Adam Goinski - personal web page

Not the best pic of me

Last update: 18.04.2008 (dd.mm.yyyy)


What's new

Contact information

E-mail:  A.Goinski AT wp.pl (in anti-spam format)
Web page: fractals.republika.pl


Description

This site is mostly dedicated to my research work in 3D graphics domain. Especially, I am deeply interested in 3D real-time graphics, the domain that changes the most rapidly but it’s still a little bit underestimated.
I will be glad if I get any respond from you (notice that my email address is in anti-spam format, see contact section for details). Moreover, I am open for new challenges and offers: both work and research proposals (R&D, PhD, programming). 
Finally, all my papers are available in PDF format on request.


Research interests

Projects

Applications requirements:
- Operating system: win'98, me, 2000, xp etc...
- DirectX 8.1
- 3D Accelerator

3dShow!
A slideshow in 3D. My very first work for MS Win32 API and DirectX - released in the year 2000. I implemented some nice effects there (including real-time shadows).
Download it here. May still work :)
Magic table
A sample of springs system in action. The application gives an opportuninty to see the wireframe mode and to change the wind condition
You may download it here (DX is a req.)
2D Escape Time Fractals
Self-written generator based on the idea of Pickover and Sprott

The generator for Win platform available here (DX req.)
IFS
A classic IFS interpolation in action with a few rendering algorithms (methods: classic, recurrent and multi-recurrent). Some interesting cases are depicted on the screenshots! The IFS interpolation seems to be very interesting in these special cases. You may obtain them by changing an order of control points and modifying some of the parameters. Take a deeper look at the screenshots where coefficients are given for some exceptions.
You may download the application for Win32 platform here (DX is a req.). It works in full-screen mode.


Gallery of 3-D fractals
Generation of Volumetric Escape Time Fractals
Computers&Graphics Vol. 27, No. 6 (2003), pp. 977-982

Abstract
Aesthetically appealing two-dimensional escape time fractals are often based on complex-function transfor­mations. The same methods of analysis and rendering can be extended to create fractal solids. Methods for generation of these objects very often use quaternion representations for transforming points in three or four dimensions. In this tutorial and artistic statement, we describe a simple yet effective approach for visualizing escape times of general quadratic fractal maps in the third dimension. The approach allows us to automatically generate diverse and beautiful volumetric shapes in real time on currently available personal computers.

Keywords
Iteration, Computer Art, Shape Geometry, Volume Rendering, Multidimensional Fractals

Download the pseudocode for generation such fractals
Or visit the image of a day on gamedav
Or download the app here

Remarks
Reprints available on request.
4D Fractals

4D fractals - sample images (9 to 10 frames over the fractal lifecycle). These fractals are an extension of my previous work on 3D Escape-Time Fractals. The main points are: no quaternions numbers, just real numebers with a combination of linear and quadratic functions. The most interesting of such four-dimensional fractals is that they have well-organized and balanced shapes in all dimensions.
Download the generator here

Keywords
Volume Rendering, Multidimensional Fractals
Sample renders
Sample renders using Cinema4D. Slawek Nikiel is the author of these images. The surfaces on these objects were obtained by the new reconstruction method presented in the projects section.

A recursive subdivision scheme for isosurface construction
Computers&Graphics
, Vol. 29, No. 1 (2005), pp. 155-164

Abstract
In the paper we would like to propose a new method for an isosurface construction. We aim to apply a recursive subdivision scheme widely known in fractal terrain synthesis to create a hierarchical mesh over a set of volumetric points. The algorithm starts from an explicit polygonal mesh representing a cube. The main idea is to apply a wrapping-like projection in recursive manner with sampling volumetric space along a vector normal in both directions. The algorithm allows for geometry compression, isosurface reconstruction and follows the idea of the Level of Detail (LoD). The method is illustrated by example of volumetric escape-time fractals.

Keywords
Isosurface Construction, Multi-Resolution, Geometry Compression, Midpoint Displacement, Volumetric Fractals.

Remarks
Reprints available on request.

Sunflowers
Sunflowers plugin in action (from the classic to the heavy rock sounds ;)) (releated to billboards techniques)
Download it here
Or visit the image of a day on gamedav

Abstract
The paper presents a new method for the realistic animation of plants and tree foliage. Some approaches to this problem have been addressed before but their results have not met real time constraints. Our method is based on warping and morphing of billboard images obtained from preprocessed images of botanical structures. This technique may not stand up to extreme close-ups, however it works well with medium and distant views in virtual scenes. Our method can easily be applied to virtual environments and computer games containing animated vegetation.

Keywords
vegetation modeling, complex animation, morphing, image-based rendering

The motion of impostors
MGV vol. 16, no. 1/2, 2007, pp. 105-116.

Abstract
We describe a method that brings to life impostor-based environments. In a typical scene, supporting objects are rendered as two-dimensional texture maps always facing the camera. Billboards reduce complexity of objects to high extent. In such a representation spatial properties of depicted objects are lost. Billboards are usually motionless in order to compress space in the video memory. In our technique, we introduce 2.5D morphing with respect to the memory footprint. Minimum two textures are required to animate the billboard. Moreover, the whole process is automated and exploits the programmable GPU. In result, the main application overhead is reduced. The method is designed for vegetation modeling but can be easily extended to far- and middle- shots of humans.


Keywords
3D graphics and realism, morphing, surface deformation, image-based rendering, impostors, animation, billboards.

GUI

Vis
Data Visualization and User Interface in Embedded Measuring Devices
Proc. of MKM 2005, pp. 288-296 – a conference dedicated to electrical measuring, Polish language (only abstract and summary are available in English)

Abstract

A process of developing intuitive user interface and data visualization for embedded devices is a challenging task. There are many limits that an engineer must overcome. Therefore, the paper indicates some key points that must be considered in designing process. In the user interface section, the author discusses physical limitation of the embedded devices, users’ interaction, human perception, and general design. These things are extended in data visualization section. There are presented the pros and cons for different shapes of data representations. Especially, a linear trend view is widely discussed with respect to speed optimization techniques.

Keywords
Embedded devices, GUI developing, data visualization
3-D Surface Reconstruction by Means of Evolutionary Algorithms
Proc. of KAEiOG 2007 (Evolutionary Computation and Global Optimization), pp. 107-114

Abstract
In the paper we propose a new method for an isosurface construction from unorganized points in 3-D. The aim is to combine evolutionary algorithms with a recursive subdivision scheme. The algorithm starts from a base population where each individual represents an N-level surface approximation of an input object. Next, the population is evaluated and an offspring generation is created with a denser subdivision of a surface. The method is illustrated by a set of samples.

Keywords
Evolutionary computation, 3D graphics, Isosurface construction
Gallery to appear Evolutionary Surface Reconstruction
To appear: Proc. of HSI'08 in Advance Computer Graphics section

New methods, new results - soon available.


Links

P. Bourke's personal web page - highly recommended!
C. Pickover's personal web page
S. Nikiel's personal web page
Sprott's Fractal Gallery
Fractalus