Papers
Conference 8-13 August 1999
Los Angeles Convention Center Los Angeles, California USA
"When I set out to highlight the best SIGGRAPH 99 Papers, reviewing all 50+
accepted submissions, I found it far more daunting than originally thought --
there are so many outstanding papers! Representative works evoke a near future
world where your TV is going to have a camera on top of it to place you in the
scene [see Creating a Live Broadcast from a Virtual Environment]. There's a
little blue wall that you walk into, and your face is scanned and mapped onto Tom
Hanks' face so that you are now Forrest Gump speaking to President Kennedy [A
Morphable Model for the Synthesis of 3D Faces]. Imagine the possibilities for
education. Picture a TV show where kids are virtually transported into a common
environment, where they participate in a sketching/modeling class using the Teddy
system, a wonderfully intuitive interface to enhance and nourish natural
creativity and talent.
"Computer graphics remains kinetic. Despite its rapid maturing -- evident from
the styling of the car you drive to the visual effects on every corner movie
screen we continue to see enormous advances. I can't pick highlights. SIGGRAPH
Papers are all highlights. I can only offer a sampling of the best research
contributions to computer graphics and interactive techniques."
Alyn P. Rockwood
SIGGRAPH 99 Papers Chair,
Software Systems
Hardware speeds traditionally increase more than an
order of magnitude each decade, but improvements in computational methods have
averaged more than ten times this rate of advancement. A prime example of this
trend is the research presented in the paper entitled Stable Fluids that presents
animation tools, previously thought to be unachievable, to model fluid-like flow
behavior, including interaction of flows with objects, at speeds approaching
real-time simulation. Or Graphical Modeling and Animation of Brittle Fracture
that simulates realistic fracture propagation in breaking objects from dropped
bowls to demolished walls -- one of three Impact Papers selected for SIGGRAPH 99.
Along with such pioneering achievements, we continue to find newer and better
ways to solve familiar graphics problems, from fundamental algorithms to hardware
tools that continue to advance graphics accelerators. For the first time with The
VolumePro Real-Time Ray-Casting System, we now have commercially available (3D)
volume rendering in hardware. In software rendering, there are continuing strides
in photorealism, but we're also seeing new horizons, especially in the area of
non-photorealism or "imagination-based rendering." For example, the Dr.
Seuss-style effect presented in Art-Based Rendering of Fur, Grass, and Trees.
Lighting & Visual Cognition
LCIS: A Boundary Hierarchy for
Detail-Preserving Contrast Reduction is working on a problem that is 30 years
old. One cannot simulate powerful light contrasts like the reflection of sunlight
from a car windshield using the limited candle power of a computer monitor. These
authors demonstrate a new approach that accounts for visual perception to create
a virtual optics that takes advantage of the way we perceive (i.e., you have to
fake it to make it look real). Graphics and visual cognition are interrelated.
This is one of the great frontiers of science.
Interactive Techniques
We're continuing to see the emergence of
interfaces between humans and computers that are contained in devices -- the
monitor is actually antiquated. Now we have to rethink graphics as evidenced with
papers like Emancipated Pixels: Real-World Graphics in the Luminous Room and
Balancing Fusion, Image Depth, and Distortion in Stereoscopic Head-Tracked
Displays where we are actually working with the human anatomy, things like vision
and how the mind interprets visual cues. With a simple physical change in how we
visualize our world, all the foundations of computer graphics aimed at the
desktop may need to be changed.
Chaos & Intelligence in Software
The paper entitled Cognitive
Modeling: Knowledge, Reasoning, and Planning for Intelligent Characters is
representative of a seminal technology. How would you plan a creation? Dynamical
systems are chaotic, unpredictable. When we are dealing with chaos, we need some
method for natural selection and propagation -- the only way we can handle the
unpredictability of a complex system. These intelligent characters can actually
surpass their training. So we see confirmation of the real world in their
emergent behavior. In this way, paradoxes can be modeled that cannot be
understood with Newtonian laws.
Following are highlights from SIGGRAPH 99 Papers, including Impact Papers
selected for the overall impact the research is expected to make in the field of
computer graphics and interactive techniques:
IMPACT PAPER: Graphical Modeling and Animation of Brittle Fracture
James F. O'Brien & Jessica K. Hodgins
Georgia Institute of Technology
The use of simulated motion in several commercial animations in 1998 demonstrated
that passive simulations are a powerful and perhaps even essential technique. The
authors' approach is demonstrated through animations of breaking bowls, cracking
walls, and objects that fracture when they collide. By varying the shape of the
objects, the material properties, and the initial conditions of the simulations,
strikingly different effects are created ranging from a wall that shatters when
it is hit by a wrecking ball to a bowl that breaks in two when it is dropped on
edge.
IMPACT PAPER: A Morphable Model for the Synthesis of 3D Faces
Volker Blanz & Thomas Vetter
Max Planck Institute for Biological Cybernetics
A new technique for modeling textured 3D faces that can either be generated
automatically from one or more photographs, or modeled directly through an
intuitive user interface is introduced. Face manipulations according to complex
parameters such as gender, fullness of a face, or distinctiveness also are
demonstrated.
IMPACT PAPER: Teddy: A Sketching Interface for 3D Freeform Design
Takeo Igarashi & Hidehiko Tanaka
University of Tokyo
Satoshi Matsuoka
Tokyo Institute of Technology
A sketching interface
to quickly and easily design freeform models such as stuffed animals and other
rotund objects is presented. The user draws several 2D freeform strokes
interactively on the screen, and the system automatically constructs plausible 3D
polygonal surfaces. An informal user study showed that a first-time user masters
the operations within 10 minutes, and can construct interesting 3D models within
minutes.
Art-Based Rendering of Fur, Grass, and Trees
Michael Kowalski, Lee
Markosian, J. D. Northrup & John Hughes
Brown University
Lubomir Bourdev
SGI
Ronen Barzel
Pixar Animation Studios
Artists and illustrators can evoke the complexity of fur or
vegetation with relatively few well-placed strokes. The research presented in
this paper adapts this approach to render 3D computer graphics scenes in a
stylized manner that suggests the complexity of the scene without explicitly
representing it. The method renders moderately complex scenes at multiple frames
per second on current graphics workstations, providing a measure of inter-frame
coherence to avoid a distracting appearance/disappearance of detail.
Balancing Fusion, Image Depth and Distortion in Stereoscopic Head-Tracked
Displays Zachary Wartell, Larry Hodges & William Ribarsky Georgia
Institute of Technology
Analysis shows that even with perfect head tracking, a user will perceive virtual
objects to warp and shift as the head moves. This paper presents a new technique
for counteracting the removable components of distortion as well as new methods
for managing image fusion problems for distant objects and for enhancing the
depth of flat scenes.
Cognitive Modeling: Knowledge, Reasoning, and Planning for Intelligent
Characters John Funge & Xiaoyuan Tu
Intel Corporation
Demetri Terzopoulos University of Toronto
Recent work in behavioral animation has taken impressive steps toward autonomous,
self-animating characters for use in production animation and interactive games.
Cognitive models go beyond behavioral models by governing what a character knows,
how that knowledge is acquired, and how it can be used to plan actions. With
cognitively empowered characters, the animator need only specify a behavior
outline or "sketch plan" and, through reasoning, the character will automatically
work out a detailed sequence of actions meeting the specification.
Creating a Live Broadcast from a Virtual Environment
Chris Greenhalgh, Steve Benford & Ian Taylor
University of Nottingham
John Bowers Royal Institute of Technology Graham Walker BT
Laboratories
John Wyver
Illuminations Television
"Inhabited television" combines multi-user virtual environments with television,
so that online audience members can participate in TV shows staged in a virtual
world. The resulting program is presented simultaneously both to conventional
passive viewers and to online participants, benefiting in many cases from being
broadcast live.
Emancipated Pixels: Real-World Graphics in the Luminous Room John
Underkoffler, Brygg Ullmer, & Hiroshi Ishii MIT Media Lab
This paper presents a conceptual infrastructure for providing graphical display
and interaction at each of an interior architectural space's various surfaces,
arguing that such pervasive spatial output and input is one natural heir to
today's rather more limited notion of spatially-confined, output-only display
(the CRT). The requirements of such real-world graphics, including computational
and networking demands; schemes for spatially omnipresent capture and display;
and issues that attend the design of interactions in an environment of this sort
are discussed.
LCIS: A Boundary Hierarchy For Detail-Preserving Contrast Reduction
Jack Tumblin & Greg Turk Georgia Institute of Technology
High-contrast scenes are difficult to depict on low-contrast displays without
loss of important fine details and textures. Perhaps the best renditions are
created by skilled artists painting a hierarchy of boundaries and shadings in
progressive image refinement. The authors' method builds a similar mathematical
hierarchy using "low curvature image simplifiers" (LCIS) to construct a
high-detail, low-contrast display image by compressing only the large features,
then adding back all small details. LCIS is extendable to higher dimensions and
may also be useful for electronic photography without clipping or saturation, as
well as an artistic tool for image editing.
Stable Fluids Jos Stam Alias|Wavefront
Building animation tools for fluid-like motions is an important and challenging
problem with many applications in computer graphics. The use of physics-based
models for fluid flow can greatly assist in creating such tools, and the
stability of this model allows us to take larger time steps and therefore achieve
faster simulations.
The VolumePro Real-Time Ray-Casting System Hanspeter Pfister, Jan
Hardenbergh, Jim Knittel, Hugh Lauer, Larry Seiler MERL- A Mitsubishi
Electric Research Laboratory
This paper describes the world's first single-chip, real-time volume rendering
system for PC class computers. The system renders more than 500 million
interpolated, Phong-illuminated composited samples per second. This is sufficient
to render a 2563 volume at 30 frames per second.
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