Nothing Special   »   [go: up one dir, main page]

Skip to main content
Log in

Methods and data structures for virtual world exploration

  • Original Article
  • Published:
The Visual Computer Aims and scope Submit manuscript

Abstract

This paper is dedicated to virtual world exploration techniques that help humans to understand a 3D scene. The paper presents a technique to calculate the quality of a viewpoint for a scene, and describes how this information can be used. A two-step method for an automatic real-time scene exploration is introduced. In the first step, a minimal set of “good” points of view is determined; in the second step, these viewpoints are used to compute a camera path around the scene. The proposed method enables one to get a good comprehension of a single virtual artifact or of the scene structure.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

Explore related subjects

Discover the latest articles, news and stories from top researchers in related subjects.

References

  1. Barral, P., Dorme, G., Plemenos, D.: Visual understanding of a scene by automatic movement of a camera. In: Y. Bayakovsky (ed.) Graphicon’99. Moscow (Russia) (1999)

  2. Barral, P., Dorme, G., Plemenos, D.: Intelligent scene exploration with a camera. In: D. Plemenos (ed.) International Conference 3IA’00. Limoges (France) (2000)

  3. Barral, P., Dorme, G., Plemenos, D.: Scene understanding techniques using a virtual camera. In: Eurographics’2000. Interlaken (Switzerland) (2000)

  4. Bresenham, J.E.: Algorithm for computer control of a digital plotter. IBM Syst. J. 4(1), 25–30 (1965)

    Article  Google Scholar 

  5. Chazelle, B.: Triangulating a simple polygon in linear time. Discrete Comput. Geom. 6(5), 485–524 (1991)

    Article  MATH  MathSciNet  Google Scholar 

  6. Colin, C.: A system for exploring the universe of polyhedral shapes. In: Eurographics’88. Nice (France) (1988)

  7. Dorme, G.: Study and implementation of 3D scene understanding techniques. Ph.D. Thesis, University of Limoges (France) (2001) (in French)

  8. Feige, U.: A threshold of ln n for approximating set cover. J. ACM 45(4), 634–652 (1998)

    Article  MATH  MathSciNet  Google Scholar 

  9. Feixas, M.: An information theory framework for the study of the complexity of visibility and radiosity in a scene. PhD Thesis, University of Catalonia (2002)

  10. Feixas, M., del Acebo, E., Bekaert, P., Sbert, M.: An information theory framework for the analysis of scene complexity. Comput. Graph. Forum 18(3), 95–106 (1999)

    Article  Google Scholar 

  11. Garey, M.R., Johnson, D.S.: Computers and Intractability – A Guide to the Theory of NP-Completeness. Freeman and Company, New York (1979)

    MATH  Google Scholar 

  12. Jaubert, B., Tamine, K., Plemenos, D.: Techniques for off-line scene exploration using a virtual camera. In: D. Plemenos (ed.) International Conference 3IA’06. Limoges (France) (2006)

  13. Kamada, T., Kawai, S.: A simple method for computing general position in displaying three-dimensional objects. Comput. Vision Graph. Image Process. 41(1), 43–56 (1988)

    Article  Google Scholar 

  14. Lee, C.H., Varshney, A., Jacobs, D.W.: Mesh saliency. ACM Trans. Graph. 24(3), 659–666 (2005)

    Article  Google Scholar 

  15. Marchand, E., Courty, N.: Image-based virtual camera motion strategies. In: S. Fels, P. Poulin (eds.) Graphics Interface Conference, GI’00, pp. 69–76. Morgan Kaufmann, Montreal, Quebec (2000)

    Google Scholar 

  16. Noser, H., Renault, O., Thalmann, D., Thalmann, N.M.: Navigation for digital actors based on synthetic vision, memory, and learning. Comput. Graph. 19(1), 7–19 (1995)

    Article  Google Scholar 

  17. Plemenos, D.: A contribution to the study and development of scene modelling, generation and visualisation techniques. The Multiformes project., Professorial dissertation, University of Nantes, France (1991)

  18. Plemenos, D.: Exploring virtual worlds: Current techniques and future issues. In: E. Kuzmin, D. Ivanov (eds.) International Conference Graphicon’03. Moscow (Russia) (2003)

  19. Plemenos, D., Benayada, M.: Intelligent display in scene modelling. New techniques to automatically compute good views. In: T. Paltashev (ed.) Graphicon’96. Saint Petersburg (Russia) (1996)

  20. Plemenos, D., Grasset, J., Jaubert, B., Tamine, K.: Intelligent visibility-based 3D scene processing techniques for computer games. In: V. Debelov (ed.) Graphicon’05. Novosibirsk (Russia) (2005)

  21. Plemenos, D., Sbert, M., Feixas, M.: On viewpoint complexity of 3D scenes. In: E. Kuzmin, D. Ivanov (eds.) International Conference Graphicon’04. Moscow (Russia) (2004)

  22. Sbert, M., Feixas, M., Rigau, J., Castro, F., Vázquez, P.P.: Applications of the information theory to computer graphics. In: International Conference 3IA’02. Limoges (France) (2002)

  23. Sokolov, D., Plemenos, D.: Viewpoint quality and scene understanding. In: M. Mudge, N. Ryan, R. Scopigno (eds.) VAST 2005: Eurographics Symposium Proceedings, pp. 67–73. Eurographics Association, ISTI-CNR Pisa, Italy (2005)

    Google Scholar 

  24. Vázquez, P.P.: On the selection of good views and its application to computer graphics. Ph.D. Thesis, Barcelona (Spain) (2003)

  25. Vázquez, P.P., Feixas, M., Sbert, M., Heidrich, W.: Viewpoint selection using viewpoint entropy. In: VMV ’01: Proceedings of the Vision Modeling and Visualization Conference 2001, pp. 273–280. Aka GmbH (2001)

  26. Vázquez, P.P., Feixas, M., Sbert, M., Heidrich, W.: Image-based modeling using viewpoint entropy. In: Computer Graphics International, pp. 267–279 (2002)

  27. Vázquez, P.P., Sbert, M.: Automatic indoor scene exploration. In: International Conference 3IA’03. Limoges (France) (2003)

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Dmitry Sokolov.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Sokolov, D., Plemenos, D. & Tamine, K. Methods and data structures for virtual world exploration. Visual Comput 22, 506–516 (2006). https://doi.org/10.1007/s00371-006-0025-3

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s00371-006-0025-3

Keywords

Navigation