EG1999Milan, Italyhttps://diglib.eg.org:443/handle/10.2312/2132024-03-28T23:03:09Z2024-03-28T23:03:09ZTutorial 9 - VisibilityChrysanthou, Yiorgos L.Cohen-Or, DanielFibich, GadiHalperin, DanZadicario, EyalLev-Yehudi, ShulyBartz, DirkMeißner, MichaelHüttner, TobiasHüttner, TobiasBittner, JiriHavran, VlastimilSlavik, PavelKlosowski, James T.Silva, Claudio T.https://diglib.eg.org:443/handle/10.2312/egt199910802022-03-28T11:56:08Z1999-01-01T00:00:00ZTutorial 9 - Visibility
Chrysanthou, Yiorgos L.; Cohen-Or, Daniel; Fibich, Gadi; Halperin, Dan; Zadicario, Eyal; Lev-Yehudi, Shuly; Bartz, Dirk; Meißner, Michael; Hüttner, Tobias; Hüttner, Tobias; Bittner, Jiri; Havran, Vlastimil; Slavik, Pavel; Klosowski, James T.; Silva, Claudio T.
The focus of this tutorial is a study of the techniques for solving visibility problems in
virtual walkthroughs. The term walkthrough is referring not only to models of
architectural models but rather to any large complex model, where the focus is on
viewing and rendering the model. The tutorial touches on several applications such as
fast visible surface determination, selection of relevant model sections to be
transmitted on a client-server system, as well as improving image quality by
shading algorithms.
1999-01-01T00:00:00ZTutorial 4 - Advanced Graphics Programming using OpenGL and ExtensionsWestermann, R.Heidrich, W.Sommer, O.https://diglib.eg.org:443/handle/10.2312/egt199910752022-03-28T11:56:06Z1999-01-01T00:00:00ZTutorial 4 - Advanced Graphics Programming using OpenGL and Extensions
Westermann, R.; Heidrich, W.; Sommer, O.
With fast 3D graphics hardware becoming more and more available even on low end platforms, the focus in developing new algorithms is beginning to shift towards higher quality rendering and additional functionality instead of simply higher performance implementations of the traditional graphics pipeline. Graphics libraries like OpenGL and its extensions provide access to advanced graphics operations in the geometry and the rasterization stage and therefore allow for the design and implementation of completely new classes of rendering algorithms. Prominent examples can be found in realistic image synthesis (shading, bump/environment mapping, reflections) and scientific visualization applications (volume rendering, vector field visualization, data analysis). OpenGL Optimizer and Cosmo3D, on the other hand, are platformindependent APIs which are supported on SGI workstations and NT systems. Designed as high-end graphics APIs built on top of OpenGL they offer a variety of useful built-in algorithms specifically designed to allow for efficient rendering of complex polygonal models. Cosmo3D, or in the future the Fahrenheit Scene Graph, will be used as a base for different kinds of high-level applications.
1999-01-01T00:00:00ZTutorial 8 - Adaptive Graphics Generation in theUser InterfaceAdaptive Graphics Generation in theUser InterfaceRist, Thomashttps://diglib.eg.org:443/handle/10.2312/egt199910792022-03-28T11:56:09Z1999-01-01T00:00:00ZTutorial 8 - Adaptive Graphics Generation in theUser InterfaceAdaptive Graphics Generation in theUser Interface
Rist, Thomas
Advances and breakthroughs in the area of computer graphics have made visual media a major ingredient of the modern interface, and it is for sure that graphics will significantly influence the way people communicate and interact with computers in the future. On the other hand, powerful graphical user interfaces cannot be implemented without considering knowledge of the domain, user, task and the peculiarities of human communication. Within the AI community there is the vision of so-called intelligent interfaces with advanced communication skills. Thereby, the attribute "intelligent" refers to the ability to flexibly adapt the way how information is presented to the user as well as the way how the user can interact with an application through the interface. Such adaptive interfaces are advantageous since they can accommodate for a broad variety of different users with varying needs and preferences.
1999-01-01T00:00:00ZTutorial 7 - 3D Graphics Programming with Java 3DNadeau, David R.Sowizral, Henry A.https://diglib.eg.org:443/handle/10.2312/egt199910782022-03-28T11:56:10Z1999-01-01T00:00:00ZTutorial 7 - 3D Graphics Programming with Java 3D
Nadeau, David R.; Sowizral, Henry A.
Java 3D is a new cross-platform API for developing 3D graphics applications in Java. Its feature set is designed to enable quick development of complex 3D applications and, at the same time, enable fast and efficient implementation on a variety of platforms, from PCs to workstations. Using Java 3D, software developers can build cross-platform applications that build 3D scenes programmatically, or via loading 3D content from VRML, OBJ, and/or other external files. The Java 3D API includes a rich feature set for building shapes, composing behaviors, interacting with the user, and controlling rendering details. In this tutorial, participants learn the concepts behind Java 3D, the Java 3D class hierarchy, typical usage patterns, ways of avoiding common mistakes, animation and scene design techniques, and tricks for increasing performance and realism.
1999-01-01T00:00:00Z