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Computer Arts Laboratory


/ Carl W. Vilbrandt / Associate Professor
/ Sergei I. Vyatkin / Visiting Associate Professor


Refereed Journal Papers

  1. Vyatkin, S., Chizhick, S. and Vilbrandt, C., Dynamic Distortion Correction with Viewpoint Motion and Non-Static Attitude of Projector. Computer Graphics and Geometry - Internet Journal, vol. 3, No. 1, 2001.

    Since the human eye is spherical, the best visual systems for computer simulations might be dome planetariums or spherical projections on the viewer's eyes rather than the usual flat screen displays. Spherical projection on a twenty foot diameter sphere, the limits of the acuity of the eye, or separate spherical projections on each of the viewers eyes are required for dramatically improving computer simulations for immersive environments. Real time spherical projected images need to be free of visual distortion. The flat screen linear algorithms are not sufficient to meet real time spherical projections' distortion free requirements. The distortion and visual artifacts created by the projection lens, the non planar dome or the variation in the eyes of the viewer, and the projector's electronics are quite complex and require the use of non-linear algorithms in resolving the spherical mapping. Our approach is oriented on tasks that require extreme non-linear computational capabilities. However, the proposed approach is promising and should be considered for future development that could dramatically improve visual technology for immersive environments.

Refereed Proceeding Papers

  1. Vilbrandt, Carl W., Goodwin, James M., and Goodwin, Janet R., Digital Digging: Computer Models from Archaelogical Data -- Enichiji from the Aizu Region of Japan. 2000 ECAI & PNC Joint Meeting (Electronic Cultural Atlas Ini tiative, Pacific Neighborhood Consortium), editor: PNC Secretariat, ECAI, PNC, City University of Hong Kong, Academia Sinica, Hong Kong, PRC, & Taipei, Taiwan, ROC, January 2001.

    Using the example of the no longer extant Golden Hall at Enichiji in the Aizu region of Japan, we demonstrate the construction of architectural models based on archaeological evidence. We discuss the process of decision-making in cases in which evidence is fragmentary or conflicting. We also demonstrate beginning work on converting such models to formats suitable for user-directed virtual reality walkthroughs, in particular through the open source gaming engine Quake 2.

  2. Yuichiro Goto and Alexander Pasko., Interactive Modeling of Convolution Surfaces with an Extendable User Interface. Eurographics 2000 - Short Presentations, Conference Proceedings, August 20-25, 2000. editor: A. de Sousa and J.C. Torres, European Association for Computer Graphics, Computer Graphics Forum, Interlaken, Switzerland.

    Convolution surfaces enable the user to model complex free-form shapes. Due to analytical solutions for some kernel functions and skeletal elements, it is possible to model convolution surfaces interactively. An extendable user interface allows the user to design models using different types of convolution surfaces. New primitives can be easily bound to the modeller using the proposed blending technique. Models generated in the HyperFun language can be exchanged between modelling tools on several platforms.

  3. Takashi Hibi and Alexander Pasko., Graphical Interface for Design of Geometric Data Structures. Databases in Networked Information Systems: International Workshop DNIS 2000 - Proceedings, editor: Subhash Bhalla, vol. 1966, pp. 134--147, LNCS, DNIS 2000, Springer Verlag, Univ. of Aizu, Aizu, Japan, December 4-6, 2000.

    Interactive design of a n-ary tree data structure for FRep (functionally represented) geometric models is discussed. The interactive Construction Tree tool which is a part of an FRep modeler is designed to construct a tree structure and convert it to a HyperFun language description. With the developed tool, a model in HyperFun can be also read with a corresponding graphical tree displayed. The user can interact with the 3D geometric model through the graphical tree. Using the interactive design of a construction tree, the user will be able to create HyperFun models more easily than before. The geometric data structures will be incorporated into a design database for intended use on clusters of computer servers allowing low end clients access to advanced geometric modeling over the Internet.

  4. Vyatkin, S., Chizhick, S. and Vilbrandt, C., Dynamic Distortion Correction with Viewpoint Motion and Non-Static Attitude of Projector. Proceedings of the Third International Conference on Human and Computer (HC-2000), editor: Osano, M., pp. 182--189, Univ. of Aizu, Japan (3D Forum), Aizu-Wakamatsu, Fukushima, Japan, September 6-9, 2000.

    Many simulator applications, visual systems for virtual environments require the generated image to be free of distortion regardless of where in some allowable volume the observer's eyepoint lies. There is a solution of the given problem very important for image transfer directly into the eye of the observer by laser. In the future, personal laser projection devices can change a personal computer display. Since the distortion mapping is in general different for each eyepoint, some means of locating the eyepoint is necessary. A head-tracking device fitted to a helmet is the usual solution. A more difficult problem lies in determining what the distortion mapping looks like from each viewpoint and inverse mapping. Our approach is oriented on tasks that require extreme computational capabilities. It is a promising one for future development taking into consideration dramatically improving technology.

Grants

  1. Carl Vilbrandt., 2000 Gigabit NW Research Project Fund. No. P-27, CITEC of the University of Aizu, Thin Client/Computer Server Simulations -- cooperative research with the HyperFun Consortium, CompuFarms Intl., ADVPA, and NEC, 2000.

Academic Activities

  1. Pasko, A., Vilbrandt, C., et al., HyperFun Project: Language and Software Tools for Functionally Based Modeling, Visualization and Animation. CDROM free distribution under the GGPL agreement for ACM1: Beyond Cyberspace, San Jose, California, USA. March 2001.

    The HyperFun Project is devoted to developing an open system architecture for functionally based (implicit or more generally FRep) shape modeling and its applications. The software tools are built around the shape models written in a high-level programming language called HyperFun. A model in HyperFun can serve as a protocol for exchanging FRep models between users, modeling systems, or networked computers. HyperFun models can be collected in application-specific libraries. We describe the basic set of system components: an interpreter for parsing and function evaluation; FRep system libraries; a modeler with an extendable graphical user interface; a multidimensional modeler with a symbolic user interface providing means for interpreting multidimensional coordinates and constructing scenes; applications for visualization (polygonization, VRML generation, ray-tracing), animation, voxelization and others; a collaborative Internet-based modeler including a HyperFun-to-Java translator and advanced interactive techniques based on the empirical modeling paradigm. These components are intended to be public domain to stimulate collaborative development efforts (see www.hyperfun.org).

  2. Carl Vilbrandt., August 2000. University of Aizu Computer Science Summer Camp 2000: HyperFun Shape Modeling Course.

  3. Carl Vilbrandt., October 14-15, 2000. Public Lecture Series: Have fun with math while making 3D shapes.

  4. Carl Vilbrandt., March 26-29, 2001. Univ. of Aizu International Academic Exchange Program. Organizer and Program Chair of the First International Workshop on Digital and Academic Liberty of Information: DALI 2001.

  5. Carl Vilbrandt., O'Reilly Open Source Software Convention 2000}, Monterey, California, USA. O'Reilly Publishers invited speaker presentation: GNU++ GNUbook Meritocracy. July 17-20, 2000.

    The open source movement seems to defy logic at times. We explore the age of computing in which people build high-quality software and open hardware design for the love of it and then give it away. Rather than focus on details like licensing and software toolkits, we try to deliver a basic framework or rules of engagement for life in the open source computing environment. We talk about: why the open source movement can't be ignored; why it's critical to understand the basic principles of geek culture; why lying is unforgivable in the open source community; why the open source community is self-correcting in more than just code; why the community tolerates some degree of rudeness; why publicly admitting errors is critical to your success; why using some standard types of business communication can leave you stunned and shunned.

  6. Pasko, A., Vilbrandt, C., Yamauchi, K., et al., ACM1 Exhibition: Beyond Cyberspace, San Jose, California, USA. HyperFun: International Free Software Project on Functionally Based shape Modeling, Visualization and Animation in Digital Farming Environments. March 10-14, 2001.

    The ACM1 Exhibition had 25,000 visitors; 13 researchers from 5 counteries presented the HyperFun Project, a joint exhibit between the University of Aizu and Hosei University. The HyperFun language was introduced for teaching and practical use of FRep modeling. It is a minimalist programming language supporting all notions of FRep. The application software deals with HyperFun models through the built-in language interpreter or using HyperFun-to-C/C++/Java compiler and utilities of the HyperFun API. Software tools are being developed in an open source project manner by the international team of developers. Some of them are currently available for free download at http://www.hyperfun.org/: HyperFun Polygonizer for the surface mesh generation with VRML output and HyperFun plug-in to POVRay, which makes it possible to generate high quality photorealistic images on an ordinary PC. These and other experimental tools were demonstrated at the exhibition: interactive modelers of convolution surfaces and 4D volume splines, graphical user interface for FRep constructive tree, and real-time fly through a volumetric object. Further development includes creation of virtual reality and haptic interfaces, special hardware design for visualization of hybrid FRep/voxel models, research on genetic, physics based and finite-element methods for advanced CAD applications.

Others

  1. Yamaoka, S., Graduation Thesis: Real-time Music Driven Animation with Variable Frame Rate and User Controllable Smoothing. Univ. of Aizu, 2000. Thesis Advisor: Carl Vilbrandt.

  2. Murakami, A., Graduation Thesis: Comparing Natural Watercolor with Digital Watercolor. Univ. of Aizu, 2000. Thesis Advisor: Carl Vilbrandt.

  3. Yamada, H., Graduation Thesis: Research of Virtual Space Motif for Aizu History. Univ. of Aizu, 2000. Thesis Advisor: Carl Vilbrandt.

  4. Yamamoto, T., Graduation Thesis: Parallel Ray Tracing on Linux Cluster. Univ. of Aizu, 2000. Thesis Advisor: Carl Vilbrandt.

  5. Saze, S., Graduation Thesis: 3D Reconstruction of Tanomo Saigo's Head. Univ. of Aizu, 2000. Thesis Advisor: Carl Vilbrandt.

  6. Carl Vilbrandt., Computer Arts Renaissance: Game Environments SCCP, Univ. of Aizu, 2000.

  7. Carl Vilbrandt., IS2000, November 5-8, Univ. of Aizu, Program Committee, referree for academic papers.

  8. Carl Vilbrandt., IV2000: CAGD Symposium, July 19-21, 2000, Univ. of London, UK, referree for academic papers.



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July 2001