686393
Accelerated walkthrough of large spline models
CAD and rmimation applications. In this pa-per, we present algorithms for interactive walkthrough ofcomplex NURBS models composed of tens of thousands ofpatches on current graphics systems. Given a spline model,the algorithm precomputes simplification of a collection ofpatches and represents them hierarchically. Given a chang-ing viewpoint, the algorithm combines these simplificationswith dynamic tessellations to generate appropriate levels ofdetail. We also propose a system pipeline for parallel im-plementation on multi-processor configurations. Diiferentcomponents,
8107037
Forward Shadow Mapping
Forward shadow mapping is a new approach to real-time shadow generation. The traditional shadow map algorithm maps the pixels in the eye’s view backward into the depth buffers of light sources (i.e. shadow maps), which is similiar to and often implemented as an extension to texture mapping. Our algorithm reverses this process by using 3-D image warping techniques to transform shadow map pixels forward into the eye’s view to directly indicate which pixels are lit; it does not interfere with normal texture mapping and easily supports antialiased shadow edges and projective textures. Access to shadow maps and projective textures is in pixel-sequential order. This algorithm has advantages when speed of texture mapping becomes the performance bottleneck, which is often the case in visual simulation and game applications.
35208191
Pattern generation with color map gouraud shading
Abstract This paper introduces a simple and fast method for generating intricate and aesthetically pleasing patterns. The essence of the method is rendering color map Gouraud-shaded polygons. In color map Gouraud shading, the interpolated values are not the RGB color components but the indices of entries in a color map. The method can produce a great variety of complex patterns, and the generation time depends almost solely on the speed of rendering Gouraud-shaded polygons.
18261046
Shelling Algorithm in Solid Modeling
Shelling is a powerful modeling operation in current CAD /CAM systems. In this paper, we present a new shelling algorithm for regular B-Rep solids. We first generate an initial offset solid, then correct the self-intersecting offset solid if necessary. We obtain the resultant shelling solid through a regularized Boolean operation finally. The algorithm has been implemented in a solid modeling system, and some examples are given to illustrate it.
11427190
Exploiting the IPID Field to Infer Network Path and End-System Characteristics
In both active and passive network Internet measurements, the IP packet has a number of important header fields that have played key roles in past measurement efforts, e.g., IP source/destination address, protocol, TTL, port, and sequence number/acknowledgment. The 16-bit identification field (IPID) has only recently been studied to determine what information it might yield for network measurement and performance characterization purposes. We explore several new uses of the IPID field, including how it can be used to infer: (a) the amount of internal (local) traffic generated by a server; (b) the number of servers in a large-scale, load-balanced server complex and; (c) the difference between one-way delays of two machines to a target computer. We illustrate and validate the use of these techniques through empirical measurement studies.
6607794
Can an Overlay Compensate for a Careless Underlay?
We investigate the ability of an overlay network to compensate for “careless” routing in the native network layer, i.e., for network-layer routes not optimized for performance. We consider cost/traffic-dependent, overlay routing on top of an underlay routing based on randomly-generated, cost/traffic-independent link weights, and determine the extent to which overlay-overcareless-underlay can achieve performance close to that attainable when underlay routing is performed in an optimal cost/trafficdependent (“careful”) manner. We identify three graph-theoretic metrics that collectively characterize the richness of the underlay network: the tightness (characteristic path length, or CPL), the thickness (cut average) and the weighted sum of node degrees. We find that only when the underlay graph is rich can the overlay compensate for a careless underlay. If network links have linear costs, we prove that overlay cost is a linear increasing function of CPL under some assumptions. Finally, we investigate heuristics (based on the notion of richness) for choosing a set of overlay nodes of fixed size that is likely to result in good overlay performance.
14763506
Real-time voxelization for complex polygonal models
In this paper, we present an efficient voxelization algorithm for complex polygonal models by exploiting newest programmable graphics hardware. We first convert the model into three discrete voxel spaces according to its surface orientation. The resultant voxels are encoded as 2D textures and stored in three intermediate sheet buffers called directional sheet buffers. These buffers are finally synthesized into one worksheet, which records the volumetric representation of the target. The whole algorithm traverses the geometric model only once and is accomplished entirely in GPU (graphics processing unit), achieving real-time frame rate for models with up to 2 million triangles.
15559062
Adaptive Geometry Compression Based on 4-Point Interpolatory Subdivision Schemes
We propose an adaptive geometry compression method based on 4-point interpolatory subdivision schemes. It can work on digital curves of arbitrary dimensions. With the geometry compression method, a digital curve is adaptively compressed into several segments with different compression levels. Each segment is a 4-point subdivision curve with a subdivision step. In the meantime, we provide high-speed 4-point interpolatory subdivision curve generation methods for efficiently decompressing the compressed data. In the decompression methods, we consider both the open curve case and the closed curve case. For an arbitrary positive integer k, formulae of the number of the resultant control points of an open or closed 4-point subdivision curve after k subdivision steps are provided. The time complexity of the new approaches are O(n), where n is the number of the points in the given digital curve. Examples are provided as well to illustrate the efficiency of the proposed approaches.