@inproceedings{short:1-4:2008,
crossref = {short-proc},
author = {Yan Fu and Bingfeng Zhou },
title = {{Boolean Operations for Free-form Models Represented in Geometry Images}},
pages = {1-4},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/001-004.pdf},
abstract = {We present a Boolean operation algorithm for free-form solid models represented in geometry images. By taking advantage of the regular data organization of geometry images, our algorithm can perform efficient surface division using boundary-fill algorithm which is previously used for digital image processing. A quadtree subdivision scheme is also applied to the geometry images to accelerate the intersection line calculation. Experimental result shows that the algorithm can generate well-defined closed triangle meshes for Boolean operations. The resulted triangle mesh can also be converted into a geometry image for further processing.}
}
@inproceedings{short:5-8:2008,
crossref = {short-proc},
author = {Kai Wang and Guillaume Lavoue and Florence Denis and Atilla Baskurt },
title = {{A Fragile Watermarking Scheme for Authentication of Semi-regular Meshes}},
pages = {5-8},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/005-008.pdf},
abstract = {This paper presents a fragile watermarking scheme for authentication of 3D semi-regular meshes. After one wavelet decomposition, the watermark is inserted by slightly modifying the norms and orientations of the obtained wavelet coefficient vectors. The inserted watermark is robust to the so-called content-preserving attacks including vertex reordering and similarity transformations. However, it is vulnerable to others attacks such as local and global geometric modifications and remeshing since the objective is to check the integrity of the mesh. Additionally, according to the watermark extraction result, these attacks can be precisely located on the surface of the attacked mesh in a blind way. Sufficient security level is also achieved by introducing secret keys and by using scalar Costa quantization scheme with appropriate parameter values. Experimental results demonstrate the efficacy of the proposed watermarking scheme.}
}
@inproceedings{short:9-12:2008,
crossref = {short-proc},
author = {Oliver Buckley and Nigel W. John },
title = {{Efficient Soft Tissue Modelling Using Charged Particle Control Points}},
pages = {9-12},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/009-012.pdf},
abstract = {As the performance levels of personal computers increases so does the desire for more realistic and immersive software and simulation. An area where this is particularly the case is that of medical training simulation, where there is an increasing demand for high fidelity virtual environments. However, realistically modeling of soft tissue deformation still poses a considerable challenge especially when haptic feedback is required. This paper presents a new approach to soft tissue deformation using a novel Charged Particle method to control the haptic rendering while also adding a further level of realism by incorporating independent high resolution visualization to the simulation.}
}
@inproceedings{short:13-16:2008,
crossref = {short-proc},
author = {Carlos Madrazo and Minoru Okada },
title = {{Physically Based Modeling of Ice with Bubbles}},
pages = {13-16},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/013-016.pdf},
abstract = {Bubbles are an important characteristic that determine the appearance of ice. In this paper the authors propose a strategy in order to construct geometric representations of ice that integrates bubbles in an ice cube and visualize them. Bubble characteristics depend on the velocity of ice formation and levels of air concentration of water that in this paper are determined by simulating ice and bubble formation processes together. Simplified physics of heat transfer and a level set method are used in order to evolve the ice-water interface and a simplified model of bubbles as spheres is discussed. Experimental result shows that the shape of ice during formation resembles the one of actual ice. The algorithm has a potential to include more complex physics for better accuracy}
}
@inproceedings{short:17-20:2008,
crossref = {short-proc},
author = {Yuki Igarashi and Takeo Igarashi and Hiromasa Suzuki },
title = {{Knitty: 3D Modeling of Knitted Animals with a Production Assistant Interface}},
pages = {17-20},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/017-020.pdf},
abstract = {Knitty is an interactive design system for creating knitted animals. The user designs a 3D surface model using a sketching interface. The system automatically generates a knitting pattern and then visualizes the shape of the resulting 3D animal model by applying a simple physics simulation. The user can see the resulting shape before beginning the actual knitting. The system also provides a production assistant interface for novices. The user can easily understand how to knit each stitch and what to do in each step. In a workshop for novices, we observed that even children can design their own knitted animals using our system.}
}
@inproceedings{short:21-24:2008,
crossref = {short-proc},
author = {Marta Pla-Castells and Ignacio García-Fernandez and Rafael J. Martinez-Dura },
title = {{Physically-Based Interactive Sand Simulation}},
pages = {21-24},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/021-024.pdf},
abstract = {The interactive simulation of 3D terrains has been approached from several perspectives. Due to the complexity of the system involved, most of the models proposed focus on a visually realistic animation of the scene, rather than on a physically-based accurate simulation of a granular system. Those models lack generality when interacting with the environment; in most cases, no reaction forces are computed, considering only soil deformation. This limitation reduces their usability in applications such as driving simulators. We propose the use of a theoretical discrete model that considers normal forces for 3D real-time simulation of granular systems. We also extend this model to consider horizontal forces, allowing a wider range of interactions. Several numerical tests have been implemented and detailed results have been analyzed which show a good model performance.}
}
@inproceedings{short:25-28:2008,
crossref = {short-proc},
author = {Michael Zilske and Hans Lamecker and Stefan Zachow },
title = {{Adaptive Remeshing of Non-Manifold Surfaces}},
pages = {25-28},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/025-028.pdf},
abstract = {We present a unified approach for consistent remeshing of arbitrary non-manifold triangle meshes with additional user-defined feature lines, which together form a feature skeleton. Our method is based on local operations only and produces meshes of high regularity and triangle quality while preserving the geometry as well as topology of the feature skeleton and the input mesh.}
}
@inproceedings{short:29-32:2008,
crossref = {short-proc},
author = {Yann Morvan and Tommy Hinks and Hamish Carr and Debra F. Laefer and Carol O'Sullivan and W. Sean Morrish },
title = {{Post Facto Registration Tools for Urban Modelling}},
pages = {29-32},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/029-032.pdf},
abstract = {Urban modelling applications require high-precision geometric models both for graphical rendering and for engineering purposes. While geometric models, photographic images and laser-scanned point clouds are ideally co-registered to national coordinate grids at the time of acquisition, the quantity and diversity of data sources means that registration must often be performed post facto. Moreover, the sheer size of urban point clouds prevents automated conversion and registration of the entire data set at once. We describe an interactive tool that manages the workflow for converting urban-scale point clouds to grid-registered geometric models. Our 'user in the loop' approach lets us leverage natural human understanding of the data to bypass issues of scale.}
}
@inproceedings{short:33-36:2008,
crossref = {short-proc},
author = {Christopher Peters and Cathy Ennis and Rachel McDonnell and Carol O'Sullivan },
title = {{Crowds in Context: Evaluating the Perceptual Plausibility of Pedestrian Orientations}},
pages = {33-36},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/033-036.pdf},
abstract = {We describe a work-in-progress evaluating the plausibility of pedestrian orientations. While many studies have focused on creating accurate or fast crowd simulation models for populating virtual cities or other environments, little is known about how humans perceive the characteristics of generated scenes. Our initial study, reported here, consists of an evaluation based on static imagery reconstructed from annotated photographs, where the orientations of individuals have been modified. An important focus in our research is the consideration of the effects of the context of the scene on the evaluation, in terms of nearby individuals, objects and the constraints of the walking zone. This work could prove significant for improving and informing the creation of computer graphics pedestrian models. Our particular aim is to inform level-of-detail models}
}
@inproceedings{short:37-40:2008,
crossref = {short-proc},
author = {Gianluca Paravati and Andrea Sanna and Fabrizio Lamberti and Luigi Ciminiera },
title = {{A Novel Approach to Support Quality of Experience in Remote Visualization on Mobile Devices}},
pages = {37-40},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/037-040.pdf},
abstract = {This paper proposes a novel approach to support Quality of Experience (QoE) in remote visualization on mobile devices. Image resolution, frame rate, compression ratio, color depth, and device throughput are simultaneously considered in order to provide users valuable visualization experiences. User requirements are used by a QoE manager to estimate values for the above parameters, thus providing an optimal usage of the network bandwidth. Experimental results show how the proposed methodology can efficiently support remote visualization on mobile devices such as Personal Digital Assistants and smartphones allowing the user to obtain satisfactory visualization sessions.}
}
@inproceedings{short:41-44:2008,
crossref = {short-proc},
author = {Fotis Liarokapis },
title = {{Evaluation of a Mobile MR Geovisualisation Interface}},
pages = {41-44},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/041-044.pdf},
abstract = {This paper presents experimental results of a mobile mixed reality interface designed for geovisualization of 3D realistic urban environments which allows dynamic switching between three visualization domains: a virtual reality; an augmented reality and a mixed reality interface to get the best possible representation for visual exploration. On each domain, four different types of geovisualisation and navigation aids can be superimposed including georeferenced 3D maps, 2D digital maps, spatial 3D sound and 3D/2D textual annotations. Interaction is performed using keyboard, mouse, menus and tangible ways. To gather user requirements about urban and virtual navigation and to assess the effectiveness of mobile interface, a two-stage evaluation was performed.}
}
@inproceedings{short:45-48:2008,
crossref = {short-proc},
author = {Christoph von Tycowicz and Joern Loviscach },
title = {{Measuring and Enhancing the Legibility of GPU-rendered Text}},
pages = {45-48},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/045-048.pdf},
abstract = {Whereas the rendering of tiny typefaces in 2D applications has been perfected over decades, the legibility of text in 3D visualizations has rarely been addressed. This affects road signs, meters, screens, and books in virtual reality applications ranging from car driving simulators to digital lecture halls. To improve text rendering and display, we devised a lightweight psychovisual test to measure one prominent aspect of legibility. We subjected promising GPU-based methods for crisp minification to this test. It turned out that legibility may be improved without undue costs. Not all techniques whose results look appealing on first sight will, however, enhance legibility.}
}
@inproceedings{short:49-52:2008,
crossref = {short-proc},
author = {Matthias Trapp and Juergen Doellner },
title = {{Real-Time Volumetric Tests Using Layered Depth Images}},
pages = {49-52},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/049-052.pdf},
abstract = {This paper presents a new approach for performing efficiently 3D point-in-volume tests for solid and arbitrary complex shapes. It classifies a 3D point as inside or outside of a solid specified by 3D polygonal geometry. Our technique implements a basic functionality that offers a wide range of applications such as clipping, collision detection, interactive rendering of multiple 3D lenses as well as rendering using multiple styles. It is based on an extension of layered depth images (LDI) in combination with shader programs. An LDI contains layers of unique depth complexity and is represented by a 3D volume texture. The test algorithm transforms a 3D point into an LDI texture space and, then, performs ray marching through the depth layers to determine its classification. We show how to apply real-time volumetric tests to implement 3D clipping and rendering using multiple styles. In addition, we discuss limitations and possible improvements.}
}
@inproceedings{short:53-56:2008,
crossref = {short-proc},
author = {Sebastiano Battiato and Gianpiero Di Blasi and Giovanni Gallo and Giuseppe Claudio Guarnera and Giovanni Puglisi },
title = {{Artificial Mosaics by Gradient Vector Flow}},
pages = {53-56},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/053-056.pdf},
abstract = {In this paper a novel approach for artificial mosaic generation is proposed. Gradient Vector Flow computation together with heuristics to maximise the covered mosaic area are used. The high frequency details are managed in a global way allowing to preserve the mosaic-style also for small ones. Experiments and comparisons with previous works confirm the effectiveness of the proposed algorithm.}
}
@inproceedings{short:57-61:2008,
crossref = {short-proc},
author = {Chintan Intwala and Todor Georgeiv },
title = {{Removing Artifacts Due To Frequency-Domain Processing of Light-Fields}},
pages = {57-61},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/057-061.pdf},
abstract = {In previous works, light-field capture has been analyzed in spatio-angular representation. A light-field camera samples the optical signal within a single photograph by multiplexing the 4D radiance onto the physical 2D surface of the sensor. Besides sampling the light field spatially, methods have been developed for multiplexing the radiance in the frequency domain by optically mixing different spatial and angular frequency components. The mathematical method for recovering the multiplexed spatial and angular information from the frequency representation is very straightforward. However, the results are prone to lots of artifacts due to limitations inherent to frequency-domain processing of images. In this paper, we try understand the characteristics of these artifacts. Furthermore, we study the effect and sources of artifacts that affect the quality of the results and present various methods for the removal of artifacts.}
}
@inproceedings{short:63-66:2008,
crossref = {short-proc},
author = {Billy Chen and Pradeep Sen },
title = {{Video Carving}},
pages = {63-66},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/063-066.pdf},
abstract = {We present a technique for summarizing a video into a short segment, while preserving the important events in the original. While many techniques remove whole frames from the video stream when condensing it, we observe that these deleted frames need not come from a single time step. More generally, deleted frames are 'sheets' through the space-time volume. This leads to an algorithm whereby sheets are incrementally carved from the video cube to shorten the length of a video. The problem of finding these sheets is formulated as a min-cut problem, whose solution can be mapped to a sheet.We show results by creating short, viewable summaries of long video sequences.}
}
@inproceedings{short:67-70:2008,
crossref = {short-proc},
author = {Chi Yin Cheung and Ankit Mohan and Jack Tumblin },
title = {{Revealing Pentimenti Through Raking Angle Photography}},
pages = {67-70},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/067-070.pdf},
abstract = {Discovering hidden details in historical paintings, such as pentimenti, can help reveal historical influences and changing intentions of an artist. Top-down photographs of visible light historical paintings do not capture much of the finer surface detail on the object being photographed. We present a technique using only visible light photography with a specially constructed octagonal reflector to aid the discovery of hidden details in historical paintings, by measuring Fresnel reflectance effects through raking angle photography. We exploit the significantly higher reflectance of dielectric surfaces at low angles to reveal hidden details that are otherwise not visible through ordinary photography. We also present a way to explore the details both statically and interactively.}
}
@inproceedings{short:71-74:2008,
crossref = {short-proc},
author = {Jingjing Meng and Junsong Yuan and Mat Hans and Ying Wu },
title = {{Mining Motifs from Human Motion}},
pages = {71-74},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/071-074.pdf},
abstract = {Mining frequently occurring temporal motion patterns (motion motifs) is important for understanding, organizing and retrieving motion data. However, without any a priori knowledge of the motifs, such as their lengths, contents, locations and total number, it remains a challenging problem due to the enormous computational cost involved in analyzing huge motion databases. Moreover, since the same motion motif can exhibit different temporal and spatial variations, it prevents directly applying existing data mining methods to motion data. In this paper, we propose an efficient motif discovery method which can handle both spatial and temporal variations of motion data. We translate the motif discovery problem into finding continuous paths in a matching trellis, where each continuous path corresponds to an instance of a motif. A tree-growing method is introduced to search for the continuous paths constrained by a branching factor, and to accommodate intra-pattern variations of motifs. By using locality-sensitive hashing (LSH) to find the approximate matches and build the trellis, the overall complexity of our algorithm is only sub-quadratic to the size of the database, and is of linear memory cost. Experimental results on a data set of 32,260 frames show that our method can effectively discover meaningful motion motifs regardless of their spatial and temporal variations.}
}
@inproceedings{short:75-78:2008,
crossref = {short-proc},
author = {Christian Duriez and Hadrien Courtecuisse and Juan-Pablo de la Plata Alcalde and Pierre-Jean Bensoussan },
title = {{Contact Skinning}},
pages = {75-78},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/075-078.pdf},
abstract = {In this paper, we propose a new approach to model interactions through a skinning method. Skinning is a frequently used technique to animate a mesh based on skeleton motion. In the case of a hand motion sequence used to manipulate and grasp virtual objects, it is essential to accurately represent the contact between the virtual objects and the animated hand. To improve the level of realism, our approach allows to accurately solve friction contact laws. In addition, contact constraints defined on the surface of the hand can be applied onto the skeleton to produce plausible motion. We illustrate our work through two examples: the real-time simulation of a grasping task and a character animation based on motion capture.}
}
@inproceedings{short:79-82:2008,
crossref = {short-proc},
author = {Serafeim Perdikis and Dimitrios Tzovaras and Michael Gerasimos Strintzis },
title = {{Recognition of Human Actions using Layered Hidden Markov Models}},
pages = {79-82},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/079-082.pdf},
abstract = {Human activity recognition has been a major goal of research in the field of human - computer interaction. This paper proposes a method which employs a hierarchical structure of Hidden Markov Models (Layered HMMs) in an attempt to exploit inherent characteristics of human action for more efficient recognition. The case study concerns actions of the arms of a seated subject and depends on the assumption of a static office environment. The first layer of HMMs detects short, primitive motions with direct targets, while every upper layer processes the previous layer inference to recognize abstract actions of longer time granularities. The results demonstrate the efficiency, the tolerance on noise interpolation and the high degree of person - invariance of the method.}
}
@inproceedings{short:83-86:2008,
crossref = {short-proc},
author = {Kensuke Onuma and Christos Faloutsos and Jessica K. Hodgins },
title = {{FMDistance: A Fast and Effective Distance Function for Motion Capture Data}},
pages = {83-86},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/083-086.pdf},
abstract = {Given several motion capture sequences, of similar (but not identical) length, what is a good distance function? We want to find similar sequences, to spot outliers, to create clusters, and to visualize the (large) set of motion capture sequences at our disposal. We propose a set of new features for motion capture sequences. We experiment with numerous variations (112 feature-sets in total, using variations of weights, logarithms, dimensionality reduction), and we show that the appropriate combination leads to near-perfect classification on a database of 226 actions with twelve different categories, and it enables visualization of the whole database as well as outlier detection.}
}
@inproceedings{short:87-90:2008,
crossref = {short-proc},
author = {Lei Li and James McCann and Christos Faloutsos and Nancy Pollard },
title = {{Laziness is a Virtue: Motion Stitching Using Effort Minimization}},
pages = {87-90},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/087-090.pdf},
abstract = {Given two motion-capture sequences that are to be stitched together, how can we assess the goodness of the stitching? The straightforward solution, Euclidean distance, permits counter-intuitive results because it ignores the effort required to actually make the stitch. The main contribution of our work is that we propose an intuitive, first-principles approach, by computing the effort that is needed to do the transition (laziness-effort, or L-score). Our conjecture is that, the smaller the effort, the more natural the transition will seem to humans. Moreover, we propose the elastic L-score which allows for elongated stitching, to make a transition as natural as possible. We present preliminary experiments on both artificial and real motions which show that our L-score approach indeed agrees with human intuition, it chooses good stitching points, and generates natural transition paths.}
}
@inproceedings{short:91-94:2008,
crossref = {short-proc},
author = {Michela Farenzena and Andrea Fusiello and Riccardo Gherardi },
title = {{Efficient Visualization of Architectural Models from a Structure and Motion Pipeline}},
pages = {91-94},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/091-094.pdf},
abstract = {State of the art three dimensional reconstruction pipelines can nowadays produce models up to several million polygons without any human intervention from a set of digital images or video. Such models are able to stretch the rendering capabilities of current hardware. We propose to augment a typical structure from motion pipeline with two additional steps, automatic fitting of high-level solid primitives and relief maps extraction, thus recovering both the overall structure of a building and its fine geometry. This not only gives birth to a more tractable and semantic model of the imaged scene, but allows for efficient and compelling rendering. We substantiate our claims showing a complete example of the described system.}
}
@inproceedings{short:95-98:2008,
crossref = {short-proc},
author = {Jens Grubert and Sheelagh Carpendale and Tobias Isenberg },
title = {{Interactive Stroke-Based NPR using Hand Postures on Large Displays}},
pages = {95-98},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/095-098.pdf},
abstract = {We explore the use of hand postures to interact with stroke-based rendering (SBR) on touch-sensitive large displays. In contrast to traditional WIMP interfaces, we allow people to directly engage with and influence a rendering. Our system allows the creation of new stroke primitives as well as provides mechanisms to distribute and then manipulate them on the canvas. We offer a set of natural mappings from hand postures to rendering parameterizations. The resulting system allows an intuitive exploration of SBR without the need for traditional desktop interfaces.}
}
@inproceedings{short:99-102:2008,
crossref = {short-proc},
author = {Daniel Kurz and Christopher Lux and Jan P. Springer and Bernd Froehlich },
title = {{Improving Interaction Performance for Ray Tracing}},
pages = {99-102},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/099-102.pdf},
abstract = {We have developed an approach for improving the performance of object manipulation in ray tracing systems. We assume that users alternate between navigating the scene and manipulating objects in the scene. We divide the scene in objects currently manipulated by the user and the non-interactive rest. Once a user stops navigating, we compute and store the first order reflections for the non-interactive objects. In a composition step only the manipulated objects need to be fully ray traced, while the stored reflections of the rest of the scene have to be tested only against the manipulated objects. In an initial evaluation we found that this approach significantly improves frame rates during object manipulationand thus increases interaction performance. Our approach directly extends to refraction and shadow rays. It could also be used for further ray generations beyond the first order effects, but the speedup would strongly depend on the actual scene and it would probably be less significant. Our approach is independent of the underlying spatial data structure and it neither reduces visual quality nor does it introduce visual artifactswithin its constraints.}
}
@inproceedings{short:103-106:2008,
crossref = {short-proc},
author = {Polychronis Manousopoulos and Vassileios Drakopoulos and Theoharis Theoharis },
title = {{Volume Data Visualization Using Fractal Interpolation Surfaces}},
pages = {103-106},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/103-106.pdf},
abstract = {Visualization of medical or experimental data is often achieved by extracting an intermediate geometric representation of the data. One such popular method for extracting an isosurface from volume data is the Marching Cubes (MC) algorithm, which creates a polygon mesh by sampling the data at the vertices of the cubes of a 3D grid. A method that uses the vertex extraction phase of the MC algorithm and represents the data by fractal interpolation surfaces (FISs) instead of a polygon mesh is presented. The proposed method is appropriate for isosurfaces that are not locally flat, such as natural structures. Another advantage is that a coarser grid resolution can typically be used, since FISs are particularly good at representing detailed, irregular or self-similar structures. Thus for many cases the resulting isosurface is more accurate or more compact. The multiresolution extension of the method is also straightforward. Experimental data verify the practical usefulness of the proposed method.}
}
@inproceedings{short:107-110:2008,
crossref = {short-proc},
author = {Jun Mitani },
title = {{Rendering Method for Flat Origami}},
pages = {107-110},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/107-110.pdf},
abstract = {In flat Origami (Origami which is folded flat), some cases exist that have a closed-loop in the overlap order of faces after they are folded. It is difficult to display this shape correctly on the screen when Origami is expressed by sets of plane polygons of zero thickness as is generally used in CG because all faces are placed on the same plane. In the present paper, we propose a new rendering technique to solve this problem. In the proposed method, we prepare a matrix that represents the overlap relation between two faces and a face ID buffer, the concept of which is similar to a Z buffer in the z-buffer algorithm. With this buffer, the face located in the uppermost is monitored in each pixel at the rendering stage. We render the shape on the face ID buffer using a scanline algorithm and display the folded shape by outputting the result in which the edges are extracted. Moreover, we render the shape in technical illustration style by coloring each vertex according to the number of mountain and valley folds connected to the vertex. In addition, we propose a simple pseudo shading algorithm.}
}
@inproceedings{short:111-114:2008,
crossref = {short-proc},
author = {Michael Schwarz and Marc Stamminger },
title = {{Microquad Soft Shadow Mapping Revisited}},
pages = {111-114},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/111-114.pdf},
abstract = {Recently, real-time soft shadow research saw many important contributions from the class of soft shadow mapping algorithms, where approximate occluder geometry is reconstructed from a shadow map and backprojected onto the light source to determine its occlusion. An interesting approximation primitive is the microquad obtained from unprojected shadow map texel centers. However, its full potential has not yet been realized since correct clipping against the light and exact occlusion bitmask updates have previously been ignored motivated by performance considerations. In this paper, we first extend the microquad definition to also allow for triangles as micro-occluders. We then demonstrate how to determine the exact occlusion bitmask of a microquad with correct clipping.}
}
@inproceedings{short:115-118:2008,
crossref = {short-proc},
author = {Derek Nowrouzezahrai and Evangelos Kalogerakis and Patricio Simari and Eugene Fiume },
title = {{Shadowed Relighting of Dynamic Geometry with 1D BRDFs}},
pages = {115-118},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/115-118.pdf},
abstract = {We present a method for synthesizing the dynamic self-occlusion of an articulating character in real-time (> 170Hz) while incorporating reflection effects from 1D BRDFs under dynamic lighting and view conditions. We introduce and derive a general operator form for convolving spherical harmonics (SH) occlusion vectors with arbitrary 1D BRDF kernels. This operator, coupled with a compact linear model for predicting SH occlusion over articulating meshes, segments the BRDF and visibility terms of the direct illumination integral. We illustrate our results on a thin-membrane translucency model and the normalized Phong BRDF.}
}
@inproceedings{short:119-122:2008,
crossref = {short-proc},
author = {Ralf Habel and Bogdan Mustata and Michael Wimmer },
title = {{Efficient Spherical Harmonics Lighting with the Preetham Skylight Model}},
pages = {119-122},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/119-122.pdf},
abstract = {We present a fast and compact representation of a skylight model for spherical harmonics lighting, especially for outdoor scenes. This representation allows dynamically changing the sun position and weather conditions on a per frame basis. We chose the most used model in real-time graphics, the Preetham skylight model, because it can deliver both realistic colors and dynamic range and its extension into spherical harmonics can be used to realistically light a scene. We separate the parameters of the Preetham skylight models spherical harmonics extension and perform a polynomial two-dimensional non-linear least squares fit for the principal parameters to achieve both negligible memory and computation costs. Additionally, we execute a domain specific Gibbs phenomena suppression to remove ringing artifacts.}
}
@inproceedings{short:123-126:2008,
crossref = {short-proc},
author = {Martin Capek and Jan Michalek and Jiri Janacek and Lucie Kubinova and Karel Hana and Pavel Smrcka },
title = {{Compensation of the Light Attenuation with Depth of Images Captured by a Confocal Microscope Using a MRF Deformation Model and Graph Cuts}},
pages = {123-126},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/123-126.pdf},
abstract = {We study series of fluorescent optical sections, i.e. three-dimensional (3D) biomedical images, captured by a confocal laser scanning microscope (CLSM). Fluorescent image intensities of optical sections from deep layers of the specimen are often darker than intensities of sections from the top layers due to absorption and scattering of both excitation and fluorescent light. To solve this problem we apply a Markov Random Field (MRF) model including an efficient deformation model for tracking structures within the 3D images for computation of optical flow. We approach the corresponding optimization problem by the graph cuts. Image intensities of optical sections are recomputed according to the found optical flow, since the flow gives us evaluation of their proper brightness. Finally, the light attenuation with depth is compensated by matching accumulative histograms of optical sections of the original series with respect to optical sections improved by the optical flow. By this approach we obtain an algorithm that is less sensitive to changes of structures within series (especially to their enlargement and diminishing) than algorithms based purely on histogram matching, warping or equalization.}
}
@inproceedings{short:127-130:2008,
crossref = {short-proc},
author = {Gergely Klar },
title = {{Level of Detail Flow Simulation}},
pages = {127-130},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/127-130.pdf},
abstract = {In this paper we present a framework to simulate visually plausible large scale flow of fluids or smoke. To maintain real-time speed, we define the simulation over a coarse grid which is refined with a more detailed grid at places where fine details may emerge, like around moving obstacles. The detailed grids also act as fixed frames of reference to the surrounded obstacles to prevent the need for working with moving boundaries in the flow.}
}
@inproceedings{short:131-134:2008,
crossref = {short-proc},
author = {Bryn Lloyd and S. Kirac and Gabor Szekely and Matthias Harders },
title = {{Identification of Dynamic Mass Spring Parameters for Deformable Body Simulation}},
pages = {131-134},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/131-134.pdf},
abstract = {Mass spring systems (MSS) are frequently used to simulate deformable objects because of their conceptual sim- plicity and computational speed. Unfortunately, the model parameters (spring coefficients, masses) are not related to material constitutive laws in an obvious way. In our earlier work we proposed a method, which can be used to relate the parameters of the MSS to constitutive models, often used in continuum mechanics. In this report we have used this strategy to develop new formulae for the dynamic MSS parameters, i.e. the masses and the damping coefficients. This is the first report which identifies the damper coefficients analytically. In this work we restrict our attention to triangular meshes. Experimental evidence is given in support of our results.}
}
@inproceedings{short:135-138:2008,
crossref = {short-proc},
author = {Ugo Bonanni and Petr Kmoch },
title = {{Virtual Hair Handle: A Model for Haptic Hairstyling}},
pages = {135-138},
URL = {http://www.eg.org/EG/DL/conf/EG2008/short/135-138.pdf},
abstract = {The process of styling virtual hair is a tedious task for 3D artists, who would significantly profit from more natural and intuitive ways of creating virtual hairstyles - such as, for example, the possibility to simply comb virtual hair using a haptic device. However, despite significant advances in hair simulation during the last decades, physically based haptic interaction with hair is still an unresolved problem. In this paper, we propose a real-time simulation framework allowing to interactively style virtual hair and feel a force-feedback through a haptic device. Unlike previous approaches, we adapt our hair simulation model to fulfil the requirements of haptic interaction. Our model reproduces, on a physical basis, hair behaviour and interaction forces arising when touching hair.}
}
@proceedings{short-proc,
editor = {Katerina Mania and Erik Reinhard},
title = {Short Papers},
year = {2008},
isbn = {},
issn = {1017-4656},
address = {Crete, Greece},
publisher = {Eurographics Association}
}