SIGGRAPH 96
Technical Sketches

Geometry


D-NURBS for Physics-Based Shape Modeling

A prototype modeling environment based on D-NURBS that demonstrates the usefulness of D-NURBS in graphics and geometric modeling.

Hong Qin
Department of Computer and Information Science and Engineering
E301 CSE Building
University of Florida
Gainesville, Florida 32611 USA
+1.352.393.1226
+1.352.392.1220 fax
qin@cis.ufl.edu


Surface Simplification Inside a Tolerance Volume

A technique for simplifying a triangulated surface while respecting a set of given approximation error bounds.

André Guéziec
IBM T.J. Watson Research Center
P.O. Box 704
Yorktown Heights, New York 10598 USA
gueziec@watson.ibm.com


Efficient Sampling of CSG Models

Conversion of CSG models into implicit functions defined by grids of point samples.

George Sealy
Department of Computer Science
University of Otago
Box 56
Dunedin, NEW ZEALAND
george@piglet.otago.ac.nz


Human Figure Animation


Modeling of Expressive Movement of Musicians

A program that reads a MIDI-encoded drum score and renders a 3D animation of the drummer's performance in real time.

Adam Wood-Gaines
F. David Fracchia
Tom Calvert
School of Computing Science
Simon Fraser University
Burnaby, British Columbia V5A 1S6 CANADA
woodgain@cs.sfu.ca


Efficient Dynamic Simulation and Control of Articulated Figures

An animation system for articulated figures based on efficient forward dynamics, fast collision response, and adaptive control.

Evangelos Kokkevis
Dimitri Metaxas
Norman J. Badler
Department of Computer and Information Science
University of Pennsylvania
Philadelphia, Pennsylvania 19104 USA
evagelo@graphics.cis.upenn.edu


Modeling and Rendering


Stripe: A Software Tool For Efficient Triangle Strips

A software tool for constructing triangle strips from partially triangulated models.

Francine Evans
Steven Skiena
Amitabh Varshney
Department of Computer Science
SUNY
Stony Brook, New York 11794 USA
evans@cs.sunysb.edu


Fast and Flexible Polygonization of Height Fields

A simple algorithm for generating quality polygonal approximations of arbitrary height fields.

Michael Garland
Paul S. Heckbert
School of Computer Science
Carnegie Mellon University
5000 Forbes Avenue
Pittsburgh, Pennsylvania 15213 USA
garland@cs.cmu.edu


Fast Rendering of Subdivision Surfaces

A method for rendering Loop's subdivision surfaces that is fast, uses minimum memory, and is simple in structure.

Kari Pulli
University of Washington

Mark Segal
Silicon Graphics, Inc.


A Spatially and Temporally Coherent Object-Space Visibility Algorithm

A conservative algorithm that identifies a superset of visible polygons, exploits spatial and temporal coherence, and is easily parallelizable.

Satyan Coorg
Seth Teller
Laboratory for Computer Science
Massachusetts Institute of Technology
545 Tech Square
Cambridge, Massachusetts 02139 USA
+1.617.258.7885
+1.617.253.6652 fax
seth@graphics.lcs.mit.edu


Geometry and Dynamics


The Average Window is Small

A mathematical model for the expected-time analysis of line-clipping algorithms. An improved variant of the Cohen-Sutherland clipping algorithm, QuickClip, is shown to be 2.43 times faster on the average.

Frank Devai
School of Computing and Mathematics
University of Ulster
Magee College, Northland Road
Londonderry BT48 7JL
UNITED KINGDOM
+44.1504.37.5327
+44.1504.37.5470 fax
FL.Devai@ulster.ac.uk


Real-Time Collision Detection for Motion Simulation within Complex Environments

A method, based on bounding-volume trees, for collision detection for objects moving within complex environments.

Martin Held
James T. Klosowski
Joseph S.B. Mitchell
SUNY
Stony Brook, New York 11794 USA
{held,jklosow,jsbm}@ams.sunysb.edu


Fast and Accurate Computation of Polyhedral Mass Properties

A very fast algorithm for computing centers of mass and moments of inertia for polyhedra that tends to minimize numerical errors.

Brian Mirtich
University of California, Berkeley
mirtich@cs.berkeley.edu


Marching Cubes in Cylindrical and Spherical Coordinates

An extension of a common isosurface extraction algorithm to visualize data sampled in non-rectangular coordinate systems.

Jeff Goldsmith
Jet Propulsion Laboratory
jeff@tintin.jpl.nasa.gov


Art


Implementing the Four Perspectives of Renaissance Painters

Implementation of linear, atmospheric, color, and planes of focus perspective for synthetic imagery.

Nadia al'Greimil
George Washington University
nadia@seas.gwu.edu

F. Kenton Musgrave
Bethesda Softworks
musgrave@seas.gwu.edu


Autographic Halftoning for Artist-Printmakers

A program that allows fine-art printmakers to incorporate their own graphic "handwriting" into the halftoning process.

Naren Barfield
George Whale
Camberwell College of Arts
London, UNITED KINGDOM


"Toon Shaders" for Simulating Cel Animation

Ongoing development of 3D computer graphics rendering software for use in synthesizing images that simulate the appearance of cel animation.

Michael Arias
Softimage Special Projects
Microsoft Corporation
michael.arias@softimage.com


Traditional Cel Animation Look with 3D Renderers

A combination of rendering and image processing techniques that produce a cel animation look.

Rev Lebaredian
Warner Brothers Digital Studio
+1.213.665.8151
revl@netcom.com


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Final SIGGRAPH 96 Web site update: 25 October 1996.
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