Bangor University, United Kingdom, 12th - 13th September 2019


Virtual Reality
Virtual Reality Callouts - Demonstrating Knowledge With Spatial-Related Textual Information
Robin Horst, Anika Degreif, Marvin Mathy, and Ralf Dörner
Assisting Serious Games Level Design with an Augmented Reality Application and Workflow
Lee Beever, Serban Pop, and Nigel W. John
Optimising Underwater Environments for Mobile VR
Llyr ap Cenydd and Christopher Headleand
Deformed Reality
Antoine Petit, Nazim Haouchine, Frederick Roy, Daniel B. Goldman, and Stephane Cotin
A Somatic Approach to Combating Cybersickness Utilising Airflow Feedback
Jake Harrington, Benjamin Williams, and Christopher Headleand
Generating High Fidelity Surface Meshes of Neocortical Neurons using Skin Modifiers
Marwan Abdellah, Cyrille Favreau, Juan Hernando, Samuel Lapere, and Felix Schürmann
Fast and Efficient Nearest Neighbor Search for Particle Simulations
Julian Gross, Marcel Köster, and Antonio Krüger
Evaluating Models for Virtual Forestry Generation and Tree Placement in Games
Benjamin Williams, Panagiotis D. Ritsos, and Christopher Headleand
Simulation and Rendering
Accelerating Surface Tension Calculation in SPH via Particle Classification and Monte Carlo Integration
Fernando Zorrilla, Johannes Sappl, Wolfgang Rauch, and Matthias Harders
Hash-based Hierarchical Caching for Interactive Previews in Global Illumination Rendering
Thorsten Roth, Martin Weier, Pablo Bauszat, André Hinkenjann, and Yongmin Li
Posters
Deep Terrain Expansion: Terrain Texture Synthesis with Deep Learning
Vasilis Toulatzis and Ioannis Fudos
Controlling 3D Visualisations with Multiple Degrees of Freedom
Mario Sandoval, Tim Morris, and Martin Turner
Comparing Gestural Interfaces using Kinect and OpenPose
Aminur Rahman, Louis G. Clift, and Adrian F. Clark
Computer Vision
Registration of 3D Triangular Models to 2D X-ray Projections Using Black-box Optimisation and X-ray Simulation
Tianci Wen, Radu P. Mihail, Shatha F. Al-Maliki, Jean M. Létang, and Franck P. Vidal
Robust and Flexible Puzzle Solving with Corner-based Cycle Consistent Correspondences
Taiwei Wang, Kristiyan Vladimirov, Shu Yu Goh, Yu-Kun Lai, Xianghua Xie, and Gary K. L. Tam
Short Papers
Projectional Radiography Simulator: an Interactive Teaching Tool
Aaron Sujar, Graham Kelly, Marcos García, and Franck P. Vidal
A Mesh Correspondence Approach for Efficient Animation Transfer
Anastasia Moutafidou and Ioannis Fudos
Recognising Human-Object Interactions Using Attention-based LSTMs
Muna Almushyti and Frederick W. B. Li
Towards a Tool for the Creation of Micro-visualisations
James Robert Jackson, Panagiotis D. Ritsos, and Jonathan C. Roberts
Sampling with Pinwheel Tiles
Abdalla G. M. Ahmed
Colour Processing in Adversarial Attacks on Face Liveness Systems
Latifah Abduh and Ioannis Ivrissimtzis

Recent Submissions

  • Colour Processing in Adversarial Attacks on Face Liveness Systems 

    Abduh, Latifah; Ivrissimtzis, Ioannis (The Eurographics Association, 2019)
    In the context of face recognition systems, liveness test is a binary classification task aiming at distinguishing between input images that come from real people's faces and input images that come from photos or videos ...
  • A Mesh Correspondence Approach for Efficient Animation Transfer 

    Moutafidou, Anastasia; Fudos, Ioannis (The Eurographics Association, 2019)
    Animating a novel character not only needs a lot of effort and time but also requires the intervention of an experienced user. Moreover, the traditional animation pipeline for a set of characters can be a tedious and ...
  • Sampling with Pinwheel Tiles 

    Ahmed, Abdalla G. M. (The Eurographics Association, 2019)
    We outline an adaptive sampling framework based on Conway's pinwheel tiles. It offers a unique feature that the generated tiles have infinite number of orientation angles, minimizing the strong auto-correlations found on ...
  • Recognising Human-Object Interactions Using Attention-based LSTMs 

    Almushyti, Muna; Li, Frederick W. B. (The Eurographics Association, 2019)
    Recognising Human-object interactions (HOIs) in videos is a challenge task especially when a human can interact with multiple objects. This paper attempts to solve the problem of HOIs by proposing a hierarchical framework ...
  • Towards a Tool for the Creation of Micro-visualisations 

    Jackson, James; Ritsos, Panagiotis; Roberts, Jonathan (The Eurographics Association, 2019)
    As the every day use of mobile and small screen devices becomes more common, it is necessary to explore how we can visualise data effectively in small design spaces. These screens are often used in situations where it is ...
  • Projectional Radiography Simulator: an Interactive Teaching Tool 

    Sujar, Aaron; Kelly, Graham; García, Marcos; Vidal, Franck (The Eurographics Association, 2019)
    Radiographers need to know a broad range of knowledge about X-ray radiography, which can be specific to each part of the body. Due to the harmfulness of the ionising radiation used, teaching and training using real patients ...
  • Robust and Flexible Puzzle Solving with Corner-based Cycle Consistent Correspondences 

    Wang, T.; Vladimirov, K.; Goh, S.; Lai, Y.-K.; Xie, X.; Tam, G. K. L. (The Eurographics Association, 2019)
    Solving jigsaw puzzles is a classic problem in computer vision with various applications. Over the past decades, many useful approaches have been introduced. Most existing works use edge-wise similarity measures for ...
  • Controlling 3D Visualisations with Multiple Degrees of Freedom 

    Sandoval, Mario; Morris, Tim; Turner, Martin (The Eurographics Association, 2019)
    In this paper, the two major components of a new multi-layer framework ideal for two-handed interaction in desktop virtual environments called Library for Interactive Settings of User-Mode (LISU) are explained. In addition, ...
  • Comparing Gestural Interfaces using Kinect and OpenPose 

    Rahman, Aminur; Clift, Louis G.; Clark, Adrian F. (The Eurographics Association, 2019)
    We describe the implementation of a gesture recognition facility for navigating through virtual reality applications in a shared VR facility. An implementation based around the Microsoft Kinect is described and the fruits ...
  • Registration of 3D Triangular Models to 2D X-ray Projections Using Black-box Optimisation and X-ray Simulation 

    Wen, Tianci; Mihail, Radu; Al-maliki, shatha; Letang, Jean; Vidal, Franck (The Eurographics Association, 2019)
    Registration has been studied extensively for the past few decades. In this paper we propose to solve the registration of 3D triangular models onto 2D X-ray projections. Our approach relies extensively on global optimisation ...
  • Deep Terrain Expansion: Terrain Texture Synthesis with Deep Learning 

    Toulatzis, Vasilis; Fudos, Ioannis (The Eurographics Association, 2019)
    In real-world applications terrains play a cardinal role in the field of games and geospatial applications such as Geographic Information Systems (GIS). The textures of a terrain are essential for creating virtual ...
  • Hash-based Hierarchical Caching for Interactive Previews in Global Illumination Rendering 

    Roth, Thorsten; Weier, Martin; Bauszat, Pablo; Hinkenjann, André; Li, Yongmin (The Eurographics Association, 2019)
    Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework ...
  • Accelerating Surface Tension Calculation in SPH via Particle Classification and Monte Carlo Integration 

    Zorrilla, Fernando; Sappl, Johannes; Rauch, Wolfgang; Harders, Matthias (The Eurographics Association, 2019)
    Surface tension has a strong influence on the shape of fluid interfaces. We propose a method to calculate the corresponding forces efficiently. In contrast to several previous approaches, we discriminate to this end between ...
  • Evaluating Models for Virtual Forestry Generation and Tree Placement in Games 

    Williams, Benjamin; Ritsos, Panagiotis; Headleand, Christopher (The Eurographics Association, 2019)
    A handful of approaches have been previously proposed to generate procedurally virtual forestry for virtual worlds and computer games, including plant growth models and point distribution methods. However, there has been ...
  • Generating High Fidelity Surface Meshes of Neocortical Neurons using Skin Modifiers 

    Abdellah, Marwan; Favreau, Cyrille; Hernando, Juan; Lapere, Samuel; Schürmann, Felix (The Eurographics Association, 2019)
    We present the results of exploring the capabilities of skinning modifiers to generate high fidelity polygonal surface meshes of neurons from their morphological skeletons that are segmented from optical microscopy slides. ...
  • Fast and Efficient Nearest Neighbor Search for Particle Simulations 

    Gross, Julian; Köster, Marcel; Krüger, Antonio (The Eurographics Association, 2019)
    One of the fundamental algorithms in particle simulations is the identification and iteration over nearest neighbors of every particle. Well-known examples are SPH or PBD simulations that compute forces and particle-position ...
  • A Somatic Approach to Combating Cybersickness Utilising Airflow Feedback 

    Harrington, Jake; Williams, Benjamin; Headleand, Christopher (The Eurographics Association, 2019)
    Abstract This paper presents a novel somatosensory approach towards reducing the risk of cybersickness during virtual reality locomotion in a 3D environment. We start by presenting theories regarding the cause of cybersickness ...
  • Deformed Reality 

    Petit, Antoine; Haouchine, Nazim; Roy, Frederick; Goldman, Daniel B.; Cotin, Stephane (The Eurographics Association, 2019)
    We present Deformed Reality, a new way of interacting with an augmented reality environment by manipulating 3D objects in an intuitive and physically-consistent manner. Using the core principle of augmented reality to ...
  • Optimising Underwater Environments for Mobile VR 

    Cenydd, Llyr ap; Headleand, Christopher (The Eurographics Association, 2019)
    Mobile Virtual Reality (VR) has advanced considerably in the last few years, driven by advances in smartphone technology. There are now a number of commercial offerings available, from smartphone powered headsets to ...
  • Assisting Serious Games Level Design with an Augmented Reality Application and Workflow 

    Beever, Lee; Pop, Serban; John, Nigel W. (The Eurographics Association, 2019)
    With the rise in popularity of serious games there is an increasing demand for virtual environments based on real-world locations. Emergency evacuation or fire safety training are prime examples of serious games that would ...

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