Tutorials 2008

Permanent URI for this collection

T1

Designing Multi-projector VR Systems: from Bits to Bolts

Soares, Luciano Pereira
Dias, Miguel Salles
Jorge, Joaquim Armando Pires
Raposo, Alberto
Araújo, Bruno Rodrigues De
Bastos, Rafael
T2

Image-Based Empirical Information Acquisition, Scientific Reliability, and Long-Term Digital Preservation for the Natural Sciences and Cultural Heritage

Mudge, Mark
Malzbender, Tom
Barbosa, Joao
Chalmers, Alan
Scopigno, Roberto
Davis, James
Wang, Oliver
Gunawardane, Prabath
Ashley, Michael
Doerr, Martin
Proenca, Alberto
T3

Mobile 3D Graphics

Pulli, Kari
Vaarala, Jani
Miettinen, Ville
Simpson, Robert J.
Aarnio, Tomi
Callow, Mark
T4

Perceptually-Motivated Graphics

Mania, Katerina
Reinhard, Erik
T6

Advanced Material Appearance Models

Dorsey, Julie
Rushmeier, Holly
Sillion, Francois
T5

Interactive Introduction to X3D Graphics

Anslow, Craig
Brutzman, Don
T8

Interactive Tools for Scientific and Medical Illustration Composition

Andrews, Bill
Bruckner, Stefan
Chen, Wei
Correa, Carlos D.
Ebert, David S.
Sousa, Mario Costa
Viola, Ivan
T7

Geometric Modeling Based on Polygonal Meshes

Botsch, Mario
Pauly, Mark
Kobbelt, Leif
Alliez, Pierre
Levy, Bruno
Frontmatter

Preface

-
T9

Theory and Methods of Light-Field Photography

Georgiev, Todor
Lumsdaine, Andrew


BibTeX (Tutorials 2008)
@inproceedings{
10.2312:egt.20081049,
booktitle = {
Eurographics 2008 - Tutorials},
editor = {
Maria Roussou and Jason Leigh
}, title = {{
Designing Multi-projector VR Systems: from Bits to Bolts}},
author = {
Soares, Luciano Pereira
and
Dias, Miguel Salles
and
Jorge, Joaquim Armando Pires
and
Raposo, Alberto
and
Araújo, Bruno Rodrigues De
and
Bastos, Rafael
}, year = {
2008},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20081049}
}
@inproceedings{
10.2312:egt.20081050,
booktitle = {
Eurographics 2008 - Tutorials},
editor = {
Maria Roussou and Jason Leigh
}, title = {{
Image-Based Empirical Information Acquisition, Scientific Reliability, and Long-Term Digital Preservation for the Natural Sciences and Cultural Heritage}},
author = {
Mudge, Mark
and
Malzbender, Tom
and
Barbosa, Joao
and
Chalmers, Alan
and
Scopigno, Roberto
and
Davis, James
and
Wang, Oliver
and
Gunawardane, Prabath
and
Ashley, Michael
and
Doerr, Martin
and
Proenca, Alberto
}, year = {
2008},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20081050}
}
@inproceedings{
10.2312:egt.20081051,
booktitle = {
Eurographics 2008 - Tutorials},
editor = {
Maria Roussou and Jason Leigh
}, title = {{
Mobile 3D Graphics}},
author = {
Pulli, Kari
and
Vaarala, Jani
and
Miettinen, Ville
and
Simpson, Robert J.
and
Aarnio, Tomi
and
Callow, Mark
}, year = {
2008},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20081051}
}
@inproceedings{
10.2312:egt.20081052,
booktitle = {
Eurographics 2008 - Tutorials},
editor = {
Maria Roussou and Jason Leigh
}, title = {{
Perceptually-Motivated Graphics}},
author = {
Mania, Katerina
and
Reinhard, Erik
}, year = {
2008},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20081052}
}
@inproceedings{
10.2312:egt.20081054,
booktitle = {
Eurographics 2008 - Tutorials},
editor = {
Maria Roussou and Jason Leigh
}, title = {{
Advanced Material Appearance Models}},
author = {
Dorsey, Julie
and
Rushmeier, Holly
and
Sillion, Francois
}, year = {
2008},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20081054}
}
@inproceedings{
10.2312:egt.20081053,
booktitle = {
Eurographics 2008 - Tutorials},
editor = {
Maria Roussou and Jason Leigh
}, title = {{
Interactive Introduction to X3D Graphics}},
author = {
Anslow, Craig
and
Brutzman, Don
}, year = {
2008},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20081053}
}
@inproceedings{
10.2312:egt.20081056,
booktitle = {
Eurographics 2008 - Tutorials},
editor = {
Maria Roussou and Jason Leigh
}, title = {{
Interactive Tools for Scientific and Medical Illustration Composition}},
author = {
Andrews, Bill
and
Bruckner, Stefan
and
Chen, Wei
and
Correa, Carlos D.
and
Ebert, David S.
and
Sousa, Mario Costa
and
Viola, Ivan
}, year = {
2008},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20081056}
}
@inproceedings{
10.2312:egt.20081055,
booktitle = {
Eurographics 2008 - Tutorials},
editor = {
Maria Roussou and Jason Leigh
}, title = {{
Geometric Modeling Based on Polygonal Meshes}},
author = {
Botsch, Mario
and
Pauly, Mark
and
Kobbelt, Leif
and
Alliez, Pierre
and
Levy, Bruno
}, year = {
2008},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20081055}
}
@inproceedings{
10.2312:egt.20081048,
booktitle = {
Eurographics 2008 - Tutorials},
editor = {
Maria Roussou and Jason Leigh
}, title = {{
Preface}},
author = {
-
}, year = {
2008},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20081048}
}
@inproceedings{
10.2312:egt.20081057,
booktitle = {
Eurographics 2008 - Tutorials},
editor = {
Maria Roussou and Jason Leigh
}, title = {{
Theory and Methods of Light-Field Photography}},
author = {
Georgiev, Todor
and
Lumsdaine, Andrew
}, year = {
2008},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20081057}
}

Browse

Recent Submissions

Now showing 1 - 10 of 10
  • Item
    Designing Multi-projector VR Systems: from Bits to Bolts
    (The Eurographics Association, 2008) Soares, Luciano Pereira; Dias, Miguel Salles; Jorge, Joaquim Armando Pires; Raposo, Alberto; Araújo, Bruno Rodrigues De; Bastos, Rafael; Maria Roussou and Jason Leigh
    Immersive multi-projection environments are becoming affordable for many research centers, but these solutions need several integration steps to be fully operational; some of these steps are difficult and not in a common domain. This tutorial presents the most recent techniques involved in multi-projection solutions, from projection to computer cluster software. The hardware in these VR installations is a connection of projectors, screens, speakers, computers and tracking devices. The tutorial will introduce hardware options, explaining their advantages and disadvantages. We will cover software design and open source tools available, and how to administrate the whole solution, with tasks such as installing the computer cluster and configuring the graphical outputs. An introduction to tracking systems, explaining how electromagnetic and optical trackers work, will be also provided. At the end, we are going to present important design decisions in real cases: the project process, problems encountered, good and bad points in each decision.
  • Item
    Image-Based Empirical Information Acquisition, Scientific Reliability, and Long-Term Digital Preservation for the Natural Sciences and Cultural Heritage
    (The Eurographics Association, 2008) Mudge, Mark; Malzbender, Tom; Chalmers, Alan; Scopigno, Roberto; Davis, James; Wang, Oliver; Gunawardane, Prabath; Ashley, Michael; Doerr, Martin; Proenca, Alberto; Barbosa, Joao; Maria Roussou and Jason Leigh
    The tools and standards of best practice adopted by natural science and cultural heritage (CH) professionals will determine the digital future of natural science and CH digital imaging work. This tutorial discusses emerging digital technologies and explores issues influencing widespread adoption of digital practices for CH and the natural sciences. The tutorial explores a possible digital future for natural science and CH through key principles: adoption of digital surrogates, empirical (Scientific) provenance, perpetual digital conservation, and the democratization of technology. The tutorial discusses multiple image based technologies along with current research including; Reflectance Transformation Imaging (RTI), Photometric Stereo, and new research in the next generation of multi-view RTI. This research involves decomposition of the reflectance function into view dependent and view independent components, extending stereo correspondence methods. These technologies are then used to produce digital surrogates that can serve as trusted representations of real world content in digital form. The tutorial also explores how empirical provenance can contribute to the authenticity and reliability of digital surrogates, while perpetual digital conservation can ensure that digital surrogates will be archived and available for future generations. The tutorial investigates the role of semantically based knowledge management strategies and their role in simplifying ease of use by natural science and CH professionals as well as long term preservation activities. The tutorial also investigates these emerging technologies potential to democratize digital technology, making digital workflows easy to adopt and make natural science and CH materials widely available to diverse audiences. The tutorial concludes with hands-on demonstrations of image-based capture and processing methods and a practical problem solving Q and A with the audience.
  • Item
    Mobile 3D Graphics
    (The Eurographics Association, 2008) Pulli, Kari; Vaarala, Jani; Miettinen, Ville; Simpson, Robert J.; Aarnio, Tomi; Callow, Mark; Maria Roussou and Jason Leigh
    Mobile phone handsets are fast becoming personal computing platforms and offer exciting new opportunities for graphics applications. They present the largest ever market opportunity for the graphics industry. Handset shipments are an order of magnitude larger than PC shipments. Not surprisingly they come with significant limitations compared to traditional desktop environments. This course presents two 3D graphics APIs that address the special needs and constraints of mobile platforms and have become dominant in that space: OpenGL ES and M3G. OpenGL ES 1.1 is a lightweight version of the well-known workstation standard, offering a subset of OpenGL 1.5 capability plus support for fixed point arithmetic. OpenGL ES 2.0 brings programmable shaders into mobile devices. M3G, Mobile 3D Graphics API for Java Micro Edition augments the low-level rendering capabilities of OpenGL ES with scene graph, animation, and file format support to facilitate content production with popular tools such as Max or Maya. The second generation M3G 2.0 (still being standardized) introduces shaders to mobile Java. These APIs provide powerful graphics capabilities in a form that fits well on today's devices, both with and without a hardware floating point unit and a graphics hardware accelerator. We begin the course with a discussion of the target environments and their limitations, and general techniques for coping with these (such as fixed-point arithmetic). We continue with detailed descriptions of the functionality of OpenGL ES 1.1, 2.0, and M3G 1.1, comparing to related desktop standards as necessary and explaining what was left out and why. We will show how to use the APIs in practical examples and will provide advice on how to extract the best performance from each API and how to deal with the challenges inherent in deploying applications in the mobile space. We conclude with a description of the forthcoming M3G 2.0 standard.
  • Item
    Perceptually-Motivated Graphics
    (The Eurographics Association, 2008) Mania, Katerina; Reinhard, Erik; Maria Roussou and Jason Leigh
    In this half-day tutorial, we give an overview of the uses of knowledge about the human visual system, as applied to several aspects of computer graphics. In particular, we show how human visual perception applies to the optimization of rendering algorithms, display algorithms, as well as virtual environments. Examples are shown for applications such as real-time rendering, high quality rendering, material editing using images, and training and knowledge transfer in virtual environments. The aim is to show that the human visual perception literature harbours a rich source of knowledge that can be directly applied to improve a wide range of algorithms and technologies in computer graphics.
  • Item
    Advanced Material Appearance Models
    (The Eurographics Association, 2008) Dorsey, Julie; Rushmeier, Holly; Sillion, Francois; Maria Roussou and Jason Leigh
    This tutorial will cover the foundational elements of advanced material appearance models. For many years appearance models in computer graphics focused on general models for reflectance functions coupled with texture maps. However, over the past few years it has been recognized that even very common materials such as hair, skin, fabric, and rusting metal require more sophisticated models to appear realistic. In the tutorial we will begin by briefly reviewing basic reflectance models and the use of texture maps. We will then describe some common themes in advanced material models that include combining the effects of layers, groups of particles and or fibers. We will survey the detailed models necessary needed to model materials such as (but not limited to) skin (including pigmentation, pores, subsurface scattering), plants (including internal structure affecting scattering and characteristic shapes) and paints (including color flop and sparkle effects in automotive paints). In the next section of the tutorial we will treat the modeling of complex appearance due to aging and weathering processes. A general taxonomy of these effects will be presented, as well as methods to simulate and to capture these effects. The tutorial will close with a look at current trends in material modeling research.
  • Item
    Interactive Introduction to X3D Graphics
    (The Eurographics Association, 2008) Anslow, Craig; Brutzman, Don; Maria Roussou and Jason Leigh
    Extensible 3D (X3D) graphics is a collection of open-standards that define a system that integrates network-enabled 3D graphics and multimedia. X3D applications are real-time, interactive, animated systems that can run stand-alone or in networked virtual environments. This tutorial will focus on a commonly used subset of the complete functionality that is encoded in XML. X3D has three encodings XML (.x3d), Classic VRML (.x3dv), and Compressed Binary (.x3db). During the tutorial, the participants will learn hands-on how to build an X3D world, while getting a detailed understanding of the capabilities of X3D. Specific topics include animation using interpolators and sequencers, scripting, prototypes for extensibility, and a software-visualization case study. We will use the new cross-platform X3D-Edit authoring tool. Participants will also be given the latest X3D Software Development Kit (SDK) which contains a wide variety of free + commercial plug-ins, authoring tools, and content.
  • Item
    Interactive Tools for Scientific and Medical Illustration Composition
    (The Eurographics Association, 2008) Andrews, Bill; Bruckner, Stefan; Chen, Wei; Correa, Carlos D.; Ebert, David S.; Sousa, Mario Costa; Viola, Ivan; Maria Roussou and Jason Leigh
    The area of illustrative visualization is concerned with developing methods to enhance the depiction of scientific data based on principles founded in traditional illustration. The illustration community has century-long experience in adapting their techniques to human perceptual needs in order to generate an effective depiction which conveys the desired message. Thus, their methods can provide us with important insights into visualization problems. In this tutorial, the concepts in illustrative visualization are reviewed. An important aspect here is interaction: while traditional illustrations are commonly only presented as static images, computer-assisted visualization enables interactive exploration and manipulation of complex scientific data. Only by coupling illustrative visualization with effective interaction techniques its full potential can be exploited. The tutorial starts with a detailed description of the entire traditional medical illustration production pipeline (techniques, tools, etc.) describing limitations and specific features to be researched and developed for more advanced tools. We then proceed discussing the importance and power of abstraction and interface issues in illustrative visualization. We present different ways of achieving abstraction in interactive settings discussing flexible representations for representing artistic visual styles. Next, we introduce the importance of intuitive interaction for illustrative visualization describing sketch-based approaches as an intuitive way of manipulating and exploring volumetric datasets. In the last part of the tutorial we present techniques for deforming volumes in various ways inspired by traditional illustration techniques such as the depiction of surgical procedures. We also describe how to deform and render in an illustrative fashion using by-example approaches.
  • Item
    Geometric Modeling Based on Polygonal Meshes
    (The Eurographics Association, 2008) Botsch, Mario; Pauly, Mark; Kobbelt, Leif; Alliez, Pierre; Levy, Bruno; Maria Roussou and Jason Leigh
    Polygonal meshes are nowadays intensively used in many different areas of computer graphics and geometry processing. In classical CAGD polygonal meshes developed into a valuable alternative to traditional spline surfaces, since their conceptual simplicity allows for more flexible and more efficient processing. Moreover, the consequent use of triangle meshes avoids error-prone conversions, e.g., the meshing of CAD surfaces for numerical simulations. Besides classical geometric modeling, other major areas frequently employing triangle meshes are computer games and movie production. In this context geometric models are often acquired by 3D scanning techniques and have to undergo post-processing and shape optimization before being actually used in production. The course starts with a comparison of different surface representations, motivating the use of polygonal meshes. We discuss the removal of geometric and topological degeneracies, and introduce quality measures for polygonal meshes, followed by their respective optimization, namely smoothing, decimation, and remeshing. We further discuss parametrization and present interactive shape editing, including a brief discussion on efficient numerical solvers. Since the course covers the whole mesh processing pipeline, it can give a full overview and point out interesting and important connections between the individual topics. For each topic we present the fundamental concepts and current state-of-the-art techniques. Frequent software demonstrations will give the participants a better understanding of the discussed algorithms. Moreover, these demo applications will be available from the course materials, both as binaries and in full source code, based on the popular mesh libraries OpenMesh and CGAL. This enables the participants to implement the discussed algorithms and reproduce the results published in the corresponding papers.
  • Item
    Preface
    (The Eurographics Association, 2008) -; Maria Roussou and Jason Leigh
    Preface and Table of Contents
  • Item
    Theory and Methods of Light-Field Photography
    (The Eurographics Association, 2008) Georgiev, Todor; Lumsdaine, Andrew; Maria Roussou and Jason Leigh
    Computational photography is based on capturing and processing discrete representations of all the light rays in the 3D space. Compared to conventional photography, which captures 2D images, computational photography captures the entire 4D "lightfield", i.e., the full 4D radiance. To multiplex the 4D radiance onto conventional 2D sensors, light-field photography demands sophisticated optics and imaging technology. At the same time, 2D image creation is based on creating 2D projections of the 4D radiance. This tutorial presents light-field analysis in a rigorous mathematical way, which often leads to surprisingly direct solutions. The mathematical foundations will be used to develop computational methods for lightfield processing and image rendering, including digital refocusing and perspective viewing. While emphasizing theoretical understanding, we also explain practical approaches and engineering solutions. As part of the course, we will demonstrate a number of working light-field cameras that implement different methods for radiance capture, including the microlens approach of Lippmann and the plenoptic camera; the MERL mask enhanced camera; the Adobe lens-prism camera; and a new camera using a "mosquito net" mask. Various computational techniques for digital refocusing and rendering will also be demonstrated, including Ng's Fourier slice algorithm and the MERL heterodyned light-field approach.