Month: October 2017

Fast and exact discrete geodesic computation based on triangle-oriented wavefront propagation.

Computing discrete geodesic distance over triangle meshes is one of the fundamental problems in computational geometry and computer graphics. In this problem, an effective window pruning strategy can significantly affect the actual running time. Due to its importance, we conduct an in-depth study of window pruning operations in this paper, […]

Evaluation of coupled finite element/meshfree method for a robust full-scale crash worthiness simulation of railway vehicles

The crashworthiness of a railway vehicle relates to its passive safety performance. Due to mesh distortion and difficulty in controlling the hourglass energy, conventional finite element methods face great challenges in crashworthiness simulation of large-scale complex railway vehicle models. Meshfree methods such as element-free Galerkin method offer an alternative approach […]

A fast propagation scheme for approximate geodesic paths

Geodesic paths on surfaces are indispensable in many research and industrial areas, including architectural and aircraft design, human body animation, robotic path planning, terrain navigation, and reverse engineering. 3D models in these applications are typically large and complex. It is challenging for existing geodesic path algorithms to process large-scale models […]

Fast and Memory-Efficient Voronoi Diagram Construction on Triangle Meshes

Geodesic based Voronoi diagrams play an important role in many applications of computer graphics. Constructing such Voronoi diagrams usually resorts to exact geodesics. However, exact geodesic computation always consumes lots of time and memory, which has become the bottleneck of constructing geodesic based Voronoi diagrams. In this paper, we propose […]

Exploitation of multiplayer interaction and development of virtual puppetry storytelling using gesture control and stereoscopic devices

With the rapid development of human-computer interaction technologies, the new media generation demands novel learning experiences with natural interaction and immersive experience. Considering that digital storytelling is a powerful pedagogical tool for young children, in this paper, we design an immersive storytelling environment that allows multiple players to use naturally […]

Fast multiple-fluid simulation using Helmholtz free energy

Multiple-fluid interaction is an interesting and common visual phenomenon we often observe. In this paper, we present an energybased Lagrangian method that expands the capability of existing multiple-fluid methods to handle various phenomena, such as extraction, partial dissolution, etc. Based on our user-adjusted Helmholtz free energy functions, the simulated fluid […]

A Linear Approach for Depth and Colour Camera Calibration Using Hybrid Parameters

Many recent applications of computer graphics and human computer interaction have adopted both colour cameras and depth cameras as input devices. Therefore, an effective calibration of both types of hardware taking different colour and depth inputs is required. Our approach removes the numerical difficulties of using non-linear optimization in previous […]

Supervised coordinate descent method with a 3D bilinear model for face alignment and tracking

Face alignment and tracking play important roles in facial performance capture. Existing data-driven methods for monocular videos suffer from large variations of pose and expression. In this paper, we propose an efficient and robust method for this task by introducing a novel supervised coordinate descent method with 3D bilinear representation. […]

Understanding the impact of multimodal interaction using gaze informed mid-air gesture control in 3D virtual objects manipulation

Multimodal interactions provide users with more natural ways to manipulate virtual 3D objects than using traditional input methods. An emerging approach is gaze modulated pointing, which enables users to perform object selection and manipulation in a virtual space conveniently through the use of a combination of gaze and other interaction […]