For Immediate Release
21 June 2000
For further information:
Sheila Hoffmeyer/Ann Kilhoffer-Reichert
Several SIGGRAPH 2000 Papers Present Advances in Real-Time Graphics to Achieve Both Fast Graphics and Fast Computing
The SIGGRAPH Papers program is the world's premier forum for disseminating new results and research in computer graphics and interactive techniques. During SIGGRAPH 2000, 23 28 July, at the Ernest N. Morial Convention Center in New Orleans, leading researchers will present several papers that show significant advances in rendering complex graphics in real-time.
"The SIGGRAPH Papers program continues to set the standard of research and forges new trends in the field," said Kurt Akeley, SIGGRAPH 2000 Papers Chair from SGI. "During SIGGRAPH 2000, there will be 59 paper presentations that were selected from 315 submissions. Several papers present new methodologies for achieving both fast graphics and fast computing."
The WarpEngine: An Architecture for the Post-Polygonal Age
Voicu Popescu, John Eyles, Anselmo Lastra, Josh Steinhurst, Nick England, and Lars Nyland,
University of North Carolina at Chapel Hill
The WarpEngine is a new architecture designed to render natural scenes that can be traversed in real-time. The system uses image-based rendering to produce realistic 3D objects and environments using high-quality images rather than the typical approach of many thousands of polygons. The WarpEngine system will be embedded in hardware (e.g. a PC video graphics card) for fast, reliable performance.
Relief Texture Mapping
Manuel M. Oliveira, Gary Bishop, and David McAllister, University of North Carolina at Chapel Hill
Relief Texture Mapping is a clever technique to increase realism by enhancing a texture map's implied surface details to give a 3D surface relief effect, such as would be displayed by a brick wall. This is accomplished by recording "depth" information for points (or "texels") on the 2D texture map image as it would relate to the viewer's position in space, and then mapping the extended texture onto a simple 3D object (e.g., cube). The authors display dramatic results when their Relief Texture Mapping technique is applied to a virtual Volkswagen Beetle and a sculptured statue.
Conservative Visibility Preprocessing Using Extended Projections
Fredo Durand, iMAGIS and Massachusetts Institute of Technology
George Drettakis, Joelle Thollot, and Claude Puech, iMAGIS
Conservative Visibility Preprocessing Using Extended Projections demonstrates how an "occlusion culling" technique allows much faster real-time processing of an extremely large data set of polygons in a virtual environment. This approach pre-processes a scene's information to determine which objects will not be visible from a user's given viewpoint, thus saving much processing at run time. The authors give impressive demonstrations of pre-processed occlusion culling in a side-by-side comparison with common view-frustrum culling while traversing a digital city produced by rendering more than 6 million polygons including 3,000 moving cars and within a simulated forest of more than 7.8 million polygons. Such complexity quickly overburdens computer processing while using only view-frustrum culling to determine which objects are within the user's view (and therefore need to be rendered). The video response rate is quite noticeably faster using the occlusion culling technique.
While the occlusion culling demonstrations were run on a four-processor SGI Onyx, so the particular scene here could not be run on a typical PC, the algorithm is shown to be impressively superior and of interest to anyone working with large data sets in rea time.
Timewarp Rigid Body Simulation
Brian Mirtich, MERL - Mitsubishi Electric Research Lab
Timewarp Rigid Body Simulation demonstrates a series of impressive (and fast, though not quite yet real-time) physical simulations that solve many problems of realistic interaction and collision detection in scenes involving multiple moving objects. From simulations of molecular gas behavior under pressure or in mixture, to an avalanche of varying shaped objects behaving and interacting in a realistic manner as they bounce and roll down the hillside, the authors demonstrate the effectiveness of their technique when applied to interactions of hundreds of rigid bodies.
For complete information, see: SIGGRAPH 2000 Papers.
# # #