Books and Course Notes


Warping and Morphing of Graphical Objects
Jonas Gomes, Bruno Costa da Silva, Lucia Darsa and Luiz Velho
Morgan Kaufman Publishers, San Francisco, CA
[Morgan Kaufman] [Amazon] [Barnes and Noble]
 
 
Warping and Morphing of Graphical Objects
Jonas Gomes, Bruno Costa da Silva, Lucia Darsa and Luiz Velho
SIGGRAPH '97, Course Notes #34, ACM, Los Angeles, CA
 
Warping and Morphing of Graphical Objects
Jonas Gomes, Bruno Costa da Silva, Lucia Darsa and Luiz Velho
SIGGRAPH '95, Course Notes #3, ACM, Los Angeles, CA
 
Deformação e Metamorfose de Objetos Gráficos
Jonas Gomes, Bruno Costa da Silva, Lucia Darsa and Luiz Velho
20th Brazilian Colloquium in Mathematics, July 1995, IMPA/CNPq, Rio de Janeiro, Brazil
 

 

Conferences and Journals


A System’s Architecture for Warping and Morphing of Graphical Objects
Jonas Gomes, Lucia Darsa, Bruno Costa and Luiz Velho
Proceedings of SIBGRAPI'98, SBC, Oct 1998
[sib98.pdf]

This paper describes a system architecture that enables the use of different techniques of warping and morphing applied to various classes of graphical objects (images, surfaces, plane curves, volumetric data, implicit surfaces etc.) Combinations of warping and morphing techniques can lead to more powerful and expressive results. The possibility of experimenting with alternative techniques for distinct classes of graphical objects creates a very flexible and robust warping and morphing system.

Walkthroughs of Complex Environments using Image-based Simplification
Lucia Darsa, Bruno Costa da Silva and Amitabh Varshney
Computers and Graphics, Jan 98
 

We present an image-based technique to accelerate the navigation in complex static environments. We perform an image-space simplification of each sample of the scene taken at a particular viewpoint, and dynamically combine these simplified samples to produce images for arbitrary viewpoints. Since the scene is converted into a bounded complexity representation in the image space, with the base images rendered beforehand, the rendering speed is relatively insensitive to the complexity of the scene. The proposed method correctly simulates the kinetic depth effect (parallax), occlusion, and can resolve the missing visibility information. This paper describes a suitable representation for the samples, a specific technique for simplifying them, and different morphing methods for combining the sample information to reconstruct the scene. We use hardware texture mapping to implement the image-space warping and hardware affine transformations to compute the viewpoint-dependent warping function.

Enabling Virtual Reality for Large Scale Mechanical CAD Datasets
Amitabh Varshney, Jihad El-Sana, Francine Evans, Lucia Darsa, Bruno Costa da Silva and Steve Skiena
Proceedings of DETC’97, ASME Design Engineering Technical Conference, Sep 1997
[asme97.pdf]

Reconciling scene realism with interactivity has emerged as one of the most important areas in making virtual reality feasible for large-scale mechanical CAD datasets consisting of several millions of primitives. This paper surveys our research and related work for achieving interactivity without sacrificing realismn in virtual reality walkthroughs and flythroughs of polygonal CAD datasets. We outline our recent work on efficient generation of triangle strips from polygonal models that takes advantage of compression of connectivity information. This results in substantial savings in rendering, transmission and storage. We outline our work on genus-reducing simpliciations as well as real-time view-dependent simplifications that allow on-the-fly selection amongst multiple levels of detail, based upon lighting and viewing parameters. Our method allows multiple lvels of detail to coexist on the same object at different regions and to merge seamlessly without any cracks or shading artifacts. We also present an overview of our work on hardware-assisted image-based rendering that allows interactive exploration of computer generated scenes.

Navigating Static Environments Using Image-space Simplification and Morphing
Lucia Darsa, Bruno Costa da Silva and Amitabh Varshney
ACM/SIGGRAPH 97 Symposium on Interactive 3D Graphics, Providence, RI, Apr 1997
[symp3d97.pdf]

We present a $z$-buffered image-space-based rendering technique that allows navigation in complex static environments. The rendering speed is relatively insensitive to the complexity of the scene as the rendering is performed {\em a priori}, and the scene is converted into a bounded complexity representation in the image space. Real-time performance is attained by using hardware texture mapping to implement the image-space warping and hardware affine transformations to compute the viewpoint--dependent warping function. Our proposed method correctly simulates the kinetic depth effect (parallax), occlusion, and can resolve the missing visibility information by combining $z$-buffered environment maps from multiple viewpoints.

Multiresolution Representation and Reconstruction of Adaptively Sampled Images
L. Darsa, B. Costa.
Proceedings of SIBGRAPI'96, SBC, pp. 321–328, Oct 1996
[sib96_ps.zip]

We present a method for sampling, structuring and reconstructing progressively refined images effectively. This has direct applications to progressive refinement of the result of slow renderers, such as ray tracers, and to the progressive transmission of images on slow media, as in world wide web browsers. Sampling images adaptively with respect to frequency at the back end provides a more compact representation. These samples are then structured at the front end using Voronoi or Delaunay tesselations, and reconstructed with $C^0$ continuity taking advantage of standard 3D acceleration hardware. The structuring scheme is extended to handle multiresolution images, with optional antialiasing, allowing the representation of an arbitrary level of detail without penalizing the reconstruction.

Graphical Objects
J. Gomes, B. Costa, L. Darsa, L. Velho
The Visual Computer 12(6), Jun 1996
[viscomp96.pdf]

In this paper we introduce the concept of a graphical object, and the abstraction paradigms to study them, and apply them in computer graphics. Intuitively, a graphical object encompasses all of the entities that are manipulated in a graphics system. This concept makes it possible to unify similar research topics that have appeared in the literature in a rather separated way. As an application, we use the concept of graphical object to study the problem of object metamorphosis, which includes as a particular case the problem of image metamorphosis. Although we are not primarily concerned with implementation issues in this paper, the concepts we introduce can be exploited for systems design and development using object oriented programming.

Image Deformation and Metamorphosis
B. Costa, L. Darsa and J. Gomes
SIBGRAPI '92, Aguas de Lindoia, Sao Paulo, Brazil, Nov 1992
[sib92.ps.Z]

Metamorphosis is simply a complete change of shape, structure or substance of one object into another (Webster, 1989). This kind of trnasformation is a very effective tool that has been widely used by the film and video industry. In this paper, we give a conceptual overview of the metamorphosis problem and define precisely the meaning of image metamorphosis (also called image morphing). We analyze existing morphing techniques under this conceptual framework, and propose a new technique that explores some advantages of different existing methods.

Ray: Um ray tracer extensível e orientado a objetos
B. Costa and L. Darsa
Graduation Project, Department of Computer Science, PUC-Rio, Rio de Janeiro, Brazil, 1992
[ray91_ps.zip (portuguese, missing equations)]

 

Master Thesis


Deformation and Metamorphosis of Digital Images
Bruno Costa da Silva
Master’s Thesis, June 1994, Pontifical Catholic University of Rio de Janeiro, Brazil
[costa94p_ps.zip (portuguese) ] [costa94e_ps.zip (english, not final)] [costa94ppt.zip (presentation)]

 

Magazines


All You Ever Wanted to Know About Morphing (but were afraid to ask...)
Bruno Costa da Silva and Lucia Darsa
AC's TECH for the Commodore Amiga, 3(3), 1993, PiM Publications, Fall River, MA
 
The Development of a Ray Tracer: The Implementation
Bruno Costa
AC's TECH for the Commodore Amiga 2(1), 1992, PiM Publications, Inc., Fall River, MA
 
The Development of a Ray Tracer: Understanding Ray Tracing
Bruno Costa
AC's TECH for the Commodore Amiga 1(4), 1991, PiM Publications, Inc., Fall River, MA
 
The Development of a Ray Tracer: The Implementation
Bruno Costa
AC's TECH for the Commodore Amiga 2(1), 1992, PiM Publications, Inc., Fall River, MA
 
WildStar: Discovering an AmigaDOS 2.0 Hidden Feature
Bruno Costa
AC's TECH for the Commodore Amiga 1(3), 1991, PiM Publications, Inc., Fall River, MA
 
The Development of an AmigaDOS 2.0 Command-Line Utility
Bruno Costa
AC's TECH for the Commodore Amiga 1(3), 1991, PiM Publications, Inc., Fall River, MA
 
AmigaDOS for Programmers
Bruno Costa
AC's TECH for the Commodore Amiga 1(1), 1991, PiM Publications, Inc., Fall River, MA

 

Covers


Sibgrapi'96 Proceedings Cover
Lucia Darsa and Bruno Costa
SIBGRAPI '96, Caxambu, Minas Gerais, Brazil, October 1996
 
Sibgrapi'92 Proceedings Cover
Bruno Costa, Lucia Darsa and Jonas Gomes
SIBGRAPI '92, Aguas de Lindoia, Sao Paulo, Brazil, Nov 1992