24-Issue 3
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Item A Semantic Space Partitioning Approach to Virtual Camera Composition(The Eurographics Association and Blackwell Publishing, Inc, 2005) Christie, Marc; Normand, Jean-MarieItem FreeLence - Coding with Free Valences(The Eurographics Association and Blackwell Publishing, Inc, 2005) Kaelberer, Felix; Polthier, Konrad; Reitebuch, Ulrich; Wardetzky, MaxItem Hierarchyless Simplification, Stripification and Compression of Triangulated Two-Manifolds(The Eurographics Association and Blackwell Publishing, Inc, 2005) Diaz-Gutierrez, Pablo; Gopi, M.; Pajarola, RenatoItem Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hadwiger, Markus; Sigg, Christian; Scharsach, Henning; Buehler, Khatja; Gross, MarkusItem Realistic real-time rendering of landscapes using billboard clouds(The Eurographics Association and Blackwell Publishing, Inc, 2005) Behrendt, S.; Colditz, C.; Franzke, O.; Kopf, J.; Deussen, O.Item Kinematics, Dynamics, Biomechanics: Evolution of Autonomy in Game Animation(The Eurographics Association and Blackwell Publishing, Inc, 2005) Collins, SteveThe believeable portrayal of character performances is critical in engaging the immersed player in interactive entertainment. The story, the emotion and the relationship between the player and the world they are interacting within are hugely dependent on how appropriately the world s characters look, move and behave. We re concerned here with the character s motion; with next generation game consoles like Xbox360TM and Playstation the graphical representation of characters will take a major step forward which places even more emphasis on the motion of the character. The behavior of the character is driven by story and design which are adapted to game context by the game s AI system. The motion of the characters populating the game s world, however, is evolving to an interesting blend of kinematics, dynamics, biomechanics and AI drivenmotion planning.Our goal here is to present the technologies involved in creating what are essentially character automata, emotionless and largely brainless character shells that nevertheless exhibit enough "behavior" to move as directed while adapting to the environment through sensing and actuating responses. This abstracts the complexities of low level motion control, dynamics, collision detection etc. and allows the game s artificial intelligence system to direct these characters at a higher level.While much research has already been conducted in this area and some great results have been published, we will present the particular issues that face game developers working on current and next generation consoles, and how these technologies may be integrated into game production pipelines so to facilitate the creation of character performances in games. The challenges posed by the limited memory and CPU bandwidth (though this is changing somewhat with next generation) and the challenges of integrating these solutions with current game design approaches leads to some interesting problems, some of which the industry has solutions for and some others which still remain largely unsolved.Item Cubical Marching Squares: Adaptive Feature Preserving Surface Extraction from Volume Data(The Eurographics Association and Blackwell Publishing, Inc, 2005) Ho, Chien.-Chang; Wu, Fu-Che; Chen, Bing-Yu; Chuang, Yung-Yu; Ouhyoung, MingItem Temporally Coherent Irradiance Caching for High Quality Animation Rendering(The Eurographics Association and Blackwell Publishing, Inc, 2005) Smyk,, Miloslaw; Kinuwaki, Shin-ichi; Durikovic Roman; Myszkowski, KarolItem D-Charts: Quasi-Developable Mesh Segmentation(The Eurographics Association and Blackwell Publishing, Inc, 2005) Julius, Dan; Kraevoy, Vladislav; Sheffer, AllaItem Real-Time Shape Editing using Radial Basis Functions(The Eurographics Association and Blackwell Publishing, Inc, 2005) Botsch, Mario; Kobbelt, LeifItem Re-coloring Images for Gamuts of Lower Dimension(The Eurographics Association and Blackwell Publishing, Inc, 2005) Rasche, Karl; Geist, Robert; Westall , JamesItem N-Buffers for efficient depth map query(The Eurographics Association and Blackwell Publishing, Inc, 2005) Decoret, XavierItem Spectral Volume Rendering based on the Kubelka-Munk Theory(The Eurographics Association and Blackwell Publishing, Inc, 2005) Abdul-Rahman, Alfie; Chen, MinItem Support Vector Machines for 3D Shape Processing(The Eurographics Association and Blackwell Publishing, Inc, 2005) Steinke, Florian; Schoelkopf, Bernhard; Blanz, VolkerItem Fast Summed-Area Table Generation and its Applications(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hensley, Justin; Scheuermann, Thorsten; Coombe, Greg; Singh, Montek; Lastra, AnselmoItem Realistic or Abstract Imagery: The Future of Computer Graphics?(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hanrahan, PatThe big idea in computer graphics, what makes CG different from other ways of making images, is that CG represents images symbolically. The artist or designer creates a symbolic representation of the image, and the computer converts that representation to physical media. Because computational processes are so flexible, we have the freedom to invent any abstract representation that suits our needs.Somewhat surprisingly, most of computer graphics research has focused on the science and technology needed to make photorealistic images representing the physical world. In this talk, I will argue that we should shift our focus to developing techniques for manipulating abstract image representations. Historically, abstract imagery is more recent and more innovative than realistic imagery. Functionally, abstract image representations are often more informative and more expressive than realistic ones. More fundamentally, abstract image models better depict our mental models of the world, and are hence more useful to most people that use computer graphics in their work. In addition to motivating this line of research, I will outline some potentially promising research directions.Item Modelling Plant Variation Through Growth(The Eurographics Association and Blackwell Publishing, Inc, 2005) Streit, L.; Federl, P.; Sousa , M.C.Item Perceptual Evaluation of Impostor Representations for Virtual Humans and Buildings(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hamill, J.; McDonnell, R.; Dobbyn, S.; O Sullivan, C.Item Movie Making at Pixar: A Collaboration of Art and Technology(The Eurographics Association and Blackwell Publishing, Inc, 2005) Cook, RobThis talk takes you behind the scenes at Pixar Animation Studios for an in-depth look at how its 3d computer graphics films are made. Making a computer animated film involves people with artistic talent and people with technical skills working together in close collaboration. The process starts with the development of the story and continues with modeling the geometry, adding articulation controls, using those controls to animate the characters, simulating things like water and cloth and hair, defining the look of the surfaces, putting lights in the scene, adding special effects, rendering, and post-production. Special emphasis is given to the roles of technology and computer graphics research in supporting the filmmaker.Item Fractional Fourier Texture Masks: Guiding Near-Regular Texture Synthesis(The Eurographics Association and Blackwell Publishing, Inc, 2005) Nicoll, A.; Meseth, J.; Mueller, G.; Klein, R.
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