{vanOverveld:1996:HSH,
author = "C. W. A. M. {van Overveld} and Brian Wyvill",
title = "Hi-speed, hi-fi hi-lights: a fast algorithm for the
specular term in the {Phong} illumination model",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "2",
pages = "25--30",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/vanOverVeldWyvill96/",
abstract = "The computational effort to render images with light
sources and camera at infinity is less than with light
sources at finite distance from the illuminated
surface. On the other hand, in the case of an
infinitely remote light source and camera, planar
polygons don't receive highlights. In this paper, a
method is suggested to use the (relatively cheap)
infinite-distance model instead of the expensive
finite-distance model for the computation of
highlights. It works by replacing a light source at
finite distance by a light source at infinite distance,
and at the same time adjusting the normal vectors in
such a way that the resulting illumination pattern
stays the same. With these modifications, a simple
table look-up comes in the place of an expensive
computation to obtain the specular term in the standard
illumination model.",
acknowledgement = ack-nhfb,
}
@Article{Mirtich:1996:FAC,
author = "Brian Mirtich",
title = "Fast and accurate computation of polyhedral mass
properties",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "2",
pages = "31--50",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Mirtich96/;
http://www.cs.berkeley.edu/~mirtich/massProps.html",
abstract = "The location of a body's center of mass, and its
moments and products of inertia about various axes are
important physical quantities needed for any type of
dynamic simulation or physically based modeling. We
present an algorithm for automatically computing these
quantities for a general class of rigid bodies: those
composed of uniform density polyhedra. The mass
integrals may be converted into volume integrals under
these assumptions, and the bulk of the paper is devoted
to the computation of these volume integrals. Our
algorithm is based on a three step reduction of the
volume integrals to successively simpler integrals. The
algorithm is designed to minimize the numerical errors
that can result from poorly conditioned alignment of
polyhedral faces. It is also designed for efficiency.
All required volume integrals of a polyhedron are
computed together during a single walk over the
boundary of the polyhedron; exploiting common
subexpressions reduces floating point operations. We
present numerical results detailing the speed and
accuracy of the algorithm, and also give a complete low
level pseudocode description.",
acknowledgement = ack-nhfb,
}
@Article{Haines:1996:FLM,
author = "Eric Haines and Steven Worley",
title = "Fast, Low Memory ${Z}$-Buffering when Performing
Medium-Quality Rendering",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "3",
pages = "1--5",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/HainesWorley96/",
abstract = "This article presents algorithms which both improve
performance and decrease memory costs when using a
Z-buffer for medium-quality rendering. The crux of the
method is to perform rendering in two passes; the first
quickly renders only Z-depth values, the second does
all shading calculations. This method allows the reuse
of memory used to store the Z-depths and colors, as
only one of these two values is needed at any given
moment for any given pixel. It also eliminates all
unnecessary shading/shadowing/texturing calls, which
typically take the majority of computation time in
medium-quality algorithms.",
acknowledgement = ack-nhfb,
}
@Article{Hutchinson:1996:RVI,
author = "Dave Hutchinson and Terry Hewitt",
title = "Rapidly Visualizing Isophotes",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "3",
pages = "7--12",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/HutchinsonHewitt96/",
abstract = "For computer aided design it is often necessary to
identify regions of unwanted curvature in a surface.
Isophotes can be used to detect first- and second-order
discontinuities in a surface. This paper describes a
method to visualize isophotes using existing hardware
or software display and false colour capabilities. This
method is faster and easier to implement than the
traditional approach of explicitly computing
isophotes.",
acknowledgement = ack-nhfb,
}
@Article{vanOverveld:1996:BBB,
author = "C. W. A. M. {van Overveld} and Brian Wyvill",
title = "Banishing bad buckling",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "3",
pages = "13--28",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/vanOverVeldWyvill96b/;
http://www.win.tue.nl/win/cs/tt/kees/PAPERS_PS/b_buckl.ps.gz",
abstract = "An algorithm is presented which can be used to
alleviate shape artifacts (buckling) that occur with
interpolating spline curves or interpolating spline
surfaces. The algorithm consists of applying small
displacements to some of the vertices that are
interpolated. It is based on a quantitative measure for
the amount of buckling, and a relaxation method to
reduce this amount.",
acknowledgement = ack-nhfb,
}
@Article{Gritz:1996:BGI,
author = "Larry Gritz and James K. Hahn",
title = "{BMRT}: {A} global illumination implementation of the
{RenderMan} standard",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "3",
pages = "29--47",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/GritzHahn96/",
abstract = "The RenderMan Interface specification proposed by
Pixar is a standard for communication between modeling
software and rendering software or devices. This
standard has proven very powerful and is extremely
popular in production work. Although the standard
itself claims not to specify a rendering algorithm,
people have speculated RenderMan and global
illumination are mutually incompatible.\par
We have implemented a rendering system which fully
adheres to the RenderMan Interface and uses global
illumination algorithms. Specifically, this
implementation supports progressive refinement
radiosity and distribution ray tracing in a two-pass
approach. This rendering system is widely distributed,
very popular, and has been used in production (three
properties usually not found in global illumination
renderers). We discuss how we overcame problems in
mating global illumination algorithms with the
RenderMan standard, and make recommendations for future
versions of the standard to better accommodate such
algorithms. We also present a summary of important
lessons we learned by creating and distributing this
tool.",
acknowledgement = ack-nhfb,
}
@Article{Nelson:1996:TCC,
author = "Scott R. Nelson",
title = "Twelve characteristics of correct antialiased lines",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "4",
pages = "1--20",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Nelson96/",
abstract = "Many papers have been written on line antialiasing
algorithms. Most ignore important features that can
leave visible artifacts. This paper presents twelve
desirable characteristics of antialiased lines and
discusses algorithmic tradeoffs that affect each of the
characteristics from a behavioral perspective.
Accompanying color images show the differences between
acceptable and unacceptable behavior for each
characteristic. This paper provides the information
needed to visibly analyze how well a particular
antialiased line algorithm works.",
acknowledgement = ack-nhfb,
}
@Article{Ranjan:1996:CUS,
author = "Vishwa Ranjan and Alain Fournier",
title = "Creating union of spheres models from multiple views",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "4",
pages = "21--39",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/RanjanFournier96/",
abstract = "In this paper, we present a method to obtain a {\em
union of spheres (UoS)\/} model of an object by
integrating the information obtained from different
views, each view created by point-sampling of the
visible surface of the object. The boundary points can
be obtained from multiple range-finder images, or by
ray-tracing a model of the object (if available in a
ray-traceable form) from different views. The algorithm
consists of two parts: construction and simplification.
The construction method is based on the Delaunay
tetrahedralization of points in three dimensions and
uses the half-space constraints imposed by the
visibility directions of boundary points. The
simplification method is based on the concept of {\em
sphericity}. Sphericity is a quantity that measures how
well a set of spheres is approximated by a single
sphere. This allows us to reduce the number of
primitives in a controlled way, while keeping the union
of spheres model. It can also be used to stabilize the
union of spheres model, i.e., to make it independent of
the noise in the samples or other small distortions in
the data. Several examples illustrate the algorithm.",
acknowledgement = ack-nhfb,
}
@Article{Sherstyuk:1996:RTS,
author = "Andrei Sherstyuk",
title = "Ray tracing with selective visibility",
journal = j-J-GRAPHICS-TOOLS,
volume = "1",
number = "4",
pages = "41--46",
year = "1996",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Sherstyuk96/",
abstract = "We propose a simple yet effective extension of the
ray-tracing algorithm that allows selective visibility
of objects for specific rays. Typically, rays are
classified as pixel, shadow, reflected, and
transmitted. We suggest adding to material descriptions
a visibility mask which controls how these rays
interact with the material. This addition can be
incorporated seamlessly into any ray tracer and may
help to generate visually interesting images.",
acknowledgement = ack-nhfb,
}
@Article{Barzel:1997:LCC,
author = "Ronen Barzel",
title = "Lighting Controls for Computer Cinematography",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "1",
pages = "1--20",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Barzel97/",
abstract = "Lighting is an essential component of visually rich
cinematographic images. However, the common computer
graphics light source models, such as a cone-shaped
spotlight, are not versatile enough for
cinematographic-quality lighting. In this paper we
describe the controls and features of a light source
model for lighting computer graphics films. The model
is based on generalized light cones, emphasizing
independent control over the shape and texture of
lights and shadows. While inspired by techniques of
real-world cinematography, it is tailored to the needs
and capabilities of computer graphics. The model has
been used successfully in production over the past few
years, to light many short works and the movie {\em Toy
Story}.",
acknowledgement = ack-nhfb,
}
@Article{Moller:1997:FMS,
author = "Tomas M{\"o}ller and Ben Trumbore",
title = "Fast, Minimum Storage Ray-Triangle Intersection",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "1",
pages = "21--28",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/MollerTrumbore97/",
abstract = "We present a clean algorithm for determining whether a
ray intersects a triangle. The algorithm translates the
origin of the ray and then changes the base to yield a
vector $(t u v)^{\tt T}$, where $t$ is the distance to
the plane in which the triangle lies and $(u,v)$
represents the coordinates inside the triangle.",
acknowledgement = ack-nhfb,
}
@Article{Nelson:1997:HQH,
author = "Scott R. Nelson",
title = "High quality hardware line antialiasing",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "1",
pages = "29--46",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Nelson97/",
abstract = "The graphics community has understood line
antialiasing reasonably well for many years. Many
papers have been written on the subject, but none of
them have offered a complete solution. This paper
explains all of the details of a well behaved hardware
algorithm used in the SparcStation ZX that, although
imperfect, works very well in practice. The paper
discusses tradeoffs at each point and the reasoning
that went into the decisions that were made.",
acknowledgement = ack-nhfb,
}
@Article{Telea:1997:COB,
author = "A. C. Telea and C. W. A. M. van Overveld",
title = "The Close Objects Buffer: {A} Sharp Shadow Detection
Technique for Radiosity Methods",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "2",
pages = "1--8",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/TeleaVanOverveld97/",
abstract = "Detecting sharp illumination variations such as shadow
boundaries is an important problem for radiosity
methods. Such illumination variations are captured
using a nonuniform mesh that refines the areas
exhibiting high illumination gradients. Nonuniform
meshing techniques like discontinuity meshing often
rely on shadow casting, and as a result their
application is computationally expensive. This paper
presents a sharp shadow detection technique for
radiosity tools based on the progressive refinement
method. The presented technique offers good results
(especially for capturing sharp shadows cast by small
`detail' objects), is very simple to implement, has
negligible time and space requirements, and integrates
well with other adaptive subdivision strategies in a
radiosity tool based on progressive refinement.",
acknowledgement = ack-nhfb,
}
@Article{Wong:1997:SHH,
author = "Tien-Tsin Wong and Wai-Shing Luk and Pheng-Ann Heng",
title = "Sampling with {Hammersley} and {Halton} Points",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "2",
pages = "9--24",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/WongLukHeng97/",
abstract = "The Hammersley and Halton point sets, two well known
low discrepancy sequences, have been used for
quasi-Monte Carlo integration in previous research. A
deterministic formula generates a uniformly distributed
and stochastic-looking sampling pattern, at low
computational cost. The Halton point set is also useful
for incremental sampling. In this paper, we discuss
detailed implementation issues and our experience of
choosing suitable bases of the point sets, not just on
the $2$D plane, but also on a spherical surface. The
sampling scheme is also applied to ray tracing, with a
significant improvement in error.",
acknowledgement = ack-nhfb,
}
@Article{Moller:1997:FTT,
author = "Tomas M{\"o}ller",
title = "A Fast Triangle-Triangle Intersection Test",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "2",
pages = "25--30",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Moller97/",
abstract = "This paper presents a method, along with some
optimizations, for computing whether or not two
triangles intersect. The code, which is shown to be
fast, can be used, for example, in collision detection
algorithms.",
acknowledgement = ack-nhfb,
}
@Article{Chung:1997:RRS,
author = "A. J. Chung and A. J. Field",
title = "Rendering Radiosity Solutions by Adaptive Gathering",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "2",
pages = "31--44",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/ChungField97/",
abstract = "The radiosity method is a finite element global
illumination technique that usually involves the
discretization of the environment being modeled and
estimating the light transported between the resulting
elements. The computed result, a collection of patches
and their estimated radiances, does not produce a very
realistic image and often the reconstruction of the
illuminance functions over each visible surface is
necessary. The more sophisticated of these
reconstruction techniques perform a local gathering
step at closely spaced sample points, typically one per
pixel. This paper describes an algorithmic framework
for implementing this final gathering pass that allows
one to adaptively control the spacing of sample points
in order to minimize the number of computationally
expensive local gather operations while still achieving
a rendered image of acceptable quality.\par The basic
algorithm is independent of the method by which the
global illumination solution is obtained but can easily
be tuned for specific models and surfaces. The method
is also easily extended to allow the shading of curved
surfaces within a radiosity environment.",
acknowledgement = ack-nhfb,
}
@Article{vanOverveld:1997:DGM,
author = "C. W. A. M. {van Overveld} and M. G. J. R. Stalpers",
title = "Deforming Geometric Models Based on a Polygonal
Skeleton Mesh",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "3",
pages = "1--14",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/StalpersVanOverveld97/",
abstract = "A technique is presented for the deformation of a
given geometric model (to be called: the skin) by means
of a polygonized skeleton model. It is based on
recognition of similarities in shape between these
models by means of a method called dual-connectivity
search. The technique uses these similarities in shape
to define a semantic relation between the skeleton and
the skin such that a smooth deformation for the skin is
generated, that resembles, and is derived from, a
deformation of the skeleton.",
acknowledgement = ack-nhfb,
}
@Article{Cignoni:1997:CAG,
author = "P. Cignoni and C. Montani and R. Scopigno",
title = "Computer-Assisted Generation of Bas- and
High-Reliefs",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "3",
pages = "15--28",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/CignoniMontaniScopigno97/",
abstract = "This paper proposes a computer-oriented interpretation
of the laws ruling the elevation of figures in bas- or
high-relief sculptures. It presents some simple
algorithms and a prototypical, public-domain software
tool for the generation of three-dimensional bas- and
high-reliefs starting from three-dimensional surface
models.",
acknowledgement = ack-nhfb,
}
@Article{Bailey:1997:ETD,
author = "Michael Bailey and Dru Clark",
title = "Encoding Three-Dimensional Surface Information in a
Texture Vector",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "3",
pages = "29--35",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/BaileyClark97/",
abstract = "This paper describes a novel use of texture mapping.
Surface information, in this case the surface normal,
is used as the texture coordinates. As we rotate the
object, the color pattern on its surfaces fluctuates
based on its surface normal orientation in world space.
The result is a fast human-in-the-loop interactive
system for optimizing mechanical part orientation for
fabrication.",
acknowledgement = ack-nhfb,
}
@Article{Xiang:1997:TPC,
author = "Zhigang Xiang",
title = "A Tri-Plane Cursor",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "3",
pages = "37--43",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Xiang97/",
abstract = "Interactive three-dimensional editing requires
visualization techniques that help the user gauge
position and shape. This paper describes the use of a
tri-plane cursor to provide correlated cursor/object
position and surface-shape feedback. These visual cues
are generated dynamically by three cursor planes in the
form of contours and shading variations.",
acknowledgement = ack-nhfb,
}
@Article{Shirley:1997:LDM,
author = "Peter Shirley and Kenneth Chiu",
title = "A Low Distortion Map Between Disk and Square",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "3",
pages = "45--52",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/ShirleyChiu97/",
abstract = "This paper presents a map between squares and disks
that associates concentric squares with concentric
circles. This map preserves adjacency and fractional
area, and has proven useful in many sampling
applications where correspondences must be maintained
between the two shapes. The paper also provides code to
compute the map that minimizes branching and is robust
for all inputs. Finally, it extends the map to the
hemisphere. Though this map has been used in
publications before, details of its computation have
never previously been published.",
acknowledgement = ack-nhfb,
}
@Article{vandenBergen:1997:ECD,
author = "Gino van den Bergen",
title = "Efficient Collision Detection of Complex Deformable
Models using {AABB} Trees",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "4",
pages = "1--14",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/vanDenBergen97/",
abstract = "We present a scheme for exact collision detection
between complex models undergoing rigid motion and
deformation. The scheme relies on a hierarchical model
representation using axis-aligned bounding boxes
(AABBs). Recent work has shown that AABB trees are
slower than oriented bounding box (OBB) trees for
performing overlap tests. In this paper, we describe a
way to speed up overlap tests between AABBs, such that
for collision detection of rigid models, the difference
in performance between the two representations is
greatly reduced. Furthermore, we show how to update an
AABB tree quickly as a model is deformed. We thus find
AABB trees to be the method of choice for collision
detection of complex models undergoing deformation. In
fact, because they are not much slower to test, are
faster to build, and use less storage than OBB trees,
AABB trees might be a reasonable choice for rigid
models as well.",
acknowledgement = ack-nhfb,
}
@Article{Havran:1997:FRB,
author = "Vlastimil Havran and Tomas Kopal and Jiri Bittner and
Jiri Zara",
title = "Fast Robust {BSP} Tree Traversal Algorithm for Ray
Tracing",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "4",
pages = "15--24",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/HavranKopalBittnerZara97/",
abstract = "An orthogonal BSP (binary space partitioning) tree is
a commonly used spatial subdivision data structure for
ray tracing acceleration. While the construction of a
BSP tree takes a relatively short time, the efficiency
of a traversal algorithm significantly influences the
overall rendering time. We propose a new fast traversal
algorithm based on statistical evaluation of all
possible cases occurring during traversing a BSP tree.
More frequent cases are handled simply, while less
frequent ones are more computationally expensive. The
proposed traversal algorithm handles all singularities
correctly. The algorithm saves from 30\% up to 50\% of
traversal time comparing with the commonly-known Sung
and Arvo algorithms.",
acknowledgement = ack-nhfb,
}
@Article{Held:1997:ECE,
author = "Martin Held",
title = "{ERIT}: {A} Collection of Efficient and Reliable
Intersection Tests",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "4",
pages = "25--44",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Held97/",
abstract = "We describe ERIT, a collection of C routines for
efficiently and reliably handling intersection queries
between pairs of primitive objects in three dimensions.
ERIT supports intersection queries between the
following pairs of primitives: triangle/line-segment,
triangle/triangle, sphere/line-segment,
sphere/triangle, cylinder/line-segment,
cylinder/triangle, cylinder/sphere, cone/line-segment,
cone/triangle, toroid/line-segment, toroid/triangle,
and sphere/sphere. All intersection routines are based
on standard ``epsilon-based'' floating-point
arithmetic. Practical tests have proved that ERIT's
routines are efficient and reliable, and we provide
performance statistics for three widely-used hardware
platforms.",
acknowledgement = ack-nhfb,
}
@Article{vanOverveld:1997:CWS,
author = "C. W. A. M. {van Overveld}",
title = "Color Waves: {A} Simple Heuristic for Choosing False
Colors",
journal = j-J-GRAPHICS-TOOLS,
volume = "2",
number = "4",
pages = "45--50",
year = "1997",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/vanOverveld97/",
abstract = "A simple heuristic is presented for choosing false
colors for visualizing scalar functions on
two-dimensional domains. The color scheme allows
inspection of the function on several length scales
simultaneously.",
acknowledgement = ack-nhfb,
}
@Article{Johannsen:1998:CBC,
author = "Andreas Johannsen and Michael B. Carter",
title = "Clustered Backface Culling",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "1",
pages = "1--14",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/JohannsenCarter98/",
abstract = "This paper presents a simple, practical, and effective
backface-culling technique for clusters of polygons, as
well as a method for generating efficient clusters from
a set of triangle strips. The cluster-backface test is
directly derived from the traditional single-polygon
test, and has about the same complexity. Memory
requirements are 40 bytes per test. Cluster-backface
tests may be arranged hierarchically, and frontface
tests added for symmetry. Experiments show graphics
performance improvements of up to 50 percent in terms
of the number of effective polygons rendered per
second.",
acknowledgement = ack-nhfb,
}
@Article{Larson:1998:LEF,
author = "Gregory Ward Larson",
title = "{LogLuv} Encoding for Full-Gamut, High-Dynamic Range
Images",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "1",
pages = "15--31",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Larson98/",
abstract = "The human eye can accommodate luminance in a single
view over a range of about 10,000:1 and is capable of
distinguishing about 10,000 colors at a given
brightness. By comparison, typical computer monitors
have a luminance range less than 100:1 and cover about
half of the visible color gamut. Despite this
difference, most digital image formats are geared to
the capabilities of conventional displays, rather than
the characteristics of human vision. In this paper, we
propose a compact encoding suitable for the transfer,
manipulation, and storage of high-dynamic range color
images. This format is a replacement for conventional
RGB images, and encodes color pixels as log luminance
values and CIE $(u',v')$ chromaticity coordinates. We
have implemented and distributed this encoding as part
of teh standard TIFF I/O library available by anonymous
ftp. After explaining our encoding, we describe its use
within TIFF and present some techniques for handling
high-dynamic range pixels, and demonstrate with an
example image.",
acknowledgement = ack-nhfb,
}
@Article{Max:1998:OPV,
author = "Nelson Max",
title = "A One-Pass Version of Two-Pass Image Resampling",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "1",
pages = "33--41",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Max98/",
abstract = "The intermediate storage and memory access for the
first-pass output of the Catmull-Smith two-pass image
resampling are eliminated by feeding output directly to
the second apss as soon as it is computed. The
algorithm reads input and intermediate data
sequentially, so that it is suitable for efficient
hardware or software implementation on modern,
cache-based computers.",
acknowledgement = ack-nhfb,
}
@Article{Thurmer:1998:CVN,
author = "Grit Th{\"u}rmer and Charles A. W{\"u}thrich",
title = "Computing Vertex Normals from Polygonal Facets",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "1",
pages = "43--46",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/ThurmerWuthrich98/",
abstract = "The method most commonly used to estimate the normal
vector at a vertex of a polygonal surface averages the
normal vectors of the facets incident to the vertex
considered. The vertex normal obtained in this way may
vary depending on the tessellation of the polygonal
surface since the normal of each incident facet
contributes equally to the normal in the vertex. To
overcome this drawback, we extend the method so that it
also incorporates the geometric contribution of each
facet, consider the angle under which a facet is
incident to the vertex in question.",
acknowledgement = ack-nhfb,
}
@Article{Smits:1998:EIR,
author = "Brian Smits",
title = "Efficiency Issues for Ray Tracing",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "2",
pages = "1--14",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Smits98/",
abstract = "Ray casting is the bottleneck of many rendering
algorithms. Although much work has been done on making
ray casting more efficient, most published work is high
level. This paper discusses efficiency at a slightly
lower level, presenting optimizations for
bounding-volume hierarchies that many people use but
are rarely described in the literature. A set of
guidelines for optimization are presented that avoid
some of the common pitfalls. Finally, the effects of
the optimizations are shown for a set of models.",
acknowledgement = ack-nhfb,
}
@Article{Woo:1998:CTS,
author = "Andrew Woo",
title = "Chordlength Texturing of Spline Surfaces",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "2",
pages = "15--19",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Woo98/",
abstract = "This paper presents an inexpensive way to provide
(s,t) texture coordinates of a spline surface that
mitigates texture compression and stretching artifacts.
The approach employs a chordlength approximation based
on the original spline-surface parameterization. Its
success can be seen in existing Alias|Wavefront
renderers since 1991.",
acknowledgement = ack-nhfb,
}
@Article{VanGelder:1998:ASE,
author = "Allen {Van Gelder}",
title = "Approximate Simulation of Elastic Membranes by
Triangulated Spring Meshes",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "2",
pages = "21--41",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/VanGelder98/",
abstract = "Spring meshes have been used to model elastic material
in computer graphics, with skin, textiles, and soft
tissue being typical applications. A spring mesh is a
system of vertices and edges, possibly with highly
irregular geometry, in which each edge is a spring, and
springs are connected by ``pin-joints''
(``gimbal-joints'' in three dimensions) at the
vertices. This method is computationally attractive,
compared to some alternatives. Given a specified set of
elastic material properties, however, the question of
whether a particular spring mesh accurately simulates
those properties has been largely ignored in the
literature. Additionally, previous reports on the
technique are silent on the subject of assigning
stiffness to the various springs. This paper shows that
assigning the same stiffness to all springs fails to
simulate a uniform elastic membrane, for equilibrium
calculations. A formula for spring stuffness that
provides a more accurate simulation is then derived. In
its simplest form, this formula specifies that
stiffness varies as triangle area over edge length
squared. Its accuracy is demonstrated on test and
practical mesh examples. It is also shown that, in
general, an exact simulation is not possible.",
acknowledgement = ack-nhfb,
}
@Article{Bailey:1998:UCO,
author = "Michael Bailey and Dru Clark",
title = "Using {ChromaDepth} to Obtain Inexpensive Single-image
Stereovision for Scientific Visualization",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "3",
pages = "1--9",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/BaileyClark98/",
abstract = "Stereographics is an effective way to enhance insight
in three-dimensional scientific visualization. This is
especially true for visualizations consisting of
complex geometry, such as molecular studies, or where
one data set needs to be registered against another,
such as in earth science. But, as effective as it is,
stereoviewing sees only limited use in scientific
visualization because of the difficulty and expense of
creating images that everyone can see. This paper
demonstrates how a low-end, inexpensive viewing
technique can be used as a ``quick trick'' to produce
many of the same effects as high-end stereoviewing. Not
only is this technique easy to view and easy to
publish, it is easy to create. This paper shows how
standard OpenGL features can be used to create such
images, both statically and interactively.",
acknowledgement = ack-nhfb,
}
@Article{Feng:1998:ABS,
author = "Jieqing Feng and Pheng-Ann Heng and Tien-Tsin Wong",
title = "Accurate {B}-spline Free-Form Deformation of Polygonal
Objects",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "3",
pages = "11--27",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/FengHengWong98/",
abstract = "Free-form deformation is an important geometric shape
modification method in computer animation and geometric
modeling. We explore it by means of functional
composition via shifting operators. Our method takes a
polygonal model as input but yields a curved model
described by triangular B{\'e}zier patches as output.
The proposed method solves the sampling problem of
free-form deformation.",
acknowledgement = ack-nhfb,
}
@Article{Grassia:1998:PPR,
author = "F. Sebastian Grassia",
title = "Practical Parameterization of Rotations Using the
Exponential Map",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "3",
pages = "29--48",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Grassia98/",
abstract = "Parameterizing three degree-of-freedom (DOF) rotations
is difficult to do well. Many graphics applications
demand that we be able to compute and differentiate
positions and orientations of articulated figures with
respect to their rotational (and other) parameters, as
well as integrate differential equations, optimize
rotation parameters, and interpolate orientations.
Widely used parameterizations such as Euler angles and
quaternions are well suited to only a few of these
operations. The exponential map maps a vector in $R^3$
describing the axis and magnitude of a three-DOF
rotation to the corresponding rotation. Several
graphics researchers have applied it with limited
success to interpolation of orientations, but it has
been virtually ignored with respect to the other
operations mentioned above. In this paper we present
formulae for computing, differentiating, and
integrating three-DOF rotations with the exponential
map. We show that our formulation is numerically stable
in the face of machine precision issues, and that for
most applications all singularities in the map can be
avoided through a simple technique of dynamic
reparameterization. We demonstrate how to use the
exponential map to solve both the ``freely rotating
body'' problem and the important ball-and-socket joint
required to accurately model shoulder and hip joints in
articulated figures. Examining several common graphics
applications, we explain the benefits of our
formulation of the exponential map over Euler angles
and quaternions, including robustness, small state
vectors, lack of explicit constraints, good modeling
capabilities, simplicity of solving ordinary
differential equations, and good interpolation
behavior.",
acknowledgement = ack-nhfb,
}
@Article{Campagna:1998:DES,
author = "Swen Campagna and Leif Kobbelt and Hans-Peter Seidel",
title = "Directed Edges --- {A} Scalable Representation for
Triangle Meshes",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "4",
pages = "1--12",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/CampagnaKobbeltSeidel98/",
abstract = "In a broad range of computer graphics applications,
the representation of geometric shape is based on
triangle meshes. General purpose data structures for
polygonal meshes typically provide fast access to
geometric objects (e.g., points) and topological
entities (e.g., neighborhood relationships) but the
memory requirements are rather high due to the many
special configurations. In this paper, we present a new
data structure which is specifically designed for
triangle meshes. The data structure enables the
programmer to trade memory for access time by either
storing internal references explicitly, or by
reconstructing them locally on demand. The trade-off
can be hidden from the programmer by an object-oriented
API and can automatically adapt to the available
hardware resources or the complexity of the mesh
(scalability).",
acknowledgement = ack-nhfb,
}
@Article{Fu:1998:TBV,
author = "Chi-Wing Fu and Tien-Tsin Wong and Pheng-Ann Heng",
title = "Triangle-Based View Interpolation without
Depth-Buffering",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "4",
pages = "13--31",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/FuWongHeng98/",
abstract = "In this paper, we propose a triangle-based view
interpolation algorithm that can correctly resolve the
visibility problem without depth-buffering. The
algorithm is especially useful when depth information
is not available, such as in the case of real-world
photographs. By subdividing the reference image into
variable-sized triangles, view interpolation can be
done efficiently using existing graphics hardware. We
derive the drawing order between each pair of
neighboring triangles from the epipolar geometry. Using
this drawing order, a graph can be built and
topological sorting is applied on the graph to obtain
the complete drawing order of all triangles in linear
time.",
acknowledgement = ack-nhfb,
}
@Article{Chen:1998:FVT,
author = "Hongsheng Chen and Shiaofen Fang",
title = "Fast Voxelization of Three-Dimensional Synthetic
Objects",
journal = j-J-GRAPHICS-TOOLS,
volume = "3",
number = "4",
pages = "33--45",
year = "1998",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/ChenFang98/",
abstract = "This paper presents a new approach to the voxelization
of three-dimensional synthetic objects. It makes use of
existing graphics hardware on standard graphics
workstations, such as the polygon-based geometry engine
and frame buffer operations, and is able to generate
the voxel-based volume representations of general
curves, surfaces, or solid objects efficiently. On a
workstation with hardware-supported texture mapping,
the voxelization result may also be written directly to
the three-dimensional texture memory as a
three-dimensional texture object, and interactively
rendered by the three-dimensional texture-mapping
hardware. This approach provides a practical solution
to the interactive manipulations of geometric objects
within a volume graphics framework.",
acknowledgement = ack-nhfb,
}
@Article{Wang:1999:NMP,
author = "Wencheng Wang and Yanyun Chen and Enhua Wu",
title = "A New Method for Polygon Edging on Shaded Surfaces",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "1",
pages = "1--10",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/WangChenWu99/",
abstract = "Wireframe and shaded surfaces are often rendered
together to reap the advantages of both methods.
However, existing methods for such a combination can
lead to edge stitching and/or draw edges of polygons
that are behind other polygons; the Z-buffer comparison
widely used in existing methods is not very suitable
for the task. In this paper, a new method without a
Z-buffer comparison is proposed. Using this proposed
method, the correspondence between edges and polygons
is examined and the occluding relation between polygons
is used to decide if a pixel of an edge is to be drawn.
Thus, the problems caused by Z-buffer comparisons are
eliminated, and high-quality wireframe-overlayed shaded
surfaces can be rendered.",
acknowledgement = ack-nhfb,
}
@Article{Wan:1999:OIV,
author = "Ming Wan and Arie Kaufman and Steve Bryson",
title = "Optimized Interpolation for Volume Ray Casting",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "1",
pages = "11--24",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/WanKaufmanBryson99/",
abstract = "An acceleration technique using bilinear and
simplified trilinear interpolation which reduces the
amount of interpolation computation during the ray
sampling procedure of the volume ray casting algorithm
is described. It has several characteristics: It is
applicable to both perspective projection and parallel
projection; it uses almost no extra space and
processing power; there is no noticeable sacrifice of
image quality; and more importantly, it can be easily
applied to existing ray casting optimizations to
further improve their efficiency. In addition, an
adaptive depth-sampling optimization has been developed
based on our technique, which serves as an effective
approach to meet the frame rate demand of time-critical
visualization environment. Experimental results show
that a rendering rate of more than ten frames per
second has been achieved on a 16-processor SGI Power
Challenge.",
acknowledgement = ack-nhfb,
}
@Article{Karabassi:1999:ITC,
author = "Evaggelia-Aggeliki Karabassi and Georgios Papaioannou
and Theoharis Theoharis",
title = "Intersection Test for Collision Detection in Particle
Systems",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "1",
pages = "25--37",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/KarabassiEtAl99/",
abstract = "We present a method for detecting collisions between a
system of spherical particles and an environment
composed of triangles. The proposed algorithm takes
into account each particle's volume and is based on an
intersection test between a triangle and a cylinder
with spherical caps (the trajectory of a particle). The
algorithm also efficiently calculates a close estimate
of the point of intersection, which is necessary for
collision detection.",
acknowledgement = ack-nhfb,
}
@Article{Wang:1999:MSR,
author = "Changyaw Wang and Kelvin Sung",
title = "Multi-Stage {$N$}-rooks Sampling Method",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "1",
pages = "39--47",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/WangSung99/",
abstract = "In many graphics tasks, such as pixel antialiasing, a
set of spatially ``uniform'' samples must be generated
on a unit square. Some algorithms attempt to create
sets of samples whose $x$ and $y$ coordinates are each
themselves uniform, while making sure that the samples
are also uniform in two dimensions. However, this is
hard to do if the number of samples is not a perfect
square. In this paper, we introduce a new sampling
strategy which generates any number of uniform
two-dimensional samples while maintaining uniformity in
$x$ and $y$ as well.",
acknowledgement = ack-nhfb,
}
@Article{Max:1999:WCV,
author = "Nelson Max",
title = "Weights for Computing Vertex Normals from Facet
Normals",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "2",
pages = "1--6",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Max99/",
abstract = "I propose a new equation to estimate the normal at a
vertex of a polygonal approximation to a smooth
surface, as a weighted sum of the normals to the facets
surrounding the vertex. The equation accounts for the
difference in size of these facets by assigning larger
weights for smaller facets. When tested on random cubic
polynomial surfaces, the equation is superior to other
popular weighting methods.",
acknowledgement = ack-nhfb,
}
@Article{vandenBergen:1999:FRG,
author = "Gino van den Bergen",
title = "A Fast and Robust {GJK} Implementation for Collision
Detection of Convex Objects",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "2",
pages = "7--25",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/vanDenBergen99/",
abstract = "This paper presents an implementation of the
Gilbert-Johnson-Keerthi algorithm for computing the
distance between convex objects, that has improved
performance, robustness, and versatility over earlier
implementations. The algorithm presented here is
especially suitable for use in collision detection of
objects modeled using various types of geometric
primitives, such as boxes, cones, and spheres, and
their images under affine transformation.",
acknowledgement = ack-nhfb,
}
@Article{Zhang:1999:DIB,
author = "Hansong Zhang",
title = "A Derivation of Image-Based Rendering for Conventional
Three-Dimensional Graphics",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "2",
pages = "27--36",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Zhang99/",
abstract = "Image-based rendering generates images from one or
more known images without explicit geometric
representation of objects. This paper presents a
derivation of the pixel transformations for
three-dimensional image warping, a popular form of
image-based rendering. The derivation is based entirely
on traditional three-dimensional graphics terminology,
using only 4~x~4 matrices. The transformations are
optimized based on the fact that transformations of
adjacent pixels share much common computation.
Derivatives and frame-to-frame coherence are also
discussed.",
acknowledgement = ack-nhfb,
}
@Article{Schmalstieg:1999:FPA,
author = "Dieter Schmalstieg and Robert F. Tobler",
title = "Fast Projected Area Computation for Three-Dimensional
Bounding Boxes",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "2",
pages = "37--43",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/SchmalstiegTobler99/",
abstract = "The area covered by a three-dimensional bounding box
after projection onto the screen is relevant for
view-dependent algorithms in real-time and
photorealistic rendering. We describe a fast method to
compute the accurate two-dimensional area of a
three-dimensional oriented bounding box, and show how
it can be computed equally fast or faster than its
approximation with a two-dimensional bounding box
enclosing the projected three-dimensional bounding
box.",
acknowledgement = ack-nhfb,
}
@Article{Christensen:1999:FPM,
author = "Per H. Christensen",
title = "Faster Photon Map Global Illumination",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "3",
pages = "1--10",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Christensen99/",
abstract = "The photon map method is an extension of ray tracing
that makes it able to efficiently compute caustics and
soft indirect illumination on surfaces and in
participating media. This paper describes a method to
further speed up the computation of soft indirect
illumination (diffuse-diffuse light transport such as
color bleeding) on surfaces. The speed-up is based on
the observation that the many look-ups in the global
photon map during final gathering can be simplified by
precomputing local irradiance values at the photon
positions. Our tests indicate that the calculation of
soft indirect illumination during rendering, which is
the most time-consuming part, can be sped up by a
factor of 5--7 in typical scenes at the expense of (1)
a precomputation that takes about 2\%--5\% of the time
saved during rendering and (2) a 28\% increase of
memory use.",
acknowledgement = ack-nhfb,
}
@Article{Teller:1999:DLT,
author = "Seth Teller and Michael Hohmeyer",
title = "Determining the Lines Through Four Lines",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "3",
pages = "11--22",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/TellerHohmeyer99/",
abstract = "This paper describes how to compute the line or lines
which intersect four given lines in three dimensions.
This intersection computation arises in computer
graphics (for visibility computations), computational
geometry (for line traversals), and computer vision
(for object recognition).\par
Given four distinct lines in three dimensions, there
exist zero, one, two, or various infinities of lines
intersecting the given lines. We use Pl{\"u}cker
coordinatization of lines to cast this problem as a
null-space computation in five dimensions, and show how
the singular value decomposition (SVD) yields a simple,
stable characterization of the incident lines, and an
efficient algorithm to determine them.\par
Finally, we enumerate the types of input degeneracies
that may arise, show how to detect each type in
practice, and describe for each case the solution set
of lines that arises.",
acknowledgement = ack-nhfb,
}
@Article{Keating:1999:ESA,
author = "Brett Keating",
title = "Efficient Shadow Antialiasing Using an {$A$}-Buffer",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "3",
pages = "23--33",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Keating99/",
abstract = "The Z-buffer shadow algorithm is a popular method for
producing hard shadows. However, antialiasing of the
shadow edges is necessary. This paper provides a new
technique for antialiasing of shadow edges that is
based on the A-buffer hidden-surface algorithm, which
uses bitmasks to describe the area of a pixel occupied
by an object. Compared to percentage-closer filtering,
which is the standard method for antialiasing shadow
edges, the new technique is much faster and has no
noisiness present in the blurred regions.",
acknowledgement = ack-nhfb,
}
@Article{McCormick:1999:DAB,
author = "Patrick S. McCormick and Charles Hansen and Edward
Angel",
title = "The Deferred Accumulation Buffer",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "3",
pages = "35--46",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/McCormickHansenAngel99/",
abstract = "A well-known disadvantage of using the Z-buffer
algorithm for medium-quality rendering is the overhead
associated with shading, shadowing, and texturing
pixels that do not contribute to the final image. This
problem may be avoided by deferring shading
calculations until the end of the rendering pipeline.
In this paper, we review two approaches to deferred
shading, discuss how to handle transparency, and then
extend these ideas to implement a deferred accumulation
buffer.",
acknowledgement = ack-nhfb,
}
@Article{Moller:1999:EBM,
author = "Tomas M{\"o}ller and John F. Hughes",
title = "Efficiently Building a Matrix to Rotate One Vector to
Another",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "4",
pages = "1--4",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/MollerHughes99/",
abstract = "We describe an efficient (no square roots or
trigonometric functions) method to construct the
$3\times3$ matrix that rotates a unit vector {\bf f}
into another unit vector {\bf t}, rotating about the
axis {\bf f} $\times$ {\bf t}. We give experimental
results showing this method is faster than previously
known methods. An implementation in C is provided.",
acknowledgement = ack-nhfb,
}
@Article{Karabassi:1999:FDB,
author = "Evaggelia-Aggeliki Karabassi and Georgios Papaioannou
and Theoharis Theoharis",
title = "A Fast Depth-Buffer-Based Voxelization Algorithm",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "4",
pages = "5--10",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/KarabassiEtAl99b/",
abstract = "This paper presents a fast and easy to implement
voxelization algorithm, which is based on the z-buffer.
Unlike most existing methods, our approach is suitable
both for polygonal and analytical objects. The
efficiency of the method is independent of the object
complexity and can be accelerated by taking advantage
of widely available, low-cost hardware.",
acknowledgement = ack-nhfb,
}
@Article{Smits:1999:RSC,
author = "Brian Smits",
title = "An {RGB}-to-Spectrum Conversion for Reflectances",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "4",
pages = "11--22",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Smits99/",
abstract = "This paper presents a solution to the problem of using
RGB data created by most modeling systems in a
spectrally-based renderer. It differs from previous
methods in that it attempts to create physically
plausible spectra for reflectances. The method searches
the metamer space for a spectrum that best fits a set
of criteria. The results are used in an algorithm that
is simple and efficient enough to be used within the
rendering process for both importing models and for
texture mapping.",
acknowledgement = ack-nhfb,
}
@Article{Boyles:1999:SBV,
author = "Michael Boyles and Shiaofen Fang",
title = "Slicing-Based Volumetric Collision Detection",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "4",
pages = "23--32",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/BoylesFang99/",
abstract = "In this paper, we present a new approach for collision
detection of volumetric objects. Good speeds and
accuracy can be achieved using existing graphics
hardware. The algorithm in simple to implement and,
unlike other collision detection mechanisms, requires
very little extra memory and preprocessing time. Using
a combination of the two-dimensional scanline process
and three-dimensional texture mapping technique, a
number of polygonal slides can be computed for all
volume objects in a scene. For each slice, the objects
are checked for collisions using the framebuffer and
logical color coding operations. Experiments are
provided and analyzed.",
acknowledgement = ack-nhfb,
}
@Article{Hughes:1999:BOB,
author = "John F. Hughes and Tomas M{\"o}ller",
title = "Building an Orthonormal Basis from a Unit Vector",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "4",
pages = "33--35",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/HughesMoller99/",
abstract = "We show how to easily create a right-handed
orthonormal basis, given a unit vector, in 2-,~3-, and
4-space.",
acknowledgement = ack-nhfb,
}
@Article{Li:1999:IPD,
author = "Frederick W. B. Li and Rynson W. H. Lau",
title = "Incremental Polygonization of Deforming {NURBS}
Surfaces",
journal = j-J-GRAPHICS-TOOLS,
volume = "4",
number = "4",
pages = "37--50",
year = "1999",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/LiLau99/",
abstract = "Nonuniform rational B-splines (NURBS) are a powerful
tool to model deformable objects. Their shapes can be
easily modified by moving the control points. A common
method used to render these objects is polygonization.
However, the polygonization process is computationally
very expensive. If the object deforms, we need to
execute this process in every frame to reflect the
geometric change of the object. This limitation makes
real-time rendering of deforming objects very
difficult. In this paper, we present an incremental
method for polygonizing deforming objects modeled by
NURBS surfaces. Some incremental techniques are
introduced here to further improve the performance of
the method. They include an efficient mechanism for
determining the deformation region when the surface
deforms, an incremental crack prevention technique, and
an updating method for multiple control point
movement.",
acknowledgement = ack-nhfb,
}
@Article{Feng:2000:AAB,
author = "Jieqing Feng and Qunsheng Peng",
title = "Accelerating Accurate {B}-spline Free-Form Deformation
of Polygonal Objects",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "1",
pages = "1--8",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/FengPeng00/",
abstract = "A previous paper described an algorithm for accurate
B-spline free-form deformation of polygonal objects to
produce triangular B{\'e}zier patches. However that
algorithm computed the control points of the resulting
patches using a generalized de Casteljau algorithm,
which is expensive to compute. In this short note, we
describe an algorithm that instead uses polynomial
interpolation; both theoretical analysis and
implementation results show that this new algorithm
runs faster than the original.",
acknowledgement = ack-nhfb,
}
@Article{Assarsson:2000:OVF,
author = "Ulf Assarsson and Tomas M{\"o}ller",
title = "Optimized View Frustum Culling Algorithms for Bounding
Boxes",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "1",
pages = "9--22",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/AssarssonMoller00/",
abstract = "This paper presents optimizations for faster view
frustum culling (VFC) for axis-aligned bounding box
(AABB) and oriented bounding box (OBB) hierarchies. We
exploit frame-to-frame coherency by caching and by
comparing against previous distances and rotation
angles. By using an octant test, we potentially halve
the number of plane tests needed, and we also evaluate
masking, which is a well-known technique. The
optimizations can be used for arbitrary bounding
volumes, but we present only results for ABBs and OBBs.
In particular, we provide solutions which are 2-11
times faster than other VFC algorithms for AABBs and
OBBs, depending on the circumstances.",
acknowledgement = ack-nhfb,
}
@Article{Haines:2000:SCT,
author = "Eric Haines",
title = "A Shaft Culling Tool",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "1",
pages = "23--26",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/Haines00/",
abstract = "Shaft culling is a means to accelerate the testing of
visibility between two objects. This paper briefly
describes an algorithm for shaft culling and various
implementation options. The code and test harness for
the algorithm is available online.",
acknowledgement = ack-nhfb,
}
@Article{Martin:2000:PRT,
author = "William Martin and Elaine Cohen and Russell Fish and
Peter Shirley",
title = "Practical Ray Tracing of Trimmed {NURBS} Surfaces",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "1",
pages = "27--52",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Thu Oct 12 17:08:13 2000",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/MartinCohenFishShirley00/",
abstract = "A system is presented for ray tracing trimmed NURBS
surfaces. While approaches to components are drawn
largely from existing literature, their combination
within a single framework is novel. This paper also
differs from prior work in that the details of an
efficient implementation are fleshed out. Throughout,
emphasis is placed on practical methods suitable to
implementation in general ray-tracing programs.",
acknowledgement = ack-nhfb,
}
@Article{Wong:2000:AIS,
author = "Kevin Chun-Ho Wong and Pheng-Ann Heng and Tien-Tsin
Wong",
title = "Accelerating ``Intelligent Scissors'' Using Slimmed
Graphs",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "2",
pages = "1--13",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Sat Jan 13 13:11:20 2001",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/WongHengWong00/",
abstract = "In this paper, we describe an acceleration technique
for the semi-automatic image segmentation algorithm,
``intelligent scissors''. Using intelligent scissors,
the user can accurately and interactively extract an
object from a digitized image. However, the original
algorithm suffers from slow performance when large
images are treated. In practice, pixels within the
non-edge regions are seldom involved in the
determination of boundaries (segmentation curves). If
these pixels are removed before boundary determination,
the performance of intelligent scissors can be
improved. We generate a slimmed graph to achieve this
goal with significant improvement in response time.",
acknowledgement = ack-nhfb,
}
@Article{Jin:2000:TDD,
author = "Xiaogang Jin and Y. F. Li",
title = "Three-Dimensional Deformation Using Directional Polar
Coordinates",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "2",
pages = "15--24",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Sat Jan 13 13:11:20 2001",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/JinLi00/",
abstract = "Spatial deformation is an important tool in both
computer animation and shape design. In this paper, we
present a new three-dimensional deformation method
using directional polar coordinates. The user specifies
a source control object and a destination control
object, which act as embedding spaces. The source and
the destination control objects determine a
three-dimensional volume morphing which maps the space
enclosed in the source control object to that of the
destination control object. By embedding the object to
be deformed into the source control object, the
three-dimensional volume morphing determines the
deformed object automatically without the cumbersome
moving of control points. Experiments show that this
deformation model is efficient and intuitive, and it
can achieve some deformation effects which are
difficult with traditional methods.",
acknowledgement = ack-nhfb,
}
@Article{Ashikhmin:2000:APB,
author = "Michael Ashikhmin and Peter Shirley",
title = "An Anisotropic {Phong BRDF} Model",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "2",
pages = "25--32",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Sat Jan 13 13:11:20 2001",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/AshikhminShirley00/",
abstract = "We present a BRDF model that combines several
advantages of the various empirical models currently in
use. In particular, it has intuitive parameters, is
anisotropic, conserves energy, is reciprocal, has an
appropriate non-Lambertian diffuse term, and is
well-suited for use in Monte Carlo renderers.",
acknowledgement = ack-nhfb,
}
@Article{Alonso:2000:UGH,
author = "Laurent Alonso and Nicolas Holzschuch",
title = "Using Graphics Hardware to Speed Up Your Visibility
Queries",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "2",
pages = "33--47",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Sat Jan 13 13:11:20 2001",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/AlonsoHolzschuch00/",
abstract = "We present a visibility method that takes advantage of
the graphics hardware to give fast answers to
visibility queries. Our visibility method is designed
to solve two types of visibility queries: point-based
visibility queries, where several visibility queries
share the same origin, and plane-based visibility
queries, where several visibility queries have their
origins on the same plane. Both occur frequently in
global illumination algorithms. Combining the speed
given by graphics hardware with a software heuristic to
avoid reliability problems, our visibility method is
significantly faster than ray-casting, and still gives
the same results",
acknowledgement = ack-nhfb,
}
@Article{Chung:2000:SRT,
author = "A. J. Chung and A. J. Field",
title = "A Simple Recursive Tessellator for Adaptive Surface
Triangulation",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "3",
pages = "1--9",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Fri Jul 20 12:38:17 2001",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/AlonsoHolzschuch00/",
abstract = "Sometimes there is a need to create a triangular mesh
approximation of a parametric surface. If the
parametrization is nonuniform (compressed in some
areas, stretchy in others), a uniform grid in parameter
space becomes distorted and provides a bad
approximation. We describe how to create an adaptive
triangulation of such a surface, provided the user of
the algorithm provides a routine {\tt split_edge()}
which indicates whether a particular edge is close
enough to the surface or requires splitting, and
optionally a routine {\tt flat_enough()} which tells
whether a triangle whose edges appear adequate is
indeed flat enough, or requires further subdivision.
Our contribution is a simple algorithm for guaranteeing
that the topology of the resulting mesh is well formed
in the sense that there are no cracks between triangles
(i.e., T-junction), and for ensuring that subdivision
halts at a given point. There is also rudimentary
support for trimmed surfaces. Source code for the
algorithm is available online.",
acknowledgement = ack-nhfb,
}
@Article{Wolberg:2000:ODR,
author = "George Wolberg and H. M. Sueyllam and M. A. Ismail and
K. M. Ahmed",
title = "One-Dimensional Resampling with Inverse and Forward
Mapping Functions",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "3",
pages = "11--33",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Fri Jul 20 12:38:17 2001",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/AlonsoHolzschuch00/",
abstract = "Separable resampling algorithms significantly reduce
the complexity of image warping. Fant presented a
separable algorithm that is well suited for hardware
implementation. That method, however, is inherently
serial and applies only when the inverse mapping is
given. Wolberg presented another algorithm that is less
suited for hardware implementation and applies only
when the forward mapping is given. This paper
demonstrates the equivalence of the two algorithms in
the sense that they produce identical output scanlines.
We derive a variation of Fant's algorithm that applies
when the forward mapping is given and a variation of
Wolberg's algorithm that applies when the inverse
mapping is given. Integrated hardware implementations
that perform one-dimensional resampling under either
forward or inverse mappings are presented for both
algorithms based on their software descriptions. The
Fant algorithm has the advantage of being simple when
implemented in hardware, while the Wolberg algorithm
has the advantage of being parallelizable and
facilitates a faster software implementation. The
Wolberg algorithm also has the advantage of decoupling
the roundoff errors made among intervals since it does
not accrue errors through the incremental calculations
required by the Fant algorithm.",
acknowledgement = ack-nhfb,
}
@Article{Velho:2000:USR,
author = "Luiz Velho",
title = "Using Semi-Regular $4$-$8$ Meshes for Subdivision
Surfaces",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "3",
pages = "35--47",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Fri Jul 20 12:38:17 2001",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://www.acm.org/jgt/papers/AlonsoHolzschuch00/",
abstract = "Semi-regular $4$-$8$ meshes are refinable {\em
triangulated quadrangulations}. They provide a powerful
hierarchical structure for multiresolution
applications. In this paper, we show how to decompose
the Doo-Sabin and Catmull-Clark subdivision schemes
using $4$-$8$ refinement. The described technique makes
it possible to use these classical subdivision surfaces
with semi-regular $4$-$8$ meshes.",
acknowledgement = ack-nhfb,
}
@Article{Castro:2000:EAT,
author = "Francesc Castro and L{\'a}szl{\'o} Neumann and Mateu
Sbert",
title = "Extended Ambient Term",
journal = j-J-GRAPHICS-TOOLS,
volume = "5",
number = "4",
pages = "1--7",
year = "2000",
CODEN = "JGTOFD",
ISSN = "1086-7651",
bibdate = "Fri Jul 20 12:38:17 2001",
bibsource = "http://www.acm.org/jgt/issues.html",
URL = "http://w