Video Notes

Monday
1. Interactive Boundary Computations of Boolean Combinations of Sculptured Solids
rendering / ray tracing - placement of objects - avoiding collsions with other objects.
composition of objects - intersection, curve between objects - curve with topological info - raytracing

2. OBB Tree: A Hierarchial Structure for Rapid Interference Detection
small boxes where moving parts are - rejection set - movement thru bounding boxes - moving objects intersecting

3. Real-Time Rendering of Massive Models
massive = 500k elements
real-time = 20fps
simplification - not rendering objects that viewer can't see
- not rendering polygons that won't be seen from a certain viewpoint
simplification envelopes - every point
classify polygons according to where they intersect
hierarchal backface culling - algorithms to determine what's visible/important & only render that - simplify everything else.
texture based simplification - textrue replaces some geometry
radiosity as textures - reducing # of triangles.

4. SoCG 96
a. Radiosity in Flatland Made Visibly Simple
indoor scenes reflect light from all surfaces... computing how light reflects from one object onto another is time consuming
b. Four Polytopes and a Funeral
determining shape of shadow of 3-D objects... projecting shapes through different dimensions.
c. On Computing Edges that are all in Minimum Triangulations
minimizing total edge length... determining which edges are certain.
d. A Package For Triangulation
four algorithms - minimum weight triangulation.
markov chain and random generation.. conserving memory by only keeping what's in memory... enumeration of triangulations.
e. Testing Control Systems through Impulse-Based Simulation
contact between object behavior in nature rather than by user definition
closest features algorithm - track closest edges and vertices between objects - determine distance between objects to see if there's a collision.
maintain the set of visible segments from the viewpoint.
using triangulation to see if all the segments are visible from the viewpoint.
f. Collision Detection on Fly-Throughs
determining how objects knock into other objects.
parametric surfaces - twisting surfaces to get desired shapes.


Wednesday

5. 11th Annual Symposium 1995

a. Interactive Mechanism Analysis and Design
shape and motion interaction
manipulation of configuration spaces
part motions - contact constants
contact curves
shape and size considerations - angle of space between objects

b. Using Configuration Spaces
magnetic resonance images (human pelvis)
contour line drawing through triangulation
connecting triangles from 2 2D drawings to create 3D object

c. 3D Modeling Using Delaway Triangulation
voronoi cone
calculates distance between objects w/overlaps for triangulation
concavity features

d. Incremental Collision Detection for Polygonal Models
decompose surface objects - small number of simple shapes
decompose only surface
breadth first search
flood and retract

e. Convex Surface Decomposition
distance through origin
real space
dual space
vertices and edges - graphs
visibility graph

f. Visibility Complex Made Visibly Simple



6. SoCG '97

a. Bisector Surface of Freeform Rational Space Curves
point - curve
planar surface - curve
bisector surfaces


b. 3D Visibility Made Visibly Simple - Intro to Visibility Skeleton
vertex to polygon views
topological changes of visibility
connecting vertex to edges
edge alignment
lines drawn from points through shapes

c. Application of an Effective Geometrical Clustering Method to a Color Quantization Problem
geometric clustering problem
2 clustering algorithm
clustering technique
computer samples - then original
voronoi partition
k-clustering
image of color space
local improvement w/ fixed view


d. Animating the Offset Polygon Distance Function
placement of polygons w/respect to a set of points
voronoi diagram
offset polygon - shrinking edges disappear - centroid

e. Triangulation-Based Object Reconstruction Methods
point sampling - 3D shapes
dense triangle mesh - mesh simplification
loose mesh - a patch fitting - c' smooth model

f. Approximating Weighted Shortest Points on Polyhedral Surfaces
polyhedral terrian - finding shortest path thru terrian
* * finding shortest path through weighted terrain
euclidean polyhedra weighted in the plane
convex/non convex polyhedra -
fixed scheme
lowest points - approx. path
stiener points