EG2021
https://diglib.eg.org:443/handle/10.2312/2633001
Vienna, Austria2024-03-28T18:13:13ZEUROGRAPHICS 2021: Tutorials Frontmatter
https://diglib.eg.org:443/handle/10.2312/egt20212003
EUROGRAPHICS 2021: Tutorials Frontmatter
O'Sullivan, Carol; Schmalstieg, Dieter
O'Sullivan, Carol and Schmalstieg, Dieter
2021-01-01T00:00:00ZVisualization and Graphics in Mixed Reality
https://diglib.eg.org:443/handle/10.2312/egt20211036
Visualization and Graphics in Mixed Reality
Kalkofen, Denis; Mori, Shohei; Tatzgern, Markus
O'Sullivan, Carol and Schmalstieg, Dieter
This tutorial will present the challenges and unique aspects of mixed reality visualization applications such as organization of data for visualization, real-world data sources for visualization, real time photo-realistic rendering techniques, diminished reality rendering techniques and cognitive and perceptual issues. We are also interested in ways that the existing body of research in the graphics and visualization community can be applied in this research area. We expect the tutorial to be a working event with both presentation of state-of- the-art followed by lively discussion about the key issues and challenges in this research area. Our tutorial is open both for academia and industry, and expected to be a community hub for both areas that are interested in an introduction to the unique challenges of mixed reality visualization. We welcome a diverse audience consisting of students, researchers and developers that have a basic understanding of computer graphics and computer vision.
2021-01-01T00:00:00ZCUDA and Applications to Task-based Programming
https://diglib.eg.org:443/handle/10.2312/egt20211037
CUDA and Applications to Task-based Programming
Kenzel, Michael; Kerbl, Bernhard; Winter, Martin; Steinberger, Markus
O'Sullivan, Carol and Schmalstieg, Dieter
Since its inception, the CUDA programming model has been continuously evolving. Because the CUDA toolkit aims to consistently expose cutting-edge capabilities for general-purpose compute jobs to its users, the added features in each new version reflect the rapid changes that we observe in GPU architectures. Over the years, the changes in hardware, growing scope of built-in functions and libraries, as well as an advancing C++ standard compliance have expanded the design choices when coding for CUDA, and significantly altered the directives to achieve peak performance. In this tutorial, we give a thorough introduction to the CUDA toolkit, demonstrate how a contemporary application can benefit from recently introduced features and how they can be applied to task-based GPU scheduling in particular. For instance, we will provide detailed examples of use cases for independent thread scheduling, cooperative groups, and the CUDA standard library, libcu++, which are certain to become an integral part of clean coding for CUDA in the near future.
https://cuda-tutorial.github.io/
2021-01-01T00:00:00ZVolumetric Video - Acquisition, Compression, Interaction and Perception
https://diglib.eg.org:443/handle/10.2312/egt20211035
Volumetric Video - Acquisition, Compression, Interaction and Perception
Zell, Eduard; Castan, Fabien; Gasparini, Simone; Hilsmann, Anna; Kazhdan, Misha; Tagliasacchi, Andrea; Zarpalas, Dimitris; Zioulis, Nick
O'Sullivan, Carol and Schmalstieg, Dieter
Volumetric video, free-viewpoint video or 4D reconstruction refer to the process of reconstructing 3D content over time using a multi-view setup. This method is constantly gaining popularity both in research and industry. In fact, volumetric video is more and more considered to acquire dynamic photorealistic content instead of relying on traditional 3D content creation pipelines. The aim of the tutorial is to provide an overview of the entire volumetric video pipeline. Furthermore, it presents existing projects that may serve as a starting point to this topic at the intersection of computer vision and graphics. The first part of the tutorial will focus on the process of computing 3D models from captured videos. Topics will include content acquisition with affordable hardware, photogrammetry, and surface reconstruction from point clouds. A remarkable contribution of the presenters to the graphics community is that they will not only provide an overview of their topic but have in addition open sourced their implementations. Topics of the second part will focus on usage and distribution of volumetric video, including data compression, streaming or post-processing like pose-modification or seamless blending. The tutorial will conclude with an overview of perceptual studies focusing on quality assessment of 3D and 4D content.
2021-01-01T00:00:00Z