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Browsing by Subject "Computational Geometry"

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    Perceived quality assessment in object-space for animated 3D models
    (2012) Yakut, Işıl Doğa
    Computational models and methods to handle 3D graphics objects continue to emerge with the wide-range use of 3D models and rapid development of computer graphics technology. Many 3D model modification methods exist to improve computation and transfer time of 3D models in real-time computer graphics applications. Providing user with the least visually-deformed model is essential for 3D modification tasks. In this thesis, we propose a method to estimate the visually perceived differences on animated 3D models. The model makes use of Human Visual System models to mimic visual perception. It can also be used to generate a 3D sensitivity map for a model to act as a guide during the application of modifications. Our approach gives a perceived quality measure using 3D geometric representation by incorporating two factors of Human Visual System (HVS) that contribute to perception of differences. First, spatial processing of human vision model enables us to predict deformations on the surface. Secondly, temporal effects of animation velocity are predicted. Psychophysical experiment data is used for both of these HVS models. We used subjective experiments to verify the validity of our proposed method.
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    Right-triangular subdivision for texture mapping ray-traced objects
    (Springer, 1998) Akdemir, U.; Özgüç, B.; Güdükbay, Uğur; Selçuk, A.
    The introduction of global illumination and texture mapping enabled the generation of high-quality, realistic looking images of computer graphics models. We describe a fast and efficient 2D texture mapping algorithm that uses triangle-to-triangle mapping, taking advantage of mapping an arbitrary triangle to a right triangle. This requires fewer floating point operations for finding the 2D texture coordinates and little preprocessing and storage. Texture mapping is combined with ray tracing for better visual effects. A filtering technique alternative to area sampling is developed to avoid aliasing artifacts. This technique uses linear eye rays, and only one eye ray per pixel is fired. A uniform supersampling filtering technique eliminates aliasing artifacts at the object edges.
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    Stereoscopic view-dependent visualization of terrain height fields
    (IEEE, 2002) Güdükbay, Uğur; Yilmaz, T.
    Visualization of large geometric environments has always been an important problem of computer graphics. In this paper, we present a framework for the stereoscopic view-dependent visualization of large scale terrain models. We use a quadtree based multiresolution representation for the terrain data. This structure is queried to obtain the view-dependent approximations of the terrain model at different levels of detail. In order not to lose depth information, which is crucial for the stereoscopic visualization, we make use of a different simplification criterion, namely, distance-based angular error threshold. We also present an algorithm for the construction of stereo pairs in order to speed up the view-dependent stereoscopic visualization. The approach we use is the simultaneous generation of the triangles for two stereo images using a single draw-list so that the view frustum culling and vertex activation is done only once for each frame. The cracking problem is solved using the dependency information stored for each vertex. We eliminate the popping artifacts that can occur while switching between different resolutions of the data using morphing. We implemented the proposed algorithms on personal computers and graphics workstations. Performance experiments show that the second eye image can be produced approximately 45 percent faster than drawing the two images separately and a smooth stereoscopic visualization can be achieved at interactive frame rates using continuous multiresolution representation of height fields.

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