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Item Automatic Generation of Animated Population in Virtual Environments(Eurographics Association, 2004) Thalmann, D.; Magnenat-Thalmann, N.; Donikian, S.The necessity to model virtual population appears in many applications of computer animation and simulation. Such applications encompass several different domains - representative or autonomous agents in virtual environments, human factors analysis, training, education,simulation-based design, and entertainment. Reproduce in simulation the dynamic life of virtual environments in realtime is also a great challenge.Item Programming Graphics Hardware(Eurographics Association, 2004) Zeller, Cyril; Fernando, Randy; Wloka, Matthias; Harris, MarkThe presentation gives the big picture for the entire tutorial. It introduces the notions and frameworks that will be revisited in more details during the following presentations: Overview of the tutorial. Real-time graphics concept. Graphics pipeline concept.How the graphics pipeline maps to the PC architecture (CPU <-> GPU). Controlling the GPU from the CPU: The driver and 3D API (OpenGL, Direct3D). Evolution of the PC graphics pipeline and 3D APIs through time from fixed function pipeline to today's programmable pipeline, with introduction to z-buffering, texturing, TnL, multi-texturing, anti-aliasing, vertex and pixel shaders. Review of real-time graphics applications.Item Simulation of Clothes for Real-time Applications(Eurographics Association, 2004) Magnenat-Thalmann, N.; Cordier, F.; Keckeisen, M.; Kimmerle, S.; Klein, R.; Meseth, J.This presentation gives an overview of the whole tutorial. It introduces the different techniques that will be presented in the next sessions. An overview of previous work is given as well.Item Multi-resolution Modeling, Visualization and Streaming of Volume Meshes(Eurographics Association, 2004) Cignoni, P.; De Floriani, L.; Lindstrom, P.; Pascucci, V.; Rossignac, J.; Silva, C.Volume meshes are widely used in geometric modeling, object reconstruction, level set methods and accurate simulations of physical behaviors like deformable materials, objects under stress, fracture dynamics, optical effects and reproduction of smoke and fluid dynamics.Item Geometric Algebra and its Application to Computer Graphics(Eurographics Association, 2004) Hildenbrand, Dietmar; Perwass, Christian; Dorst, Leo; Fontijne, DanielIn this tutorial we will give an overview of Geometric Algebra and its application to computer graphics. First of all, we want to motivate the topic and give insights into some applications.Item Advanced Virtual Medicine: Techniques and Applications for Medicine Oriented Computer Graphics(Eurographics Association, 2004) Delingette, H.; Linney, A.; Magnenat-Thalmann, N.; Wu, Yin; Bartz, D.; Hauth, M.; Mueller, K.The course will introduce techniques of modelling and simulating human tissue for medical applications. The course includes basic and advanced techniques of segmentation, registration, reconstruction and motion simulation in medical applications from disease detection to surgery simulation and surgery in virtual reality. This tutorial introduces various methods along with concrete clinic cases and present examples to convert research work to commercial applications.Item Modern Approaches to Augmented Reality(Eurographics Association, 2004) Bimber, Oliver; Raskar, RameshThis tutorial provides a survey of modern techniques for augmented reality (AR) systems. Novel approaches have taken AR beyond traditional eye-worn or hand-held displays, enabling new application areas. We discuss conventional AR displays and present alternative augmented reality approaches that are overcoming some of their limitations. These practical alternatives are spatially augmented displays that exploit large optical elements, video-projectors, holograms, and tracking technologies. Due to the fall in the cost of these devices and graphics resources, there has been a considerable interest in exploiting such augmented reality systems in universities, labs, museums and in the art community.Item RenderWare: Speed up the 3D Application Production Pipeline(Eurographics Association, 2004) Guilbert, OskarThe presentation gives the big picture for Criterion Software and how the Renderware technology provided by Criterion is used in the game industry. RenderWare's applications-authoring frame work will then be presented.