TL;DR: This paper reviews and evaluates different shape representations, geometric algorithms, and rendering methods, which use points as a universal graphics primitive, both for efficient rendering and for flexible geometry processing of highly complex 3D-models.
TL;DR: This paper revisit and compare a number of recently developed point-based rendering implementations within a common testbed, based on a common view-dependent level-of-detail (LOD) rendering framework.
TL;DR: Using a prototype implementation of this compression-based multi-resolution rendering of very large volume data sets at interactive to real-time frame rates on standard PC hardware, a high-quality interactive rendering of large data sets on a single off-the-shelf PC is performed.
TL;DR: This work introduces FIT, a Family Interactive TV system that aims to filter TV programs according to the different viewer's preferences, and evaluation results indicate that FITs performance resembles the system that asks for user identification, and considerably outperforms the random system.
TL;DR: A robust 3D trianglular mesh watermarking algorithm is presented by applying spherical parameterization, which shows that watermarks can be extracted without mesh alignment or re-meshing under a variety of attacks.
TL;DR: Comparison with the existing methods indicates that this method is capable of generating blending surfaces almost as fast and accurately as the closed-form method and it is more efficient and accurate than other extant PDE-based methods.
TL;DR: Gulliver's Genie is presented, an archetypical ubiquitous computing application that embraces three central constructs; those of agency, mobility and adaptivity, and adopts a Multi-Agent Systems metaphor whereby agents manage and maintain a context within which mobile users exist and, based upon this context, seeks to adapt and personalize content based upon perceived individual user needs.
TL;DR: This short paper proposes very large difference bounds for rational Bezier curves and surfaces, with focus on the derivation and mathematical proof of the bound evaluation, in the form of two theorems.
TL;DR: The role of virtual humans (or embodied conversational agents) in smart and ambient intelligence environments is surveyed and it is argued that, rather than is common in traditional human–computer interface research, it needs to look at multi-party interaction.
TL;DR: A new processing scheme for volume raycasting is introduced which exploits thread-level parallelism—a technology now supported by commodity computer architectures.
TL;DR: A new definition of an implicit surface over a noisy point cloud is presented, based on the weighted least-squares approach, and can be integrated into other surface definitions, such as moving least squares, so that these benefits carry over.
TL;DR: This work presents an approach for a very general multi-threading framework that allows total separation of threads without total replication of data, and also supports extensions to clusters, both for sort-first and sort-last rendering configurations.
TL;DR: The proposed method uses chosen data points as control points to construct initial NURBS surfaces and then modifies them using minimization of deviation under boundary condition constraints, solved by the method of Lagrange multipliers.
TL;DR: A new real-time rendering paradigm based on linear interpolation of reflection fields, which provides significant improvements with respect to realism for such highly structured materials without sacrificing the general applicability and speed of previous algorithms is proposed.
TL;DR: The Personal Environment Controller provides an intuitive and novel interaction metaphor which tightly integrates the user, his media and physical environment and extends the well known and accepted interaction paradigm of direct manipulation from the virtual computer world to the physical real world.
TL;DR: Polynomiography has tremendous applications in the visual arts, education, and science, and provides not only a tool for viewing polynomials, present in virtually every branch of science, but also a tool to discover new theorems.
TL;DR: This paper presents a rendering algorithm which dynamically adapts to static surface properties like curvature as well as to view-dependent properties like silhouette location and projection size, which can be adapted to achieve a desired frame rate in the scenegraph system OpenSG.
TL;DR: An animated character is employed in an interactive music television application that was evaluated by consumers, and was developed using the Virtual Channel Control Library, a custom high-level API that was built using Microsoft Windows and TV technologies.
TL;DR: It is argued that the proposed methodology will be able to detect emotional changes in real time utilising physiological measures and a combination of Artificial Neural Networks and statistical mechanisms.
TL;DR: A generic view of new media as Interactive TV, Interactive Video or collaborative Hypervideo based on the key concepts of combining video content, interactivity and support for communities is elaborate on.
TL;DR: An approach to measure the curve distance between two points on a polyhedral surface in the manner that simulates dragging a tapeline at the two points is presented, to allow users to perform measurement tasks in an intuitive and natural way in virtual space.
TL;DR: This paper introduces a system in order to stream the data of even large 3D scenes to remote devices and focuses on the selection of the information according to the user's interest and the reduction of the selected data.
TL;DR: The concept of combinatorial stratification is introduced and the Handlebody theory for cell complexes is used so as to propose a new representation called Handle-Cell (HC-Rep), which deals not only with objects with different dimensionality but also with non-manifolds models.
TL;DR: Techniques utilizing image-space and temporal coherence are used to optimize occlusion query efficiency and only the standard OpenSG data structures are used and no precomputation is necessary.
TL;DR: The main tasks behind the computation of Graph Maps are highlighted and the techniques have been used experimentally in the navigation of graphs defined on vertex sets ranging from 100 to 250 million vertices.
TL;DR: The automatic synthesis of procedural textures for 3D surfaces using genetic programming is investigated, and a variety of experiments successfully generated procedural textures that displayed visual characteristics similar to the target textures used during training.
TL;DR: An API for adaptive subdivision schemes is presented which is generic in the sense that it allows to define a composite subdivision operator as a sequence of atomic splitting and averaging rules.
TL;DR: A semi-immersive interaction system based on a movable stereoscopic projection screen with a tracking system to capture the movement of the screen with respect to the virtual model, allowing very simple interaction among users and designers at distant locations.
TL;DR: This framework efficiently and effectively brings well-known PDE-based processing techniques to the field of point-based surfaces via partial differential equations via a finite element discretization of PDEs on point surfaces.
TL;DR: CAEF, which stands for Computer Aided Emotional Fashion, aims to create clothing that is personalised by the emotions of the individual and is able to represent and stimulate emotional response in human–human interaction.