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◆ Annual Review 2001

Computer Graphics Laboratory


Silvester Czanner
Visit Researcher

Satoshi Nishimura
Assistant Professor

Roman Durikovic
Assistant Professor

The laboratory is currently working on the following topics:

  • Realistic image synthesis,
  • Global illumination models,
  • Hardware for realistic image synthesis,
  • Computer architecture for computer graphics,
  • Computer music and computer graphics,
  • Physical based animation,
  • Visualization of dynamic systems,
  • 3D reconstruction from serial cross-sections,
  • Walk trough animation using an image based rendering techniques.
Referred Journal Papers
[nisim-001:2001]Satoshi Nishimura. RayFlow: A Pipelined Architecture for RealTime Ray Tracing. Journal of 3D Images, 15(1):197-208, 2001.
This paper proposes a VLSI-oriented architecture named Ray-Flow for real-time image synthesis with ray tracing. Thearchitecture employs hierarchically-organized grids as a space subdivision method and executes both grid traversal and ray-object intersection tests with dedicated hardware. The dedicated hardware is so highly pipelined that it is capableof processing aray within several memory-reading cycles. Simulation results show that a 512 by 512 pixel resolution image in which approximately four rays are traced per pixel can be generated in 90 milliseconds.
[roman-001:2001]R. Durikovic. Animation of soap bubble dynamics, cluster formation and collision. Computer Graphics Forum (EUROGRAPHICS'01), 20(3):67-75, Aug 2001.
What is happening when a soap bubble floats on the air? How do bubbles coalesce to form beautiful three-dimensional clusters? The physical-based model and animation described herein provide the answers. This paper deals with a complete computer simulation of soap bubbles from a dynamic perspective, which should prove to be of great interest to physicists and mathematicians. We discuss the dynamic formation of irregular bubble clusters and how to animate bubbles. The resulting model takes into account surface tension, ??lm elasticity, and shape variations due to gravity and external wind forces.
[roman-002:2001]R. Durikovic and K. Kolchin. Physically-based model of photographic effects for night and day scenes. Journal of 3D Forum Society, 15(4):119-124, Dec 2001.
The light scattering within the camerasystem, and film emulsion and diffraction on stops and filters creates the effects of bloom and corona with radial streaks of light around high intensity objects. In the proposed digital filters, we take into account known physical effects in simulation of camera bloomand corona for realistic image synthesis. Our method is applied to the image with correctly calculated luminance values, so we reproduce the photo camera glare in a physically correct manner.
[roman-003:2001]R. Durikovic, S. Czanner, and H. Inoue. Functional representation of human embryo brain models. Journal of 3DForum Society, 15(4):96-101, Dec 2001.
The shape of a humanembryo brain is organic and hasmany folds that are difficult to model or animate with conventional techniques. The function representation is a good choice in modeling such organs because the smooth variations of set theoretic operation canbe used. One approach proposed for animating the organgrowth uses a tubular skeleton calculated automatically from a 2D object outline. The growth speed varies with the position within the organ and thus the model is divided into multiple geometric primitives that are later glued by a blending union operation. Animation frames of brain growth are shown.
[roman-004:2001]R. Durikovic and S. Czanner. Growth animation of human organs. The Journal of Visualization & Computer Animation, (12):287-295, Sep 2001.
The growth of the organs of human embryo is changing signi??cantly over a short period of time in the mother body. The shape of the human organs is organic and hasmany folds that are diAEcult tomodel or animate with conventional techniques. Convolution surface and function representation are a good choice in modelling such organs as human embryo stomach and brain. Two approaches are proposed for animating the organ growth: First, uses a simple line segment skeleton demonstrated on a stomach model andthe other method uses a tubular skeleton calculated automatically from a 2D object outline. The growth speed varies with the position within the organ and thus the model is divided into multiple geometric primitives that are later glued by a blending operation.Animation of both the embryo stomach and brain organs is shown.
[roman-005:2001]R. Durikovic. Visualization of large-scale atomic interactions during the melting and crystallization process. VLSI Design, 13(1{4):269-271, Oct 2001.
Atomic-scale material model capable of melting, crystallization and amorphization has been developed to examine the defect formation and crystal growth processes from melted silicon (Si) based on the ordinary Langevin equations of motion. The developed computer system consists of simulation and visualization part. Simulation supports the large-scale molecular-dynamics (MD) clusters with solid/liquid interface responding interactively to the control parameters such as the temperature gradient and pulling speed. Material behaviour simulation is limited to 104 particle objects representing di?erent atoms. A particle in proposed dynamic system interacts through attractive covalent forces and short-range repulsion forces in all three dimensions. This research was conducted to understand the processes that can control the quality of single-crystal Si grownfrom the melt by Czochralski crystal puller.
Referred Proceeding Papers
[roman-006:2001]S. Czanner, R. Durikovic, and H. Inoue. Growth simulation of human embryo brain. In R. Durikovic and S. Czanner, editors, IEEE Proceedings of the 17th Spring Conference on Computer Graphics - SCCG2001, pages 139-145, Budmerice, Slovakia, Apr 2001.
The growth of the brain of human embryo is changing through a long time in the body of mother. So it is very diAEcult to observe and to understand that process. Therefore, the embryologists found the realistic human organ models and animations necessary for their studies. But to create the realistic human embryo brain models and to do the animations it requires an appropriate methodology. The aim of this paper is to present a developing methodology based on the functional representation and the convolution of the surfaces [?, ?, ?]. We employed this to create a growth simulation of the human embryo brain. The idea of this technique is the following. As a first step the 2D central skeleton is created from an artistic drawing and then the 3D skeleton is modeled by adding the thickness. As the next step, the skeletons representing key-frame models are used to create an animation. At the end the gap between the key-frame models is filled by the suitable interpolation techniques and finally the animation is composed.
[roman-007:2001]R. Durikovic and S. Czanner. Interior modelling and object metamorphosis with parametric solids. In M.H. Hamza, editor, Proceedings of the IASTED International Conference Modelling and Simulation, pages 324-329, Pittsburgh, Pennsylvania, May 2001.
Mathematical concepts of multivariate parametric solids, their description by a B-spline basis functions are discussed. Parametric solids can model both the shape and unisotropic interior. Three types of parametric solids i.e. Coonsbody 0, 1and 2 are used to demonstrate the interior modelling often used as initial or boundary conditions in numerical simulation. Multiple parametric solids elements can be joined together to forma complicated shape. Continuitybetween elements can be defined similarly as in B-spline modelling. Proposed methodology and modelling technique is applied to metamorphosis of two given 3-D shapes.
[roman-008:2001]R. Durikovic, S. Czanner, and H. Inoue. Functional representation of human embryo brain models. In Proceedings of the Human and Computer Conference - HC2001, pages 181{186, Aizu-Wakamatsu, Japan, Sep 2001
The shape of a human embryo brain is organic and has many folds that are difficult to model or animate with conventional techniques. The function representation is a good choice in modeling such organs because the smooth variations of set theoretic operation can be used. One approach proposed for animating the organ growth uses a tubular skeleton calculated automatically from a 2D object outline. The growth speed varies with the position within the organ and thus the model is divided into multiple geometric primitives that are later glued by a blending union operation. Animation frames of brain growth are shown.
[roman-009:2001]R. Durikovic and K. Kolchin. Physically-based model of photographic e??ects for night and day scenes. In Proceedings of the Human and Computer Conference - HC2001, pages 144-149, Aizu-Wakamatsu, Japan, Sep 2001.
The light scattering within the camera system, and film emulsion and diffraction on stops and filters creates the effects of bloom and corona with radial streaks of light around high intensity objects. In the proposed digital filters, we take into account known physical effects in simulation of camera bloom and corona for realistic image synthesis. Our method is applied to the image with correctly calculated luminance values, so we reproduce the photo camera glare in a physically correct manner.
[roman-010:2001]R. Durikovic and S. Czanner. Implicit surfaces for dynamic growth of digestive system. In Proceedings of the Shape Modeling International, pages 111{117, Alberta, Canada, Mar 2002.
The embryologists found the realistic human organ models and animations of development necessary for their studies. The aim of this paper is to present a methodology producing a realistic animations of development. The convolution surfaces generated by skeletons used for model representation are suitable for growth animation. The skeleton of a digestive system is a line skeleton with a tree structure. Therefore, its growthin length canbe simulated byan algebraic L-system which controls the growth of skeleton segments. The global deformation of the skeleton due to the gravity and the lack of space in abdominal cavity are simulated by a dynamics of skeleton segments. The known movements are implemented in our model by external forces applied on links controlling the organ movement in space. The entire system consist of two steps: First, the actual number of skeleton segments and the length of each skeleton segment is calculated from growth functions, second, the skeleton deformation in space is updated based on dynamics.
Books
[roman-011:2001]R. Durikovic and S. Czanner. Proceedings of the 17th Spring Conference on Computer Graphics - SCCG2001. ISBN 0-7695-1215-1. IEEE CS, Los Alamitos, California, 2001.
[roman-012:2001]R. Durikovic and A. Ferko. The Journal of Visualization & Computer Animation. Number 12. John Wiley & Sons, Chichester, UK, Sep 2001.
Academic Activities
[roman-013:2001]Roman Durikovic, Apr 2001. Organizing Comitee Member, IEEE SCCG2001, IEEE
[roman-014:2001]Roman Durikovic, Apr 2001. Comitee Member, EG WSCG2001, EG
[roman-015:2001]Roman Durikovic, Sep 2001. Quest Editor, Computer Graphics and Geometry Electronic Journal, IEEE
Ph.D and Other Thesis
[roman-016:2001]Shinya Abe. Graduation Thesis: Physically based water fall simulation and animation, University of Aizu, 2001.
Thesis Advisor: Roman Durikovic.
[roman-017:2001]Makoto Naito. Graduation Thesis: Surface boundary condition for three-dimensional environmental grid, University of Aizu, 2001.
Thesis Advisor: Roman Durikovic.
[roman-018:2001]Toshihide Kokubun. Graduation Thesis: Simulation of soap bubble dynamics, University of Aizu, 2001.
Thesis Advisor: Roman Durikovic.
[roman-019:2001]Yuri Okazaki. Graduation Thesis: Modeling of gas motion for computer graphics, University of Aizu, 2001.
Thesis Advisor: Roman Durikovic.
[roman-020:2001]Megumi Wada. Graduation Thesis: Skeleton based implicit surface, University of Aizu, 2001.
Thesis Advisor: Roman Durikovic.
[roman-021:2001]Hiroyuki Akamine. Master Thesis: Application of image-bsed rendering to real-world imagery., University of Aizu, 2001.
Thesis Advisor: Roman Durikovic.
Others
[roman-022:2001]R. Durikovic. EUROGRAPHICS Internation Conference CD-ROM, Sep 2001.
Video animation
[roman-023:2001]R. Durikovic. 17th Spring Conference on Computer Graphics - SCCG2001, Apr 2001.
Video animation