Computer Animation and Virtual Worlds

Cover image for Vol. 25 Issue 2

March/April 2014

Volume 25, Issue 2

Pages i–ii, 99–198

  1. Issue Information

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Call for Papers
    5. Research Articles
    1. You have free access to this content
      Issue information (pages i–ii)

      Article first published online: 14 APR 2014 | DOI: 10.1002/cav.1551

  2. Editorial

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Call for Papers
    5. Research Articles
    1. You have free access to this content
      Editorial Issue 25.2 (pages 99–100)

      Nadia Magnenat-Thalmann and Daniel Thalmann

      Article first published online: 14 APR 2014 | DOI: 10.1002/cav.1573

  3. Call for Papers

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Call for Papers
    5. Research Articles
    1. EasyHome: an online virtual home decoration system (pages 101–113)

      Mingmin Zhang, Zhigeng Pan, Xixi Huang, Nan Xiang, Shuwen Wang and Pengyu Zhu

      Article first published online: 18 OCT 2013 | DOI: 10.1002/cav.1549

      Thumbnail image of graphical abstract

      This paper provides an online virtual home decoration system. The main functions of this system include house design, house decoration and data management. House design proposes an automatic joint method of walls. House decoration part contains doors, windows and triangularization on the floors. In data management aspect, we embed a browser into this system to obtain decoration models on the basis of web interaction.

  4. Research Articles

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Call for Papers
    5. Research Articles
    1. Robust multi-level partition of unity implicits from triangular meshes (pages 115–127)

      Weitao Li, Yuanfeng Zhou, Caiming Zhang and Xuemei Li

      Article first published online: 10 AUG 2013 | DOI: 10.1002/cav.1536

      Thumbnail image of graphical abstract

      We propose a robust multi-level partition of unity (MPU) method with a new weighted function, called weighted polygon-implicit error metric, which makes a difference between the inner points and the vertices of a triangle properly. Compared with the old storage strategy for polygon-implicit error metric, about half of memory space can be saved. Furthermore, this new weighted function and the dual graph have been applied to MPU and achieved a new algorithm that reduces the number of kernel functions dramatically.

    2. Interactive focus + context medical data exploration and editing (pages 129–141)

      Can Kirmizibayrak, Mike Wakid, Yeny Yim, Dimitre Hristov and James K. Hahn

      Article first published online: 15 JUL 2013 | DOI: 10.1002/cav.1538

      Thumbnail image of graphical abstract

      We present a focus + context medical visualization method using the volumetric Magic Lens approach. Our extension to the paradigm uses the Magic Lens to perform volume editing tasks to visualize multiple modalities in a single view. Methods are introduced for real-time performance, and application of our approach to radiation therapy is discussed.

    3. Virtual cubic panorama synthesis based on triangular reprojection (pages 143–154)

      Chunxiao Zhang, Eric Dubois and Yan Zhao

      Article first published online: 31 JUL 2013 | DOI: 10.1002/cav.1541

      Thumbnail image of graphical abstract

      This paper proposes a processing pipeline for cubic panorama synthesis based on 2D/3D triangular reprojection. This pipeline uses matching features to conduct the triangular meshing on cubic panoramas, and introduces the matching line constraint, which significantly reduces the artifacts of straight-line features in the rendered image and accelerates the division process. The modules of this pipeline take the geometrical characteristics of cubic panorama into account, successfully handling the discontinuity of the cube edges when the triangular mesh covers different faces.

    4. Interactive deformation and cutting simulation directly using patient-specific volumetric images (pages 155–169)

      Shuai Li, Qinping Zhao, Shengfa Wang, Aimin Hao and Hong Qin

      Article first published online: 19 AUG 2013 | DOI: 10.1002/cav.1543

      Thumbnail image of graphical abstract

      This paper systematically advocates a volumetric image manipulation framework driven by non-linear finite element, which can enable the rapid deployment and instant utility of patient-specific medical images while requiring little user involvement. It seamlessly integrates multiple technical elements to synchronously accommodate physics-plausible simulation and high-fidelity anatomical structures visualization. The entire framework is built upon cuda and thus can achieve interactive performance even on a commodity laptop.

    5. Optimization-based group performance deducing (pages 171–184)

      Lei Lv, Tianlu Mao, Xuecheng Liu and Zhaoqi Wang

      Article first published online: 29 AUG 2013 | DOI: 10.1002/cav.1544

      Thumbnail image of graphical abstract

      In this paper, we introduced an optimization method to generate large-scale group performance by deducing a small-scale one with fewer actors. We introduced group motion bigraph technique and transformed the motion-deducing problem into a constrained optimization problem, and a solving process is then presented to automatically obtain the motion of the large group with velocity constraints. The animation results show that our method is competent for deducing large-scale group performance from only several motion clips performed by small groups.

    6. Real-time generation of smoothed-particle hydrodynamics-based special effects in character animation (pages 185–198)

      Tianchen Xu, Wen Wu and Enhua Wu

      Article first published online: 10 SEP 2013 | DOI: 10.1002/cav.1545

      Thumbnail image of graphical abstract

      This paper presents an effective approach to the real-time generation of the fluid flow driven by the motion of a character, based on smoothed-particle hydrodynamics method. The novel method of conducting the fluid particles by the geometric properties of the character motion trajectory is introduced. Furthermore, the optimized algorithms of particle searching and rendering are proposed, by taking advantage of the GPU. Consequently, both simulation and rendering of the 3D liquid effects with character interactions can be performed in real-time.

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