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Computers & Graphics 27 (2003) 163–167 Guest editor’s introduction It is our great pleasure to present this special issue of Computers & Graphics on Virtual Reality (VR) and its Application. For this issue, the papers are selected from the contributions to the Third International Conference on VR and its Application in Industry (VRAI’2002). VRAI’2002 is the Third International Conference on VR held in China. The first one (International Work- shop on VR and Visualization in Scientific Computing) was held in 1995 in Hangzhou, China. Selected papers from this workshop were published as a Special Issue of Computers & Graphics Vol. 20, No. 2, 1996 (Guest Editor: Dr. Martin Goebel and Prof. Jiaoying Shi). The second workshop (International Workshop on VR and Application) was held in 1999. The plenary talks from this workshop were published by The International Journal of Virtual Reality, Vol. 4, No. 3, 2000 (CD- ROM edition, Content Editor: Prof. Zhigeng Pan). In 2002, the conference focuses on the theme ‘‘VR and its Industrial Application’’. This conference was orga- nized by the China Society of Image and Graphics, and co-organized by the VR Committee of the China Society of Image and Graphics; the State Key Lab of CAD & CG at Zhejiang University, China; and the Hangzhou Institute of Electronics Engineering, China. It was co- sponsored by EUROGRAHICS, the VR Society in Japan (VRSJ), Korean Association of VR (KAVR), IEEE-CS Beijing, Natural Science Foundation of China (NSFC), VR and Visualization Committee of China Computer Federation (CCF), and Machine Perception and VR Committee of China Association of Artificial Intelligence (CAAI). Topics of this conference include VR Algorithms, Real-time/Time-critical Rendering, Multi-resolution Modeling, Image-Based Modeling and Rendering, Distributed VR, Intelligent Virtual Environment, Human Computer Interface, Augmented Reality, VR Applications (Architecture, Manufacture, Aerospace, Automotive, Game/Entertainment, Visuali- zation, Education, etc. For this Special Issue on VR and its applications, we selected seven contributions: four related to VR technology, and three related to VR applications. And the authors are from Germany, USA, Japan, Korea, Singapore, China, Taiwan (China), etc. The first contribution by Ke Deng et al. is on light field, which is a well-known image-based rendering technology. The authors propose a correction and rectification framework that uses only four images. The framework involves un-distortion, feature point detection, homography computation to correct the orientation of the camera, and positional error correc- tion. The new method both corrects the positional error of the light field and rectifies the light field. The followed two papers are on real-time rendering techniques in VR systems but with different approaches. Yigang Wang et al. present a general method for selectively refining or coarsening progressive meshes. The method works for arbitrary meshes, deals with non- manifolds, and allows the change of manifold and genus properties of the mesh. A locally re-stripping method is also proposed to dynamically generate the strips during selective refinements, which efficiently forms strips for meshes coarsening or refining process. Chih-Chun Chen et al. introduce a hybrid render scheme that explores the locality of the visibility at the cost of extra storage and prefetching, and makes a tradeoff between image quality and rendering efficiency by using textured LOD meshes. M. Osama ALHALABI et al. study the network latency issue in cooperative shared haptic virtual environment by conducting a subjective evaluation to the force feedback and the task performance in a tele- handshake cooperative shared haptic system for differ- ent delay setting. Four subjective measures to evaluate the quality of haptic have been proposed, and a detailed description of the haptic sensation for different time delays is also described. The fifth paper is on VR application in medical training, which is the research result between several universities (Nanyang Technological University in Sin- gapore, Johns Hopkins University in USA, Zhejiang University in China, etc.). This paper describes a computerized simulation system for less invasive vas- cular interventions using VR-based technology. A virtual human patient is constructed on top of the visible human data incorporating in various vascular disease cases, and the human vascular network is modeled for the use of catheterization simulation. A haptic interface is integrated with the computer simula- tion system to provide tactile sensations to the user during the simulated catheterization procedures. The last two papers are application of VR to game/ entertainments. ChangHun Park et al. discuss the design and implementation techniques of Kyongju VR Theatre, 0097-8493/03/$ - see front matter r 2003 Elsevier Science Ltd. All rights reserved. doi:10.1016/S0097-8493(02)00273-X

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Page 1: Guest editor’s introduction

Computers & Graphics 27 (2003) 163–167

Guest editor’s introduction

It is our great pleasure to present this special issue of

Computers & Graphics on Virtual Reality (VR) and its

Application. For this issue, the papers are selected from

the contributions to the Third International Conference

on VR and its Application in Industry (VRAI’2002).

VRAI’2002 is the Third International Conference on

VR held in China. The first one (International Work-

shop on VR and Visualization in Scientific Computing)

was held in 1995 in Hangzhou, China. Selected papers

from this workshop were published as a Special Issue of

Computers & Graphics Vol. 20, No. 2, 1996 (Guest

Editor: Dr. Martin Goebel and Prof. Jiaoying Shi). The

second workshop (International Workshop on VR and

Application) was held in 1999. The plenary talks from

this workshop were published by The International

Journal of Virtual Reality, Vol. 4, No. 3, 2000 (CD-

ROM edition, Content Editor: Prof. Zhigeng Pan).

In 2002, the conference focuses on the theme ‘‘VR and

its Industrial Application’’. This conference was orga-

nized by the China Society of Image and Graphics, and

co-organized by the VR Committee of the China Society

of Image and Graphics; the State Key Lab of CAD &

CG at Zhejiang University, China; and the Hangzhou

Institute of Electronics Engineering, China. It was co-

sponsored by EUROGRAHICS, the VR Society in

Japan (VRSJ), Korean Association of VR (KAVR),

IEEE-CS Beijing, Natural Science Foundation of China

(NSFC), VR and Visualization Committee of China

Computer Federation (CCF), and Machine Perception

and VR Committee of China Association of Artificial

Intelligence (CAAI). Topics of this conference include

VR Algorithms, Real-time/Time-critical Rendering,

Multi-resolution Modeling, Image-Based Modeling

and Rendering, Distributed VR, Intelligent Virtual

Environment, Human Computer Interface, Augmented

Reality, VR Applications (Architecture, Manufacture,

Aerospace, Automotive, Game/Entertainment, Visuali-

zation, Education, etc.

For this Special Issue on VR and its applications, we

selected seven contributions: four related to VR

technology, and three related to VR applications. And

the authors are from Germany, USA, Japan, Korea,

Singapore, China, Taiwan (China), etc.

The first contribution by Ke Deng et al. is on light

field, which is a well-known image-based rendering

technology. The authors propose a correction and

rectification framework that uses only four images.

The framework involves un-distortion, feature point

detection, homography computation to correct the

orientation of the camera, and positional error correc-

tion. The new method both corrects the positional error

of the light field and rectifies the light field.

The followed two papers are on real-time rendering

techniques in VR systems but with different approaches.

Yigang Wang et al. present a general method for

selectively refining or coarsening progressive meshes.

The method works for arbitrary meshes, deals with non-

manifolds, and allows the change of manifold and genus

properties of the mesh. A locally re-stripping method is

also proposed to dynamically generate the strips during

selective refinements, which efficiently forms strips for

meshes coarsening or refining process. Chih-Chun Chen

et al. introduce a hybrid render scheme that explores the

locality of the visibility at the cost of extra storage and

prefetching, and makes a tradeoff between image quality

and rendering efficiency by using textured LOD meshes.

M. Osama ALHALABI et al. study the network

latency issue in cooperative shared haptic virtual

environment by conducting a subjective evaluation to

the force feedback and the task performance in a tele-

handshake cooperative shared haptic system for differ-

ent delay setting. Four subjective measures to evaluate

the quality of haptic have been proposed, and a detailed

description of the haptic sensation for different time

delays is also described.

The fifth paper is on VR application in medical

training, which is the research result between several

universities (Nanyang Technological University in Sin-

gapore, Johns Hopkins University in USA, Zhejiang

University in China, etc.). This paper describes a

computerized simulation system for less invasive vas-

cular interventions using VR-based technology. A

virtual human patient is constructed on top of the

visible human data incorporating in various vascular

disease cases, and the human vascular network is

modeled for the use of catheterization simulation. A

haptic interface is integrated with the computer simula-

tion system to provide tactile sensations to the user

during the simulated catheterization procedures.

The last two papers are application of VR to game/

entertainments. ChangHun Park et al. discuss the design

and implementation techniques of Kyongju VR Theatre,

0097-8493/03/$ - see front matter r 2003 Elsevier Science Ltd. All rights reserved.

doi:10.1016/S0097-8493(02)00273-X

Page 2: Guest editor’s introduction

the aim of which is to construct a versatile public

demonstration place for VR technology as new medium

for interactive storytelling of diverse kinds of artistic

expression and virtual heritage to public. The system is

based on a distributed micro-kernel architecture con-

sisting of multiple hosts on the network to integrate 3D

virtual space with many different types of applications

and interface devices on the network. In the last paper,

Zhigeng Pan et al. describe a virtual bowling game

machine called EasyBowling Machine, which is designed

and implemented based on techniques such as VR,

animation, and image processing. The most obvious

advantage of such bowling game machine over other

existing bowling games is that the system integrates

body exercise into game playing.

On preparing this special issue, we have got help

from a lot of experts in VR area. Thanks go to the

authors who make contribution to this special issue,

and the reviewers who made constructive suggestion

on revising the papers. Special thanks should be given

to Prof. Jos!e Encarna9c*ao, the editor-in-chief of

Computers & Graphics, for his kind offer to us on

editing this Special Issue after we talked about it in

Kunming in August 2001. His strong support to VRAI

conference will make the conference big success in the

future.

Zhigeng Pan

Jiaoying Shi

Guest Editors

Editorial / Computers & Graphics 27 (2003) 163–167164

Page 3: Guest editor’s introduction

Zhigeng Pan

CURRICULUM VITAE

Zhigeng Pan is the Director of VR and Multimedia Division, State Key Lab of CAD & CG, Zhejiang University.

Since 1993, he has been working at the State Key Lab of CAD & CG on a number of academic and industrial projects

related with distributed graphics, virtual reality, and multimedia. He has published more than 70 papers on

international journals, national journals and international conferences. He is the author or co-author of two books

related to computer graphics. He acted as one of the Guest Editors of a Special Issue of Computers & Graphics

(‘‘Computer Graphics in China’’). He acted as the content editor, and edited the special issue ‘‘Virtual Reality in

China’’ in 1999 for International Journal of Virtual Reality. Dr. Pan is a member of SIGGRAPH, a senior member

of the China Image and Graphics Association. He is on the editorial board of The International Journal of Virtual

Reality, International Journal of Image and Graphics, International Journal of CAD/CAM, Journal of Image and

Graphics, etc.

Jiaoying Shi

CURRICULUM VITAE

Jiaoying Shi is a professor of the Department of Computer Science and Engineering at Zhejiang University, China.

He is the Director of Academic Committee of State Key Lab of CAD & CG, the Deputy Chairman of China Image and

Graphics Association, the Deputy Chairman of China CAD and Graphics Society under China Computer Federation.

His research interests include distributed graphics, visualization, virtual reality, and multimedia. He is a member of

SIGGRAPH Education Committee, and on the Editorial Board of international journal Computers & Graphics,

journal of Image and Graphics, journal of CAD/CG, etc. He is the program chair of VRAI’2002, conference chair for

ACM VRST’2002, and the IPC members of some international conference related to computer graphics, virtual reality,

etc. Since 1990 his works are concentrated in visualization and virtual environment. He has published more than 100

papers and three books, and edited several special issues for Computers & Graphics.

Editorial / Computers & Graphics 27 (2003) 163–167 165

Page 4: Guest editor’s introduction

(1) Correction and Rectification of Light Fields

Ke Denga, Lifeng Wangb, Zhouchen Linb, Tao Fengb, Zhidong Denga

aTsinghua University, bMicrosoft Research Asia

Mail address:

Ke Deng

IG group, Microsoft Research Asia,

3/F Sigma building, Zhichun Road,

Haidian District, Beijing 100080, People’s Republic of China

Tel.: 133-010-35208

E-mail: [email protected]

(2) Selective Refinement of Progressive Meshes Using Vertex Hierarchies

Yigang Wanga,b, Bernd Fr .ohlichc, Martin G .obela

aFraunhofer-Institut f .ur Medienkommunication, GermanybInstitute of VR and Multimeida, HZIEE, Hangzhou, 310037, China

cBauhaus-Universit.at Weimar, Germany

Contact author: Dr. Yigang Wang

Address: Computer School , Hangzhou Institute of Electronics Engineering,

Hangzhou 310037, People’s Republic of China

Tel.: +86(0)571-88809109

E-mail: [email protected]

(3) Rendering Complex Scenes Using Spatial

Subdivision and Textured LOD Meshes

Chih-Chun Chen, Jung-Hong Chuang, Bo-Yin Lee, Wei-Wen Feng, Ting Chiou

Department of Computer Science and Information Engineering,

National Chiao Tung University, 1001 Ta Hsueh Road, Hsinchu, Taiwan 30050, ROC.

Corresponding author:

Jung-Hong Chuang

Address:

Department of Computer Science and Information Engineering,

National Chiao Tung University,

1001 Ta Hsueh Road, Hsinchu, Taiwan 30050, ROC.

(4) An Experimental Study on the Effects of Network Delay in

Cooperative Shared Haptic Virtual Environment

M. Osama ALHALABIa, Susumu HORIGUCHIb

aGraduate School of Knowledge Science, bGraduate School of Information Science,

Japan Advanced Institute of Science and Technology,

Asahi-Dai 1-1, Tatsunokuchi, Ishikawa 923-1292, Japan

Corresponding author: M. Osama ALHALABI

Graduate School of Knowledge Science, Japan Advanced Institute of Science and Technology,

Asahi-Dai 1-1, Tatsunokuchi, Ishikawa, 923-1292 Japan

Tel./fax:+81-761-51-1814

E-mail: [email protected]

(5) VR Simulated Training for Less Invasive Vascular Intervention

Yiyu Caia, Cheekong Chuib, Xiuzi Yec, Yaoping Wangb, James H Andersond

aNanyang Technological University, 50 Nanyang Avenue, SingaporebBio-medical Imaging Lab, Kent Ridge Digital Labs, Republic of Singapore

cState Key Lab of CAD and Computer Graphics, Zhejiang University, People’s Republic of ChinadSchool of Medicine, Johns Hopkins University, Baltimore, MD, USA

Editorial / Computers & Graphics 27 (2003) 163–167166

Page 5: Guest editor’s introduction

Corresponding author: Yiyu Cai

School of Mechanical and Production Engineering, Nanyang Technological University,

50 Nanyang Avenue, Singapore

Tel.: 65-67905777

Fax: 65-67911859

E-mail: [email protected]

(6) NAVER: Design and Implementation of VR Framework for Gyeongju VR Theatre

ChangHoon Park, Heedong Ko, Taiyun Kim

Imaging Media Research Center, Korea Institute of Science and Technology,

39-1 Hawolgok-dong, Sungbuk-gu, Seoul 136-791, South Korea

Corresponding author: ChangHoon Park

Imaging Media Research Center, Korea Institute of Science and Technology,

39-1 Hawolgok-dong, Sungbuk-gu, Seoul 136-791, South Korea

Fax: +82-2-959-0560

E-mail: [email protected]

(7) EasyBowling: A Small Bowling Machine Based on Virtual Simulation

Zhigeng Pana,b, Weiwei Xua, Jin Huanga, Mingmin Zhanga, Jiaoying Shia

aState Key Lab of CAD & CG, Zhejiang University, Hangzhou 310027, People’s Republic of ChinabInstitute of Virtual Reality and Multimedia, HZIEE, Hangzhou 310027, People’s Republic of China

Contact person: Prof. Zhigeng Pan

State Key Lab of CAD & CG, Zhejiang University,

Hangzhou 310027, People’s Republic of China

Tel.: 86-571-87951045

Fax: 86-571-87951780

E-mail: [email protected]

Editorial / Computers & Graphics 27 (2003) 163–167 167