The Spring Conference on Computer Graphics (SCCG) is the oldest regular annual meeting related to computer graphics in Central Europe. The conference will be held for the 20th time in year 2004. The philosophy of SCCG is to put together top experts with young researchers and students in computer graphics and to support a good communication channel for East-West exchange of prospective ideas. The conference is usually preceded by an international student joint seminar called the Central European Seminar on Computer Graphics (CESCG).
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Space-time modeling and analysis
In this survey, the problem of general type shape metamorphosis is considered as a typical space-time modeling operation. A new approach based on bounded blending of space-time half-cylinders is described. Detection and classification of critical points ...
Exploiting temporal coherence in global illumination
Producing high quality animations featuring rich object appearance and compelling lighting effects is very time consuming using traditional frame-by-frame rendering systems. In this paper we present a number of global illumination and rendering ...
Approximate parameterization by planar rational curves
We describe a method for approximate parameterization of a planar algebraic curve by a rational Bézier (spline) curve. After briefly discussing exact methods for parameterization and methods for rational interpolation, we describe a new technique for ...
Fast time-dependent isosurface extraction and rendering
For the visualisation of time-dependent data sets, interactive isosurface extraction and rendering is desirable. It allows the user to study the development of a surface shape in time, such as a moving front or an evolving object shape. For this purpose,...
GPU-based frequency domain volume rendering
Frequency domain volume rendering (FVR) is a volume rendering technique with lower computational complexity as compared to other techniques. In this paper the FVR algorithm is accelerated by factor of 17 by mapping the rendering stage to the GPU. The ...
XML visualization using tree rewriting
In many applications complex structured data have been used. Visualization of these data structures allows a user to get better insight both in the data structure and in the application itself. We present a visualization technique of structured data-...
Morphing of meshes with attributes
A morphing or metamorphosis is a process of smoothly transforming one geometric object into another. This technique is mainly used in computer animation. Our work deals with genus 0 objects given in boundary representation. Most of existing techniques ...
Real time loose and sketchy rendering in hardware
Lines are usually drawn to mark the silhouette which distinct an object from another. From a simple stroke by the artist's hand, lines can be as expressive as though the drawn object is alive. Compared to the actual realistic rendering of the model, ...
Phoneme reduction in automated speech for computer animation
Accurate facial animation is rapidly becoming a key feature in computer animation, from movie production to software agents. A lot of practical work in computer animation presently is done by 3ds max software. An advantage of this system is that one of ...
Chasing the green flash: a global illumination solution for inhomogeneous media
Several natural phenomena, such as mirages or the green flash, are owed to inhomogeneous media in which the index of refraction is not constant. This makes the light rays travel a curved path while going through those media. One way to simulate global ...
Adaptive mesh subdivision for precomputed radiance transfer
In precomputed radiance transfer (PRT), the radiance transfer operator is precomputed on vertices of a mesh. During rendering the transfer operator is combined with illumination to produce global illumination effects at real-time frame rates. However, ...
Speeding up the virtual light sources algorithm
The classical virtual light sources algorithm enables us to reuse complete shooting paths at the cost of a single shadow ray per pixel, thus it can solve the rendering equation efficiently. This paper proposes two techniques to speed up this algorithm. ...
A ray density estimation approach to take into account environment illumination in plant growth simulation
Light interaction is one of the most important factors in developing realistic plant models. Plants react to received illumination by bending branches, adapting their growth rate, orienting leaves and flowers, producing larger or smaller leaves, etc.
In ...
Capturing optical properties of paint polymerization
The polymerization of paint changes the optical properties of a surface, such as scattering, absorption, and their phase angle dependence. Such changes can be recorded through relative albedo from a viewpoint of time varying Bidirectional Reflectance ...
Seamlessly integrated distributed shared virtual environments
Multi-user virtual environments implemented across the web allow many users to interact with the virtual world and each other in a seamless manner. The current standard for embedding virtual worlds in the Internet, VRML 2.0, provides links between these ...
VR modeler: from image sequences to 3D models
In this paper we present a novel interactive modeling system, called <i>VR Modeler,</i> to create 3D geometric models from a set of photographs. In our approach standard automatic reconstruction techniques are assisted by a human operator. The modeling ...
Silhouette rendering based on stability measurement
A better silhouette for a mesh can be rendered if we take into account the stability of edges inside and outside the current silhouette. Using the dot product between the normal and the viewing direction we can measure this stability. This gives us two ...
Improved compression of topology for view-dependent rendering
We present a simple and efficient representation to store and transmit connectivity data of view dependent meshes for out-of-core rendering of large datasets. Resident mesh data available for rendering is organized as vertex tree to support real-time ...
Painterly rendering controlled by multiscale image features
What we present in this paper is a 2D non-photorealistic, stroke-based image rendering technique, which is a fully automatic template-based painting method controlled by the structure of the model image. Namely it is based on dominant, weighted image ...
SVG rendering of real images using data dependent triangulation
This paper presents a novel technique to convert raster images in a Scalable Vector Graphic (SVG) format using Data Dependent Triangulation (DDT). The triangulation, a classical 3D graphic rendering approach, is here applied to digital images acquired ...
Automatic global registration of multiple 3D data sets from outdoor urban environments based on feature units
We are developing a system that can synchronistically acquire laser range data and visual image data to build reality 3D models of urban environments. A major bottleneck in the process is automatically aligning all range scans into a common corrdinate ...
Accelerated epipolar geometry computation for 3D reconstruction using projective texturing
The process of <i>3D reconstruction,</i> or depth estimation, is a complex one, and many methods often have several parameters that may require fine tunning to adapt to the scene and improve reconstruction results. Usability of these methods is directly ...
Image analysis by analogy with Taylor expansion
The Taylor expansion has shown - in many fields - to be an extremely powerful tool. In this paper, we investigated image features and their relationships by analogy with Taylor expansion. The kind of expansion could be used to investigate positions of ...
Towards multiscale mesh denoising
Recently developed methods address the problem of denoising polygonal meshes derived from automatic scanning procedures. Nonlinear filtering is applied iteratively based on the estimated statistical properties of errors associated with the measured ...
Visibility criterion for planar faces in 4D
The surface representation of 4D convex polyhedra is analysed. The criterion of the visibility is formulated.
Animated particle rendering in DSP and FPGA
This paper presents an algorithm for rendering and animation of 3D point-clouds using FPGA (Field Programmable Gate Array) chip coupled with a DSP (Digital Signal Processor). The point-clouds are sets of graphical data (particles) in 3D space suitable ...
- Proceedings of the 20th Spring Conference on Computer Graphics