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Displaying 1-20 out of 20 total
Predetermination of ICP Registration Errors And Its Application to View Planning
Found in: 3D Digital Imaging and Modeling, International Conference on
By Kok-Lim Low, Anselmo Lastra
Issue Date:August 2007
pp. 73-80
We present an analytical method to estimate the absolute registration error bounds if two surfaces were to be aligned using the ICP (Iterative Closest Point) algorithm. The estimation takes into account (1) the amount of overlap between the surfaces, (2) t...
 
Combining Head-Mounted and Projector-Based Displays for Surgical Training
Found in: Virtual Reality Conference, IEEE
By Kok-Lim Low, Adrian Ilie, Greg Welch, Anselmo Lastra
Issue Date:March 2003
pp. 110
We introduce and present preliminary results for a hybrid display system combining head-mounted and projector-based displays. Our work is motivated by a surgical training application, where it is necessary to simultaneously provide both a high-fidelity vie...
 
Aligning images in the wild
Found in: 2012 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)
By Wen-Yan Lin, Linlin Liu,Y. Matsushita, Kok-Lim Low, Siying Liu
Issue Date:June 2012
pp. 1-8
Aligning image pairs with significant appearance change is a long standing computer vision challenge. Much of this problem stems from the local patch descriptors' instability to appearance variation. In this paper we suggest this instability is due less to...
 
Efficient Constraint Evaluation Algorithms for Hierarchical Next-Best-View Planning
Found in: 3D Data Processing Visualization and Transmission, International Symposium on
By Kok-Lim Low, Anselmo Lastra
Issue Date:June 2006
pp. 830-837
We recently proposed a new and efficient next-best-view algorithm for 3D reconstruction of indoor scenes using active range sensing. We overcome the computation difficulty of evaluating the view metric function by using an adaptive hierarchical approach to...
 
Immersive Electronic Books for Surgical Training
Found in: IEEE Multimedia
By Greg Welch, Andrei State, Adrian Ilie, Kok-Lim Low, Anselmo Lastra, Bruce Cairns, Herman Towles, Henry Fuchs, Ruigang Yang, Sascha Becker, Dan Russo, Jesse Funaro, Andries van Dam
Issue Date:July 2005
pp. 22-35
Immersive electronic books (IEBooks) for surgical training will let surgeons explore previous surgical procedures in 3D. The authors describe the techniques and tools for creating IEBook.
 
Automatic Image Alignment for 3D Environment Modeling
Found in: Graphics, Patterns and Images, SIBGRAPI Conference on
By Nathaniel Williams, Kok-Lim Low, Chad Hantak, Marc Pollefeys, Anselmo Lastra
Issue Date:October 2004
pp. 388-395
We describe an approach for automatically registering color images with 3D laser scanned models. We use the chi-square statistic to compare color images to polygonal models texture mapped with acquired laser reflectance values. In complicated scenes we fin...
 
Reliable and Rapidly-Converging ICP Algorithm Using Multiresolution Smoothing
Found in: 3D Digital Imaging and Modeling, International Conference on
By Kok-Lim Low, Anselmo Lastra
Issue Date:October 2003
pp. 171
Autonomous range acquisition for 3D modeling requires reliable range registration, for both the precise localization of the sensor and combining the data from multiple scans for view-planning computation. We introduce and present a novel approach to improv...
 
Blending Multiple Views
Found in: Computer Graphics and Applications, Pacific Conference on
By Ramesh Raskar, Kok-Lim Low
Issue Date:October 2002
pp. 145
<p>Current blending methods in image-based rendering use local information such as
 
Surface and contour-preserving origamic architecture paper pop-ups
Found in: IEEE Transactions on Visualization and Computer Graphics
By Sang N. Le, Su-Jun Leow, Tuong-Vu Le-Nguyen,Conrado Ruiz, Kok-Lim Low
Issue Date:February 2014
pp. 276-288
Origamic architecture (OA) is a form of papercraft that involves cutting and folding a single sheet of paper to produce a 3D pop-up, and is commonly used to depict architectural structures. Because of the strict geometric and physical constraints, OA desig...
 
Generating multi-style paper pop-up designs using 3D primitive fitting
Found in: SIGGRAPH Asia 2013 Technical Briefs (SA '13)
By Conrado R. Ruiz, Kok-Lim Low, Sang N. Le
Issue Date:November 2013
pp. 1-4
Paper pop-ups are fascinating three-dimensional books that impart stories and information more vividly to their readers. The design and construction of these pop-up books, however, are generally done by hand, and given the lack of expertise in this area, h...
     
SandCanvas: new possibilities in sand animation
Found in: Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems (CHI EA '11)
By Kien Chuan Chua, Kok-Lim Low, Richard Davis, Rubaiat Habib Kazi, Shengdong Zhao
Issue Date:May 2011
pp. 483-483
Sand animation is a performance art technique in which an artist tells stories by creating animated images with sand. Inspired by this medium, we have developed a new multi-touch digital artistic medium named SandCanvas that simplifies the creation of sand...
     
SandCanvas: a multi-touch art medium inspired by sand animation
Found in: Proceedings of the 2011 annual conference on Human factors in computing systems (CHI '11)
By Kien Chuan Chua, Kok-Lim Low, Richard Davis, Rubaiat Habib Kazi, Shengdong Zhao
Issue Date:May 2011
pp. 1283-1292
Sand animation is a performance art technique in which an artist tells stories by creating animated images with sand. Inspired by this medium, we have developed a new multi-touch digital artistic medium named SandCanvas that simplifies the creation of sand...
     
Multi-resolution screen-space ambient occlusion
Found in: Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology (VRST '10)
By Kok-Lim Low, Thai-Duong Hoang
Issue Date:November 2010
pp. 101-102
We present a new screen-space ambient occlusion algorithm (SSAO), which we call Multi-Resolution Screen-Space Ambient Occlusion (MSSAO). The method computes ambient occlusion by combining occlusion values using multiple mipmap levels of a g-buffer. Our met...
     
Real-time CSG rendering using fragment sort
Found in: Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology (VRST '10)
By Bo Peng, Kok-Lim Low, Thai-Duong Hoang
Issue Date:November 2010
pp. 99-100
Constructive solid geometry (CSG) is a geometric representation where a complex 3D object is represented by combining simple solid objects (called primitives) using Boolean operators. The primitives can be convex or non-convex solids. The basic Boolean ope...
     
Automatic registration of color images to 3D geometry
Found in: Computer Graphics International (CGI '09)
By Kok-Lim Low, Yunzhen Li
Issue Date:May 2009
pp. 21-28
We present an approach to automatically register a large set of color images to a 3D geometric model. The problem arises from the modeling of real-world environments, where surface geometry is acquired using range scanners whereas the color information is ...
     
Interacting with spatially augmented reality
Found in: Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation (AFRIGRAPH '01)
By Kok-Lim Low, Ramesh Raskar
Issue Date:November 2001
pp. 101-108
We present the notion of projector-based spatially augmented reality (SAR), and explore how it can be used as an effective user interface to enable users to easily and naturally interact with their real physical environment and the virtual environment. In ...
     
Life-sized projector-based dioramas
Found in: Proceedings of the ACM symposium on Virtual reality software and technology (VRST '01)
By Anselmo Lastra, Greg Welch, Henry Fuchs, Kok-Lim Low
Issue Date:November 2001
pp. 93-101
We introduce an idea and some preliminary results for a new projector-based approach to re-creating real and imagined sites. Our goal is to achieve re-creations that are both visually and spatially realistic, providing a small number of relatively unencumb...
     
Computing bounding volume hierarchies using model simplification
Found in: Proceedings of the 1999 symposium on Interactive 3D graphics (SI3D '99)
By Ket-Fah Chong, Kok-Lim Low, Tiow-Seng Tan
Issue Date:April 1999
pp. 63-69
we present an exact and interactive collision detection system, I-COLLIDE, for large-scale environments. Such environments are characterized by the number of objects undergoing rigid motion and the complexity of the models. The algorithm does not assume th...
     
Collision detection framework using model simplification
Found in: ACM SIGGRAPH 98 Conference abstracts and applications (SIGGRAPH '98)
By Ket-Fah Chong, Kok-Lim Low, Tiow-Seng Tan
Issue Date:July 1998
pp. 246
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
Model simplification using vertex-clustering
Found in: Proceedings of the 1997 symposium on Interactive 3D graphics (SI3D '97)
By Kok-Lim Low, Tiow-Seng Tan
Issue Date:April 1997
pp. 75-ff.
we present an exact and interactive collision detection system, I-COLLIDE, for large-scale environments. Such environments are characterized by the number of objects undergoing rigid motion and the complexity of the models. The algorithm does not assume th...
     
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